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Designing 3D Games that Sell

By: Material type: TextTextPublication details: USA: Charles River Media, Inc. 2001Edition: 1stISBN:
  • 1584500433
Subject(s): DDC classification:
  • 006.06 AHE
Holdings
Item type Current library Call number Status Date due Barcode
Standard Loan Clonmel Library Main Collection 006.6 AHE (Browse shelf(Opens below)) Available R06637KRCC
Standard Loan Thurles Library Main Collection 006.6 AHE (Browse shelf(Opens below)) Available R09634KRCT
Standard Loan Thurles Library Main Collection 006.6 AHE (Browse shelf(Opens below)) Available R09635KRCT
Standard Loan Thurles Library Main Collection 006.6 AHE (Browse shelf(Opens below)) Available R09636KRCT

Enhanced descriptions from Syndetics:

Providing information on how to develop a game that will really get published, this text provides step-by-step instructions on how to conceptualize, design, and develop a saleable game.

Providing information on how to develop a game that will "really" get published, this text provides step-by-step instructions on how to conceptualize, design, and develop a saleable game. Written by the developer of "Dead Reckoning" and "Sorcerer", this book teaches developers how to approach game design from the product design viewpoint. Instead of showing how to create a game and then try to get it published, the book teaches how to look at the game from the publisher and consumer perspective first. What does a game need to make it publishable? What will make it enticing to the target audience? All of these question are answered beginning with the brain storming, market research, and team building stage, and then moving to the design, creation, and documentation phases. The CD also covers all of the tools needed to create a game and contains tools, source code, and games used by real game developers.

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