The family factory: developing new methods for live 3D animation
Production methods
Spatial principles of level-design in multi-player first-person shooters
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Mapping the mental space of game genres
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
An adaptive control scheme for multi-threaded graphics programs
CEA'07 Proceedings of the 2007 annual Conference on International Conference on Computer Engineering and Applications
Component based game development: a solution to escalating costs and expanding deadlines?
CBSE'07 Proceedings of the 10th international conference on Component-based software engineering
Ludoliteracy: defining understanding and supporting games education
Ludoliteracy: defining understanding and supporting games education
Interactive storytelling: approaches and techniques to achieve dynamic stories
Transactions on edutainment I
Streamlining domain analysis for digital games product lines
SPLC'10 Proceedings of the 14th international conference on Software product lines: going beyond
Action recognition for support of adaptive gameplay: a case study of a first person shooter
International Journal of Computer Games Technology
How to develop financial applications with game features in e-banking?
Proceedings of the 2013 International Conference on Information Systems and Design of Communication
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From the Publisher:Teaches design, architecture, and managementthe things programmers need to know before they can even begin writing code! Provides hundreds of case studies of what works and what doesn't. Takes the reader through all the necessary game creation stepsfrom seeing a game idea on paper to actually implementing that idea! Defines the theoretical concepts of object-oriented design, core design, gameplay, and game balance, and reveals how to practically apply it to development, schedules, and procedures. Teaches how to apply design principles, 90% of the work behind game development, to diverse technologies. Other books skip over the design aspects and jump directly into coding practices. Dave Morris is the author of numerous role-playing game books, including the ever-popular Teenage Mutant Ninja Turtle books from Bantam. Worldwide sales of his books exceed 4 million. Provides programmers with the experience that in the past could only be gained through word of mouth or trial and error. Includes studies and comments from game industry leaders like the creators of Sid Meier's Alpha Centauri and Blizzard's StarCraft. Written for PC, Macintosh, and Unix platforms. Game development software including NeMo Player 1.9, Universal Animator, and WebVise Totality. Management and storage software and digital audio software including Cool Edit 96, Universal Save SDK, and Game Explorer Software. Plus much more!