The Unified Modeling Language user guide
The Unified Modeling Language user guide
Proceedings of the thirty-first SIGCSE technical symposium on Computer science education
Game Design Perspectives
Developer's Guide to Computer Game Design
Developer's Guide to Computer Game Design
Game Architecture and Design with Cdrom
Game Architecture and Design with Cdrom
Essential use cases and responsibility in object-oriented development
ACSC '02 Proceedings of the twenty-fifth Australasian conference on Computer science - Volume 4
Tricks of the Windows Game Programming Gurus
Tricks of the Windows Game Programming Gurus
Game Design Theory and Practice
Game Design Theory and Practice
Game Developer's Guide to Design and Production
Game Developer's Guide to Design and Production
Who Needs Software Engineering?
IEEE Software
AI Techniques for Game Programming
AI Techniques for Game Programming
Object-Oriented Game Development
Object-Oriented Game Development
Software Engineering and Computer Games
Software Engineering and Computer Games
Game Scripting Mastery (Premier Press Game Development (Paperback))
Game Scripting Mastery (Premier Press Game Development (Paperback))
Using animation to support the teaching of computer game development techniques
Computers & Education
The science and art of computer games development for undergraduate students
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Proceedings of the 2010 conference on Information Modelling and Knowledge Bases XXI
A visual language for the creation of narrative educational games
Journal of Visual Languages and Computing
International Journal of Ambient Computing and Intelligence
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Computer games are a rapidly growing segment of the entertainment industry. Design and development of modern computer games can be a complex activity involving many participants from a variety of disciplines. However, computer game design approaches typically appear to be less formalised than those used for other types of software systems. In this article we describe an approach to computer game-flow design intended for the design of individual game levels within a computer game and demonstrate its application in practice.