MARC Record
Leader
001
001930161
003
BE-GnUNI
005
20230805103409.0
008
090925s2009 ||||||||||||||||| ||eng||
020
a| 9781584506683
040
a| Howest
041
0
a| eng
050
1
4
a| GV1469.34
b| A97
080
a| 681.32.7
084
a| 527.9
2| vsiso
245
0
0
a| David Perry on game design :
b| a brainstorming toolbox.
260
a| Boston :
b| Course Technology,
c| 2009.
300
a| XXIX, 1040 p.
520
a| Part I: How to Use This Book Chapter 1: Using This Book as a Reference Chapter 2: Brainstorming and Research Part II: Which Game Will You Make? Chapter 3: Hooks Chapter 4: What Publishers Want Chapter 5: Game POV and Game Genres Chapter 6: Business Models Chapter 7: Branding Chapter 8: Protecting Your Intellectual Property Part III: Storytelling Chapter 9: Storytelling Techniques Chapter 10: Movie Genres Chapter 11: Scenarios Part IV: Characters Chapter 12: Character Design Chapter 13: Character Roles and Jobs Chapter 14: Enemies Chapter 15: Character Abilities Chapter 16: Speech Part V: Worlds Chapter 17: Game Worlds Chapter 18: Travel Chapter 19: Objects and Location Chapter 20: Music and Sound Part VI Experience Design Section A: The Elements of Experience Chapter 21: Experiential Design Chapter 22: Game Conventions and Cliches Section B: Goals and Rewards Chapter 23: Goals Chapter 24: Rewards, Bonuses, and Penalties Section C: Obstacles Chapter 25: Barriers, Obstacles, and Detectors Chapter 26: Traps and Counter Traps Chapter 27: Puzzles Section D: Time Chapter 28: Controlling Pacing Section E: Communication Chapter 30: Ways to Communicate with the Player Section F: Common Problems Chapter 31: Common Game Design Problems Chapter 32: Ways to Die Part VII: Weapons and Armor Chapter 33: Historical and Cultural Weapons Chapter 34: Standard Modern Weaponry and Armor Chapter 35: Epilogue
650
4
a| Computerspelen.
700
1
a| Perry, David,
d| ....-
0| (viaf)
700
1
a| DeMaria, Rusel,
d| ....-
0| (viaf)
852
4
b| HWPNT
c| PENTA
j| PENTA.527.9 PERR 09
p| 3011729
920
a| book