Isbn: 9780123743282 - game feel: a game designer's guide to virtual sensation (31 risultati)

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  • Lingua: Inglese

    Editore: CRC Press, 2008

    0123743281 / 9780123743282

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  • Lingua: Inglese

    Editore: Routledge (edition 1), 2008

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    Paperback. Condizione: Very Good. 1. It's a well-cared-for item that has seen limited use. The item may show minor signs of wear. All the text is legible, with all pages included. It may have slight markings and/or highlighting.

  • Lingua: Inglese

    Editore: CRC Press, 2008

    0123743281 / 9780123743282

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    Paperback. Condizione: Good. 1st Edition. Ships in a BOX from Central Missouri! May not include working access code. Will not include dust jacket. Has used sticker(s) and some writing or highlighting. UPS shipping for most packages, (Priority Mail for AK/HI/APO/PO Boxes).

  • Lingua: Inglese

    Editore: Routledge, 2008

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    Condizione: good. May show signs of wear, highlighting, writing, and previous use. This item may be a former library book with typical markings. No guarantee on products that contain supplements Your satisfaction is 100% guaranteed. Twenty-five year bookseller with shipments to over fifty million happy customers.…

  • Lingua: Inglese

    Editore: Routledge, 2008

    0123743281 / 9780123743282

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  • Lingua: Inglese

    Editore: CRC Press, 2008

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  • Lingua: Inglese

    Editore: Routledge, 2008

    0123743281 / 9780123743282

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  • Lingua: Inglese

    Editore: Routledge 2008-11-19, 2008

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    Da: Chiron Media, Wallingford, Regno UnitoChiron Media

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    Paperback. Condizione: New. Brand new book, sourced directly from publisher. Dispatch time is 24-48 hours from our warehouse. Book will be sent in robust, secure packaging to ensure it reaches you securely.

  • Lingua: Inglese

    Editore: Routledge, 2008

    0123743281 / 9780123743282

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    Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK

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    Condizione: good. May show signs of wear, highlighting, writing, and previous use. This item may be a former library book with typical markings. No guarantee on products that contain supplements Your satisfaction is 100% guaranteed. Twenty-five year bookseller with shipments to over fifty million happy customers.…

  • Lingua: Inglese

    Editore: Routledge, 2008

    0123743281 / 9780123743282

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  • Lingua: Inglese

    Editore: Routledge, 2008

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    Da: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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  • Lingua: Inglese

    Editore: Taylor and Francis Inc, US, 2008

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    Paperback. Condizione: New. "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.…

  • Lingua: Inglese

    Editore: Routledge, 2008

    0123743281 / 9780123743282

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  • Lingua: Inglese

    Editore: Routledge, 2008

    0123743281 / 9780123743282

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    Condizione: As New. Unread book in perfect condition.

  • Lingua: Inglese

    Editore: Taylor and Francis Inc, US, 2008

    0123743281 / 9780123743282

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    Da: Rarewaves.com USA, London, LONDO, Regno UnitoRarewaves.com USA

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    Paperback. Condizione: New. "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, 2008

    0123743281 / 9780123743282

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    Da: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrlandaKennys Bookshop and Art Galleries Ltd.

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    Condizione: New. 2008. 1st Edition. Paperback. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. This book exposes 'feel' as a hidden language in game design. It covers topics like role of sound, ancillary indicators, importance of metaphor, how people perceive things, and a brief history of feel in games. Num Pages: 376 pages, Approx. 190 illustrations. BIC Classification: UMK. Category: (P) Professional & Vocational. Dimension: 232 x 191 x 22. Weight in Grams: 786. . . . . .…

  • Lingua: Inglese

    Editore: Routledge, 2008

    0123743281 / 9780123743282

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    Condizione: New. In English.

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, 2008

    0123743281 / 9780123743282

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    Da: THE SAINT BOOKSTORE, Southport, Regno UnitoTHE SAINT BOOKSTORE

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    Paperback / softback. Condizione: New. New copy - Usually dispatched within 4 working days.

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, 2008

    0123743281 / 9780123743282

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    Da: Kennys Bookstore, Olney, MD, U.S.A.Kennys Bookstore

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    Condizione: New. 2008. 1st Edition. Paperback. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. This book exposes 'feel' as a hidden language in game design. It covers topics like role of sound, ancillary indicators, importance of metaphor, how people perceive things, and a brief history of feel in games. Num Pages: 376 pages, Approx. 190 illustrations. BIC Classification: UMK. Category: (P) Professional & Vocational. Dimension: 232 x 191 x 22. Weight in Grams: 786. . . . . . Books ship from the US and Ireland.…

  • Lingua: Inglese

    Editore: Routledge, 2008

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  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Burlington, 2008

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    Paperback. Condizione: new. Paperback. "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. "Feel" is the essence of human-computer interaction. It is the single most important (yet often overlooked) element in games that makes the game art form unique. No other traditional art form like film, literature, music encompasses interactivity, as games do. This book bring "feel" to the forefront and gives it a proper voice. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability. …

  • Lingua: Inglese

    Editore: Morgan Kaufmann Pub, 2008

    0123743281 / 9780123743282

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    Da: Revaluation Books, Exeter, Regno UnitoRevaluation Books

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    Paperback. Condizione: Brand New. 1st edition. 376 pages. 9.10x7.40x0.90 inches. In Stock.

  • Lingua: Inglese

    Editore: CRC Press, 2008

    0123743281 / 9780123743282

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    Kartoniert / Broschiert. Condizione: New. Steve Swink Game Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instrumen.

  • Lingua: Inglese

    Editore: Taylor and Francis Inc, US, 2008

    0123743281 / 9780123743282

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    Da: Rarewaves USA United, HEBRON, KY, U.S.A.Rarewaves USA United

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    Paperback. Condizione: New. "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.…

  • Lingua: Inglese

    Editore: Taylor and Francis Inc, US, 2008

    0123743281 / 9780123743282

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    Paperback. Condizione: New. "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.…

  • Lingua: Inglese

    Editore: Routledge, 2008

    0123743281 / 9780123743282

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    Da: BUCHSERVICE / ANTIQUARIAT Lars Lutzer, Wahlstedt, GermaniaBUCHSERVICE / ANTIQUARIAT Lars Lutzer

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    Condizione: gut. Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game De In englischer Sprache. pages.

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, 2008

    0123743281 / 9780123743282

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    Paperback / softback. Condizione: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.

  • Lingua: Inglese

    Editore: Morgan Kaufmann Pub, 2008

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    Paperback. Condizione: Brand New. 1st edition. 376 pages. 9.10x7.40x0.90 inches. In Stock. This item is printed on demand.

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Burlington, 2008

    0123743281 / 9780123743282

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    Paperback. Condizione: new. Paperback. "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. "Feel" is the essence of human-computer interaction. It is the single most important (yet often overlooked) element in games that makes the game art form unique. No other traditional art form like film, literature, music encompasses interactivity, as games do. This book bring "feel" to the forefront and gives it a proper voice. This item is printed on demand. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability. …

  • Lingua: Inglese

    Editore: CRC Press, 2008

    0123743281 / 9780123743282

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    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    Taschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 'Game Feel' exposes 'feel' as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. …