Da: Better World Books Ltd, Dunfermline, Regno Unito
EUR 22,42
Quantità: 1 disponibili
Aggiungi al carrelloCondizione: Good. Former library copy. Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.
Da: Better World Books Ltd, Dunfermline, Regno Unito
EUR 22,42
Quantità: 1 disponibili
Aggiungi al carrelloCondizione: Very Good. Former library copy. Pages intact with possible writing/highlighting. Binding strong with minor wear. Dust jackets/supplements may not be included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.
Da: Books From California, Simi Valley, CA, U.S.A.
Paperback. Condizione: Good.
Da: Lion Books PBFA, Kidderminster, WORCS, Regno Unito
Membro dell'associazione: PBFA
Prima edizione
EUR 29,89
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: Near Fine. First Edition. Morgan Kaufmann Game Design Books; 358.
Da: medimops, Berlin, Germania
EUR 38,49
Quantità: 1 disponibili
Aggiungi al carrelloCondizione: good. Befriedigend/Good: Durchschnittlich erhaltenes Buch bzw. Schutzumschlag mit Gebrauchsspuren, aber vollständigen Seiten. / Describes the average WORN book or dust jacket that has all the pages present.
Condizione: New.
Condizione: As New. Unread book in perfect condition.
Da: Anybook.com, Lincoln, Regno Unito
EUR 47,26
Quantità: 1 disponibili
Aggiungi al carrelloCondizione: Good. This is an ex-library book and may have the usual library/used-book markings inside.This book has soft covers. In good all round condition. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,1000grams, ISBN:9780123743282.
PAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.
EUR 61,82
Quantità: 2 disponibili
Aggiungi al carrelloPAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 57,03
Quantità: 10 disponibili
Aggiungi al carrelloCondizione: New.
EUR 76,15
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New.
Lingua: Inglese
Editore: Taylor and Francis Inc, US, 2008
ISBN 10: 0123743281 ISBN 13: 9780123743282
Da: Rarewaves.com USA, London, LONDO, Regno Unito
EUR 76,89
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. 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.
Da: Chiron Media, Wallingford, Regno Unito
EUR 61,68
Quantità: 2 disponibili
Aggiungi al carrelloPaperback. Condizione: New.
EUR 66,86
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New. In.
Lingua: Inglese
Editore: Taylor and Francis Inc, US, 2008
ISBN 10: 0123743281 ISBN 13: 9780123743282
Da: Rarewaves USA, OSWEGO, IL, U.S.A.
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.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 65,23
Quantità: 10 disponibili
Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
EUR 73,12
Quantità: 2 disponibili
Aggiungi al carrelloCondizione: 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. . . . . .
Da: THE SAINT BOOKSTORE, Southport, Regno Unito
EUR 65,74
Quantità: 1 disponibili
Aggiungi al carrelloPaperback / softback. Condizione: New. New copy - Usually dispatched within 4 working days.
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.
EUR 57,04
Quantità: 2 disponibili
Aggiungi al carrelloCondizione: NEW.
EUR 104,63
Quantità: 2 disponibili
Aggiungi al carrelloPaperback. Condizione: Brand New. 1st edition. 376 pages. 9.10x7.40x0.90 inches. In Stock.
EUR 69,86
Quantità: 2 disponibili
Aggiungi al carrelloKartoniert / 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
ISBN 10: 0123743281 ISBN 13: 9780123743282
Da: Rarewaves USA United, OSWEGO, IL, U.S.A.
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
ISBN 10: 0123743281 ISBN 13: 9780123743282
Da: Rarewaves.com UK, London, Regno Unito
EUR 71,77
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. 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.
Da: BUCHSERVICE / ANTIQUARIAT Lars Lutzer, Wahlstedt, Germania
EUR 269,90
Quantità: 1 disponibili
Aggiungi al carrelloCondizione: gut. Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game De In deutscher Sprache. pages.
Lingua: Inglese
Editore: Taylor & Francis Inc, Burlington, 2008
ISBN 10: 0123743281 ISBN 13: 9780123743282
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.
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 multiple locations in the US or from the UK, depending on stock availability.
Da: THE SAINT BOOKSTORE, Southport, Regno Unito
EUR 57,14
Quantità: 5 disponibili
Aggiungi al carrelloPaperback / softback. Condizione: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.
Da: Revaluation Books, Exeter, Regno Unito
EUR 75,60
Quantità: 2 disponibili
Aggiungi al carrelloPaperback. 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
ISBN 10: 0123743281 ISBN 13: 9780123743282
Da: CitiRetail, Stevenage, Regno Unito
EUR 64,55
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. 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 UK warehouse or from our Australian or US warehouses, depending on stock availability.