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HKSYU Library

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    LEADER 02220cam a2200397 i 4500
    001
    991008273359907546
    005
    20241214090100.0
    008
    080813s2009 maua b 001 0 eng d
    010
     
     
    a| 2008035742
    020
     
     
    a| 0123743281 q| (paperback)
    020
     
     
    a| 9780123743282 q| (paperback)
    035
     
     
    a| b10370754-852julac_network
    035
     
     
    a| (julac-retro)10987315
    040
     
     
    a| DLC c| DLC d| BTCTA d| BAKER d| YDXCP d| C#P d| BWX d| IXA b| eng e| rda d| HK-SYU
    050
     
    4
    a| QA76.9.H85 b| S884 2009
    082
    0
    0
    a| 794.8/1526 2| 22
    092
    0
     
    a| 794.81526 b| SWI 2009
    100
    1
     
    a| Swink, Steve, e| author.
    245
    1
    0
    a| Game feel : b| a game designer's guide to virtual sensation / c| Steve Swink.
    246
    3
    0
    a| Game designer's guide to virtual sensation
    264
     
    1
    a| Burlington, MA : b| Morgan Kaufmann Publishers/Elsevier, c| [2009].
    264
     
    4
    c| ©2009
    300
     
     
    a| xvii, 358 pages : b| illustrations ; c| 24 cm.
    336
     
     
    a| text b| txt 2| rdacontent
    337
     
     
    a| unmediated b| n 2| rdamedia
    338
     
     
    a| volume b| nc 2| rdacarrier
    490
    1
     
    a| Morgan Kaufmann Game Design Books
    504
     
     
    a| Includes bibliographical references and index.
    520
     
     
    a| "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." -- c| Amazon.
    650
     
    0
    a| Computer games x| Programming.
    650
     
    0
    a| Computer games x| Design.
    650
     
    0
    a| Human-computer interaction.
    830
     
    0
    a| Morgan Kaufmann Game Design Books.
    910
     
     
    a| nlw b| wlc c| wsl
    998
     
     
    a| book b| 14-12-24
    945
     
     
    h| Principal l| location i| barcode y| id f| bookplate a| callnoa b| callnob n| DSA422