Lewis pulsipher (30 résultats)

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Paperback. Etat : New. Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible… guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.

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Paperback or Softback. Etat : New. Game Design: How to Create Video and Tabletop Games, Start to Finish. Book.

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Paperback. Etat : new. Paperback. Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this in…dispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional. "The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential"--Provided by publisher. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

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Paperback. Etat : New. Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible… guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.

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Softcover. Etat : As New. Leichte Kratzer / Abnutzungen / Druckstellen. Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and pr…actice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.

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Paperback. Etat : Brand New. 268 pages. 8.75x5.75x0.75 inches. In Stock.

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Edité par V O Young Inc, 1970
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Ajouter au panierHardcover. Etat : Good+. Shelf wear and rubbing to the spine edges and corners. The binding is tight.
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Paperback. Etat : New. Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible… guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.

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Paperback. Etat : new. Paperback. Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this in…dispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional. "The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential"--Provided by publisher. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

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Paperback. Etat : New. Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible… guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.
Different Worlds : Magazine of Adventure Role-Playing Games, November 1981, Issue 16
Ehara, Tadashi (editor); & Ken Rolston; Ronald Mark Pehr; Angus MacDonald; Lewis Pulsipher; David Nalle; Howard Mahler (contributors)
Edité par Chaosium, Inc., Albany, California, 1981
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Ajouter au panierPaperback. Etat : Very Good condition. First Edition. Albany, California : Chaosium, Inc., 1981. 8.5" wide by 11" tall. Bright, clean, tight, unmarked copy. Illustrated. Includes Part II of Tournament Role-Playing by Ken Rolston. Not price clipped (2.50). No owner's name or bookplate. First Edition. Softcover. Very Good conditio…n. Illus. by Clark, Tom (cover art). 48pp. Clark, Tom (cover art) (illustrateur).
Edité par Mrs. John L. Pulsipher
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Ajouter au panierHardcover. Etat : Very Good. No Jacket. Missing dust jacket; May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.

Langue : anglais
Edité par McFarland & Company, Incorporated Publishers, 2012
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Langue : anglais
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Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Über den AutorLewis Pulsipher is the designer of six commercially published boardgames, and is a frequent contributor to Gamasutra and GameCareerGuide. He is author of more than a hundred published articles about game…s and has contr.
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Taschenbuch. Etat : Neu. Game Design | How to Create Video and Tabletop Games, Start to Finish | Lewis Pulsipher | Taschenbuch | Kartoniert / Broschiert | Englisch | 2012 | McFarland | EAN 9780786469529 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Pri…nt on Demand.