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Game Balance
Ian Schreiber; Brenda Romero
Taylor & Francis Inc (2021)
Pehmeäkantinen kirja
71,20
Tuotetta lisätty
ostoskoriin kpl
Siirry koriin
Breaking Into the Game Industry: Advice for a Successful Career from Those Who Have Done It
Ian Schreiber; Brenda Brathwaite
Cengage Learning PTR (2011)
Pehmeäkantinen kirja
24,40
Tuotetta lisätty
ostoskoriin kpl
Siirry koriin
Challenges for Game Designers
Brenda Brathwaite; Ian Schreiber
Charles River Media (2008)
Pehmeäkantinen kirja
45,70
Tuotetta lisätty
ostoskoriin kpl
Siirry koriin
How Millennials Can Lead Us Out of the Mess We're In
Mordecai Schreiber; Iqbal Unus; Ian Case Punnett
Globe Pequot Publishing Group Inc/Bloomsbury (2020)
Kovakantinen kirja
23,50
Tuotetta lisätty
ostoskoriin kpl
Siirry koriin
Game Balance
Ian Schreiber; Brenda Romero
Taylor & Francis Ltd (2021)
Kovakantinen kirja
145,10
Tuotetta lisätty
ostoskoriin kpl
Siirry koriin
Game Balance
71,20 €
Taylor & Francis Inc
Sivumäärä: 806 sivua
Asu: Pehmeäkantinen kirja
Julkaisuvuosi: 2021, 17.08.2021 (lisätietoa)
Kieli: Englanti
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory.

Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers.

FEATURES






The first and only book to explore game balance as a topic in depth



Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them



Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks



Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation



Written by award-winning designers with decades of experience in the field

Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006.

Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.

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