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This book addresses issues through an exploration of the historical and theoretical roots of formalist approaches to videogame analysis,... Læs mere
Game communities are inevitable – in fact, they’re one of the main features of a game. How can our online interactions be better,... Læs mere
Game communities are inevitable – in fact, they’re one of the main features of a game. How can our online interactions be better,... Læs mere
Game Design Critic and expert Josh Bycer is back with another entry in the Game Design Deep Dive series for a look at one of the most popular, and confusing, genres out there.
Game Design Critic and expert Josh Bycer is back with another entry in the Game Design Deep Dive series for a look at one of the most popular, and confusing, genres out there.
Playtesting Best Practices: Real World and Online covers the complete journey of playtesting - the iterative journey to shape and refine tabletop games from raw ideas to balanced and fun games.
Playtesting Best Practices: Real World and Online covers the complete journey of playtesting - the iterative journey to shape and refine tabletop games from raw ideas to balanced and fun games.
This book proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design. An archetypal software production process, based on this architecture, is also introduced.
Event-Database Architecture for Computer Games proposes the first explicit software architecture for game... Læs mere
Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design.
This book proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design. An archetypal software production process, based on this architecture, is also introduced.