Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book Description
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
An Architectural Approach to Level Design
Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book Description
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book Description
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
GDC
Author:
Publisher:
ISBN:
Category : Oceanographic buoys
Languages : en
Pages : 126
Book Description
Publisher:
ISBN:
Category : Oceanographic buoys
Languages : en
Pages : 126
Book Description
Mediocre GDC
Author: Abiodun Olayinka Bamgbelu
Publisher: Strategic Book Publishing Rights Agency
ISBN: 1681813777
Category : Law
Languages : en
Pages : 542
Book Description
It is naivety that borders upon dishonesty to suggest that Britain’s mediocre General Dental Council (GDC) is untouched by the decline in the general educational standard. “To disagree with three-fourths of the British public on all points is one of the first elements of sanity, one of the deepest consolations in all moments of spiritual doubt.” – Oscar Wilde In November 2008, the mediocre GDC belatedly and retrospectively charged and found the first ever and only Negro dentist in Bedford guilty of using “kavoklave instead of autoclave” for two months in 1996, twelve years earlier! In 1996, the Caucasian predecessor at the dental practice had used the same autoclave for several years before the Negro took over from her. “No advance in wealth, no softening of manners, no reform or revolution has ever brought human equality a millimetre nearer.” – George Orwell The GDC charged that there was “The need for an autoclave for sterilisation as opposed to the kavoklave that was in sole use.” In 2007, in order to corroborate allegations by a racist and dishonest senior National Health Service (NHS) nurse, Rachael Bishop, the GDC went back to the year 1996 to find that kavoklave isn’t an autoclave! The confused council didn’t know that kavoklave is an autoclave. Dr Anand Kamath actually died in his home upon being threatened to be reported to the GDC. “Dr Prasad, the widow of Dr Anand Kamath, told an inquest he felt ‘bullied and harassed’ after being summoned for a meeting and sent a letter warning he could be reported to the General Dental Council.” – Daily Mail, Eleanor Harding, 11.08.2013
Publisher: Strategic Book Publishing Rights Agency
ISBN: 1681813777
Category : Law
Languages : en
Pages : 542
Book Description
It is naivety that borders upon dishonesty to suggest that Britain’s mediocre General Dental Council (GDC) is untouched by the decline in the general educational standard. “To disagree with three-fourths of the British public on all points is one of the first elements of sanity, one of the deepest consolations in all moments of spiritual doubt.” – Oscar Wilde In November 2008, the mediocre GDC belatedly and retrospectively charged and found the first ever and only Negro dentist in Bedford guilty of using “kavoklave instead of autoclave” for two months in 1996, twelve years earlier! In 1996, the Caucasian predecessor at the dental practice had used the same autoclave for several years before the Negro took over from her. “No advance in wealth, no softening of manners, no reform or revolution has ever brought human equality a millimetre nearer.” – George Orwell The GDC charged that there was “The need for an autoclave for sterilisation as opposed to the kavoklave that was in sole use.” In 2007, in order to corroborate allegations by a racist and dishonest senior National Health Service (NHS) nurse, Rachael Bishop, the GDC went back to the year 1996 to find that kavoklave isn’t an autoclave! The confused council didn’t know that kavoklave is an autoclave. Dr Anand Kamath actually died in his home upon being threatened to be reported to the GDC. “Dr Prasad, the widow of Dr Anand Kamath, told an inquest he felt ‘bullied and harassed’ after being summoned for a meeting and sent a letter warning he could be reported to the General Dental Council.” – Daily Mail, Eleanor Harding, 11.08.2013
English (2022-23 TGT/PGT/LT Grade/GIC/GDC/DIET/DSSSB/RPSC/KVS/NVS/ETC)
Author: YCT Expert Team
Publisher: YOUTH COMPETITION TIMES
ISBN:
Category : Antiques & Collectibles
Languages : en
Pages : 560
Book Description
2022-23 TGT/PGT/LT Grade/GIC/GDC/DIET/DSSSB/RPSC/KVS/NVS/ETC English Chapter-wise Solved Papers
Publisher: YOUTH COMPETITION TIMES
ISBN:
Category : Antiques & Collectibles
Languages : en
Pages : 560
Book Description
2022-23 TGT/PGT/LT Grade/GIC/GDC/DIET/DSSSB/RPSC/KVS/NVS/ETC English Chapter-wise Solved Papers
GDC SALUR, NAAC CYCLE-2
Author: PRINCIPAL GDC SALUR
Publisher: Principal, GDC SALUR
ISBN:
Category :
Languages : en
Pages : 230
Book Description
Publisher: Principal, GDC SALUR
ISBN:
Category :
Languages : en
Pages : 230
Book Description
Gdc
Author: Anthony Sholar
Publisher: Trafford Publishing
ISBN: 1698710143
Category : Religion
Languages : en
Pages : 128
Book Description
I am amazed how theologians and scholars overlooked the science in the Bible. I compared creation and sin and made a parallel reference to science. I would like for the reader to make their own assessment. Do you see what I see and agree? It’s up for debate. That’s why I’m referring to the book as a theory and hypothesis. Read and judge for yourself.
Publisher: Trafford Publishing
ISBN: 1698710143
Category : Religion
Languages : en
Pages : 128
Book Description
I am amazed how theologians and scholars overlooked the science in the Bible. I compared creation and sin and made a parallel reference to science. I would like for the reader to make their own assessment. Do you see what I see and agree? It’s up for debate. That’s why I’m referring to the book as a theory and hypothesis. Read and judge for yourself.
The Gamer's Brain
Author: Celia Hodent
Publisher: CRC Press
ISBN: 1351650769
Category : Computers
Languages : en
Pages : 383
Book Description
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Publisher: CRC Press
ISBN: 1351650769
Category : Computers
Languages : en
Pages : 383
Book Description
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Situational Game Design
Author: Brian Upton
Publisher: CRC Press
ISBN: 131539801X
Category : Computers
Languages : en
Pages : 129
Book Description
Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.
Publisher: CRC Press
ISBN: 131539801X
Category : Computers
Languages : en
Pages : 129
Book Description
Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.
Authorization of Appropriations for the U.S. Nuclear Regulatory Commission for Fiscal Years 1982 and 1983: Implementation of Section 110, Public Law 96-295, hearing held in Washington, D.C., February 27, 1981
Author: United States. Congress. House. Committee on Interior and Insular Affairs. Subcommittee on Energy and the Environment
Publisher:
ISBN:
Category : United States
Languages : en
Pages : 242
Book Description
Publisher:
ISBN:
Category : United States
Languages : en
Pages : 242
Book Description
Authorization of Appropriations for the U.S. Nuclear Regulatory Commission for Fiscal Years 1982 and 1983
Author: United States. Congress. House. Committee on Interior and Insular Affairs. Subcommittee on Energy and the Environment
Publisher:
ISBN:
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages :
Book Description