| 000 | 01649cam a22003498i 4500 | ||
|---|---|---|---|
| 001 | 19866950 | ||
| 003 | AUCL | ||
| 005 | 20210816135006.0 | ||
| 008 | 170807s2018 flu 000 0 eng | ||
| 010 | _a 2017034803 | ||
| 020 | _a9781138806924 | ||
| 024 | _c6364.00 | ||
| 040 |
_aDLC _beng _erda _cAUI _dDLC |
||
| 042 | _apcc | ||
| 050 | 0 | 0 |
_aQA76.65 _b.C37 2018 |
| 082 | 0 | 0 |
_a006.6 _223 |
| 100 | 1 |
_aCarman, Christopher, _eauthor. |
|
| 245 | 1 | 0 |
_aVisual design concepts for mobile games _cChristopher Carman. |
| 263 | _a1802 | ||
| 264 | 1 |
_aBoca Raton : _bTaylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, _c2018. |
|
| 300 | _axvii;167 p. | ||
| 336 |
_atext _btxt _2rdacontent |
||
| 337 |
_aunmediated _bn _2rdamedia |
||
| 338 |
_avolume _bnc _2rdacarrier |
||
| 505 | 0 | _aChapter objectives -- Vector tools -- Isometric game board project introduction -- 2D the pitch -- Visual hierarchy -- Character design (part 1) -- Character design (part 2) -- Multi-state assets and global lighting -- The big-buildable -- Prop design (cont.) -- Art team roles and collaboration -- 3D production pipeline/marketing art -- User interface/user experience -- Portfolio tips and parting words. | |
| 650 | 0 | _aVisual programming (Computer science), gaming, multimedia, artificial intelligence. | |
| 650 | 0 | _aComputer graphics. | |
| 650 | 0 |
_aVideo games _xDesign. |
|
| 906 |
_a7 _brip _corignew _d1 _eecip _f20 _gy-gencatlg |
||
| 942 |
_2ddc _cBK |
||
| 999 |
_c15580 _d15580 |
||