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