000 | 01437cam a22003138i 4500 | ||
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001 | sulb0073598 | ||
003 | BD-SySUS | ||
005 | 20191202111602.0 | ||
008 | 170807s2018 flu 000 0 eng | ||
010 | _a 2017034803 | ||
020 | _a9780815366515 (hardback : alk. paper) | ||
020 | _a9781138806924 (pbk. : alk. paper) | ||
040 |
_aDLC _beng _erda _cDLC _dDLC _dBD-SySUS |
||
042 | _apcc | ||
050 | 0 | 0 |
_aQA76.65 _b.C37 2018 |
082 | 0 | 0 |
_a006.6 _223 _bCAV |
100 | 1 |
_aCarman, Christopher, _eauthor. _933363 |
|
245 | 1 | 0 |
_aVisual design concepts for mobile games / _cChristopher Carman. |
260 |
_a[SL]: _bRoutledge, _c2016. |
||
263 | _a1802 | ||
300 | _apages cm | ||
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) _933364 |
|
650 | 0 |
_aComputer graphics. _933365 |
|
650 | 0 |
_aVideo games _xDesign. _933366 |
|
906 |
_a7 _brip _corignew _d1 _eecip _f20 _gy-gencatlg |
||
942 |
_2ddc _cBK |
||
999 |
_c74616 _d74616 |