000 01437cam a22003138i 4500
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