Teaching Video Game Design Fundamentals
CRC Press (Verlag)
978-1-032-64470-7 (ISBN)
- Noch nicht erschienen (ca. Februar 2025)
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This comprehensive guide provides educators with everything they need to teach video game design fundamentals. With ready-made lesson plans, practical examples, assignment templates, exercises, video walkthroughs and learning materials in a modular format that allows for customization, it makes it easy to tailor lesson plans to meet the unique needs of your students, turning your classroom into an immersive learning environment that inspires creativity and innovation.
The book offers a variety of exercises and learning materials to engage all types of learners, additionally with materials designed for different learning speeds that help them progress at a pace that suits them. With this book, you can ensure that all students have the opportunity to succeed and reach their full potential.
This book will be vital reading to both educators teaching, and students learning, game design.
Andy Sandham has spent over a decade teaching game design at some of Europe's premier game development schools, with a passion for inspiring the next generation of game designers. He is an experienced Subject Leader and lecturer of Game Design, with an extensive career in academia, teaching across BA and Masters programs at several esteemed universities. His previous twenty years of experience in the game industry, working in key roles on several high-profile titles, including Theme Park, the original Tomb Raider series, and Magic the Gathering: Duels of the Planeswalkers, have armed him with invaluable industry insights which he brings to his teaching, creating inspiring and educational lessons, and earning a reputation as an inspirational lecturer and content creator who arms students with the knowledge to succeed in their careers.
Foreword. Acknowledgements. Author Biography. Introduction. How to Use This Book: Educator Instruction Manual. Putting your Module together: Academic Course Structure Notes. Chapter 1: Getting started in Game Design: Components & Loops. Chapter 2: Teaching the player. Chapter 3: Objectives & Motivators. Chapter 4: Game Mechanics. Chapter 5: Game Analysis. Chapter 6: Challenge in Games. Chapter 7: Win/Lose Conditions & Social Gaming.
Erscheint lt. Verlag | 20.2.2025 |
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Zusatzinfo | 9 Line drawings, black and white; 259 Halftones, black and white; 268 Illustrations, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 174 x 246 mm |
Themenwelt | Kunst / Musik / Theater |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-032-64470-2 / 1032644702 |
ISBN-13 | 978-1-032-64470-7 / 9781032644707 |
Zustand | Neuware |
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