9780123743282 - game feel: a game designer's guide to virtual sensation (morgan kaufmann game design books) de swink, steve (33 resultados)

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Librería: Better World Books Ltd, Dunfermline, Reino UnidoBetter World Books Ltd
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EUR 22,42
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Condición: Good. Former library copy. Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.

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Librería: Better World Books Ltd, Dunfermline, Reino UnidoBetter World Books Ltd
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EUR 22,42
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Condición: Very Good. Former library copy. Pages intact with possible writing/highlighting. Binding strong with minor wear. Dust jackets/supplements may not be included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.

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Librería: Books From California, Simi Valley, CA, Estados Unidos de AmericaBooks From California
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EUR 25,05
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Paperback. Condición: Good.

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- Primera edición
Librería: Lion Books PBFA, Kidderminster, WORCS, Reino UnidoLion Books PBFA
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Condición: Usado - Muy bueno
EUR 29,89
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Paperback. Condición: Near Fine. First Edition. Morgan Kaufmann Game Design Books; 358.

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Librería: medimops, Berlin, Alemaniamedimops
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EUR 38,49
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Condición: good. Befriedigend/Good: Durchschnittlich erhaltenes Buch bzw. Schutzumschlag mit Gebrauchsspuren, aber vollständigen Seiten. / Describes the average WORN book or dust jacket that has all the pages present.

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Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices
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EUR 56,54
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Condición: New.

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Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices
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EUR 59,07
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Condición: As New. Unread book in perfect condition.

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Librería: Anybook.com, Lincoln, Reino UnidoAnybook.com
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EUR 47,26
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Condición: Good. This is an ex-library book and may have the usual library/used-book markings inside.This book has soft covers. In good all round condition. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,1000grams, ISBN:9780123743282.

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Librería: PBShop.store US, Wood Dale, IL, Estados Unidos de AmericaPBShop.store US
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EUR 66,26
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PAP. Condición: New. New Book. Shipped from UK. Established seller since 2000.

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Librería: PBShop.store UK, Fairford, GLOS, Reino UnidoPBShop.store UK
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EUR 61,82
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PAP. Condición: New. New Book. Shipped from UK. Established seller since 2000.

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Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK
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EUR 57,03
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Condición: New.

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Librería: California Books, Miami, FL, Estados Unidos de AmericaCalifornia Books
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EUR 76,15
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Condición: New.

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Librería: Rarewaves.com USA, London, LONDO, Reino UnidoRarewaves.com USA
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EUR 76,89
Gastos de envío gratisSe envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 1 disponibles
Paperback. Condición: New. "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Fee…l and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

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Librería: Chiron Media, Wallingford, Reino UnidoChiron Media
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EUR 61,68
Envío por EUR 17,98Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 2 disponibles
Paperback. Condición: New.

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Librería: Ria Christie Collections, Uxbridge, Reino UnidoRia Christie Collections
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EUR 66,86
Envío por EUR 13,91Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Condición: New. In.

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Librería: Rarewaves USA, OSWEGO, IL, Estados Unidos de AmericaRarewaves USA
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EUR 81,46
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Paperback. Condición: New. "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Fee…l and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

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Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK
Contactar con el vendedorVendedor de 5 estrellasCondición: Usado - Como Nuevo
EUR 65,22
Envío por EUR 17,41Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 10 disponibles
Condición: As New. Unread book in perfect condition.

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- Primera edición
Librería: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrlandaKennys Bookshop and Art Galleries Ltd.
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EUR 73,12
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Condición: New. 2008. 1st Edition. Paperback. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. This book exposes 'feel' as a hidden language in game design. It covers topics like role of sound, ancillary indicators, importance of metaphor, h…ow people perceive things, and a brief history of feel in games. Num Pages: 376 pages, Approx. 190 illustrations. BIC Classification: UMK. Category: (P) Professional & Vocational. Dimension: 232 x 191 x 22. Weight in Grams: 786. . . . . .

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Librería: THE SAINT BOOKSTORE, Southport, Reino UnidoTHE SAINT BOOKSTORE
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EUR 65,74
Envío por EUR 22,76Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 1 disponibles
Paperback / softback. Condición: New. New copy - Usually dispatched within 4 working days.

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Librería: Kennys Bookstore, Olney, MD, Estados Unidos de AmericaKennys Bookstore
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 91,15
Envío por EUR 9,24Se envía dentro de Estados Unidos de AmericaCantidad disponible: 2 disponibles
Condición: New. 2008. 1st Edition. Paperback. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. This book exposes 'feel' as a hidden language in game design. It covers topics like role of sound, ancillary indicators, importance of metaphor, h…ow people perceive things, and a brief history of feel in games. Num Pages: 376 pages, Approx. 190 illustrations. BIC Classification: UMK. Category: (P) Professional & Vocational. Dimension: 232 x 191 x 22. Weight in Grams: 786. . . . . . Books ship from the US and Ireland.

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Librería: Speedyhen, Hertfordshire, Reino UnidoSpeedyhen
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EUR 57,04
Envío por EUR 47,59Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 2 disponibles
Condición: NEW.

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Librería: Revaluation Books, Exeter, Reino UnidoRevaluation Books
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EUR 104,63
Envío por EUR 14,51Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 2 disponibles
Paperback. Condición: Brand New. 1st edition. 376 pages. 9.10x7.40x0.90 inches. In Stock.

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Librería: moluna, Greven, Alemaniamoluna
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EUR 69,86
Envío por EUR 48,99Se envía de Alemania a Estados Unidos de AmericaCantidad disponible: 2 disponibles
Kartoniert / Broschiert. Condición: New. Steve Swink Game Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instrumen.

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Librería: Rarewaves USA United, OSWEGO, IL, Estados Unidos de AmericaRarewaves USA United
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 83,66
Envío por EUR 44,01Se envía dentro de Estados Unidos de AmericaCantidad disponible: 1 disponibles
Paperback. Condición: New. "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Fee…l and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

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Librería: Rarewaves.com UK, London, Reino UnidoRarewaves.com UK
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 71,77
Envío por EUR 75,45Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 1 disponibles
Paperback. Condición: New. "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Fee…l and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

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Librería: BUCHSERVICE / ANTIQUARIAT Lars Lutzer, Wahlstedt, AlemaniaBUCHSERVICE / ANTIQUARIAT Lars Lutzer
Contactar con el vendedorVendedor de 5 estrellasCondición: Usado - Bueno
EUR 269,90
Envío por EUR 39,95Se envía de Alemania a Estados Unidos de AmericaCantidad disponible: 1 disponibles
Condición: gut. Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game De In deutscher Sprache. pages.

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- Impresión bajo demanda
Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de AmericaGrand Eagle Retail
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 58,94
Gastos de envío gratisSe envía dentro de Estados Unidos de AmericaCantidad disponible: 1 disponibles
Paperback. Condición: new. Paperback. "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come int…o play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. "Feel" is the essence of human-computer interaction. It is the single most important (yet often overlooked) element in games that makes the game art form unique. No other traditional art form like film, literature, music encompasses interactivity, as games do. This book bring "feel" to the forefront and gives it a proper voice. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

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- Impresión bajo demanda
Librería: THE SAINT BOOKSTORE, Southport, Reino UnidoTHE SAINT BOOKSTORE
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 57,14
Envío por EUR 18,28Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 5 disponibles
Paperback / softback. Condición: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.

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Librería: Revaluation Books, Exeter, Reino UnidoRevaluation Books
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 75,60
Envío por EUR 14,51Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 2 disponibles
Paperback. Condición: Brand New. 1st edition. 376 pages. 9.10x7.40x0.90 inches. In Stock. This item is printed on demand.

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Librería: CitiRetail, Stevenage, Reino UnidoCitiRetail
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 64,55
Envío por EUR 42,95Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 1 disponibles
Paperback. Condición: new. Paperback. "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come int…o play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. "Feel" is the essence of human-computer interaction. It is the single most important (yet often overlooked) element in games that makes the game art form unique. No other traditional art form like film, literature, music encompasses interactivity, as games do. This book bring "feel" to the forefront and gives it a proper voice. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.