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Librería: Majestic Books, Hounslow, Reino Unido
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Librería: Books Puddle, New York, NY, Estados Unidos de America
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Añadir al carritoCondición: New. volumes cm 1st edition Includes bibliographical references and index.
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Librería: GreatBookPricesUK, Woodford Green, Reino Unido
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Librería: THE SAINT BOOKSTORE, Southport, Reino Unido
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Añadir al carritoPaperback / softback. Condición: New. New copy - Usually dispatched within 4 working days.
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Librería: Revaluation Books, Exeter, Reino Unido
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Añadir al carritoPaperback. Condición: Brand New. 288 pages. 10.00x7.00x0.63 inches. In Stock.
Librería: preigu, Osnabrück, Alemania
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Añadir al carritoTaschenbuch. Condición: Neu. The Ludotronics Game Design Methodology | From First Ideas to Spectacular Pitches and Proposals | J. Martin | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2023 | CRC Press | EAN 9781032368702 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu.
Librería: PBShop.store US, Wood Dale, IL, Estados Unidos de America
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Añadir al carritoPAP. Condición: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
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Añadir al carritoPAP. Condición: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Alemania
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Añadir al carritoTaschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book supports readers to transition to more advanced independent game projects by deepening their understanding of the concept development process. It covers how to make concepts sufficiently viable, ambitious, and innovative to warrant the creation of a polished prototype in preparation of a publisher pitch.The book is divided into six sections. After a brief tutorial (Preliminary Phase), readers embark on a journey along the book's methodology. They travel through successive conceptual phases (Preparations, Procedures, Processes, and Propositions); advance through levels and action beats in each of these phases; master challenges (conceptual tasks) and overcome level bosses (design decisions) that become successively harder; collect items (fulfilled documentation tasks); and 'win' the game by having progressed from a raw, initial idea to a full-fledged, polished game treatment. Additional resources for the book are available at ludotronics.net.This book is designed to support junior and senior year BA or MA students in game design programs, as well as novice indie developers and those in the early stages of their game design career. 278 pp. Englisch.
Librería: Biblios, Frankfurt am main, HESSE, Alemania
EUR 76,79
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Añadir al carritoPaperback / softback. Condición: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.
Librería: moluna, Greven, Alemania
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Añadir al carritoCondición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. J. Martin is Professor of Game Design at the Mediadesign University for Applied Sciences, Duesseldorf, Germany.J. Martin is Professor of Game Design at the Mediadesign University for Applied Sciences, Duesseldorf, Germany.
Librería: AHA-BUCH GmbH, Einbeck, Alemania
EUR 72,32
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Añadir al carritoTaschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - This book supports readers to transition to more advanced independent game projects by deepening their understanding of the concept development process. It covers how to make concepts sufficiently viable, ambitious, and innovative to warrant the creation of a polished prototype in preparation of a publisher pitch.The book is divided into six sections. After a brief tutorial (Preliminary Phase), readers embark on a journey along the book's methodology. They travel through successive conceptual phases (Preparations, Procedures, Processes, and Propositions); advance through levels and action beats in each of these phases; master challenges (conceptual tasks) and overcome level bosses (design decisions) that become successively harder; collect items (fulfilled documentation tasks); and 'win' the game by having progressed from a raw, initial idea to a full-fledged, polished game treatment. Additional resources for the book are available at ludotronics.net.This book is designed to support junior and senior year BA or MA students in game design programs, as well as novice indie developers and those in the early stages of their game design career.