Enterprise Information Systems: A Pattern-Based Approach
Author: Cheryl Dunn
Enterprise Information Systems: A Pattern Based Approach, 3e, by Dunn/Cherrington/Hollander presents a pattern-based approach to designing enterprise information systems with a particular emphasis on the enterprise-wide database. This edition is built on the idea that a separation between accounting information systems and management information systems should not exist. We believe patterns help people see the "big picture" of enterprises more clearly and therefore help design better systems. We believe you cannot identify anything that we need to account for that we do not also need to manage; nor can we identify anything we need to manage that we do not also need to account for. In this edition, we will show how a well-designed REA-based Accounting Information System is the Enterprise Information System.
Read also International Human Resource Management or Creativity Work
Andrew Rollings and Ernest Adams on Game Design
Author: Andrew Rollings
How often have you heard "anyone can design a game?" While it seems likean easy job, game ideas are cheap and plentiful. Advancing those ideasinto games that people want to play is one of the hardest, and mostunder-appreciated, tasks in the game development cycle. Andrew Rollingsand Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of thekey game design elements: examining game concepts and worlds,storytelling, character and user interface design, core mechanics andbalance. The second half discusses each of the major game genres(action, adventure, role-playing, strategy, puzzle, and so on) andidentifies the design patterns and unique creative challenges thatcharacterize them. Filled with examples and worksheets, this book takesan accessible, practical approach to creating fun, innovative, andhighly playable games.
Library Journal
Video games have graduated from child's play to big business, so acquiring one or two creation guides is a good idea. Suitable for libraries serving beginning to intermediate users, gmax and Level explain how to use the free gmax editor to create new elements ("mods") for existing games. While Level strictly focuses on building new levels for first-person shooter multiplayer games, gmax discusses creating both levels and characters, with examples of models for many popular games; its CD-ROM includes gmax 1.2, a trial of Paint Shop Pro 7, and projects and images from the book. Level's CD-ROM also contains gmax 1.2, in addition to a trial of Photoshop 7, finished files, a discussion of what makes fun and useful game levels, and a chapter on careers in the game industry. Business and Legal helps those launching a game design company, covering from financing and staffing to protecting intellectual property and licensing work. Though specialized, this guide contains invaluable content for game developers and start-ups; appropriate for large public libraries and university libraries supporting design programs. Also for large libraries, Online Games builds on the growing popularity of the genre, discussing the process of proposing and designing as well as pitfalls and lessons for design teams. Case studies and interviews add real-world credence, and an appendix provides a useful online world time line. For intermediate to advanced designers, On Game Design discusses the process of turning an idea into a playable and marketable game. A great example-filled resource, it encourages designers to think about the different ways that games appeal to players, important gaming elements, and the psychology behind various games' success; for large libraries. Copyright 2003 Reed Business Information.
Table of Contents:
Introduction | ||
Pt. I | The Elements of Game Design | |
Ch. 1 | What Is Game Design? | 3 |
Ch. 2 | Game Concepts | 29 |
Ch. 3 | Game Settings and Worlds | 55 |
Ch. 4 | Storytelling and Narrative | 89 |
Ch. 5 | Character Development | 121 |
Ch. 6 | Creating the User Experience | 147 |
Ch. 7 | Gameplay | 199 |
Ch. 8 | The Internal Economy of Games and Game Balancing | 239 |
Pt. II | The Genres of Games | |
Ch. 9 | Action Games | 289 |
Ch. 10 | Strategy Games | 321 |
Ch. 11 | Role-Playing Games | 347 |
Ch. 12 | Sports Games | 371 |
Ch. 13 | Vehicle Simulations | 395 |
Ch. 14 | Construction and Management Simulations | 417 |
Ch. 15 | Adventure Games | 443 |
Ch. 16 | Artificial Life, Puzzle Games, and Other Games | 477 |
Ch. 17 | Online Games | 499 |
Ch. 18 | The Future of Gaming | 533 |
App. A: Sample Design Documents | 569 | |
App. B: Bibliography | 589 | |
Index | 594 |
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