Brief Contents
Chapter 1
My Role on the Team . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Chapter 2
Computerized Entertainment and Classifi cation. . . . . . . . . . . . . . 40
Chapter 3
Evolution of the Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Chapter 4
Perspective, Scene Design, and Basic Animation. . . . . . . . . . . . . 90
Chapter 5
Collision Theory and Logic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Chapter 6
Game Systems, Personal Computers, and Hardware . . . . . . . . 144
Chapter 7
Play and Game Culture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Chapter 8
Reverse Engineering and Professional Reviews . . . . . . . . . . . . . 198
Chapter 9
Large-Scale Design Process. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
Chapter 10
Global Economy and Supply Chain. . . . . . . . . . . . . . . . . . . . . . . 248
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