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Features step-by-step approach to developing games from start to finish (graphic arts, software engineering, designing, producing, and marketing). This book demonstrates a process for meshing gameplay and story to create an experience for the player. It offers a series of case studies from real indy games.
Examines how to create a story, while relating practical considerations of building a simulation. This book also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences.
Examines the capabilities of various forms of digital presentation for increasing interactivity, and the design principles and interface guidelines needed to deliver the required message with this technology. This book includes sections on interactive applications and tools such as Inspiration, MacroMedia Director, Microsoft FrontPage, and more.
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