Real-world Flash game development how to follow best practices and keep your sanity

This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may b...

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Detalles Bibliográficos
Otros Autores: Griffith, Christopher, 1979-, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Burlington, Mass. : Elsevier Focal Press 2010.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627564406719
Descripción
Sumario:This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written s
Notas:Includes index.
Descripción Física:1 online resource (368 p.)
ISBN:9781136137020
9781282309166
9786612309168
9780080952130