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E-grāmata: Design Games for Architecture: Creating Digital Design Tools with Unity [Taylor & Francis e-book]

(University of Minnesota, Minneapolis, USA)
  • Formāts: 208 pages, 1 Tables, black and white; 78 Line drawings, black and white; 83 Halftones, color
  • Izdošanas datums: 27-Nov-2013
  • Izdevniecība: Routledge
  • ISBN-13: 9780203750179
Citas grāmatas par šo tēmu:
  • Taylor & Francis e-book
  • Cena: 204,55 €*
  • * this price gives unlimited concurrent access for unlimited time
  • Standarta cena: 292,22 €
  • Ietaupiet 30%
  • Formāts: 208 pages, 1 Tables, black and white; 78 Line drawings, black and white; 83 Halftones, color
  • Izdošanas datums: 27-Nov-2013
  • Izdevniecība: Routledge
  • ISBN-13: 9780203750179
Citas grāmatas par šo tēmu:

Design Games for Architecture teaches you how to create playful software tools based on your architectural design processes, whether or not you are familiar with game design technology. The book combines the fun and engaging aspects of video games to ease the sometimes complex process of learning software development. By working through exercises illustrated with screen shots and code, you acquire knowledge about each step required to build useful tools you can use to accomplish design tasks. Steps include analysing design processes to identify their logic, translating that logic into a collection of objects and functions, then encoding the design procedure into a working software tool. Examples presented in the book are design games---tools that a designer “plays” like video games---that span a wide range of design activities. These software tools are built using Unity, free, innovative, and industry-leading software for video game development. Unity speeds up the process of software creation, offers an interface that will be familiar to you, and includes very advanced tools for creating forms, effects, and interactivity. If you are looking to add cutting-edge skills to your repertoire, then Design Games will help you sharpen your design thinking and allow you to specialize in this new territory while you learn more about your own design processes.

List of Figures
x
Introduction 1(8)
1 Tools of the Trade
9(14)
Trying It Out
12(11)
2 Building Blocks
23(36)
2.1 The Brief
24(1)
2.2 The Proposal
24(1)
2.3 Opening the Project
25(2)
2.4 Prefab
27(2)
2.5 Defining Variables
29(2)
2.6 Adding Functionality
31(2)
2.7 Falling
33(2)
2.8 Moving the Block
35(5)
2.9 Touch Down
40(5)
2.10 A Bit of Randomness
45(1)
2.11 Guides and Views
46(4)
2.12 Starting Over
50(3)
2.13 Interface
53(4)
2.14 Further Exploration
57(2)
3 Slingshot
59(28)
3.1 The Brief
60(1)
3.2 The Proposal
60(1)
3.3 Opening the Project
61(1)
3.4 Ready
62(4)
3.5 Aim
66(2)
3.6 Fire
68(3)
3.7 Aggregation
71(3)
3.8 Getting a Better View
74(4)
3.9 About Time
78(2)
3.10 A Surprise
80(4)
3.11 Further Exploration
84(3)
4 Kirigami
87(32)
4.1 The Brief
88(1)
4.2 The Proposal
88(1)
4.3 Opening the Project
89(1)
4.4 The First Piece
89(2)
4.5 The Joint
91(2)
4.6 The Fold
93(4)
4.7 Completing the Tile
97(2)
4.8 Assembling the Paper
99(9)
4.9 The Counter Fold
108(1)
4.10 The Cut
109(2)
4.11 More or Less
111(2)
4.12 Exercising Constraint
113(3)
4.13 Big Finish
116(1)
4.14 Further Exploration
117(2)
5 Component Lab
119(38)
5.1 The Brief
120(1)
5.2 The Proposal
120(1)
5.3 Opening the Project
121(1)
5.4 Setting the Stage
121(1)
5.5 The First Component
122(3)
5.6 Creating Components
125(2)
5.7 The Management
127(4)
5.8 Finding a Pair
131(7)
5.9 Free or Otherwise
138(4)
5.10 Starting the Bonding Process
142(1)
5.11 Freeze
143(1)
5.12 Creating the Bond
144(6)
5.13 Giving Up
150(3)
5.14 Mix It Up
153(2)
5.15 Further Exploration
155(2)
6 Showroom
157(21)
6.1 The Brief
158(1)
6.2 The Proposal
158(1)
6.3 Opening the Project
159(1)
6.4 Adding the Model
159(2)
6.5 Moving Around
161(2)
6.6 Let There Be Light
163(2)
6.7 Overhead Lights
165(2)
6.8 The First Goal
167(4)
6.9 Reaching the Goal
171(3)
6.10 Adding More Goals
174(1)
6.11 Completing the Level
175(2)
6.12 Further Exploration
177(1)
Conclusion 178(2)
Further Reading 180(2)
Index 182
Aaron Westre is an adjunct instructor at the University of Minnesota School of Architecture and founder of Artificial Natures, a design studio specializing in building custom software for architects and designers.