Download PDF by Jill Egan: How Video Game Designers Use Math (Math in the Real World)

By Jill Egan

ISBN-10: 1604136030

ISBN-13: 9781604136036

From Pac-Man to Xbox, humans love taking part in games. yet many are blind to the significance math performs in terms of designing those addictive video games. How game Designers Use Math courses readers during the math techniques designers use to create and convey their video games.

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Extra info for How Video Game Designers Use Math (Math in the Real World)

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1. Designing the characters (10 days). 2. Coming up with the idea (2 days). 3. Meeting about the idea. This activity took 5 days (June 3, 4, 5, 8, 9). Testing the game took 4 days (July 16, 17, 20, 21). Pages 6–7: Designing for the Audience: 1. Fantasy games. 2. Fast games. 3. 20 (60 people preferred animal characters; 40 people preferred human characters; 60 – 40 = 20). 4. 20 (25 people preferred puzzle games; 45 people preferred fantasy games; 45 – 25 = 20). : 3 inches ( 34 x 4 = 12 ; 12 = 3).

Meeting about the idea. This activity took 5 days (June 3, 4, 5, 8, 9). Testing the game took 4 days (July 16, 17, 20, 21). Pages 6–7: Designing for the Audience: 1. Fantasy games. 2. Fast games. 3. 20 (60 people preferred animal characters; 40 people preferred human characters; 60 – 40 = 20). 4. 20 (25 people preferred puzzle games; 45 people preferred fantasy games; 45 – 25 = 20). : 3 inches ( 34 x 4 = 12 ; 12 = 3). 4 4 How Much Time Activities Take Activity Estimated Time Actual Time Bounce a ball 10 times 20 seconds 16 seconds Write your first name 10 times 15 seconds 20 seconds Sit down and stand up 8 times 10 seconds 11 seconds Pages 16–17: Creating Color: 1.

4 4 How Much Time Activities Take Activity Estimated Time Actual Time Bounce a ball 10 times 20 seconds 16 seconds Write your first name 10 times 15 seconds 20 seconds Sit down and stand up 8 times 10 seconds 11 seconds Pages 16–17: Creating Color: 1. Y. 2. R. 3. V. : The coordinates are (C, 6), (F, 7), and (I, 8). Pages 10–11: Creating a Scene: 1. (F, 1). 2. The firehouse. 3. South. 4. The museum. 5. East. Pages 12–13: All About Animation: The 6 pages of your flip book should look like this: Pages 20–21: On the Level: 1.

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How Video Game Designers Use Math (Math in the Real World) by Jill Egan


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