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The essential guide to gaming from the one of the world's best e-sports players.
From one of the leading Fortnite gamers in the world comes your game plan for outclassing the rest at playing video games. Packed with illustrations, photographs, anecdotes, and insider tips, this complete compendium includes everything Tyler 'Ninja' Blevins wishes he knew before he got serious about gaming.
Here's how to:
Video games come and go, but Ninja's lessons are timeless. Pay attention to them and you'll find that you're never really starting over when the next big game launches. Who knows - you may even beat him one day. As he says, that's up to you.
The Art and Lore of Tom Clancy's Ghost Recon Breakpoint. --- Stranded in a deadly, hostile environment, even an elite US Special Operator will face a true battle for survival. Future Press presents a unique companion book that follows the theme of survival as it runs through Ghost Recon Breakpoint, from its characters and dialogue to its world design and gameplay. Discover what it takes to create a game, a story and a world dedicated to testing the limits of what a Ghost can survive. -- Part Lore Book: What motivates a person to become a member of Ghost Team, the most highly trained Special Operators in the world? And what can make a Ghost hunt down his former brothers-in-arms? The lore material and detailed bios in this book provide additional insight into the events that have shaped Nomad, Walker and the cast of authentic, believable characters that inhabit this world. Learn the history, connections and motivations that have brought them all to Auroa. -- Part Art Book: Tour the creation of the Auroa archipelago, an environment as detailed and meticulously crafted as any fictional setting you've ever explored. This book is packed with all of the concept artwork that helped to bring Ubisoft Paris's futuristic utopian vision to life. -- Part Reference Book: Acquiring and upgrading the tools necessary for survival is at the core of Ghost Recon Breakpoint. Every weapon, vehicle and piece of gear available at launch is presented with detailed stats, and we use our strategy guide expertise to dissect the survival systems that make Breakpoint such a unique experience. -- All Access: Every part of this book is peppered with commentary from the development team at Ubisoft Paris and their military consultants, allowing for an unprecedented, all-angles look behind the curtain of such an ambitious production. -- Incredible Bonus Content: Each book comes with a code for a DLC pack of exclusive cosmetic items. We've also included a huge multi-purpose poster of the game world, with every point of interest marked on it.
Get ready, gamers – the Battle Royale top 100 of all time is about to be revealed! From wow-factor weapons to sick skins, epic explosives, incredible items and top team-play tips, this book’s inventory is in overload. Drop in on map secrets, cool vehicles, survival strategies, brilliant builds… it’s a full-on Fortnite frenzy!
The ten sections each reveal a top 10 of the best bits to ever hit the game. Discover the most fearsome firearms, the legendary Limited Time Modes and crazy gadgets that give you the edge over your enemy. Each section also lets you pick out, record and describe your own fantasy Fortnite things. It’s time to dream up deadly weapons, items, gear, builds, locations, phrases and stacks more that will help you secure a Victory Royale!
So join your squad and scramble from the Battle Bus – the clock’s ticking on your ultimate Fortnite countdown!
Games software has its roots in a "cottage" industry, ignoring formal methodologies, instead leaving the programmers to find homespun solutions to the technical problems faced. The picture has now changed: the scale of the problems faced by programmers means that more methodical techniques must be applied to game development to prevent projects spiralling out of control, both in terms of technical complexity and cost. The book addresses how program teams can develop ever more complex entertainment software within the constraints of deadlines, budgets and changing technologies. It establishes a set of best practices tempered with real-world pragmatism, understanding that there is no "one size fits all" solution. No member of the game development team should be working in isolation and the book will be useful to producers, designers and artists as well as the programmers themselves. In addition, the book addresses the needs of the growing number of Game Development courses offered in academia, giving students a much-needed insight into the real world of object-oriented game design.
A fun and lively look at the mathematical ideas concealed in video games Did you know that every time you pick up the controller to your PlayStation or Xbox, you are entering a game world steeped in mathematics? Power-Up reveals the hidden mathematics in many of today's most popular video games and explains why mathematical learning doesn't just happen in the classroom or from books--you're doing it without even realizing it when you play games on your cell phone. In this lively and entertaining book, Matthew Lane discusses how gamers are engaging with the traveling salesman problem when they play Assassin's Creed, why it is mathematically impossible for Mario to jump through the Mushroom Kingdom in Super Mario Bros., and how The Sims teaches us the mathematical costs of maintaining relationships. He looks at mathematical pursuit problems in classic games like Missile Command and Ms. Pac-Man, and how each time you play Tetris, you're grappling with one of the most famous unsolved problems in all of mathematics and computer science. Along the way, Lane discusses why Family Feud and Pictionary make for ho-hum video games, how realism in video games (or the lack of it) influences learning, what video games can teach us about the mathematics of voting, the mathematics of designing video games, and much more. Power-Up shows how the world of video games is an unexpectedly rich medium for learning about the beautiful mathematical ideas that touch all aspects of our lives--including our virtual ones.
Video games can instil amazing qualities in children - curiosity, resilience, patience and problem-solving to name a few - but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights - combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities - alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.
The inside story of the booming video game industry from the late 1990s to the present, as told by the Managing Director of Ubisoft's Massive Entertainment (The Division, Far Cry 3, Assassin's Creed: Revelations). At Massive Entertainment, a Ubisoft studio, a key division of one of the largest, most influential companies in gaming, Managing Director Polfeldt has had a hand in some of the biggest video game franchises of today, from Assassin's Creed to Far Cry to Tom Clancy's The Division, the fastest-selling new series this generation which revitalized the Clancy brand in gaming. In The Dream Architects, Polfeldt charts his course through a charmed, idiosyncratic career which began at the dawn of the Sony PlayStation and Microsoft Xbox era -- from successfully pitching an Avatar game to James Cameron that will digitally create all of Pandora to enduring a week-long survivalist camp in the Scandinavian forest to better understand the post-apocalyptic future of The Division. Along the way, Polfeldt ruminates on how the video game industry has grown and changed, how and when games became art, and the medium's expanding artistic and storytelling potential. He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars. A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.
In this original novel based on the hit video game XCOM 2, the Resistance gains new allies in fighting a new powerful alien enemy force. Under constant threat by the alien occupation, humanity's fate is in the hands of the last remaining hope for the people of Earth: XCOM. XCOM 2: ESCALATION follows XCOM as they continue to fight for freedom, redemption, and survival. Fans of the critically acclaimed video game franchise will enjoy this exciting addition to the XCOM story and its use of elements of the popular game.
Get ready for the fight of your life. <====> Sekiro: Shadows Die Twice is a true shinobi experience-if you're not devious, patient and above all masterful, you'll almost certainly be cut down. Fear not, as Future Press have crafted a guide that makes the path to mastery clear. Sekiro's opponents are so ferocious and unyielding that defeating them in any form will take practice and dedication; beating them flawlessly requires shinobi skills that this book is designed to teach you: consider it the ultimate Esoteric Text. <====> The official guide to Sekiro: Shadows Die Twice is filled to bursting with combat tutorials, analysis, and overviews of the game's interconnecting mechanics. It's a veritable encyclopedia that is certain to enrich your shinobi experience. You've never faced a challenge like this before. It would be unwise to face it alone. <====> The Path of the Shinobi <====> With our expertly-crafted walkthrough, nothing is left to chance-following it will ensure that you never miss an opportunity for a Stealth Deathblow and learn all shortcuts, while grabbing everything of value along the way. Beautifully illustrated maps reveal the full majesty of the Ashina territories and all the secrets they hide. <====> Opposing Forces <====> The Ashina clan and the many monstrous creatures that inhabit their lands are FromSoftware's most deadly creations yet. 140 pages of this book are dedicated to dissecting them-we show you how to prepare, break down their attacks and explain exactly when and how to cut through their guard. <====> Ninjutsu Combat <====> This book will take you deep into the inner workings of Sekiro's combat. You'll learn how to acquire and manage a multitude of skill trees, combat arts, ninjutsu techniques and Prosthetic Tools, and not least your trusty katana, Kusabimaru-every encounter depends on it, and after reading this guide, you'll have mastered every aspect of the shinobi's arsenal. <====> NPCs <====> A truly mysterious bunch of characters stalk these lands. Each of them has their own schemes and desires that motivate them to help or hinder you, and many outcomes are possible. Easily keep track of them all with complete event lists, connection charts and quest walkthroughs. <====> The Ultimate Reference <====> This guide is designed to be extremely reference-friendly. Every item you can acquire in the game is detailed and indexed. We've also included step-by-step progression guides, with recommended orders for tackling bosses, upgrading tools, learning skills and spending your hard-earned Sen. <====> Video Links <====> Want to see a strategy in action? Many of the strategies and tutorials in this guide feature a QR code linking them to a video on our YouTube channel. These will be updated after the book's release to ensure that the absolute best strategies are always at your fingertips.
Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game s pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including: * Developing your game design from the spark of inspiration all the way to production * Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged * Creating games for mobile and console systems including detailed rules for touch and motion controls * Monetizing your game from the design up * Writing effective and professional design documents with the help of brand new examples Level Up! 2nd Edition is includes all-new content, an introduction by David God of War Jaffe and even a brand-new chili recipe making it an even more indispensable guide for video game designers both in the field and the classroom. Grab your copy of Level Up! 2nd Edition and let s make a game!
Discover the best ways to protect yourself and stay safe in Minecraft. Will you survive the night? The world of Minecraft is a place of wonder, discovery and most of all: fun! But it can also be dangerous, even for the most battle-hardened players. Stay Alive in Minecraft! will keep you one step ahead of all the nasty mobs and creatures who might try to bring your adventure to a premature end. Filled with breakdowns of the best gear, combat tips, and advice from veteran players and streamers, this is the one book you'll need to survive in the crazy world of Minecraft. Includes full-color images and step-by-step instructions. 100% unofficial. Created by Future plc and GamesMaster, leaders in video game publishing.
Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.
Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian.
Whether you're looking for your next adventure, a new role to play, or the perfect battlefield, look no further than the Ultimate Guide Collection, which contains in-depth profiles on over 120 awesome Roblox experiences from Volumes 1-3 of the Top Games series. This is your source for tips, secrets, and interviews with the creators behind your favourite Roblox games - from classics like Work at a Pizza Place and Apocalypse Rising to groundbreaking hits such as Jailbreak and Phantom Forces. With so much info in one place, this compendium is a must-have for any Roblox fan.
The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can't. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs from previous incarnations of mediums for stories Key Features: Explores the necessary elements of a story (setting, character, events, sequence, and perspective) and how they affect the viewer of the story Discusses media and its role in storytelling, including images, art, sound, video, and animation Explores the effect of interactivity on the story, such as contest TV, web-based storytelling, kiosks, and games Shows the different types of story themes in gaming and how they are interwoven Describes how to make games engaging and rewarding intrinsically and extrinsically
"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.
Easy, clear, readable, and focused on what you want to do. Step-by-step instructions that show you exactly how and where to watch what you want to watch. Help when you have specific questions. Tips and notes to help you get the most from local, cable, satellite, and streaming TV. Full-color, step-by-step tasks walk you through watching TV today on a variety of devices-and saving money doing so. Learn how to Cut the cable and satellite cord Save money on your cable or satellite TV bill Watch local TV stations for free Choose the best TV and streaming media player for you Connect and use an Amazon Fire TV, Apple TV, or Roku streaming media player Watch Amazon Prime Video, CBS All Access, Disney+, HBO Max, Hulu, Netflix, Peacock, and other streaming video services Watch live streaming video services like AT&T TV, fuboTV, Hulu + Live TV, Sling TV, and YouTube TV Find where to best watch sporting events Get a better picture with HD, 4K, 8K, and HDR Get better sound with a sound bar or surround
Creating computer games is challenging. It requires plenty of technical skill, dedication, and creativity. Ultimate Game Programming with DirectX teaches you how to combine your existing skills and dedication for playing games with some basic C++ programming skills to create your own games. Written for game development students, beginning game programmers, and C++ programmers wanting to learn game development, this book covers every part of the process. Throughout the book, you'll be creating a first-person shooter game called Stranded. Beginning with an introduction to Direct X and Direct3D graphics, you'll build the game engine and complete game chapter by chapter. You'll learn the fundamental graphical techniques, essential mathematics, collision detection, input device detection and response, sound playback, scene management, animation, and model/character loading and drawing. Once you've built this game, you can easily expand upon it and customize it to add your own unique features. You'll also have the foundational knowledge and skills you need to build your own games and take on new programming challenges. If you have basic C++ programming skills, a love for games, and a desire to create your own, you'll find what you need here. WHAT YOU'LL LEARN * The fundamentals of DirectX game development and Direct3D graphics * Foundational programming techniques that you can use for any game project * Essential mathematics and physics techniques * Basic graphics and animation techniques, including basic techniques include drawing basic shapes and objects, displaying images on top of surfaces, creating and displaying text to the screen, and learning how to work in 3D space. * Coverage of scene management topics rarely covered in books for C++ programmers and aspiring game programmers * A complete DirectX reference for game development, including the creation of a complete FPS game
With the murder case closed and the true killer apprehended, Soji Seta prepares to leave Inaba. But as the full truth about the Midnight Channel is revealed, the Investigation Team discovers they have one final challenge to face. It's the grand finale of the Persona 4 manga!
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