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Books > Computing & IT > Computer software packages > Computer games
Weigh the past and seize your destiny-wherever the darkened path
may lead-with The Sanctuary Tarot Deck and Guidebook, inspired by
the mythos of Blizzard Entertainment's Diablo and its magic-infused
world of Sanctuary. In this deluxe boxed set featuring 78 oversize
cards and a 96-page guidebook, rekindle the traditions of those who
threw bones, read tea leaves, and invoked the supernatural to light
their path. With a team of artists led by Konstantin Vavilov and a
comprehensive guidebook by Barbara Moore, this tarot set channels
the beauty and terror of Sanctuary into an all-encompassing,
visually stunning experience that holds the key to
understanding-and embracing-your own inner demons.
This book presents an overview of the emerging field of emotion in
videogame soundtracking. The emotional impact of music has been
well-documented, particularly when used to enhance the impact of a
multimodal experience, such as combining images with audio as found
in the videogames industry. Soundtracking videogames presents a
unique challenge compared to traditional composition (for example
film music) in that the narrative of gameplay is non-linear -
Player dependent actions can change the narrative and thus the
emotional characteristics required in the soundtrack. Historical
approaches to emotion measurement, and the musical feature mapping
and music selection that might be used in video game soundtracking
are outlined, before a series of cutting edge examples are given.
These examples include algorithmic composition techniques,
automated emotion matching from biosensors, motion capture
techniques, emotionally-targeted speech synthesis and signal
processing, and automated repurposing of existing music (for
example from a players own library). The book concludes with some
possibilities for the future.
This book brings together contributions from researchers, GIS
professionals and game designers to provide a first overview of
this highly interdisciplinary field. Its scope ranges from
fundamentals about games and play, geographic information
technologies, game design and culture, to current examples and
forward looking analysis. Of interest to anyone interested in
creating and using Geogames, this volume serves as a channel for
sharing early experiences, discussing technological challenges and
solutions, and outlines a future research agenda. Games and play
are part of human life, and in many game activities, place, space
and geography plays a central role in determining the rules and
interactions that are characteristic of each game. Recent
developments and widespread access to mobile information,
communication, and geospatial technologies have spurred a flurry of
developments, including many variations of gaming activities that
are situated in, or otherwise connected to the real world.
Learn the mechanics that take your game from an idea to a playable
product. Do you aspire to be a game designer but aren't sure where
to begin? Tabletop Game Design for Video Game Designers guides you
through your initial attempts to design game mechanics. It goes
beyond simple description and definition to explore in detail the
issues that designers grapple with for every game they create.
Learning to design tabletop games builds a solid foundation for
game designers and provides methods that can be applied towards
creating paper prototypes of computer-targeted games. Presented in
a step-by-step format, Tabletop Game Design for Video Game
Designers helps the reader understand how the game design skills
that are acquired through creating tabletop games can be used when
designing video games. Fully playable games accompany every topic
so you can truly understand and experience each component that goes
into game creation. Tabletop Game Design for Video Game Designers
includes: Simple, highly focused games that can be played,
analyzed, improved, and/or modified in conjunction with a
particular topic in the book. Integrated game design exercises,
chapter learning objectives, and in-text sidebars to provide
further examples to apply directly to your game creation process. A
companion website (www.funmines.com) which includes: "print &
play" tabletop games, links to online games, game design resources,
and articles about designing and developing games.
In this classic of travel writing, first published sixty years ago,
a Danish journalist records his experience of life in North Africa
under colonial rule. Driving through the Sahara in a battered
Chevrolet, having converted to Islam and with a knowledge of
Arabic, he leaves the beaten track to discover communities and
landscapes shrouded in mystery for centuries. Brushes with
magicians, cave-dwellers and Sufi mystics, however, prove less
astonishing than the cruelties inflicted on the local populations
by Mussolini's generals.
Video games open portals into fantastical worlds where imaginative
play prevails. The virtual medium seemingly provides us with ample
opportunities to behave and act out with relative safety and
impunity. Or does it? Sound Play explores the aesthetic, ethical,
and sociopolitical stakes of our engagements with gaming's audio
phenomena-from sonic violence to synthesized operas, from
democratic music-making to vocal sexual harassment. Author William
Cheng shows how the simulated environments of games empower
designers, composers, players, and scholars to test and tinker with
music, noise, speech, and silence in ways that might not be prudent
or possible in the real world. In negotiating utopian and alarmist
stereotypes of video games, Sound Play synthesizes insights from
across musicology, sociology, anthropology, communications,
literary theory, and philosophy. With case studies that span Final
Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online,
and Team Fortress 2, this book insists that what we do in there-in
the safe, sound spaces of games-can ultimately teach us a great
deal about who we are and what we value (musically, culturally,
humanly) out here.
This book introduces the latest visual effects (VFX) techniques
that can be applied to game programming. The usefulness of the
physicality-based VFX techniques, such as water, fire, smoke, and
wind, has been proven through active involvement and utilization in
movies and images. However, they have yet to be extensively applied
in the game industry, due to the high technical barriers. Readers
of this book can learn not only the theories about the latest VFX
techniques, but also the methodology of game programming, step by
step. The practical VFX processing techniques introduced in this
book will provide very helpful information to game programmers. Due
to the lack of instructional books about VFX-related game
programming, the demand for knowledge regarding these high-tech
VFXs might be very high.
Occupational segregation is an important issue and can be
detrimental to women. There is a strong need for more women in
science, engineering, and information technology, which are
traditionally male dominated fields. Female representation in the
computer gaming industry is a potential way to increase the
presence of women in other computer-related fields. Gender
Considerations and Influence in the Digital Media and Gaming
Industry provides a collection of high-quality empirical studies
and personal experiences of women working in male-dominated fields
with a particular focus on the media and gaming industries.
Providing insight on best methods for attracting and retaining
women in these fields, this volume is a valuable reference for
executives and members of professional bodies who wish to encourage
women in their career progression.
Who are we in simulated worlds? Will experiencing worlds that are
not 'actual' change our ways of structuring thought? Can virtual
worlds open up new possibilities to philosophize? Virtual Worlds as
Philosophical Tools tries to answer these questions from a
perspective that combines philosophy of technology with videogame
design.
This volume presents an original framework for the study of video
games that use visual materials and narrative conventions from
ancient Greece and Rome. It focuses on the culturally rich
continuum of ancient Greek and Roman games, treating them not just
as representations, but as functional interactive products that
require the player to interpret, communicate with and alter them.
Tracking the movement of such concepts across different media, the
study builds an interconnected picture of antiquity in video games
within a wider transmedial environment. Ancient Greece and Rome in
Videogames presents a wide array of games from several different
genres, ranging from the blood-spilling violence of god-killing and
gladiatorial combat to meticulous strategizing over virtual Roman
Empires and often bizarre adventures in pseudo-ancient places.
Readers encounter instances in which players become intimately
engaged with the "epic mode" of spectacle in God of War, moments of
negotiation with colonised lands in Rome: Total War and Imperium
Romanum, and multi-layered narratives rich with ancient traditions
in games such as Eleusis and Salammbo. The case study approach
draws on close analysis of outstanding examples of the genre to
uncover how both representation and gameplay function in such
"ancient games".
The First World War in Computer Games analyses the depiction of
combat, the landscape of the trenches, and concepts of how the war
ended through computer games. This book explores how computer games
are at the forefront of new representations of the First World War.
A 3D user interface (3DUI) is an interface in which the user
performs tasks in three dimensions. For example, interactions using
hand/body gestures, interaction using a motion controller (e.g.
Sony PlayStation Move), interaction with virtual reality devices
using tracked motion controllers, etc. All these technologies which
let a user interact in three dimensions are called 3D user
interface technologies. These 3D user interfaces have the potential
to make games more immersive & engaging and thus potentially
provide a better user experience to gamers. Although 3D user
interface technologies are available for games, it is unclear how
their usage affects game play and if there are any user performance
benefits. This book presents state of the art research on exploring
3D user interface technologies for improving video games. It also
presents a review of research work done in this area and describes
experiments focused on usage of stereoscopic 3D, head tracking, and
hand gesture-based control in gaming scenarios. These experiments
are systematic studies in gaming environments and are aimed at
understanding the effect of the underlined 3D interface technology
on the gaming experience of a user. Based on these experiments,
several design guidelines are presented which can aid game
designers in designing better immersive games.
This volume focuses on the depiction of women in video games set in
historical periods or archaeological contexts, explores the tension
between historical and archaeological accuracy and authenticity,
examines portrayals of women in historical periods or
archaeological contexts, portrayals of female historians and
archaeologists, and portrayals of women in fantastical historical
and archaeological contexts. It includes both triple A and
independent video games, incorporating genres such as turn-based
strategy, action-adventure, survival horror, and a variety of
different types of role-playing games. Its chronological and
geographical scope ranges from late third century BCE China, to mid
first century BCE Egypt, to Pictish and Viking Europe, to Medieval
Germany, to twentieth century Taiwan, and into the contemporary
world, but it also ventures beyond our universe and into the
fantasy realm of Hyrule and the science fiction solar system of the
Nebula.
Working with Sound is an exploration of the ever-changing working
practices of audio development in the era of hybrid collaboration
in the games industry. Through learnings from the pre-pandemic
remote and isolated worlds of audio work, sound designers,
composers and dialogue designers find themselves equipped uniquely
to thrive in the hybrid, remote, and studio-based realms of today's
fast-evolving working landscapes. With unique insights into
navigating the worlds of isolation and collaboration, this book
explores ways of thinking and working in this world, equipping the
reader with inspiration to sustainably tackle the many stages of
the development process. Working with Sound is an essential guide
for professionals working in dynamic audio teams of all sizes, as
well as the designers, producers, artists, animators and
programmers who collaborate closely with their colleagues working
on game audio and sound.
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