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Books > Computing & IT > Computer software packages > Computer games
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.
The Expanded Edition Guide to The Legend of Zelda: Breath of the
Wild is a 512-page hardcover guidebook covering everything in the
main game as well as the two Expansion Pass DLC packs "The Master
Trials" and "The Champions' Ballad". Includes: Expansion Pass
concept art gallery; dedicated chapters covering both Expansion
Passes; Reference and Analysis chapter; Maps chapter; all-new
hardcover and an extensive 4-page Index. MAPS CHAPTER: a dedicated
36-page atlas of Hyrule showing the exact location of all Korok
seeds and treasure chests. REFERENCE & ANALYSIS CHAPTER:
contains a farming manual showing how to acquire all items of prime
interest efficiently; the best weapons and armor upgrades; the most
effective recipes; the most lucrative gemstone mining spots;
amiibo; merchants and much more. EXPANSION PASS CHAPTERS: 34 pages
dedicated to "The Master Trials" and "The Champions' Ballad". 100%
AUTHORITATIVE: all side quests, all shrines of Trials and all
information about collectible items fully mapped out; also includes
optional challenges, mini-games, unlockables, Easter eggs, and
more. At-A-GLANCE WALKTHROUGHS: annotated maps and screenshots show
the optimal way through every quest and dungeon. LARGE MAP POSTER:
two-sided and fully-annotated - covering the immense game area.
CONCEPT ART: direct from the development team and beautifully laid
out across two sections: 16 pages of concept art from "The Master
Trials" and "The Champions' Ballad" as well as a 16-page art tour
of the main game. PUZZLE MASTER: every single puzzle and riddle
unraveled with refined, visual solutions. EXPERT COMBAT STRATEGY:
practical, reproducible tactics to crush all enemies and bosses.
COMPREHENSIVE REFERENCES: exhaustive appraisals of all items and
monsters - including key parameters that are hidden in the game.
EASE OF USE: Instant searches, print navigation systems, extensive
4-page index and detailed map poster give you immediate access to
the information you need. PREMIUM HARDCOVER: with guide pages
printed on superior-quality art paper.
The focus of this book is on three influential cognitive motives:
achievement, affiliation, and power motivation. Incentive-based
theories of achievement, affiliation and power motivation are the
basis for competence-seeking behaviour, relationship-building,
leadership, and resource-controlling behaviour in humans. In this
book we show how these motives can be modelled and embedded in
artificial agents to achieve behavioural diversity. Theoretical
issues are addressed for representing and embedding computational
models of motivation in rule-based agents, learning agents, crowds
and evolution of motivated agents. Practical issues are addressed
for defining games, mini-games or in-game scenarios for virtual
worlds in which computer-controlled, motivated agents can
participate alongside human players. The book is structured into
four parts: game playing in virtual worlds by humans and agents;
comparing human and artificial motives; game scenarios for
motivated agents; and evolution and the future of motivated
game-playing agents. It will provide game programmers, and those
with an interest in artificial intelligence, with the knowledge
required to develop diverse, believable game-playing agents for
virtual worlds.
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 computer gaming industry is bigger than the film and music
industries and is growing faster than both of them put together.
The industry is also changing fast. The typical computer gamer is
in his mid 20s and female gamers make up one of the faster growing
parts of the market. New developments in sociability and
interactivity are also transforming the industry. This is the first
major study of brands and gaming and shows huge opportunities for
brand development
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.
Celebrate the holidays in Tamriel with this 25-day advent calendar!
Inspired by the hit video game series, The Elder Scrolls: The
Official Advent Calendar features 25 days of exclusive surprises
including keychains, high-quality stickers, recipe cards, mini
booklets, and more unique keepsakes. The perfect gift for gamers of
all ages, The Elder Scrolls: The Official Advent Calendar brings
the epic world of Tamriel to your holiday celebrations!
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.
Alternate Reality Games (ARGs) challenge what players understand as
"real." Alternate Reality Games and the Cusp of Digital Gameplay is
the first collection to explore and define the possibilities of
ARGs. Though prominent examples have existed for more than two
decades, only recently have ARGs come to the prominence as a unique
and highly visible digital game genre. Adopting many of the same
strategies as online video games, ARGs blur the distinction between
real and fictional. With ARGs continuing to be an important and
blurred space between digital and physical gameplay, this volume
offers clear analysis of game design, implementation, and
ramifications for game studies. Divided into three distinct
sections, the contributions include first hand accounts by leading
ARG creators, scholarly analysis of the meaning behind ARGs, and
explorations of how ARGs are extending digital tools for analysis.
By balancing the voices of designers, players, and researchers,
this collection highlights how the Alternate Reality Game genre is
transforming the ways we play and interact today.
This book provides a comprehensive and practically minded
introduction into serious games for law enforcement agencies.
Serious games offer wide ranging benefits for law enforcement with
applications from professional trainings to command-level decision
making to the preparation for crises events. This book explains the
conceptual foundations of virtual and augmented reality,
gamification and simulation. It further offers practical guidance
on the process of serious games development from user requirements
elicitation to evaluation. The chapters are intended to provide
principles, as well as hands-on knowledge to plan, design, test and
apply serious games successfully in a law enforcement environment.
A diverse set of case studies showcases the enormous variety that
is possible in serious game designs and application areas and
offers insights into concrete design decisions, design processes,
benefits and challenges. The book is meant for law enforcement
professionals interested in commissioning their own serious games
as well as game designers interested in collaborative pedagogy and
serious games for the law enforcement and security sector.
Many designers, policy makers, teachers, and other practitioners
are beginning to understand the usefulness of using digital games
beyond entertainment. Games have been developed for teaching,
recruiting and to collect data to improve search engines. This book
examines the fundamentals of designing any game with a serious
purpose and provides a way of thinking on how to design one
successfully.
The reader will be introduced to a design philosophy called
Triadic Game Design.; a theory that all games involve three worlds:
the worlds of Reality, Meaning, and Play. Each world is affiliated
with aspects. A balance needs to be found within and between the
three worlds. Such a balance is difficult to achieve, during the
design many tensions will arise, forcing designers to make
trade-offs. To deal with these tensions and to ensure that the
right decisions are made to create a harmonic game, a frame of
reference is needed. This is what "Triadic Game Design" offers.
Learn how to draw the latest Fortnite Battle Pass designs with this
brand-new official guide from Epic Games. Want to recreate the
action-packed looks from the Battle Passes? Well, now you can with
this special themed guide, brought to you by Epic Games. With clear
step-by-step instructions to take you from initial sketch to
finished artwork, this book will help elevate your drawing skills
to Tier 100. INCLUDES: * 16 CLASSIC OUTFITS * 8 STYLISH EMOTICONS *
SUPERCOOL BACK BLING, GLIDERS, AND HARVESTING TOOLS * TOP DRAWING
TIPS Featuring the authentic Fortnite holographic seal.
3D Character Development Workshop is designed to fast-track
comprehension of the concepts, tools, and methods of character
rigging so that you can get past the technical hurdles and on to
animating! This comprehensive guide is simple enough for
non-technical artists to follow, yet presented in a holistic,
comprehensive, best-practices approach so professional and student
animators and artists can begin designing and animating their own
fully-functioning characters.
The first wave of Overwatch cinematics captured the imagination of
millions of fans around the world. After the game released in 2016,
Blizzard Entertainment embarked on a new mission to take cinematic
storytelling to the next level. From the intense, action-packed
rush of "Shooting Star" to the somber, noble ethos of "Honor and
Glory," the creative team wanted to highlight a different side of
the game's beloved heroes. In pursuit of their objectives, the crew
added new artists in the mix, devised novel methods for making
movies, and ventured into formats they hadn't tried before, such as
in-game cinematics and stop-motion animation. Covering all the
official Overwatch cinematics made from 2017-2020, including the
Overwatch 2 announcement trailer, The Cinematic Art of Overwatch:
Volume II showcases hundreds of pieces of never-before-seen artwork
and documents the epic creative journey that Blizzard took to bring
these films to life.
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