0
Your cart

Your cart is empty

Browse All Departments
Price
  • R50 - R100 (1)
  • R100 - R250 (137)
  • R250 - R500 (353)
  • R500+ (1,513)
  • -
Status
Format
Author / Contributor
Publisher

Books > Computing & IT > Computer software packages > Computer games

World Of Warcraft Chronicle: Volume 3 (Hardcover): Blizzard Entertainment World Of Warcraft Chronicle: Volume 3 (Hardcover)
Blizzard Entertainment 1
R1,560 R1,306 Discovery Miles 13 060 Save R254 (16%) Ships in 9 - 17 working days
Unity 2022 by Example - A project-based guide to building 2D, 3D, augmented reality, and virtual reality games (Paperback):... Unity 2022 by Example - A project-based guide to building 2D, 3D, augmented reality, and virtual reality games (Paperback)
Scott Cameron
R1,123 Discovery Miles 11 230 Ships in 18 - 22 working days

Start building commercial and playable games in Unity with C# through a series of practical projects ranging from a simple 2D game to adding AR/VR experiences with this full-color guide Key Features * Create game apps, including a 2D adventure game, a 3D first-person shooter, and more * Explore Unity's component-based approach to implementing features in Unity 2022 through a GameObject hierarchy based on C# scripts * Follow steps for publishing, marketing, and maintaining your games effectively Book Description Unity 2022 by Example is a complete introduction to building games in Unity following a project-based approach. You'll be introduced to the Unity game engine and the tools available for building and customizing a game exactly the way you want while maintaining a good code foundation to build upon. Once you get familiar with the fundamentals of Unity game development, you'll start creating a 2D collection game and an adventure game followed by a 3D first-person shooter game. You'll then explore advanced topics such as machine learning by creating AI-based enemy behavior, virtual reality by extending the first-person game, and augmented reality by exploring a farming sim in a real-world setting. These topics are completed in practice while building projects using the latest game tool kits. Finally, you'll learn how to commercialize your game by publishing it to a distribution platform and maintain and support it throughout its lifespan. As you progress, you'll gain real-world knowledge and experience by taking a game from conceptual design to completion. By the end of this Unity book, you'll have strong foundational knowledge of how to structure a Unity project that is both maintainable and extensible for commercially released games. What you will learn * Navigate and use the primary windows of the editor, and the new features introduced in Unity 2022 * Create new Unity game projects and add functionality with C# code * Specify your game design and break it down into systems and components for implementation * Create beautiful playable environments quickly and use them for both 2D and 3D games * Build player characters and use them to develop complete game mechanics, the core game loop, and win/lose conditions * Get up to speed with Unity Gaming Services available for creating commercially viable games Who This Book Is For If you find yourself struggling with completing game projects in Unity and want to follow best practices while maintaining a good coding structure, then this book is for you. Aspiring game developers, as well as anyone with some experience in developing games who wants to design basic playable and commercial games in Unity with a core loop, player verbs, simple mechanics, and win/lose conditions will find this book useful. Readers are expected to have experience with the Unity Editor interface and implementing functionality by creating C# scripts.

Computer Games - Text, Narrative and Play (Paperback): D. Carr Computer Games - Text, Narrative and Play (Paperback)
D. Carr
R712 Discovery Miles 7 120 Ships in 10 - 15 working days

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys.

This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.

Computer Games - Text, Narrative and Play (Hardcover): D. Carr Computer Games - Text, Narrative and Play (Hardcover)
D. Carr
R1,565 Discovery Miles 15 650 Ships in 10 - 15 working days

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys.
This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.

The Big Bad World of Concept Art for Video Games - An Insider's Guide for Students (Paperback): Eliott J Lilly The Big Bad World of Concept Art for Video Games - An Insider's Guide for Students (Paperback)
Eliott J Lilly
R734 R664 Discovery Miles 6 640 Save R70 (10%) Ships in 18 - 22 working days

Do you aspire to become a concept artist in the video game industry but don t know where to start? The Big Bad World of Concept Art for Video Games: An Insider s Guide for Students is a comprehensive book that gives aspiring artists an honest, informative, and concise look at what it takes to do just that. Author Eliott Lilly uses his own student work as a teaching tool along with personal experiences to help you on your journey. From finding the right school and getting the most out of your education, to preparing your portfolio and landing your first job, the advice and strategies Eliott offers are organized for easy reference and review. The book also features an extensive list of resources that students will find useful, as well as interviews with renowned concept artists David Levy, Sparth, Stephan Martiniere, Ben Mauro, and Farzad Varahramyan, all offering their own invaluable advice. With his firsthand knowledge about the ins and outs of the video game industry, Eliott Lilly is an exceptional guide who can help prepare you for the long journey toward realizing your ambitions."

Trains Coloring Book - A Train Coloring Book for Kids Toddlers Ages 4-8, Boys or Girls with 30+ Cute Train Coloring Page (Kids... Trains Coloring Book - A Train Coloring Book for Kids Toddlers Ages 4-8, Boys or Girls with 30+ Cute Train Coloring Page (Kids Activity Books) (Paperback)
Gregg Onie Publication
R158 Discovery Miles 1 580 Ships in 18 - 22 working days
Destiny 2 Game - What's is all about?. How to Play. The Cheat Code. (Paperback): Anthony Alexis Destiny 2 Game - What's is all about?. How to Play. The Cheat Code. (Paperback)
Anthony Alexis
R186 Discovery Miles 1 860 Ships in 18 - 22 working days
Developing Games on the Raspberry Pi - App Programming with Lua and LOEVE (Paperback, 1st ed.): Seth Kenlon Developing Games on the Raspberry Pi - App Programming with Lua and LOEVE (Paperback, 1st ed.)
Seth Kenlon
R859 R747 Discovery Miles 7 470 Save R112 (13%) Ships in 18 - 22 working days

Learn to set up a Pi-based game development environment, and then develop a game with Lua, a popular scripting language used in major game frameworks like Unreal Engine (BioShock Infinite), CryEngine (Far Cry series), Diesel (Payday: The Heist), Silent Storm Engine (Heroes of Might and Magic V) and many others. More importantly, learn how to dig deeper into programming languages to find and understand new functions, frameworks, and languages to utilize in your games. You'll start by learning your way around the Raspberry Pi. Then you'll quickly dive into learning game development with an industry-standard and scalable language. After reading this book, you'll have the ability to write your own games on a Raspberry Pi, and deliver those games to Linux, Mac, Windows, iOS, and Android. And you'll learn how to publish your games to popular marketplaces for those desktop and mobile platforms. Whether you're new to programming or whether you've already published to markets like Itch.io or Steam, this book showcases compelling reasons to use the Raspberry Pi for game development. Use Developing Games on the Raspberry Pi as your guide to ensure that your game plays on computers both old and new, desktop or mobile. What You'll Learn Confidently write programs in Lua and the LOVE game engine on the Raspberry Pi Research and learn new libraries, methods, and frameworks for more advanced programming Write, package, and sell apps for mobile platforms Deliver your games on multiple platforms Who This Book Is ForSoftware engineers, teachers, hobbyists, and development professionals looking to up-skill and develop games for mobile platforms, this book eases them into a parallel universe of lightweight, POSIX, ARM-based development.

Let's Build a Multiplayer Phaser Game - With TypeScript, Socket.IO, and Phaser (Paperback, 1st ed.): Oscar Lodriguez Let's Build a Multiplayer Phaser Game - With TypeScript, Socket.IO, and Phaser (Paperback, 1st ed.)
Oscar Lodriguez
R988 R842 Discovery Miles 8 420 Save R146 (15%) Ships in 18 - 22 working days

Create a fully working multiplayer game from scratch using TypeScript, Socket.IO, and the community edition of Phaser.js. You will achieve amazing feats in the browser without having to install any software. This book teaches you how to use the Phaser game engine APIs to tap into physics, and how to utilize HUD information and fire lasers. Let's Build a Multiplayer Phaser Game dives into the details to show you how to create a multiplayer game from beginning to end. Once you have finished this book, you will be well versed in creating not only a game, but also an application that you can extend with new functionality to enjoy with your friends. What You'll Learn Discover the ins and outs of Socket.IO for real-time web communication Use TypeScript to allow your project to be typed and self-documenting See how gaming mechanics work to make a game entertaining Get a deeper understanding of how to structure your working directory and your code Scale what you have created Who This Book Is For Developers who want to know how to create and structure a complex online game

Handmade Pixels - Independent Video Games and the Quest for Authenticity (Hardcover): Jesper Juul Handmade Pixels - Independent Video Games and the Quest for Authenticity (Hardcover)
Jesper Juul
R994 Discovery Miles 9 940 Ships in 9 - 17 working days

An investigation of independent video games-creative, personal, strange, and experimental-and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or "indie," video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games-creative, personal, strange, and experimental-became a historical movement that borrowed the term "independent" from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity-often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of "walking simulator" games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.

Developing Turn-Based Multiplayer Games - with GameMaker Studio 2 and NodeJS (Paperback, 1st ed.): Yadu Rajiv Developing Turn-Based Multiplayer Games - with GameMaker Studio 2 and NodeJS (Paperback, 1st ed.)
Yadu Rajiv
R847 R736 Discovery Miles 7 360 Save R111 (13%) Ships in 18 - 22 working days

Create your first turn-based multiplayer game using GameMaker Studio 2's built-in networking functions as well as using a simple NodeJS server. This book introduces you to the complexities of network programming and communication, where the focus will be on building the game from the ground up. You will start with a brief introduction to GameMaker Studio 2 and GML coding before diving into the essential principles of game design. Following this, you will go through an introductory section on NodeJS where you will learn how to create a server and send and receive data from it as well as integrating it with GameMaker Studio. You will then apply multiplayer gaming logic to your server and unlock multiplayer game features such as locating a player, syncing their data, and recording their session. What You Will Learn Discover the architecture of GameMaker Studio 2 Add new features to your game with NodeJS modules Integrate GameMaker Studio 2 with NodeJS Master GameMaker Studio 2's built-in networking functions Who This Book Is For GameMaker Studio users who want to understand how the networking components of GMS 2 work. Basic JavaScript knowledge is required.

Digital Customer Experience Management der Plattform Steam - HMD Best Paper Award 2017 (German, Paperback, 1. Aufl. 2018):... Digital Customer Experience Management der Plattform Steam - HMD Best Paper Award 2017 (German, Paperback, 1. Aufl. 2018)
Benjamin Spottke
R502 Discovery Miles 5 020 Ships in 18 - 22 working days

Im Zuge der Digitalisierung werden Gestaltung und Management der Digital Customer Experience zunehmend wertvoller. Technologiefuhrer diverser Branchen sind besonders dafur bekannt, digitale Interaktionen zwischen Nutzern, Drittanbietern und weiteren Akteuren erfolgreich zu organisieren. In diesem essential wird die Videospieleplattform Steam mit der Fallstudienmethode untersucht. Basierend auf der Analyse von Steam werden Handlungsempfehlungen abgeleitet, die auch fur Unternehmen in traditionellen Branchen anwendbar sind. Schwerpunkte bilden hierbei die Orientierung von Services und Serviceportfolio an Kundenbedurfnissen, das Management von Konsumententechnologie sowie die Entwicklung von Vertrauen und Loyalitat durch Verankerung von Werten und Normen auf einer digitalen Plattform. Die Handlungsempfehlungen werden anschliessend in der Automobilbranche, bei TV-Streaminganbietern und anhand einer Plattform fur Autoreparaturen beispielhaft illustriert.Der Autor Benjamin Spottke lehrt und forscht am Institut fur Wirtschaftsinformatik der Universitat St. Gallen.

Learn iPhone and iPad cocos2d Game Development - The Leading Framework for Building 2D Graphical and Interactive Applications... Learn iPhone and iPad cocos2d Game Development - The Leading Framework for Building 2D Graphical and Interactive Applications (Paperback, 1st ed.)
Steffen Itterheim
R947 R826 Discovery Miles 8 260 Save R121 (13%) Ships in 18 - 22 working days

Learn iPhone and iPad cocos2D Game Development provides a rock-solid introduction to the cocos2d iPhone game engine and related tools. It focuses on the process of creating several games made entirely with cocos2d and little-to-no iPhone SDK and OpenGL code. By creating 2-3 sample games over the course of the book, you'lllearn key concepts of the cocos2d game engine and relevant tools like Zwoptex (TextureAtlas), ParticleDesigner (Particle Effects), and others. The example games are modeled after popular App Store games so that they are relevant, recognizable, and immediately fun and inspiring. The games increase in complexity andhighlight common recurring cocos2d beginner questions.As you move along, you'll learnabout possible stumbling blocks and how to navigate them successfully.As you move frombeginning to advanced, you'llencountergeneral game programming wisdom, tips for performance improvement, as well as pointers to alternative implementations and further reading. What you'll learn Familiarity with the core cocos2d game engine API and the Box2d physics engine Understanding of the process and best practices of game development, in the context of cocos2d and its related tools Enthusiasm and excitement to createyour own games paired with a realization thatyou areable to create games which can compete on the App Store Where to go from here: further information and alternative implementations Who this book is for

The book is aimed at beginning game developers looking for an easier and even more powerful way to create compelling 2D graphics using OpenGL and Objective-C. It is assumed that the reader will have some knowledge of object-oriented programming and the Apple and iPhone/iPad developer environment. Check out the forum for Learn iPhone and iPad cocos2D Game Development: http: //cocos2d-central.com Table of Contents Introduction Getting Started Essentials Your First Game Game Building Blocks Sprites In-Depth Scrolling with Joy Shoot 'em Up Particle Effects Working with Tilemaps Isometric Tilemaps Physics Engines Pinball Game Game Center Out of the Ordinary

Serious Games - Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings (Paperback,... Serious Games - Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings (Paperback, 1st ed. 2017)
Mariano Alcaniz, Stefan Goebel, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge, …
R2,269 Discovery Miles 22 690 Ships in 18 - 22 working days

This book constitutes the proceedings of the Third Joint International Conference on Serious Games, JCSG 2017, held in Valencia, Spain, in November 2017. This conference bundles the activities of the 8th International Conference on Serious Games Development and Applications, SGDA 2017, and the 7th Conference on Serious Games, GameDays 2017. The total of 23 full papers, 3 short papers, and 4 poster papers was carefully reviewed and selected from 44 submissions. The topics covered by the conference offered participants a valuable platform to discuss and learn about the latest developments, technologies and possibilities in the development and use of serious games with a special focus on how different fields can be combined to achieve the best possible results.

The Game Production Handbook (Paperback, 3rd Revised edition): Heather Maxwell Chandler The Game Production Handbook (Paperback, 3rd Revised edition)
Heather Maxwell Chandler
R3,332 Discovery Miles 33 320 Ships in 18 - 22 working days

The Game Production Handbook, Third Edition Gives Producers, Leads, And Studio Managers All The Information They Need In Order To Successfully Develop A Game From Concept To Release-Ready Gold Master. Fully Revised And Updated To Reflect The Rapidly Evolving Game Development Landscape, The Third Edition Of This Definitive And Best-Selling Text Covers Pre-Production, Production, Testing, And Code Release, As Well As More Specific Topics Including Voiceovers, Mo-Cap Shoots, Marketing, Localizations, Managing External Contractors, Writing Documentation, And Project Management Practices. All-New Material In The Third Edition Includes New Sections On Mobile Gaming And Product Management, An Overview Of Useful Production Tools, And New Interviews With Industry Professionals Who Offer An Insider'S View Of Successful Game Development As Well As Highly Relevant Real-World Examples That Contextualize The Resources Provided By The Text. A Detailed Case Study Of A Fictitious Game Project Illustrates The Production Cycle, Documentation, And Other Key Production Concepts. Accessible Enough For Beginners And Comprehensive Enough For Experienced Developers, The Game Production Handbook, Third Edition Is An Invaluable Standalone Text For Students And Professionals Alike. Prepare Students To Successfully Enter The Exciting World Of Game Development With The Game Production Handbook, Third Edition. New To The Third Edition: -Offers New Interviews With Industry Experts Who Discuss Insider Knowledge And Real World Examples Of What Works And What Doesn'T Work In Game Development. -Contains New Sections On Product Management, Audio As It Relates To The Production Process, Financing Options, And The Latest Relevant Production Tools.

Unity 2022 Mobile Game Development - Third Edition - Discover hands-on techniques and examples to build and publish engaging... Unity 2022 Mobile Game Development - Third Edition - Discover hands-on techniques and examples to build and publish engaging games for Android and iOS (Paperback, 3rd Revised edition)
John P. Doran
R1,163 Discovery Miles 11 630 Ships in 18 - 22 working days

Get started with mobile game development with this practical guide on how to use Unity 2022 and C# to build cross-platform mobile games and add augmented reality features to your projects Key Features * Create, deploy, and monetize immersive mobile games on Android and iOS platforms using Unity 2022 * Add augmented reality to your mobile projects to inject a real-world element into your games * Begin your mobile game development journey with step-by-step instructions and a demo game project Book Description Unity is an established player in the mobile game development sphere, and its new release, Unity 2022, has a lot of new features In Unity 2022 Mobile Game Development, the third edition in this popular series, as well as exploring these new features, you'll get to grips with this renowned game engine by building a mobile game and publishing it on the most popular mobile app stores The book takes a step-by-step and hands-on approach to building an endless runner game to help you learn the concepts of mobile game development. After you've set up your simple Unity project and got it ready for mobile development, you'll cover everything you need to know to build your game and publish it, from adding touch gestures to monetizing your game with Unity Ads and in-app purchases, from building a UI to integrating social media into your game. You'll gain insights into how players like and use your game using Unity's analytics tools, and you'll take your games into the real world with the augmented reality features of Unity 2022 and make them really shine By the end of the book, the power of Unity 2022 to build, optimize, and publish robust cross-platform mobile games with C# will be at your fingertips, widening your skillset and enhancing your credentials as a game developer What you will learn * Design responsive UIs for your mobile games * Detect collisions, receive user input, and create player movements * Create interesting gameplay elements using mobile device input * Add custom icons and presentation options * Keep players engaged by using Unity's mobile notification package * Integrate social media into your projects * Add augmented reality features to your game for real-world appeal Who This Book Is For If you are a game developer or mobile developer who wants to learn Unity and use it to build mobile games for iOS and Android, then this Unity book is for you. Prior knowledge of C# and Unity will be beneficial but is not mandatory

GAME PROGRAMMING IN C++: STARTTO FINISH (Paperback): Erik Yuzwa GAME PROGRAMMING IN C++: STARTTO FINISH (Paperback)
Erik Yuzwa
R1,440 R1,328 Discovery Miles 13 280 Save R112 (8%) Ships in 10 - 15 working days

Welcome to the exciting world of game programming! If you're already familiar with the C++ programming language and want to learn how to program games, this book is for you. Game Programming in C++: Start to Finish will help you learn how to turn your own game fantasies into playable realities! Over the course of the book, you'll learn the popular techniques and practices behind today's games. Not only will you add a lot of theory to your game programming toolkit, but you'll also create a small basic game from scratch - SuperAsteriodArena. While you'll focus on using the SDL and the OpenGL libraries to learn game programming, you'll also learn the essential Windows principles that you'll need to create just about any kind of game with any other API such as DirectX. This easy-to-follow book takes current game programming information and filters it down to a practical level. Each chapter and subsection builds upon previous chapters and topics in a tutorial format, allowing you to progress at your own pace. As you work through the book, you'll build the SuperAsteriodArena game, beginning with engine creation and 3D programming with SDL and OpenGL. From there you'll move on to animation effects, audio, collision detection, networking, and finalizing the game. A variety of tools are used throughout, including Visual Studio and OpenGL, SDL, Autodesk 3ds Max, and the Audacity sound tool.

BlitzMax for Absolute Beginners - Games Programming for the Absolute Beginner (Paperback, 1st ed.): Sloan Kelly BlitzMax for Absolute Beginners - Games Programming for the Absolute Beginner (Paperback, 1st ed.)
Sloan Kelly
R2,026 Discovery Miles 20 260 Ships in 18 - 22 working days

Go through the steps necessary to create high-speed 2D retro-style games. This easy-to-read-and-follow one of a kind book on BlitzMax game programming also covers some 3D programming. BlitzMax for Absolute Beginners includes game application projects such as The Great Escape, Tank Attack, and Paratrooper. These will help you build your skills as you go. Have you ever wanted to program your own computer game? Never felt you could? Well, now you can. What You'll Learn Program computer games from scratch with BlitzMax Produce high-quality arcade games with sound and graphics Utilize the power of OpenGL to create fantastic 3D effects Who This Book Is For Those new to game programming and those new to BlitzMax.

Beginning Unreal Game Development - Foundation for Simple to Complex Games Using Unreal Engine 4 (Paperback, 1st ed.): David... Beginning Unreal Game Development - Foundation for Simple to Complex Games Using Unreal Engine 4 (Paperback, 1st ed.)
David Nixon
R1,250 R1,053 Discovery Miles 10 530 Save R197 (16%) Ships in 18 - 22 working days

Get started creating video games using Unreal Engine 4 (UE4) and learning the fundamentals of game development. Through hands-on, step-by-step tutorials, you will learn to design engaging environments and a build solid foundation for more complex games. Discover how to utilize the 3D game design software behind the development of immensely popular games for PC, console, and mobile. Beginning Unreal Game Development steers you through the fundamentals of game development with UE4 to design environments that both engage the player and are aesthetically pleasing. Author David Nixon shows you how to script logic, define behaviors, store data, and create characters. You will learn to create user interfaces, such as menus, load screens, and head-up displays (HUDs), and manipulate audio to add music, sound effects, and dialogue to your game. The book covers level editors, actor types, blueprints, character creation and control, and much more. Throughout the book, you'll put theory into practice and create an actual game using a series of step-by-step tutorials. With a clear, step-by-step approach, Beginning Unreal Game Development builds up your knowledge of Unreal Engine 4 so you can start creating and deploying your own 3D video games in no time. What You Will Learn Learn the fundamentals of game design Understand how to use Unreal Engine 4 Design amazing levels for your characters to play in Script logic to control the behavior of the world you create Who This Book Is For This book is for beginners with no prior game design or programming experience. It is also intended for video game enthusiasts who are brand-new to the world of game development and want to learn how to design a game from scratch using UE4.

The Game Localization Handbook (Paperback, 2nd Revised edition): Heather Maxwell Chandler, Stephanie O'Malley Deming The Game Localization Handbook (Paperback, 2nd Revised edition)
Heather Maxwell Chandler, Stephanie O'Malley Deming
R2,483 Discovery Miles 24 830 Ships in 10 - 15 working days

Part of the New Foundations of Game Development Series! As games become more popular in international markets, developers and publishers are looking for ways to quickly localize their games in order to capitalize on these markets. Authored by two internationally known experts in game localization, The Game Localization Handbook, Second Edition provides information on how to localize software for games, whether they are developed for the PC, console, or other platforms. It includes advice, interviews, and case studies from industry professionals, as well as practical information on pre-production, production, translation, and testing of localized SKUs. Written for producers, translators, development personnel, studio management, publishers, students, and anyone involved directly or indirectly with the production of localized games, this single-reference handbook provides insightful guidelines to all the tasks involved for planning and executing successful localizations.

iOS Game Development - Developing Games for iPad, iPhone, and iPod Touch (Paperback, New): Thomas Lucka iOS Game Development - Developing Games for iPad, iPhone, and iPod Touch (Paperback, New)
Thomas Lucka
R1,524 Discovery Miles 15 240 Ships in 10 - 15 working days

To create successful game apps, developers need to know how touch-input, real-time graphics, and sound come together. Focusing on graphics and sound in game development, this book enables both newcomers and more advanced professionals to get started with iOS game development. The author leads readers on a well-marked path through the various technologies involved in iOS and game development. He covers the coding and building of games using Apple's UIKit and Core Graphics API, allowing readers to immediately release games on the App store.

Saints Row Complete guide & tips (Paperback): Tatyana Collins Saints Row Complete guide & tips (Paperback)
Tatyana Collins
R301 Discovery Miles 3 010 Ships in 18 - 22 working days
Quest to Learn - Developing the School for Digital Kids (Paperback, New): Katie Salen Tekinbas, Robert Torres, Loretta Wolozin,... Quest to Learn - Developing the School for Digital Kids (Paperback, New)
Katie Salen Tekinbas, Robert Torres, Loretta Wolozin, Rebecca Rufo-Tepper, Arana Shapiro
R616 Discovery Miles 6 160 Ships in 10 - 15 working days

The design for Quest to Learn, an innovative school in New York City that offers a "game-like" approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned-among other things-to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks.

Making Call of Duty: Modern Warfare (Hardcover): Andy McVittie Making Call of Duty: Modern Warfare (Hardcover)
Andy McVittie
R1,177 R1,031 Discovery Miles 10 310 Save R146 (12%) Ships in 18 - 22 working days
The Art of Thief (Hardcover): Paul Davies The Art of Thief (Hardcover)
Paul Davies 1
R1,020 R662 Discovery Miles 6 620 Save R358 (35%) Ships in 10 - 15 working days

With the exceptional heritage, critical acclaim and tremendous sales of the Thief franchise, fans of the series will be delighted to add this book to their collection in anticipation of the new Thief game.The Art of Thief demonstrates the stunning concept and development art from the eagerly anticipated next-gen console game, Thief.The Art of Thief will be released day and date to coincide with the launch of the long awaited Thief game. The Art of Thief is the perfect companion for fans of the Thief franchise. The Thief videogame series has achieved tremendous sales and been praised by numerous respected media sources, such as The Washington Post, The LA Times, and The New York Times. The Thief games have often been praised for innovating the stealth genre and have accumulated a dedicated and loyal fanbase consisting of millions of people worldwide.The new Thief game will be heavily promoted as it will feature on the Xbox One and Playstation 4 consoles, which have both received international media and online attention.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
Design of High-Performance CMOS…
Liang Dai, Ramesh Harjani Hardcover R4,107 Discovery Miles 41 070
Judging the State in International Trade…
Leila Choukroune Hardcover R3,913 Discovery Miles 39 130
A Discipline of Mathematical Systems…
Matthew Collinson, Brian Monahan, … Paperback R901 Discovery Miles 9 010
R-Calculus, III: Post Three-Valued Logic
Wei Li, Yuefei Sui Hardcover R4,639 Discovery Miles 46 390
Genome Structure and Function - From…
C. Nicolini Hardcover R5,329 Discovery Miles 53 290
Mathematics For Engineering Students
Ramoshweu Solomon Lebelo, Radley Kebarapetse Mahlobo Paperback R397 Discovery Miles 3 970
Geometry of Deep Learning - A Signal…
Jong Chul Ye Hardcover R1,130 Discovery Miles 11 300
Wireless Sensor and Actuator Networks…
Roberto Verdone, Davide Dardari, … Hardcover R2,237 Discovery Miles 22 370
Dual Quaternions and Their Associated…
Ronald Goldman Paperback R1,369 Discovery Miles 13 690
Wireless Sensor Networks and the…
Bhagirathi Nayak, Subhendu Kumar Pani, … Hardcover R4,066 Discovery Miles 40 660

 

Partners