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Books > Computing & IT > Computer software packages > Computer games
A wide-ranging anthology of essays exploring one of the most vital art forms on the planet today.
From the earliest computers to the smartphones in our pockets, video games have been on our screens and part of our lives for over fifty years. Critical Hits celebrates this sophisticated medium and considers its lasting impact on our culture and ourselves.
This collection of stylish, passionate, and searching essays opens with an introduction by Carmen Maria Machado, who edited the anthology alongside J. Robert Lennon. In these pages, writer-gamers find solace from illness and grief, test ideas about language, bodies, power, race, and technology, and see their experiences and identities reflected in―or complicated by―the interactive virtual worlds they inhabit. Elissa Washuta immerses herself in The Last of Us during the first summer of the pandemic. Nana Kwame Adjei-Brenyah describes his last goodbye to his father with the help of Disco Elysium. Jamil Jan Kochai remembers being an Afghan American teenager killing Afghan insurgents in Call of Duty.
Also included are a comic by MariNaomi about her time as a video game producer; a deep dive into “portal fantasy” movies about video games by Charlie Jane Anders; and new work by Alexander Chee, Hanif Abdurraqib, Larissa Pham, and many more.
Based on 48 interviews and years of research, Game of X v.1: Xbox
tells the many stories of Microsoft's unlikely entry into the game
console business. In addition to the personal insights of the key
players in the story, Game of X includes many previously unreleased
documents that show what was going on behind the scenes. This is
the story of Xbox and Xbox Live. Key Features Based on 48
interviews and years of research, Game of X v.1: Xbox tells the
many stories of Microsoft's unlikely entry into the game console
business. In addition to the personal insights of the key players
in the story, Game of X includes many previously unreleased
documents that show what was going on behind the scenes. This is
the story of Xbox and Xbox Live.
Discover the power of Unreal Engine 5 and the MetaHuman Creator to
develop realistic digital characters, infusing them with full body
and facial animation Key Features * Create realistic characters
using the MetaHuman Creator using a mixture of preset and custom
tools * Import your character into Unreal Engine 5 to access more
editing options and begin animating it * Combine face and body
motion capturing to fully animate your digital humans Book
Description MetaHuman Creator (MHC) is an online, user-friendly 3D
design tool for creating highly realistic digital humans that can
be animated within Unreal Engine (UE) and enhanced with motion
capture technology. This means that filmmakers and game developers
now have access to a high quality, affordable solution that was
previously only available to specialist studios. This book will
focus on using UE5 and MHC from a filmmaker angle. Firstly, you'll
understand how to use the online MHC to create a digital character,
changing its facial structure, body type, and clothing. After that,
you'll learn all the necessary steps to bring the character into
UE5 and set it up for animation. Then, using an iPhone and a webcam
to capture face and body movements, you'll mix these motion capture
files, refine the animations using the MetaHuman Control Rig, and
save these takes to be reused and edited again within the Level
Sequencer. On top of that, you'll learn how to create a rendered
video file for film production using both the Level Sequencer and a
VR Cinematic Camera. By the end of this book, you'll have created
your own MetaHuman character, as well as face and body motion
capture data, and learned the necessary skills to give your future
projects further realism and creative control. What you will learn
* Create your own bespoke character using MHC * Develop custom
faces based on real people * Utilize Blueprints to take control of
your digital character * Retarget animations using the Unreal
Mannequin * Use DeepMotion and Live Link for complete body and face
animation * Use the Control Rig to refine animations * Export and
render your character Who This Book Is For This book is for
filmmakers and hobbyists who are planning to make a film using
Unreal Engine for the first time, having worked in live action or
purely digital media previously, either professionally or as a
hobby. No experience with Unreal Engine is required, however it is
useful to have some knowledge of 3D development applications and
concepts like wireframes, skin weights, transform tools, and motion
capture. It is recommended that you have access to an iPhone X (or
a later model). Alternatively, you can use a free or paid version
of Faceware, along with a basic webcam.
Build a complete game from start to finish using Flutter and Flame
while getting acquainted with each building block in game design
along the way Key Features Begin your Flutter game development
journey with step-by-step instructions and best practices
Understand the Flame game engine and its essential elements for
making games, sprite animation, tilemaps, and audio Build enjoyable
games with Flutter that can be played across different platforms
Book DescriptionWith its powerful tools and quick implementation
capabilities, Flutter provides a new way to build scalable
cross-platform apps. In this book, you'll learn how to build on
your knowledge and use Flutter as the foundation for creating
games. This game development book takes a hands-on approach to
building a complete game from scratch. You'll see how to get
started with the Flame library and build a simple animated example
to test Flame. You'll then discover how to organize and load images
and audio in your Flutter game. As you advance, you'll gain
insights into the game loop and set it up for fast and efficient
processing. The book also guides you in using Tiled to create maps,
add sprites to the maps that the player can interact with, and see
how to use tilemap collision to create paths for a player to walk
on. Finally, you'll learn how to make enemies more intelligent with
artificial intelligence (AI). By the end of the book, you'll have
gained the confidence to build fun multiplatform games with
Flutter. What you will learn Discover the Flame engine and how to
use it in game programming in Flutter Organize the graphics and
sounds used in your game Animate a sprite in your games and detect
when the player collides with tiles Run the game as a web page and
desktop app Expand our player control with key navigation Build
your first game and make your enemies more intelligent with AI for
games Who this book is forIf you are a Flutter developer looking to
apply your Flutter programming skills to games development, this
book is for you. Basic knowledge of Dart will assist with
understanding the concepts covered.
Get hands-on with game development tools and techniques to build
game project using the latest version of Unreal Engine and C++, two
of the most widely used tools in the games industry Key Features
Kickstart your career or develop a new hobby by learning game
development with Unreal Engine 5 and C++ Learn techniques to
prototype and develop your own ideas with key images printed in
color Reinforce your skills with project-based learning by building
a series of games from scratch Book DescriptionImmerse yourself in
the Unreal game projects with this book, written by four highly
experienced industry professionals with many years of combined
experience with Unreal Engine. Elevating Game Experiences with
Unreal Engine 5 will walk you through the latest version of Unreal
Engine by helping you get hands-on with the game creation projects.
The book starts with an introduction to the Unreal Editor and key
concepts such as actors, blueprints, animations, inheritance, and
player input. You'll then move on to the first of three projects,
building a dodgeball game, where you'll learn the concepts of line
traces, collisions, projectiles, user interface, and sound effects.
You'll also discover how to combine these concepts to showcase your
new skills. The second project, a side-scroller game, will help you
implement concepts such as animation blending, enemy AI, spawning
objects, and collectibles. And finally, you'll cover the key
concepts in creating a multiplayer environment as you work on the
third project, an FPS game. By the end of this Unreal Engine book,
you'll have a broad understanding of how to use the tools that the
game engine provides to start building your own games. What you
will learn Create a fully functional third-person character and
enemies Implement navigation with keyboard, mouse, and gamepad
Program logic and game mechanics with collision and particle
effects Explore AI for games with Blackboards and behavior trees
Build character animations with animation blueprints and montages
Polish your game with stunning visual and sound effects Explore the
fundamentals of game UI using a heads-up display Discover how to
implement multiplayer in your games Who this book is forThis book
is for game developers looking to get started with using Unreal
Engine 5 for their game development projects. Anyone who has used
Unreal Engine before and wants to consolidate, improve, and apply
their skills will find this book useful. To better grasp the
concepts explained in this book, prior knowledge of C++ basics such
as variables, functions, classes, polymorphism, and pointers is
required. For full compatibility with the IDE used in this book, a
Windows system is recommended.
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Enter the Metaverse - The Beginners Guide to Virtual Worlds
- NFT Games, Play-to-Earn, GameFi, and Blockchain Entertainment such as Axie Infinity, Decentraland, The Sandbox, Meta, Gala, Gods Unchained, Bloktopia, and More!
(Paperback)
Chris Collins
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