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

The Ultimate Playstation Games Collection (Hardcover): Darren Jones Drew Sleep Nick Thorpe The Ultimate Playstation Games Collection (Hardcover)
Darren Jones Drew Sleep Nick Thorpe
R634 R566 Discovery Miles 5 660 Save R68 (11%) Ships in 9 - 17 working days

Sony's PlayStation revolutionised the videogame industry. It wasn't the first home console, but it brought gaming to the masses in a way few other systems at the time managed to do. Now, more than 25 years after its initial release there are over 10,000 games spanning Sony's home and handheld consoles, and PlayStation leads the way in console exclusives. With so many experiences and genres to choose from, it can be daunting. But fear not! We've compiled 100 unmissable titles that no PlayStation fan's library should be without. Some titles will challenge you and test your wits, others provide simple escapism. Some will make you laugh, others may make you cry - but each experience will be unforgettable. Inside you'll also find behind-the-scenes features from the archives of Retro Gamer, EDGE and GamesRadar, giving you insider info on the creation of some of PlayStation's finest games, most enduring franchises and iconic characters.

Dark Nights with Poe and Munro - The Original Scripts (Paperback): Lynda Cowles, Tim Cowles Dark Nights with Poe and Munro - The Original Scripts (Paperback)
Lynda Cowles, Tim Cowles
R461 Discovery Miles 4 610 Ships in 10 - 15 working days
An Introduction to Unreal Engine 4 (Paperback): Andrew Sanders An Introduction to Unreal Engine 4 (Paperback)
Andrew Sanders
R1,777 Discovery Miles 17 770 Ships in 12 - 19 working days

This book serves as an introduction to the level design process in Unreal Engine 4. By working with a number of different components within the Unreal Editor, readers will learn to create levels using BSPs, create custom materials, create custom Blueprints complete with events, import objects, create particle effects, create sound effects and combine them to create a complete playable game level. The book is designed to work step by step at the beginning of each chapter, then allow the reader to complete similar tasks on their own to show an understanding of the content. A companion website with project files and additional information is included.

Endearing Rhymes A-Z Video Games (Paperback): Wynette McKenzie Endearing Rhymes A-Z Video Games (Paperback)
Wynette McKenzie
R364 R338 Discovery Miles 3 380 Save R26 (7%) Ships in 10 - 15 working days
Dead by Daylight Complete guide & tips (Paperback): Lorena Borer Dead by Daylight Complete guide & tips (Paperback)
Lorena Borer
R310 Discovery Miles 3 100 Ships in 10 - 15 working days
Python for Data Analysis - Everything you Need to Know About Data Analysis to Easily Get the Python Intermediate Level.... Python for Data Analysis - Everything you Need to Know About Data Analysis to Easily Get the Python Intermediate Level. (Paperback)
Robert Campbell
R597 R541 Discovery Miles 5 410 Save R56 (9%) Ships in 10 - 15 working days
Ancient Violence in the Modern Imagination - The Fear and the Fury (Paperback): Irene Berti, Maria G. Castello, Carla Scilabra Ancient Violence in the Modern Imagination - The Fear and the Fury (Paperback)
Irene Berti, Maria G. Castello, Carla Scilabra
R1,300 Discovery Miles 13 000 Ships in 10 - 15 working days

The collected essays in this volume focus on the presentation, representation and interpretation of ancient violence - from war to slavery, rape and murder - in the modern visual and performing arts, with special attention to videogames and dance as well as the more usual media of film, literature and theatre. Violence, fury and the dread that they provoke are factors that appear frequently in the ancient sources. The dark side of antiquity, so distant from the ideal of purity and harmony that the classical heritage until recently usually called forth, has repeatedly struck the imagination of artists, writers and scholars across ages and cultures. A global assembly of contributors, from Europe to Brazil and from the US to New Zealand, consider historical and mythical violence in Stanley Kubrick's Spartacus and the 2010 TV series of the same name, in Ridley Scott's Gladiator, in the work of Lars von Trier, and in Soviet ballet and the choreography of Martha Graham and Anita Berber. Representations of Roman warfare appear in videogames such as Ryse: Son of Rome and Total War, as well as recent comics, and examples from both these media are analysed in the volume. Finally, interviews with two artists offer insight into the ways in which practitioners understand and engage with the complex reception of these themes.

Mali's Cash - Issue 3, August 2022: Presented by the TV Game Foundation Formosa (Paperback): Fcgamer Mali's Cash - Issue 3, August 2022: Presented by the TV Game Foundation Formosa (Paperback)
Fcgamer
R381 Discovery Miles 3 810 Ships in 10 - 15 working days
Witch Trial (Paperback): Dan Henderson, Marc A Golombeck, Roby Sherman Witch Trial (Paperback)
Dan Henderson, Marc A Golombeck, Roby Sherman
R692 Discovery Miles 6 920 Ships in 10 - 15 working days
The Video Game Guide: Volume 1. 1947-1989 (Paperback): Peter Cruickshank The Video Game Guide: Volume 1. 1947-1989 (Paperback)
Peter Cruickshank
R520 Discovery Miles 5 200 Ships in 10 - 15 working days
Gotham Knights Complete guide & tips (Paperback): Lauretta Cormier Gotham Knights Complete guide & tips (Paperback)
Lauretta Cormier
R310 Discovery Miles 3 100 Ships in 10 - 15 working days
No Avatars Allowed - Theological Reflections on Video Games (Paperback): Joshua Wise No Avatars Allowed - Theological Reflections on Video Games (Paperback)
Joshua Wise
R701 Discovery Miles 7 010 Ships in 10 - 15 working days

How can video games challenge us to think more deeply about our reality, faith, and community? Since the advent of video games in the 1960s, they have become the common experience of everyone from Gen-X to the Millennial and post-Millennial generations. While many of today's clergy, parishioners, and theologians grew up gaming, the church's stance regarding video games is one of, at best, bemusement. This book takes seriously the idea that video games can challenge us to think more deeply about our reality, divinity, faith, and each other. It draws readers into a small, but growing, conversation about models of incarnation and what it means to distinguish between the virtual and the real. This book will introduce readers to concepts and questions from the perspective of a Christian systematic theologian who has been playing games since he was four years old, and who has been writing, speaking, and podcasting about this topic since 2010. It is an invitation into a relatively new conversation about divinity, humanity, and technology.

Game of X v.1 - Xbox (Paperback): Rusel DeMaria Game of X v.1 - Xbox (Paperback)
Rusel DeMaria
R1,523 Discovery Miles 15 230 Ships in 12 - 19 working days

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.

Choo Choo Charles Complete Guide - Best Tips, Tricks and Strategies to Become a Pro Player (Paperback): Estelle Hobbs Choo Choo Charles Complete Guide - Best Tips, Tricks and Strategies to Become a Pro Player (Paperback)
Estelle Hobbs
R334 Discovery Miles 3 340 Ships in 10 - 15 working days
Long Live Mortal Kombat: Round 1 - The Fatalities and Fandom of the Arcade Era (Paperback): David L Craddock Long Live Mortal Kombat: Round 1 - The Fatalities and Fandom of the Arcade Era (Paperback)
David L Craddock
R951 Discovery Miles 9 510 Ships in 10 - 15 working days
Dungeons and Dragons and Philosophy - Raiding the Temple of Wisdom (Paperback, New): Jon Cogburn, Mark Silcox Dungeons and Dragons and Philosophy - Raiding the Temple of Wisdom (Paperback, New)
Jon Cogburn, Mark Silcox
R851 R740 Discovery Miles 7 400 Save R111 (13%) Ships in 10 - 15 working days

This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is "the most exciting event in popular culture since the invention of the motion picture." Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D aficionados but with starkly different insights and points of view. It will be appreciated by thoughtful fans of the game, including both those in their thirties, forties, and fifties who have rediscovered the pastime they loved as teenagers and the new teenage and college-student D&D players who have grown up with gaming via computer and console games and are now turning to D&D as a richer, fuller gaming experience. The book is divided into three parts. The first, "Heroic Tier: The Ethical Dungeon-Crawler," explores what D&D has to teach us about ethics and about how results from the philosophical study of morality can enrich and transform the game itself. Authors argue that it's okay to play evil characters, criticize the traditional and new systems of moral alignment, and (from the perspective of those who love the game) tackle head-on the recurring worries about whether the game has problems with gender and racial stereotypes. Readers of Dungeons and Dragons and Philosophy will become better players, better thinkers, better dungeon-masters, and better people. Part II, "Paragon Tier: Planes of Existence," arouses a new sense of wonder about both the real world and the collaborative world game players create. Authors look at such metaphysical questions as what separates magic from science, how we express the inexpressible through collaborative storytelling, and what the objects that populate Dungeons and Dragons worlds can teach us about the equally fantastic objects that surround us in the real world. The third part, "Epic Tier: Leveling Up," is at the crossroads of philosophy and the exciting new field of Game Studies. The writers investigate what makes a game a game, whether D&D players are artists producing works of art, whether D&D (as one of its inventors claimed) could operate entirely without rules, how we can overcome the philosophical divide between game and story, and what types of minds take part in D&D.

First & Frequent Fantasy - University Women & Gaming (Paperback): J. D. Dixon First & Frequent Fantasy - University Women & Gaming (Paperback)
J. D. Dixon; Jerry Fieldsted
R971 Discovery Miles 9 710 Ships in 10 - 15 working days
Disgaea RPG Guide - Tips and Tricks (Paperback): Marsx14 Disgaea RPG Guide - Tips and Tricks (Paperback)
Marsx14
R312 Discovery Miles 3 120 Ships in 10 - 15 working days
Game Development with Unity for .NET Developers - The ultimate guide to creating games with Unity and Microsoft Game Stack... Game Development with Unity for .NET Developers - The ultimate guide to creating games with Unity and Microsoft Game Stack (Paperback)
Jiadong Chen, E. D. Price
R1,495 Discovery Miles 14 950 Ships in 10 - 15 working days

Get up and running with Unity with the help of expert guidance for addressing the performance issues encountered in Unity development Key Features Discover solutions to common problems faced by .NET developers while creating games in Unity Explore tips, tricks, best practices, and advanced Unity coding techniques for creating impressive games Understand how to program with C# code using Unity's built-in modules and add engaging effects Book DescriptionUnderstand what makes Unity the world's most widely used real-time 3D development platform and explore its powerful features for creating 3D and 2D games, as well as the Unity game engine and the Microsoft Game Dev, including the Microsoft Azure Cloud and Microsoft Azure PlayFab services, to create games. You will start by getting acquainted with the Unity editor and the basic concepts of Unity script programming with C#. You'll then learn how to use C# code to work with Unity's built-in modules, such as UI, animation, physics, video, and audio, and understand how to develop a game with Unity and C#. As you progress through the chapters, you'll cover advanced topics such as the math involved in computer graphics and how to create a custom render pipeline in Unity with the new Scriptable Render Pipeline, all while optimizing performance in Unity. Along the way, you'll be introduced to Microsoft Game Dev, Azure services, and Azure PlayFab, and using the Unity3D PlayFab SDK to access the PlayFab API. By the end of this Unity book, you'll have become familiar with the Unity engine and be ready to develop your own games while also addressing the performance issues that you could encounter in the development process. What you will learn Get to grips with using the Unity Editor Use C# scripts to work with Unity's built-in modules such as UI, animation, physics, video, and audio Create a custom render pipeline in Unity Engine with the latest Scriptable Render Pipeline Write high-performance multithreaded code with the latest DOTS in Unity Discover the Azure PlayFab Client library for C# in Unity Understand how the asset management and serialization system within Unity really works Explore some of the most commonly used profiler tools in Unity development Who this book is forThe book is for developers with intermediate .NET and C# programming experience who are interested in learning game development with Unity. Basic experience in C# programming is assumed.

Virtual Reality - Everything You Wanted to Know Featuring Exclusive Interviews (How to Understand, Use & Create With Virtual... Virtual Reality - Everything You Wanted to Know Featuring Exclusive Interviews (How to Understand, Use & Create With Virtual Reality) (Paperback)
William Tardif
R475 R439 Discovery Miles 4 390 Save R36 (8%) Ships in 10 - 15 working days
Astro's Playroom Guide - Tips and (Paperback): Marsx12 Astro's Playroom Guide - Tips and (Paperback)
Marsx12
R308 Discovery Miles 3 080 Ships in 10 - 15 working days
AI for Games (Paperback): Ian Millington AI for Games (Paperback)
Ian Millington
R759 Discovery Miles 7 590 Ships in 9 - 17 working days

Provides a clear and concise overview of how AI is used in game development Gives a brief overview of the history of AI in games Considers the different models, techniques and algorithms that are used in creating game AI

C16 Machine Language for the Absolute Beginner (Paperback): Melbourne House C16 Machine Language for the Absolute Beginner (Paperback)
Melbourne House
R375 Discovery Miles 3 750 Ships in 10 - 15 working days
Machine Language Programming Made Simple for your Sinclair & Timex TS1000 (Paperback): Beam Software Machine Language Programming Made Simple for your Sinclair & Timex TS1000 (Paperback)
Beam Software
R378 Discovery Miles 3 780 Ships in 10 - 15 working days
Reimagining Characters with Unreal Engine's MetaHuman Creator - Elevate your films with cinema-quality character designs... Reimagining Characters with Unreal Engine's MetaHuman Creator - Elevate your films with cinema-quality character designs and motion capture animation (Paperback)
Brian Rossney
R1,430 Discovery Miles 14 300 Ships in 10 - 15 working days

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.

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