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Books > Computing & IT > Computer software packages > Computer games
Enter the world of Overwatch, the smash-hit from Blizzard
Entertainment, in this five-story anthology chronicling some of the
video game's most fascinating and celebrated characters, now
available for the first time in print! Since its initial launch in
2016, Overwatch has captivated the imaginations of over 50 million
players worldwide. Now fans can join some of the game's most iconic
heroes-and villains-on a series of missions ranging from the lush
Caribbean to southern India, and everywhere in between. Authored by
some of the most compelling voices in science fiction today,
including Michael Chu, Brandon Easton, Christie Golden, and Alyssa
Wong, this short story anthology is rife with themes of love and
loss, ambition and despair, alliances and conflict, all pointing
toward a common hope, that the future is worth fighting for.
This stunning book explores the rich mythology of Assassin's Creed,
featuring the art and history of the series from the first
groundbreaking game through the graphic novels to the DLCs.
Highlighting the lush and vibrant art that has become a hallmark of
the series, this luxury coffee-table book brings the game's famous
historical locations and figures to life and explores the evolution
of each iconic Assassin and Templar.
In recent years, digital technologies have become more ubiquitous
and integrated into everyday life. While once reserved mostly for
personal uses, video games and similar innovations are now
implemented across a variety of fields. Transforming Gaming and
Computer Simulation Technologies across Industries is a pivotal
reference source for the latest research on emerging simulation
technologies and gaming innovations to enhance industry performance
and dependency. Featuring extensive coverage across a range of
relevant perspectives and topics, such as user research, player
identification, and multi-user virtual environments, this book is
ideally designed for engineers, professionals, practitioners,
upper-level students, and academics seeking current research on
gaming and computer simulation technologies across different
industries. Topics Covered: Digital vs. Non-Digital Platforms Ludic
Simulations Mathematical Simulations Medical Gaming Multi-User
Virtual Environments Player Experiences Player Identification User
Research
Looking to become more efficient using Unity? How to Cheat in Unity
5 takes a no-nonsense approach to help you achieve fast and
effective results with Unity 5. Geared towards the intermediate
user, HTC in Unity 5 provides content beyond what an introductory
book offers, and allows you to work more quickly and powerfully in
Unity. Packed full with easy-to-follow methods to get the most from
Unity, this book explores time-saving features for interface
customization and scene management, along with
productivity-enhancing ways to work with rendering and
optimization. In addition, this book features a companion website
at www.alanthorn.net, where you can download the book's companion
files and also watch bonus tutorial video content. Learn bite-sized
tips and tricks for effective Unity workflows Become a more
powerful Unity user through interface customization Enhance your
productivity with rendering tricks, better scene organization and
more Better understand Unity asset and import workflows Learn
techniques to save you time and money during development
Forty original contributions on games and gaming culture What does
Pokemon Go tell us about globalization? What does Tetris teach us
about rules? Is feminism boosted or bashed by Kim Kardashian:
Hollywood? How does BioShock Infinite help us navigate
world-building? From arcades to Atari, and phone apps to virtual
reality headsets, video games have been at the epicenter of our
ever-evolving technological reality. Unlike other media
technologies, video games demand engagement like no other, which
begs the question-what is the role that video games play in our
lives, from our homes, to our phones, and on global culture writ
large? How to Play Video Games brings together forty original
essays from today's leading scholars on video game culture, writing
about the games they know best and what they mean in broader social
and cultural contexts. Read about avatars in Grand Theft Auto V, or
music in The Legend of Zelda: Ocarina of Time. See how Age of
Empires taught a generation about postcolonialism, and how
Borderlands exposes the seedy underbelly of capitalism. These
essays suggest that understanding video games in a critical context
provides a new way to engage in contemporary culture. They are a
must read for fans and students of the medium.
Around the world, millions of people hijack cars in Grand Theft
Auto, role play fantastical heroes in World of WarCraft, and crush
candy on phones as small as wallets yet nearly as powerful as
desktop computers. But long before video games became a
multi-billion-dollar industry, two hackers invented the Apple II, a
PC that contained less memory than the average Microsoft Word
document and bowled over consumers by displaying four colors at
once. Some users tapped its resources to design productivity
software. Others devised some of the most influential games of all
time. From the perils along the Oregon Trail and the exploits of
Carmen Sandiego to the shadowy dungeons of Wizardry and Prince of
Persia's trap-filled labyrinth, Break Out recounts the making of
some of the Apple II's most iconic games, illustrates how they
informed the games we play today, and tells the stories of the
pioneers who made them.
Games and simulations have emerged as new and effective tools for
educational learning by providing interactivity and integration
with online resources that are typically unavailable with
traditional educational resources. Design, Utilization, and
Analysis of Simulations and Game-Based Educational Worlds presents
developments and evaluations of games and computer-mediated
simulations in order to showcase a better understanding of the role
of electronic games in multiple studies. This book is useful for
researchers, practitioners, and policymakers to gain a deeper
comprehension of the relationship between research and practice of
electronic gaming and simulations in the educational environment.
As games become increasingly embedded into everyday life,
understanding the ethics of their creation and use, as well as
their potential for practicing ethical thinking, becomes more
relevant. Designing Games for Ethics: Models, Techniques and
Frameworks brings together the diverse and growing community of
voices and begin to define the field, identify its primary
challenges and questions, and establish the current state of the
discipline. Such a rigorous, collaborative, and holistic foundation
for the study of ethics and games is necessary to appropriately
inform future games, policies, standards, and curricula.
As this comprehensive and multi-disciplinary anthology makes clear,
virtuality has a pedigree that pre-dates the computer age and
modern virtual worlds, a pedigree that can be traced back to
classical mythology and beyond. Equally, the concept of virtuality
is not the province of one field of study alone but is the
foundation and driving force of many, both theoretical and applied.
Our conceptualizations and applications of virtuality are multiple,
as is shown across the nine sections of the book that move from
philosophy to technologies and applications before returning to
philosophy again for a discussion of the utopias and dystopias of
virtuality. The almost 50 essays contained within range freely
across subjects that include the potential of virtuality, ethics,
virtuality and self, presence and immersion, virtual emotions,
image, sound and literature, computer games, AI and A-Life,
Augmented Reality and Real Virtuality, law and economics, medical
and military applications, religion, and cybersex. Throughout,
contributors discuss differences between virtuality, reality, and
actuality, in debates filtered through the lenses of the
disciplines represented here, and speculate on future directions.
It is not at all clear that there are differences and, if such
distinctions are to be found, the boundaries between virtuality,
reality, and actuality continually shift as ideas, modes of
organization, and behaviors constantly flow from one to the other
regardless of direction. The Handbook presents no unified
definition of virtuality to comfort the reader, rather a
multiplicity of questions and approaches underpinned by provocative
statements that should further fuel the debates surrounding our
notions of virtuality.
Distrust. Division. Disparity. Is our world in disrepair? Ethics
and civics have always mattered, but perhaps they matter now more
than ever before. Recently, with the rise of online teaching and
movements like #PlayApartTogether, games have become increasingly
acknowledged as platforms for civic deliberation and value sharing.
We the Gamers explores these possibilities by examining how we
connect, communicate, analyze, and discover when we play games.
Combining research-based perspectives and current examples, this
volume shows how games can be used in ethics, civics, and social
studies education to inspire learning, critical thinking, and civic
change. We the Gamers introduces and explores various educational
frameworks through a range of games and interactive experiences
including board and card games, online games, virtual reality and
augmented reality games, and digital games like Minecraft,
Executive Command, Keep Talking and Nobody Explodes, Fortnite, When
Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New
Horizons. The book systematically evaluates the types of skills,
concepts, and knowledge needed for civic and ethical engagement,
and details how games can foster these skills in classrooms, remote
learning environments, and other educational settings. We the
Gamers also explores the obstacles to learning with games and how
to overcome those obstacles by encouraging equity and inclusion,
care and compassion, and fairness and justice. Featuring helpful
tips and case studies, We the Gamers shows teachers the strengths
and limitations of games in helping students connect with civics
and ethics, and imagines how we might repair and remake our world
through gaming, together.
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.
This book takes you through all the basic steps of character design
for games and animation, from brainstorming and references through
to the development phase and final render. It covers a range of
styles such as cartoon, stylized and semi-realistic, and explains
how to differentiate between them and use them effectively. Using a
step-by-step approach for each stage of the process, this book
guides you through the process of creating a new character from
scratch. It contains a wealth of design tips and tricks as well as
checklists and worksheets for you to use in your own projects. The
book covers how to work with briefs, as well as providing advice
and practical strategies for working with clients and creating art
as a product that can be tailored and sold. This book will be a
valuable resource for all junior artists, hobby artists, and art
students looking to develop and improve their character development
skills for games and animation.
Featuring stunning concept art and visual details, this is the
second volume of artwork of Blizzard's Hearthstone game. Something
stirs in the dark... The second volume of The Art of Hearthstone
dives deep into the depths of the Year of the Kraken, the first
year of Hearthstone's standard format. Consisting of hundreds of
illustrations from the corruptive cults of Whispers of the Old
Gods, the glamourous disco of One Night in Karazhan, and the turf
wars of Means Streets of Gadgetzan, this book goes into detail
about the Hearthstone team's artistic process for card art, game
boards, and other visual designs, while also exploring the
challenges and triumphs of creating a game enjoyed by millions upon
millions of players around the globe.
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.
From security training simulations to war games to role-playing
games, to sports games to gambling, playing video games has become
a social phenomena, and the increasing number of players that cross
gender, culture, and age is on a dramatic upward trajectory.
"Playing Video Games: Motives, Responses, and Consequences"
integrates communication, psychology, and technology to examine the
psychological and mediated aspects of playing video games. It is
the first volume to delve deeply into these aspects of computer
game play. It fits squarely into the media psychology arm of
entertainment studies, the next big wave in media studies. The book
targets one of the most popular and pervasive media in modern
times, and it will serve to define the area of study and provide a
theoretical spine for future research.
This unique and timely volume will appeal to scholars, researchers,
and graduate students in media studies and mass communication,
psychology, and marketing.
Games are poised for a major evolution, driven by growth in
technical sophistication and audience reach. Characters that create
powerful social and emotional connections with players throughout
the game-play itself (not just in cut scenes) will be essential to
next-generation games. However, the principles of sophisticated
character design and interaction are not widely understood within
the game development community. Further complicating the situation
are powerful gender and cultural issues that can influence
perception of characters. Katherine Isbister has spent the last 10
years examining what makes interactions with computer characters
useful and engaging to different audiences. This work has revealed
that the key to good design is leveraging player psychology:
understanding what's memorable, exciting, and useful to a person
about real-life social interactions, and applying those insights to
character design. Game designers who create great characters often
make use of these psychological principles without realizing it.
Better Game Characters by Design gives game design professionals
and other interactive media designers a framework for understanding
how social roles and perceptions affect players' reactions to
characters, helping produce stronger designs and better results.
Game Studies is a rapidly growing area of contemporary scholarship,
yet volumes in the area have tended to focus on more general
issues. With Playing with the Past, game studies is taken to the
next level by offering a specific and detailed analysis of one area
of digital game play -- the representation of history. The
collection focuses on the ways in which gamers engage with, play
with, recreate, subvert, reverse and direct the historical past,
and what effect this has on the ways in which we go about
constructing the present or imagining a future. What can World War
Two strategy games teach us about the reality of this complex and
multifaceted period? Do the possibilities of playing with the past
change the way we understand history? If we embody a colonialist's
perspective to conquer 'primitive' tribes in Colonization, does
this privilege a distinct way of viewing history as benevolent
intervention over imperialist expansion? The fusion of these two
fields allows the editors to pose new questions about the ways in
which gamers interact with their game worlds. Drawing these threads
together, the collection concludes by asking whether digital games
- which represent history or historical change - alter the way we,
today, understand history itself.
Games software has its roots in a "cottage" industry, ignoring
formal methodologies, instead leaving the programmers to find
homespun solutions to the technical problems faced. The picture has
now changed: the scale of the problems faced by programmers means
that more methodical techniques must be applied to game development
to prevent projects spiralling out of control, both in terms of
technical complexity and cost. The book addresses how program teams
can develop ever more complex entertainment software within the
constraints of deadlines, budgets and changing technologies. It
establishes a set of best practices tempered with real-world
pragmatism, understanding that there is no "one size fits all"
solution. No member of the game development team should be working
in isolation and the book will be useful to producers, designers
and artists as well as the programmers themselves. In addition, the
book addresses the needs of the growing number of Game Development
courses offered in academia, giving students a much-needed insight
into the real world of object-oriented game design.
This book will provide a comprehensive guide to creating and
managing a game jam. The book will also provide an overview of how
and where game jams have been held, the type of game jams, the
tools and technologies used in organising and participating in game
jams.
Design and develop sophisticated 2D games that are as much fun to
make as they are to play. From particle effects and pathfinding to
social integration and monetization, this complete tour of Apple's
powerful suite of game technologies covers it all. Familiar with
Swift but new to game development? No problem. Start with the
basics and then layer in the complexity as you work your way
through three exciting - and fully playable - games. In the end,
you'll know everything you need to go off and create your own video
game masterpiece for any Apple platform. Discover the power of
Apple Game Frameworks, Xcode, and Swift by building three exciting
games: Gloop Drop - a new twist on a classic arcade game, Val's
Revenge - a roguelike dungeon crawler, and Hog - a social player
vs. player mobile dice game. With Apple Game Frameworks, you can
create high-performance, power-efficient games that work across all
Apple platforms, including iOS, macOS, tvOS, and watchOS. In this
book, you'll discover how to... Design and develop rich 2D gaming
experiences using Apple's built-in game frameworks. Harness the
power of SpriteKit using Xcode and Swift to create engaging player
experiences. Use the visual Scene Editor to build complete scenes.
Unleash the power of the Particle Editor to create amazing effects.
Use GameplayKit to add advanced features to your games like
pathfinding, artificial intelligence, and complex rule systems.
Build larger, more complex worlds with tile maps and Xcode's visual
Tile Map editor. Bring people together using GameKit and Game
Center, Apple's social gaming network. Increase revenue with
third-party banner ads and rewarded ads using Google AdMob (TM).
Monetize your games with StoreKit and in-app purchases. So, grab
your gear and get your game on - it's time to level up your skills.
What You Need: macOS Mojave 10.14.6 or newer Xcode 11.3 or newer
Basic knowledge of Swift 5.1.4 or newer
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