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Books > Computing & IT > Computer software packages > Computer games
A comprehensive, practical guide to composing video game music,
from acquiring the necessary skills to finding work in the field.
Music in video games is often a sophisticated, complex composition
that serves to engage the player, set the pace of play, and aid
interactivity. Composers of video game music must master an array
of specialized skills not taught in the conservatory, including the
creation of linear loops, music chunks for horizontal resequencing,
and compositional fragments for use within a generative framework.
In A Composer's Guide to Game Music, Winifred Phillips-herself an
award-winning composer of video game music-provides a
comprehensive, practical guide that leads an aspiring video game
composer from acquiring the necessary creative skills to
understanding the function of music in games to finding work in the
field. Musicians and composers may be drawn to game music
composition because the game industry is a multibillion-dollar,
employment-generating economic powerhouse, but, Phillips writes,
the most important qualification for a musician who wants to become
a game music composer is a love of video games. Phillips offers
detailed coverage of essential topics, including musicianship and
composition experience; immersion; musical themes; music and game
genres; workflow; working with a development team; linear music;
interactive music, both rendered and generative; audio technology,
from mixers and preamps to software; and running a business. A
Composer's Guide to Game Music offers indispensable guidance for
musicians and composers who want to deploy their creativity in a
dynamic and growing industry, protect their musical identities
while working in a highly technical field, and create great music
within the constraints of a new medium.
Although gaming was once primarily used for personal entertainment,
video games and other similar technologies are now being utilized
across various disciplines such as education and engineering. As
digital technologies become more integral to everyday life, it is
imperative to explore the underlying effects they have on society
and within these fields. Exploring the Cognitive, Social, Cultural,
and Psychological Aspects of Gaming and Simulations provides
emerging research on the societal and mental aspects of gaming and
how video games impact different parts of an individual's life.
While highlighting the positive, important results of gaming in
various disciplines, readers will learn how video games can be used
in areas such as calculus, therapy, and professional development.
This book is an important resource for engineers, graduate-level
students, psychologists, game designers, educators, sociologists,
and academics seeking current information on the effects of gaming
and computer simulations across different industries.
Publisher's note: This edition from 2019 is based on Unreal Engine
4 and does not make use of the most recent Unreal Engine features.
A new third edition, updated for Unreal Engine 5 blueprints
including new topics, such as implementing procedural generation
and creating a product configurator, has now been published. Key
Features Design a fully functional game in UE4 without writing a
single line of code Implement visual scripting to develop gameplay
mechanics, UI, visual effects, VR and artificial intelligence
Deploy your game on multiple platforms and share it with the world
Book DescriptionBlueprints is the visual scripting system in Unreal
Engine that enables programmers to create baseline systems and can
be extended by designers. This book helps you explore all the
features of the Blueprint Editor and guides you through using
Variables, Macros, and Functions. You'll also learn about
object-oriented programming (OOP) and discover the Gameplay
Framework. In addition to this, you'll learn how Blueprint
Communication allows one Blueprint to access information from
another Blueprint. Later chapters will focus on building a fully
functional game using a step-by-step approach. You'll start with a
basic first-person shooter (FPS) template, and each chapter will
build on the prototype to create an increasingly complex and robust
game experience. You'll then progress from creating basic shooting
mechanics to more complex systems, such as user interface elements
and intelligent enemy behavior. The skills you will develop using
Blueprints can also be employed in other gaming genres. In the
concluding chapters, the book demonstrates how to use arrays, maps,
enums, and vector operations. Finally, you'll learn how to build a
basic VR game. By the end of this book, you'll have learned how to
build a fully functional game and will have the skills required to
develop an entertaining experience for your audience. What you will
learn Understand programming concepts in Blueprints Create
prototypes and iterate new game mechanics rapidly Build user
interface elements and interactive menus Use advanced Blueprint
nodes to manage the complexity of a game Explore all the features
of the Blueprint editor, such as the Components tab, Viewport, and
Event Graph Get to grips with object-oriented programming (OOP)
concepts and explore the Gameplay Framework Learn Virtual Reality
development with UE Blueprint Who this book is forThis book is for
anyone who is interested in developing games or applications with
UE4. Although basic knowledge of Windows OS is required, experience
in programming or UE4 is not necessary.
Make your WebAssembly journey fun while making a game with it Key
Features Create a WebAssembly game that implements sprites,
animations, physics, particle systems, and other game development
fundamentals Get to grips with advanced game mechanics in
WebAssembly Learn to use WebAssembly and WebGL to render to the
HTML5 canvas element Book DescriptionWithin the next few years,
WebAssembly will change the web as we know it. It promises a world
where you can write an application for the web in any language, and
compile it for native platforms as well as the web. This book is
designed to introduce web developers and game developers to the
world of WebAssembly by walking through the development of a retro
arcade game. You will learn how to build a WebAssembly application
using C++, Emscripten, JavaScript, WebGL, SDL, and HTML5. This book
covers a lot of ground in both game development and web application
development. When creating a game or application that targets
WebAssembly, developers need to learn a plethora of skills and
tools. This book is a sample platter of those tools and skills. It
covers topics including Emscripten, C/C++, WebGL, OpenGL,
JavaScript, HTML5, and CSS. The reader will also learn basic
techniques for game development, including 2D sprite animation,
particle systems, 2D camera design, sound effects, 2D game physics,
user interface design, shaders, debugging, and optimization. By the
end of the book, you will be able to create simple web games and
web applications targeting WebAssembly. What you will learn Build
web applications with near-native performance using WebAssembly
Become familiar with how web applications can be used to create
games using HTML5 Canvas, WebGL, and SDL Become well versed with
game development concepts such as sprites, animation, particle
systems, AI, physics, camera design, sound effects, and shaders
Deploy C/C++ applications to the browser using WebAssembly and
Emscripten Understand how Emscripten HTML shell templates,
JavaScript glue code, and a WebAssembly module interact Debug and
performance tune your WebAssembly application Who this book is
forWeb developers and game developers interested in creating
applications for the web using WebAssembly. Game developers
interested in deploying their games to the web Web developers
interested in creating applications that are potentially orders of
magnitude faster than their existing JavaScript web apps C/C++
developers interested in using their existing skills to deploy
applications to the web
Learn how to use Unreal Engine 4 by building 3D and multiplayer
games using Blueprints Key Features Learn the fundamentals of
Unreal Engine such as project templates, Blueprints, and C++ Learn
to design games; use UMG to create menus and HUDs, and replication
to create multiplayer games Build dynamic game elements using
Animation Blueprints and Behavior Trees Book DescriptionUnreal
Engine is a popular game engine for developers to build high-end 2D
and 3D games. This book is a practical guide, starting off by
quickly introducing you to the Unreal Engine 4 (UE4) ecosystem. You
will learn how to create Blueprints and C++ code to define your
game's functionality. You will be familiarized with the core
systems of UE4 such as UMG, Animation Blueprints, and Behavior
Trees. You will also learn how to use replication to create
multiplayer games. By the end of this book, you will have a broad,
solid knowledge base to expand upon on your journey with UE4. What
you will learn Use project templates to give your game a head start
Create custom Blueprints and C++ classes and extend from Epic's
base classes Use UMG to create menus and HUDs for your game Create
more dynamic characters using Animation Blueprints Learn how to
create complex AI with Behavior Trees Use replication to create
multiplayer games Optimize, test, and deploy a UE4 project Who this
book is forReaders who already have some game development
experience and Unity users who would like to try UE4 will all
benefit from this book. Knowledge of basic Object-Oriented
Programming topics such as variables, functions, and classes is
assumed.
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