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Books > Computing & IT > Computer software packages > Computer games
The Art and Lore of Tom Clancy's Ghost Recon Breakpoint. --- Stranded in a deadly, hostile environment, even an elite US Special Operator will face a true battle for survival. Future Press presents a unique companion book that follows the theme of survival as it runs through Ghost Recon Breakpoint, from its characters and dialogue to its world design and gameplay. Discover what it takes to create a game, a story and a world dedicated to testing the limits of what a Ghost can survive. -- Part Lore Book: What motivates a person to become a member of Ghost Team, the most highly trained Special Operators in the world? And what can make a Ghost hunt down his former brothers-in-arms? The lore material and detailed bios in this book provide additional insight into the events that have shaped Nomad, Walker and the cast of authentic, believable characters that inhabit this world. Learn the history, connections and motivations that have brought them all to Auroa. -- Part Art Book: Tour the creation of the Auroa archipelago, an environment as detailed and meticulously crafted as any fictional setting you've ever explored. This book is packed with all of the concept artwork that helped to bring Ubisoft Paris's futuristic utopian vision to life. -- Part Reference Book: Acquiring and upgrading the tools necessary for survival is at the core of Ghost Recon Breakpoint. Every weapon, vehicle and piece of gear available at launch is presented with detailed stats, and we use our strategy guide expertise to dissect the survival systems that make Breakpoint such a unique experience. -- All Access: Every part of this book is peppered with commentary from the development team at Ubisoft Paris and their military consultants, allowing for an unprecedented, all-angles look behind the curtain of such an ambitious production. -- Incredible Bonus Content: Each book comes with a code for a DLC pack of exclusive cosmetic items. We've also included a huge multi-purpose poster of the game world, with every point of interest marked on it.
Are you thinking about working in the board game industry? Here's what you need to know. There are so many jobs and roles that need to be filled in the board game industry. You might just have the right skills and experience to excel. But first you need to know what opportunities exist and what the hardest gaps are to fill! In this book, you'll discover * What jobs are really in demand * How you can get your foot in the door with a publisher * Jobs in the industry you've never even thought of * What other opportunities exist for people with skills just like yours With insights from over 40 industry pros, as well as the author's many years of experience, you'll be able to put your own skills and experience to great use in an amazing, growing industry.
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
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.
This comprehensive guide walks readers through the entire process of getting and keeping a writing job in the games industry. It outlines exactly what a beginner needs to know about education requirements, finding opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to navigate studio hierarchies, transfer roles and companies, work overseas, and keep developing their careers. Written by an experienced games writer with nearly two decades of industry knowledge, the book contains a wealth of interviews and perspectives with industry leaders, hiring managers, and developers from marginalized communities, all offering their tips and insights. Included are examples of materials such as job posts, writing samples, and portfolios, as well as chapter end challenges for readers to directly apply the skills they have learnt. This book will be of great interest to all beginner and aspiring games writers and narrative designers, as well as more experienced writers looking to hone their skills.
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.
All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.
Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today's top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today's most innovative games. The book includes core algorithms that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.
This book discusses theoretically and empirically the trade-off relationship between the frequency of product adaptation activities and the constraints on development resources, and how companies can respond to these constraints. The objective of this book is to identify effective management practices in continuous product development. With the continuation of development activities, companies are required to constantly adapt their products to changes in the external environment. In continuous product development, the development process extends beyond product release, and interaction with the external environment is not limited to the planning stage but occurs multiple times throughout the process. What impact does the multiple adaptation activities have on the product performance as development activities become more continuous, and how to use limited development resources to provide stable and constant high-quality adaptation activities with optimal frequency have become urgent issues in the development sites. To address these research questions, this book focuses primarily on the development activities of the online game industry. The factors that bring about superior product performance are examined by combining case studies and questionnaire surveys on online game development projects. Furthermore, user community management is also discussed from the perspective of the interaction process between multiple user groups.
In this enthralling original graphic novel, meet the Pandaren, one of the most beloved (and mysterious) races in World of Warcraft! Li Li Stormstout, a precocious young student, lives atop a giant turtle. Li Li comes from a line of adventurers who left their homeland long ago to explore the world... But when Li Li runs away to find her famous uncle Chen, how will she survive Azeroth's perils?
More than any other entertainment medium, video games offer the chance for us to participate in a world beyond the ordinary. Whether you are playing as a supersonic hedgehog, an athletic archeologist, or a moustachioed Italian plumber, video games allow their players to inhabit spaces where the usual parameters of existence do not apply. The medium's history is chronicled through the individual stories of 151 of the most iconic video games. Beginning in the early 1970s, the book charts five decades of the pixel revolution. The story of each game is accompanied by trivia and quotations, and illustrated with photographs, screenshots and artwork. This celebratory reference, and up-to-date history, will enthral any video games aficionado. - Chronicles the history of gaming through an analysis of151 of the world's most-iconic and best-loved games - Expert analysis of the story of each game, accompanied . by fascinating trivia, memorable quotes, and information on the year of publication and where the game can be played today - Includes titles across all platforms, including arcade, console, PC, online and handheld games - Charts five decades of video game evolution, from Computer Space to Fortnite - Compulsively illustrated with over 1000 action screenshots, game artworks and photographs
This textbook is about systematic problem solving and systematic reasoning using type-driven design. There are two problem solving techniques that are emphasized throughout the book: divide and conquer and iterative refinement. Divide and conquer is the process by which a large problem is broken into two or more smaller problems that are easier to solve and then the solutions for the smaller pieces are combined to create an answer to the problem. Iterative refinement is the process by which a solution to a problem is gradually made better-like the drafts of an essay. Mastering these techniques are essential to becoming a good problem solver and programmer. The book is divided in five parts. Part I focuses on the basics. It starts with how to write expressions and subsequently leads to decision making and functions as the basis for problem solving. Part II then introduces compound data of finite size, while Part III covers compound data of arbitrary size like e.g. lists, intervals, natural numbers, and binary trees. It also introduces structural recursion, a powerful data-processing strategy that uses divide and conquer to process data whose size is not fixed. Next, Part IV delves into abstraction and shows how to eliminate repetitions in solutions to problems. It also introduces generic programming which is abstraction over the type of data processed. This leads to the realization that functions are data and, perhaps more surprising, that data are functions, which in turn naturally leads to object-oriented programming. Part V introduces distributed programming, i.e., using multiple computers to solve a problem. This book promises that by the end of it readers will have designed and implemented a multiplayer video game that they can play with their friends over the internet. To achieve this, however, there is a lot about problem solving and programming that must be learned first. The game is developed using iterative refinement. The reader learns step-by-step about programming and how to apply new knowledge to develop increasingly better versions of the video game. This way, readers practice modern trends that are likely to be common throughout a professional career and beyond.
More than just a simple journey through the history of Pokemon, Daniel Dockery offers an in-depth look at the franchise's many branches of impact and influence. With dozens of firsthand interviews, Monster Kids covers its beginnings as a Japanese video game created to recapture one man's love of bug-collecting as a child before diving into the decisions and conditions that would ultimately lead to that game's global domination. With its continued growth as television shows, spin-off video games, blockbuster movies, trading cards, and toys, Pokemon is a unique and special brand that manages to continue to capture the attention and adoration of its eager fanbase 25 years after its initial release. Whether it was new animated shows like Digimon, Cardcaptors, and Yu-Gi-Oh!; the rise of monster-catching video games and trading card games; and more, Pikachu, the king of pop culture in the '90s, opened the doors in America to those hoping to capture some of Pokemon's dedicated fans. In Monster Kids, Dockery combines the personal stories of the people who helped bring Pokemon to the global stage with affection and humor, making this book the ultimate look at the rise of the franchise in Japan and then North America, but also the generation of kids whose passion for "catching them all" created a unique cultural phenomenon that continues to make a profound impact today.
Welcome to the second volume of Game Audio Programming: Principles and Practices - the first series of its kind dedicated to the art of game audio programming! This volume features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry. This book continues the tradition of collecting more knowledge and wisdom about game audio programming than any other volume in history. Both audio programming beginners and seasoned veterans will find content in this book that is valuable, with topics ranging from extreme low-level mixing to high-level game integration. Each chapter contains techniques that were used in games that have shipped, and there is a plethora of code samples and diagrams. There are chapters on threading, DSP implementation, advanced middleware techniques in FMOD Studio and Audiokinetic Wwise, ambiences, mixing, music, and more. This book has something for everyone who is programming audio for a game: programmers new to the art of audio programming, experienced audio programmers, and those souls who just got assigned the audio code. This book is for you!
This book explores how corpus linguistic techniques can be applied to close analysis of videogames as a text, particularly examining how language is used to construct representations of gender in fantasy videogames. The author demonstrates a wide array of techniques which can be used to both build corpora of videogames and to analyse them, revealing broad patterns of representation within the genre, while also zooming in to focus on diachronic changes in the representation of gender within a best-selling videogame series and a Massively Multiplayer Online Role Playing Game (MMORPG). The book examines gender as a social variable, making use of corpus linguistic methods to demonstrate how the language used to depict gender is complex but often repeated. This book combines fields including language and gender studies, new media studies, ludolinguistics, and corpus linguistics, and it will be of interest to scholars in these and related disciplines.
From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.
This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning
This book provides an understanding of the impact of delay on cloud gaming Quality of Experience (QoE) and proposes techniques to compensate for this impact, leading to a better gaming experience when there are network delays. The author studies why some games in the cloud are more delay sensitive than others by identifying game characteristics influencing a user's delay perception and predicting the gaming QoE degraded by the delay. The author also investigates the impact of jitter and serial-position effects on gaming QoE and delay. Using the insight gained, the author presents delay compensation techniques that can mitigate the negative influence of delay on gaming QoE that use the game characteristics to adapt the games.
Official art book of the PS5 launch game Marvel's Spider-Man: Miles Morales, featuring concept art created during the development of the game. Be greater, be yourself as Miles Morales swings onto the scene in his own video game for the first time. Learning the ropes as Spider-Man in Peter Parker s absence, Miles must find the balance between keeping his new home, Harlem, safe and rising up to take on new challenges and enemies that test his abilities and loyalties to the limit. The creative process of this much-anticipated game is captured in Marvel s Spider-Man: Miles Morales The Art of the Game. This lush, hardback book showcases the remarkable concept art and in-game renderings created by the talented development team creating the game in collaboration with Marvel. Characters, locations, tech, gadgets, Spider suits and much more are presented in all their incredible detail, accompanied by unique insights from the artists and developers behind the game.
The Art of Ni no Kuni (TM)II: REVENANT KINGDOM is a lavish full-color book showcasing the best art from the highly anticipated roleplaying game. Developed by Level-5 and with collaboration from legendary Studio Ghibli animator Yoshiyuki Momose, Ni no Kuni (TM)II: REVENANT KINGDOM is a beautiful, characterful and exciting game. This book is the ultimate fan resource, showcasing the development of the amazing characters, monsters, vehicles and locations from initial concept sketches through to the finished artworks. |
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