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Books > Computing & IT > Computer software packages > Computer games
From early classics like Contact to marvels like High Speed, gaming
publisher Williams dazzled arcade goers with its diverse range of
quality pinball games. The age of video games catapulted the
company into legend with blockbusters like Defender and Joust, and
by the end of the 1980s it was the largest coin-op publisher in
North America. Its acquisition of Bally/Midway began a period of
hits that included Mortal Kombat and NBA Jam, as well as the
best-selling pinball machine of all time, The Addams Family. The
history of Williams spans nearly six decades and is filled with
great games, huge gambles and technical innovations that impacted
every aspect of pinball and arcade video games. With interviews
from over 40 former designers and executives from
Williams/Bally/Midway, as well as information from hundreds of
contemporaneous news reports and documents, this book presents a
never-before-seen chronology of how the small company became a
coin-op juggernaut. Thirty pinball and 26 video game classics are
examined in depth with direct input from the people who made them,
along with the story of the events that made and shaped one of
gaming's greatest publishing houses.
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.
UPDATED EDITION FEATURING VERSION 2.0 CONTENT! Dreaming of an
island getaway? Now you can create the perfect island paradise in
Animal Crossing: New Horizons with the Animal Crossing New Horizons
Residents' Handbook. Newly updated with version 2.0 content, this
essential unofficial guide contains everything you need to prepare
for your new island life, including tips on how to: - build and
design your dream home - gather resources and recipe cards to craft
and customize tools, furniture and other decorative items -
populate your island with friendly animal villagers - each with
their own, often very funny, personalities - help Blathers fill
your island's museum with fossils, critters and art - connect with
up to 7 friends and share your personal paradise online What's
more, Animal Crossing New Horizons Residents' Handbook contains
plenty of inspirational landscaping and terraforming ideas, insider
information and guides to characters, resources and special events.
It's the perfect book to help you live your best deserted island
life!
The Destiny Comic Collection Vol. One is an essential collection of
comic stories for Destiny fans. This 144 page volume includes
Bungie's comic collection plus never before seen stories, behind
the scenes galleries, and exclusive content from featured artists!
From Osiris's exile to Ana Bray's homecoming on Mars, uncover the
legends behind Destiny 2's iconic characters. Featuring stories
written and illustrated in collaboration with Bungie by Ryan North
(Dinosaur Comics, Marvel's The Unbeatable Squirrel Girl), Kris Anka
(Marvel's X-Men and Star-Lord), Mark Waid (DC Comics' The Flash and
Marvel's Captain America) plus a special introduction by Gerry
Duggan (Marvel's Deadpool).
The Art of Game Design guides you through the design process
step-by-step, helping you to develop new and innovative games that
will be played again and again. It explains the fundamental
principles of game design and demonstrates how tactics used in
classic board, card and athletic games also work in top-quality
video games. Good game design happens when you view your game from
as many perspectives as possible, and award-winning author Jesse
Schell presents over 100 sets of questions to ask yourself as you
build, play and change your game until you finalise your design.
This latest third edition includes examples from new VR and AR
platforms as well as from modern games such as Uncharted 4 and The
Last of Us, Free to Play games, hybrid games, transformational
games, and more. Whatever your role in video game development an
understanding of the principles of game design will make you better
at what you do. For over 10 years this book has provided
inspiration and guidance to budding and experienced game designers
- helping to make better games faster.
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 book is a theoretical and practical deep dive into the craft
of worldbuilding for video games, with an explicit focus on how
different job disciplines contribute to worldbuilding. In addition
to providing lenses for recognizing the various components in
creating fictional and digital worlds, the author positions
worldbuilding as a reciprocal and dynamic process, a process which
acknowledges that worldbuilding is both created by and instrumental
in the design of narrative, gameplay, art, audio, and more.
Collaborative Worldbuilding for Video Games encourages mutual
respect and collaboration among teams and provides game writers and
narrative designers tools for effectively incorporating other job
roles into their own worldbuilding practice and vice versa.
Features: Provides in-depth exploration of worldbuilding via
respective job disciplines Deep dives and case studies into a
variety of games, both AAA and indie Includes boxed articles for
deeper interrogation and exploration of key ideas Contains
templates and checklists for practical tips on worldbuilding
This book presents the most up-to-date coverage of procedural
content generation (PCG) for games, specifically the procedural
generation of levels, landscapes, items, rules, quests, or other
types of content. Each chapter explains an algorithm type or
domain, including fractal methods, grammar-based methods,
search-based and evolutionary methods, constraint-based methods,
and narrative, terrain, and dungeon generation. The authors are
active academic researchers and game developers, and the book is
appropriate for undergraduate and graduate students of courses on
games and creativity; game developers who want to learn new methods
for content generation; and researchers in related areas of
artificial intelligence and computational intelligence.
For two decades, Rockstar Games have been making games that
interrogate and represent the idea of America, past and present.
Commercially successful, fan-beloved, and a frequent source of
media attention, Rockstar's franchises are positioned as not only
game-changing, ground-breaking interventions in the games industry,
but also as critical, cultural histories on America and its
excesses. But what does Rockstar's version of American history look
like, and how is it communicated through critically acclaimed
titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By
combining analysis of Rockstar's games and a range of official
communications and promotional materials, this book offers critical
discussion of Rockstar as a company, their video games, and
ultimately, their attempts at creating new narratives about U.S.
history and culture. It explores the ways in which Rockstar's brand
identity and their titles coalesce to create a new kind of video
game history, how promotional materials work to claim the
"authenticity" of these products, and assert the authority of game
developers to perform the role of historian. By working at the
intersection of historical game studies, U.S. history, and film and
media studies, this book explores what happens when contemporary
demands for historical authenticity are brought to bear on the way
we envisage the past - and whose past it is deemed to be.
Ultimately, this book implores those who research historical video
games to consider the oft-forgotten sources at the margins of these
games as importance spaces where historical meaning is made and
negotiated. Watch our talk with the author Esther Wright here:
https://youtu.be/AaC_9XsX-CQ
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.
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.
This book is an important collection for scholars and students
interested in the critical analysis of digital games, and will be
of interest across several disciplines including game studies, game
design and development, internet studies, visual studies, cultural
studies, communication studies, and media studies, as well as
disability studies The book explores the opportunities and
challenges people with disabilities experience in the context of
digital games from the perspective of three related areas:
representation, access and inclusion, and community Drawing on key
concerns in disability media studies, the book brings together
scholars from disability studies and game studies, alongside game
developers, educators, and disability rights activists, to reflect
upon the increasing visibility of disabled characters in digital
games Chapters explore the contemporary gaming environment as it
relates to disability on platforms such as Twitch, Minecraft, and
Tingyou, while also addressing future possibilities and pitfalls
for people with disabilities within gaming given the rise of
virtual reality applications, and augmented games such as Pokemon
Go The book also asks how game developers can attempt to represent
diverse abilities, taking games such as BlindSide and Overwatch as
examples
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.
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.
A mysterious group of phantom thieves skulks in the shadows of
Tokyo, changing the hearts of corrupt adults. But behind their
masks are--normal teenagers and a talking black cat?! PERSONA 5:
MEMENTOS MISSION is an all-new mystery featuring the cast of
PERSONA 5. IN THIS VOLUME: Rivals Ren Amamiya and the famous high
school detective Goro Akechi team up to bring this mystery to an
end. Will the true identity of the mysterious Twin Fang Killer be
revealed? Mystery solving, fishing, and homework... this slice of
Ren's extremely busy phantom thief life comes to an end!
Analyses a variety of approaches to development and publishing,
across a multitude of platforms and genres, to provide a new vision
for the next twenty years of game development. Considers technical
advances in adjacent markets and how they will impact the games
industry over the next twenty years. Includes insightful interviews
from leading game and entertainment industry figures.
Featuring interviews with the creators of 39 popular video
games--including Halo 3, Call of Duty: Modern Warfare, Medal of
Honor and Metroid Prime--this book gives a behind-the-scenes look
at the origins of some of the most iconic shooter games.
Interviewees recount endless hours of painstaking development, the
challenges of working with mega-publishers, the growth of the genre
and the creative processes that produced some of the industry's
biggest hits, cult classics and indie successes.
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.
"Game Graphics Programming" examines the many different techniques
and effects that are used to create cutting-edge graphics in
todayas video games and how to implement them. The book takes a
detailed look at computer graphics, exploring both the theory and
application of each algorithm and effect and how they are
structured and executed to generate the rendered result. Detailed
C++ source code and pseudocode are used as examples throughout the
book to demonstrate the methods being taught, but the techniques
presented can be used with any programming language or tool. Youall
begin with an introduction to basic 2D and 3D game graphics tools
and components including common game mathematics, colors and
pixels, and computer memory, as well as ray tracing and
rasterization techniques and programmable shaders. Once youave
reviewed the foundations of game graphics, youall go more in-depth
with shading and surfaces, direct and global illumination, special
effects, and rendering nature. After the how and why of each
technique is presented, youall also examine optimizations that can
be done to improve performance and alternative methods. "Game
Graphics Programming" presents you with all of the information you
need to efficiently and effectively create eye-catching graphical
scenes for video games.
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