|
|
Books > Computing & IT > Computer software packages > Computer games
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?
Written by a AAA industry expert with over twenty years of
experience, this book offers comprehensive coverage of the
practical skills that all successful level designers need to know.
It covers everything from practical production skills to the social
and soft skills required to thrive in the games industry. The book
begins with a theoretical and abstract approach that sets a common
language for the later hard-skill applications and practical
examples. These later chapters cover a wealth of practical skills
for use during the concept phase, while creating layouts,
scripting, and working with AI. The book includes essential
chapters on topics such as social and soft skills, world building,
level design direction, production, as well as how to gain a job in
the industry. This book will be of great interest to all level
designers, content leads and directors looking to enhance their
skillset. It will also appeal to students of level and game design
looking for tips on how to break into the industry.
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 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.
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.
OpTic Gaming, the four-time Call of Duty Major League Gaming
Champions and one of the top eSports teams in the world, now takes
fans behind the controller-into the game and the minds of the
greatest gamers in the world-in this fascinating and unique memoir
and insider guide. Emerging on the scene in 2006, OpTic Gaming has
dominated the Call of Duty e-sports arena, thanks to the talents of
legendary players such as Matt "NaDeSHoT" Haag, the biggest eSports
personality on earth; Seth "Scump" Abner, the best Call of Duty
player in the world; Midnite, one of the first girl gamers to rise
to stardom on YouTube; and Hector "H3CZ" Rodriguez, the team
founder and CEO. With over 14 million followers across social
platforms like Twitter, Facebook and YouTube, no other team of
players in eSports can match OpTic's popularity or ability to bring
fans into the game. Now, these remarkable players have collaborated
to produce this one-of-a-kind book. In OpTic Gaming, they candidly
share their story of becoming Call of Duty's global royalty-ESPN
XGAMES, MLG, ESWC and GFINITY champions-laying bare their lives,
exploring what it takes to make it in professional gaming, and
speaking honestly about the consequences of their newfound fame.
These best-of-the-best take you behind the controller, offering
insights, knowledge, and strategies to help you improve your shot,
master the most complex maps, and conquer the game with the
ultimate weapons. Going beyond their number-one game, the team also
discusses the rest of their lineups and how to become a champion in
any arena. Revealing their go-to strategies, best missions, and
favorite challenges, OpTic Gaming brings fans closer to these
wildly popular professional gamers more than ever before.
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 new edition provides step-by-step instruction on modern 3D
graphics shader programming in OpenGL with Java, along with its
theoretical foundations. It is appropriate both for computer
science graphics courses, and for professionals interested in
mastering 3D graphics skills. It has been designed in a 4-color,
"teach-yourself" format with numerous examples that the reader can
run just as presented. Every shader stage is explored, from the
basics of modeling, textures, lighting, shadows, etc., through
advanced techniques such as tessellation, normal mapping, noise
maps, as well as new chapters on simulating water, stereoscopy, and
ray tracing. FEATURES Covers modern OpenGL 4.0+ shader programming
in Java, with instructions for both PC/Windows and Macintosh
Illustrates every technique with running code examples. Everything
needed to install the libraries, and complete source code for each
example Includes step-by-step instruction for using each GLSL
programmable pipeline stage (vertex, tessellation, geometry, and
fragment) Explores practical examples for modeling, lighting and
shadows (including soft shadows), terrain, water, and 3D materials
such as wood and marble Adds new chapters on simulating water,
stereoscopy, and ray tracing with compute shaders Explains how to
optimize code with tools such as Nvidia's Nsight debugger Includes
companion files with code, object models, figures, and more
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.
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 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.
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
Like all other forms of modern media, video games impact society
and human behavior in often surprising ways. Understanding the
growing effect of digital entertainment on twenty-first century
culture is critical to anticipating the future of social
interactions. Cases on the Societal Effects of Persuasive Games
investigates the connection between multimedia technologies and
game-based learning for an improved understanding of the impact and
effectiveness of serious games in modern societies. With examples
from the fields of education, business, healthcare, and more, this
book serves as a crucial reference source for researchers,
educators, developers, and students in higher and continuing
education.
Four decades after the Oblivion Crisis, Tamriel is threatened anew
by an ancient and all-consuming evil. It is Umbriel, a floating
city that casts a terrifying shadow-for wherever it falls, people
die and rise again.
And it is in Umbriel's shadow that a great adventure begins, and a
group of unlikely heroes meet. A legendary prince with a secret. A
spy on the trail of a vast conspiracy. A mage obsessed with his
desire for revenge. And Annaig, a young girl in whose hands the
fate of Tamriel may rest . . . .
Based on the award-winning "The Elder Scrolls," The Infernal City
is the first of two exhilarating novels following events that
continue the story from "The Elder Scrolls IV: Oblivion," named
2006 Game of the Year.
This book provides insights into the state of the art of digital
cultural heritage using computer graphics, image processing,
computer vision, visualization and reconstruction, virtual and
augmented reality and serious games. It aims at covering the
emergent approaches for digitization and preservation of Cultural
Heritage, both in its tangible and intangible facets. Advancements
in Digital Cultural Heritage research have been abundant in recent
years covering a wide assortment of topics, ranging from visual
data acquisition, pre-processing, classification, analysis and
synthesis, 3D modelling and reconstruction, semantics and symbolic
representation, metadata description, repository and archiving, to
new forms of interactive and personalized presentation,
visualization and immersive experience provision via advanced
computer graphics, interactive virtual and augmented environments,
serious games and digital storytelling. Different aspects
pertaining to visual computing with regard to tangible (books,
images, paintings, manuscripts, uniforms, maps, artefacts,
archaeological sites, monuments) and intangible (e.g. dance and
performing arts, folklore, theatrical performances) cultural
heritage preservation, documentation, protection and promotion are
covered, including rendering and procedural modelling of cultural
heritage assets, keyword spotting in old documents, drone mapping
and airborne photogrammetry, underwater recording and
reconstruction, gamification, visitor engagement, animated
storytelling, analysis of choreographic patterns, and many more.
The book brings together and targets researchers from the domains
of computing, engineering, archaeology and the arts, and aims at
underscoring the potential for cross-fertilization and
collaboration among these communities.
Until now, the myths, mysteries, and machinations of the Destiny
universe were found hidden throughout the worlds-enticing threads
that hinted at a greater tapestry. The Destiny Grimoire Anthology
weaves tales from multiple sources together for the first time,
casting new light on Destiny's most legendary heroes, infamous
villains, and their greatest moments of triumph and tragedy.
Game AI Pro2: Collected Wisdom of Game AI Professionals presents
cutting-edge tips, tricks, and techniques for artificial
intelligence (AI) in games, drawn from developers of shipped
commercial games as well as some of the best-known academics in the
field. It contains knowledge, advice, hard-earned wisdom, and
insights gathered from across the community of developers and
researchers who have devoted themselves to game AI. In this book,
47 expert developers and researchers have come together to bring
you their newest advances in game AI, along with twists on proven
techniques that have shipped in some of the most successful
commercial games of the last few years. The book provides a toolbox
of proven techniques that can be applied to many common and
not-so-common situations. It is written to be accessible to a broad
range of readers. Beginners will find good general coverage of game
AI techniques and a number of comprehensive overviews, while
intermediate to expert professional game developers will find
focused, deeply technical chapters on specific topics of interest
to them. Covers a wide range of AI in games, with topics applicable
to almost any game Touches on most, if not all, of the topics
necessary to get started in game AI Provides real-life case studies
of game AI in published commercial games Gives in-depth, technical
solutions from some of the industry's best-known games Includes
downloadable demos and/or source code, available at
http://www.gameaipro.com
|
|