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Books > Computing & IT > Computer software packages > Computer games
The Game Music Toolbox provides readers with the tools, models and
techniques to create and expand a compositional toolbox, through a
collection of 20 iconic case studies taken from different eras of
game music. Discover many of the composition and production
techniques behind popular music themes from games such as Cyberpunk
2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo,
Shadow of the Tomb Raider, The Last of Us, and many others. The
Game Music Toolbox features: Exclusive interviews from industry
experts Transcriptions and harmonic analyses 101 music theory
introductions for beginners Career development ideas and strategies
Copyright and business fundamentals An introduction to audio
implementation for composers Practical takeaway tasks to equip
readers with techniques for their own game music The Game Music
Toolbox is crucial reading for game music composers and audio
professionals of all backgrounds, as well as undergraduates looking
to forge a career in the video game industry.
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.
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.
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.
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 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.
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.
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.
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.
This book will guide you through the basic game development
process, covering game development topics including graphics,
sound, artificial intelligence, animation, game engines, Web-based
games, etc. Real games will be created, and significant parts of a
game engine will be built and made available for download. The
companion DVD will contain example code, games, and color
figures.Processing is a free, graphics-oriented language that
provides the basic functionality needed for building games and runs
on all major platforms. Moreover, it allows games to be built for
desktop computers, HTML 5, and Android.Features: Teaches basic game
development including graphics, sound, artificial intelligence,
animation, game engines, Web-based games, and moreCreate a small
collection of complete computer games developed throughout the book
Uses Processing, a free, downloadable platform with a frame by
frame display scheme that is perfect for computer gamesBrief Table
of Contents: Chapter 1. Introduction to Game Internals; Chapter 2.
Graphics and Image in Processing; Chapter 3. Sound; Chapter 4. 2D
Game Example: Hockey Pong; Chapter 5. 3D Graphics; Chapter 6.
Artificial Intelligence and Collision Detection; Chapter 7. Example
3D Game; Chapter 8. Web-Based Games and Processing.js; Chapter 9.
Animations and Video; Chapter 10. Android; Chapter 11. Networking
and Multi-player Games; Chapter 12. A Simple Multiplayer Example;
Appendix A. Math for Games; Appendix B. Processing Basics
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.
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