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Books > Computing & IT > Computer software packages > Computer games
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.
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.
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.
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
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
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.
"As esports has grown, the need for professional legal
representation has grown with it. Justin's Essential Guide to the
Business & Law of Esports & Professional Video Gaming
provides a great baseline and will help prevent the legal horror
stories of esports in the past." Mitch Reames, AdWeek and Esports
Insider "Justin's exploration of the business and law side of the
esports sector fills a gap of knowledge that is an absolute
necessity in truly understanding the esports space." Kevin Hitt,
The Esports Observer The Essential Guide to the Business & Law
of Esports & Professional Video Gaming covers everything you
need to know about the past, present, and future of esports and
professional video gaming. The book is written by one of the
foremost attorneys and business practitioners in today's esports
and professional gaming scene, Justin M. Jacobson, Esq. This guide
is meant to provide you with an in-depth look at the business and
legal matters associated with the esports world. * Includes
coverage of the stakeholders in the esports business "ecosystem,"
including the talent, the teams, the publishers, and the event
organizers. * Explores various legal fields involved with esports,
including intellectual property, employment and player unions,
business investments and tax "write-offs," immigration and visas,
event operation tips, social media and on-stream promotions, and
much more. * The most current book on the market, with actual
contract provisions modeled on existing major esports player,
coach, shoutcaster, and sponsorship agreements. About the Author
Justin M. Jacobson, Esq. is an entertainment and esports attorney
located in New York City. For the last decade, he has worked with
professional athletes, musicians, producers, DJs, record labels,
fashion designers, as well as professional gamers, streamers,
coaches, on-air talent, and esports organizations. He assists these
creative individuals with their contract, copyright, trademark,
immigration, tax, and related business, marketing, and legal
issues. He is a frequent contributor to many industry publications
and has been featured on a variety of entertainment, music, and
esports publications and podcasts, including Business Insider, The
Esports Observer, Esports Insider, Tunecore, and Sport Techie.
Justin has positioned himself as a top esports business
professional working with talent in a variety of franchise leagues
including the Overwatch League, Overwatch Contenders, and Call of
Duty Pro League as well as in many popular competitive titles such
as Fortnite, CS:GO, Gears of War, Halo, Super Smash Brothers,
Rainbow 6, PUBG, Madden, and FIFA and mobile games such as
Brawlhalla, Clash of Clans, and Call of Duty mobile. Previously, he
worked with various esports talent agencies as well as in an
official capacity on behalf of several esports teams and brands.
This book presents the development of a gaming quality model to
predict the gaming Quality of Experience (QoE) of players that
could be used for planning the network service or quality
monitoring of cloud gaming services. The author presents a model
that is developed following a modular structure approach that keeps
the different types of impairments separately. The book shows how
such a modular structure allows developing a sustainable model as
each component can be updated by advances in that specific research
area or technology. The presented gaming quality model takes into
account two modules of video quality and input quality. The latter
considers the interactivity aspects of gaming. The video quality
module offers a series of models that differ depending on the level
of access to the video stream information, allowing high
flexibility for service providers regarding the positions of
measuring points within their system. In summary, the present book
focuses on (1) creation of multiple image/video and cloud gaming
quality datasets, (2) development of a gaming video classification,
and (3) development of a series of gaming QoE models to predict the
gaming QoE depending on the level of access to the video stream
information.
This book presents a comprehensive guide to the design of playing
robots and the related play experiences. Play is a natural activity
for building and improving abilities, and it reveals important
particularly for persons with disabilities. Many social, physical
and cultural factors may hinder children with disabilities from
fully enjoying play as their peers. Autonomous robots with specific
characteristics can enhance the ludic experience, having
implications for the character of the play and presenting
opportunities related to autonomy and physical movement, the very
nature of robots. Their introduction into play thus provides
everybody, and in particular persons with disabilities, new
possibilities for developing abilities, improving general status,
participating in social contexts, as well as supporting
professionals in monitoring progress. This book presents a
framework for the design of playful activities with robots,
developed over 20 years' experience at AIRLab - POLIMI. Part 1
introduces the play concepts and characteristics, and research
results about play of children with different kinds of impairments.
Part 2 focuses on implementing robots able to play. The design of
playful activities is discussed, as well as the necessary
characteristics for them to be useful in both general play and
activities involving disability-related limitations. In Part 3, the
defined framework is used to analyze possibilities involving robots
available on the toy market, robots developed at research labs, and
robots to be developed in the next future. The aim of the book is
to give developers, caregivers, and users a set of methodological
tools for selecting, exploring, and designing inclusive play
activities where robots play a central role.
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