|
|
Books > Computing & IT > Computer software packages > Computer games
1 feel privileged that the J(jh Advances in Computer Games
Conference (ACG 10) takes place in Graz, Styria, Austria. It is the
frrst time that Austria acts as host country for this major event.
The series of conferences started in Edinburgh, Scotland in 1975
and was then held four times in England, three times in The
Netherlands, and once in Germany. The ACG-10 conference in Graz is
special in that it is organised together with the 11th World
Computer Chess Championship (WCCC), the Sth Computer Olympiad (CO),
and the European Union Y outh Chess Championship. The 11 th WCCC
and ACG 10 take place in the Dom im Berg (Dome in the Mountain), a
high-tech space with multimedia equipment, located in the
Schlossberg, in the centre of the city. The help of many sponsors
(large and small) is gratefully acknowledged. They will make the
organisation of this conference a success. In particular, 1 would
like to thank the European Union for designating Graz as the
Cultural Capital of Europe 2003. There are 24 accepted
contributions by participants from all over the world: Europe,
Japan, USA, and Canada. The specific research results ofthe ACG 10
are expected to tind their way to general applications. The results
are described in the pages that follow. The international stature
together with the technical importance of this conference reaffrrms
the mandate of the International Computer Games Association (ICGA)
to represent the computer-games community."
"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.
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
a balanced blend of theoretical and practical information that
enables readers to develop 3D worlds quickly and efficiently.
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.
This book argues that videogames address contemporary, middle-class
anxieties about poverty in the United States. The early chapters
consider gaming as a modern form of slumming and explore the ways
in which titles like The Elder Scrolls V: Skyrim and World of
Warcraft thematize poverty. The argument turns to the field of
literary studies to identify analytical frameworks for addressing
and understanding these themes. Throughout, the book considers how
the academic area of inquiry known as game studies has developed
over time, and makes use of such scholarship to present, frame, and
value its major claims and findings. In its conclusion, the book
models how poverty themes might be identified and associated for
the purpose of gaining greater insights into how games can shape,
and also be shaped by, the player's economic expectations.
This book explores how gamification techniques are used to leverage
users' natural desires for achievement, competition, collaboration,
learning and more. Compared to other books on this topic, it gives
more than just an introduction and develops the readers
understanding through frameworks and models, based on research to
make it easier to develop gamified systems. The concept of
gamification achieved increased popularity in 2010 when a number of
softwares and services started explaining their products as a
'gamification' design. Gamification Mindset explains how game
elements and mechanics are important, how video games are learning
systems and examines how video game aesthetics are vital in the
development of gamification. The book will challenge some common
beliefs when it comes to gamifications' abilities to immerse and
change the user's intrinsic and extrinsic motivations. Gamification
Mindset aims to develop new models in gamification to enable easier
gamification scenarios. It is a comprehensive analysis and
discussion about gamification and serves as a useful tool, since it
acquaints readers with gamification and how to use it, through
illustrated practical theoretical models. Academic researchers,
students, educators and professional game and gamification
designers will find this book invaluable.
This book explores how virtual place-based learning and research
has been interpreted and incorporated into learning environments
both within and across disciplinary perspectives. Contributing
authors highlight the ways in which they have employed a variety of
methodologies to engage students in the virtual exploration of
place. In the process, they focus on the approaches they have used
to bring the real world closer through virtual exploration.
Chapters examine how the resources of the urban environment have
been tapped to design student research projects within the context
of an interdisciplinary course. In this way, authors highlight how
virtual place-based learning has employed the tools of mapping and
data visualization, information literacy, game design, digital
storytelling, and the creation of non-fiction VR documentaries.
This book makes a valuable contribution to the literature, offering
a model of how the study of place can be employed in creative ways
to enhance interdisciplinary learning.
An unacknowledged, global phenomenon in the sphere of computer
applications, digital sport, plays an enormous part in training and
performance enhancement. Digital Sport for Performance Enhancement
and Competitive Evolution: Intelligent Gaming Technologies is the
first book to provide an overview of the increasing level of
digitization in sport including areas of gaming and athlete
training. A cutting-edge reference source within its field, this
book discusses sport consumers and the playing of computer games
drawing from academicians and practitioners from varied disciplines
and approaches.
A comprehensive look inside the art of the Diablo series, featuring
never-before-seen concept art. The Art of Diablo features more than
twenty years worth of stunning concept art from Diablo, Diablo II
and Diablo III, plus never-before-seen concept, development, and
environmental art. Explore new and familiar nightmares, discover
monsters and demons, and descend into the hellish depths of the
best-selling action role-playing game series.
Nature-Inspired Optimization Algorithms, a comprehensive work on
the most popular optimization algorithms based on nature, starts
with an overview of optimization going from the classical to the
latest swarm intelligence algorithm. Nature has a rich abundance of
flora and fauna that inspired the development of optimization
techniques, providing us with simple solutions to complex problems
in an effective and adaptive manner. The study of the intelligent
survival strategies of animals, birds, and insects in a hostile and
ever-changing environment has led to the development of techniques
emulating their behavior. This book is a lucid description of
fifteen important existing optimization algorithms based on swarm
intelligence and superior in performance. It is a valuable resource
for engineers, researchers, faculty, and students who are devising
optimum solutions to any type of problem ranging from computer
science to economics and covering diverse areas that require
maximizing output and minimizing resources. This is the crux of all
optimization algorithms. Features: Detailed description of the
algorithms along with pseudocode and flowchart Easy translation to
program code that is also readily available in Mathworks website
for some of the algorithms Simple examples demonstrating the
optimization strategies are provided to enhance understanding
Standard applications and benchmark datasets for testing and
validating the algorithms are included This book is a reference for
undergraduate and post-graduate students. It will be useful to
faculty members teaching optimization. It is also a comprehensive
guide for researchers who are looking for optimizing resources in
attaining the best solution to a problem. The nature-inspired
optimization algorithms are unconventional, and this makes them
more efficient than their traditional counterparts.
In this book, veteran game developers, academics, journalists, and
others provide their processes and experiences with level design.
Each provides a unique perspective representing multiple steps of
the process for interacting with and creating game levels -
experiencing levels, designing levels, constructing levels, and
testing levels. These diverse perspectives offer readers a window
into the thought processes that result in memorable open game
worlds, chilling horror environments, computer-generated levels,
evocative soundscapes, and many other types of gamespaces. This
collection invites readers into the minds of professional designers
as they work and provides evergreen topics on level design and game
criticism to inspire both new and veteran designers. Key Features:
Learn about the processes of experienced developers and level
designers in their own words Discover best-practices for creating
levels for persuasive play and designing collaboratively Offers
analysis methods for better understanding game worlds and how they
function in response to gameplay Find your own preferred method of
level design by learning the processes of multiple industry
veterans
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.
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.
The Crash Bandicoot(TM) series has remained a beloved staple of
platform gaming ever since the first game's release in 1996. The
Art of Crash Bandicoot(TM)4: It's About Time(TM)is a rich
repository overflowing with interviews, quotes, observations and
anecdotes, accompanied by a treasure trove of concept art detailing
the characters and environments of the game. Gamers of every type
will cherish this all-encompassing look into the zany, wild and
unpredictable world of Crash Bandicoot(TM) .
The must-have collectible compendium, continuing the extensive lore
compilation of the Destiny universe. Destiny Grimoire Anthology,
Volume IV: The Royal Will, unravels the making and methods of two
of Destiny's most powerful monarchs-Mara Sov, the Queen of the
Awoken and Oryx, the Taken King. Through a curated selection of
lore surrounding their legends, these pages explore beyond their
storied rise to power and ill-fated confrontation among the rings
of Saturn to reveal a deeper understanding of the mysterious Awoken
and examine the very essence of Light and Dark.
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.
Data Stewardship for Open Science: Implementing FAIR Principles has
been written with the intention of making scientists, funders, and
innovators in all disciplines and stages of their professional
activities broadly aware of the need, complexity, and challenges
associated with open science, modern science communication, and
data stewardship. The FAIR principles are used as a guide
throughout the text, and this book should leave experimentalists
consciously incompetent about data stewardship and motivated to
respect data stewards as representatives of a new profession, while
possibly motivating others to consider a career in the field. The
ebook, avalable for no additional cost when you buy the paperback,
will be updated every 6 months on average (providing that
significant updates are needed or avaialble). Readers will have the
opportunity to contribute material towards these updates, and to
develop their own data management plans, via the free Data
Stewardship Wizard.
Game Audio Fundamentals takes the reader on a journey through game
audio design: from analog and digital audio basics, to the art and
execution of sound effects, soundtracks, and voice production, as
well as learning how to make sense of a truly effective soundscape.
Presuming no pre-existing knowledge, this accessible guide is
accompanied by online resources - including practical examples and
incremental DAW exercises - and presents the theory and practice of
game audio in detail, and in a format anyone can understand. This
is essential reading for any aspiring game audio designer, as well
as students and professionals from a range of backgrounds,
including music, audio engineering, and game design.
|
|