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Books > Computing & IT > Computer software packages > Computer games

Quests - Design, Theory, and History in Games and Narratives (Hardcover, 2nd edition): Jeff Howard Quests - Design, Theory, and History in Games and Narratives (Hardcover, 2nd edition)
Jeff Howard
R3,650 Discovery Miles 36 500 Ships in 10 - 15 working days

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: * level design * quest item creation * NPC and dialogue construction * scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com

Quests - Design, Theory, and History in Games and Narratives (Paperback, 2nd edition): Jeff Howard Quests - Design, Theory, and History in Games and Narratives (Paperback, 2nd edition)
Jeff Howard
R1,399 Discovery Miles 13 990 Ships in 10 - 15 working days

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: * level design * quest item creation * NPC and dialogue construction * scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com

Developing Graphics Frameworks with Java and OpenGL (Hardcover): Lee Stemkoski, James Cona Developing Graphics Frameworks with Java and OpenGL (Hardcover)
Lee Stemkoski, James Cona
R4,052 Discovery Miles 40 520 Ships in 18 - 22 working days

a balanced blend of theoretical and practical information that enables readers to develop 3D worlds quickly and efficiently.

Developing Graphics Frameworks with Java and OpenGL (Paperback): Lee Stemkoski, James Cona Developing Graphics Frameworks with Java and OpenGL (Paperback)
Lee Stemkoski, James Cona
R1,731 Discovery Miles 17 310 Ships in 10 - 15 working days

a balanced blend of theoretical and practical information that enables readers to develop 3D worlds quickly and efficiently.

The Minds Behind Sega Genesis Games - Interviews with Creators and Developers (Paperback): Patrick Hickey, Jr. The Minds Behind Sega Genesis Games - Interviews with Creators and Developers (Paperback)
Patrick Hickey, Jr.
R698 Discovery Miles 6 980 Ships in 10 - 15 working days

Prior to the arrival of the Sega Genesis, video games were still largely considered "kid stuff," but with a far more mature and eclectic range of titles, and an understanding of what gamers wanted, Sega and its Genesis/Mega Drive console began to shift the expectations for what gaming could be. Never scared to innovate, Sega's impact on the industry continues to this day through the games they originally developed and the technology their consoles pushed into the mainstream. Featuring interviews with the creators of over 40 games on the Sega Genesis console including Sonic the Hedgehog 2, Altered Beast, Aladdin, Earthworm Jim and NHL 95, this book gives a behind-the-scenes look at the creation of some of the influential, iconic, and sometimes forgotten games on Sega's most important contribution to the game industry. The interviewees reveal the challenges of working with mega publishers, the uncertainties of public reception, and the creative processes that produced some of the 16-bit era's classic titles.

Autonomous Driving and Advanced Driver-Assistance Systems (Adas) - Applications, Development, Legal Issues, and Testing (Book):... Autonomous Driving and Advanced Driver-Assistance Systems (Adas) - Applications, Development, Legal Issues, and Testing (Book)
Lentin Joseph, Amit Kumar Mondal
R1,740 Discovery Miles 17 400 Ships in 10 - 15 working days
What UX is Really About - Introducing a Mindset for Great Experiences (Hardcover): Celia Hodent What UX is Really About - Introducing a Mindset for Great Experiences (Hardcover)
Celia Hodent
R3,771 Discovery Miles 37 710 Ships in 10 - 15 working days

Key Features: This work aims to be the most approachable book about UX. Many books on the topic are highly specialized and are not easy to read for people who just want to understand it better. This book is easy to read and aims to popularize the UX mindset while debunking its main misconceptions. Small format size makes it easy to carry around. Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style. It tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services. Includes a glossary.

Writing for Games - Theory and Practice (Hardcover): Hannah Nicklin Writing for Games - Theory and Practice (Hardcover)
Hannah Nicklin
R3,660 Discovery Miles 36 600 Ships in 10 - 15 working days

A uniquely cross-disciplinary and cross-experience book written as an accessible guide for people new to storytelling in games, new to games as a practice, and those eager to develop their existing practices & knowledge around storytelling in games. Offers careful, clear, and practical advice for understanding creative writing, in the context of games, and in discovering and developing your own games writing practice. Focuses on writing, not narrative design, as an area underdeveloped in the context of games storytelling.

Playing with Reality - Denying, Manipulating, Converting, and Enhancing What Is There (Hardcover): Sidney Homan Playing with Reality - Denying, Manipulating, Converting, and Enhancing What Is There (Hardcover)
Sidney Homan
R4,217 Discovery Miles 42 170 Ships in 10 - 15 working days

This is a timely and relevant volume, considering the many manipulations and enhancements upon our ideas of reality in the 21st century The book explores how and why we deny, manipulate, convert, or enhance reality The book argues that examining the many ways in which we manipulate, deny, convert or enhance our realities can give us an idea of how to deal with reality, which in turn can provide us with a blueprint for how to live responsibly The book brings together an international team of contributors to discuss contemporary issues such as fake news, propaganda, virtual reality, theatre as real life and reality TV This book draws on examples from vast fields such as film studies, sociology, the social sciences and medicine This volume will appeal to scholars and upper-level students in the areas of communication and media studies, comparative literature, film studies, economics, English, international affairs, journalism, philosophy, psychology, sociology, and theatre

AI for Games (Hardcover): Ian Millington AI for Games (Hardcover)
Ian Millington
R3,763 Discovery Miles 37 630 Ships in 10 - 15 working days

Provides a clear and concise overview of how AI is used in game development Gives a brief overview of the history of AI in games Considers the different models, techniques and algorithms that are used in creating game AI

3D Game Development with Unity (Paperback): Franz Lanzinger 3D Game Development with Unity (Paperback)
Franz Lanzinger
R1,755 Discovery Miles 17 550 Ships in 10 - 15 working days

Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner towards professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020 All required software is professional quality and completely free to use for any purpose including commercial applications and games.

Coding Roblox Games Made Easy - - The ultimate guide to creating games with Roblox Studio and Luau programming (Paperback, 2nd... Coding Roblox Games Made Easy - - The ultimate guide to creating games with Roblox Studio and Luau programming (Paperback, 2nd Revised edition)
Zander Brumbaugh
R785 Discovery Miles 7 850 Ships in 18 - 22 working days

Get up and running with Roblox environment and Luau programming basics to build and share your gamesIncludes an exclusive invite to join the online Roblox game development community Key Features * Begin coding in Luau: build player avatars, battlefields, game physics, countdown timers, a nd more * Learn tips, tricks, best practices, and advanced Roblox coding techniques for game creation * Join the Roblox coding bookclub to discuss queries, provide solutions, and ask Zander for advice on Roblox gaming Book Description Roblox is a huge entertainment platform like no other for both playing and creating games. With over 200 million monthly active users, Roblox has enabled new and experienced developers to create successful games, often called experiences, that can be played globally at no cost. Coding Roblox Games Made Easy, 2nd edition builds a solid foundation of concepts you need to embark on the journey of building 3 games in Roblox in an increasing order of complexity. Create obstacles and traps for an Obby and overcome them to win the game alongside other players and earn rewards. In the next game, manage player avatars, their weapons, a battlefield, add programming logic for the players to find their weapons and fight, with a reward for the last player standing. Take your game development skills to another level, building a multi-player game. Add a timer for players to locate items to escape while Granny hunts for each player to eliminate all of them before the time ends. Finally, you'll delve into the logistics of game production, focusing on optimizing your games' performance by implementing impressive mechanics, monetization, and marketing practices. We also discuss how metaverse is set to change the dynamics of user experience and what the future holds for Roblox game developers. Let's create and share experiences through play! What you will learn * Understand how to use Roblox Studio and other free resources * Learn coding in Luau: basics, game systems, physics manipulation, etc. * Test, evaluate, and redesign to create bug-free and engaging games * Use Roblox programming and rewards to make your first game * Move from lobby to battleground, build avatars, locate weapons to fight * Character selection, countdown timers, locate escape items, assign rewards * Master the 3 Ms: Mechanics, Monetization, Marketing (and Metaverse) Who This Book Is For Get started with building your first game on the Roblox platform. This book is for anyone interested in learning the fundamentals of Luau programming and Roblox Studio and needs direction to build and share games. If you're already familiar with Roblox and are looking for tips, tricks, and the best Roblox and Luau practices for efficient development, you'll find this book helpful. The book requires no prior knowledge of game development.

Beginner's Guide to Code Algorithms - Experiments to Enhance Productivity and Solve Problems (Hardcover): Deepankar Maitra Beginner's Guide to Code Algorithms - Experiments to Enhance Productivity and Solve Problems (Hardcover)
Deepankar Maitra
R3,779 Discovery Miles 37 790 Ships in 10 - 15 working days

Do you have creative ideas that you wish you could transform into code? Do you want to boost your problem solving and logic skills? Do you want to enhance your career by adopting an algorithmic mindset? In our increasingly digital world, coding is an essential skill. Communicating an algorithm to a machine to perform a set of tasks is vital. Beginner's Guide to Code Algorithms: Experiments to Enhance Productivity and Solve Problems written by Deepankar Maitra teaches you how to think like a programmer. The author unravels the secret behind writing code - building a good algorithm. Algorithmic thinking leads to asking the right question and enables a shift from issue resolution to value creation. Having this mindset will make you more marketable to employers. This book takes you on a problem-solving journey to expand your mind and increase your willingness to experiment with code. You will: Learn the art of building an algorithm through hands-on exercises Understand how to develop code for inspiring productivity concepts Build a mentality of developing algorithms to solve problems Develop, test, review, and improve code through guided experimentation This book is designed to develop a culture of logical thinking through intellectual stimulation. It will benefit students and teachers of programming, business professionals, as well as experienced users of Microsoft Excel who wish to become proficient with macros.

The Translation of Realia and Irrealia in Game Localization - Culture-Specificity between Realism and Fictionality (Hardcover):... The Translation of Realia and Irrealia in Game Localization - Culture-Specificity between Realism and Fictionality (Hardcover)
Silvia Pettini
R4,210 Discovery Miles 42 100 Ships in 10 - 15 working days

This book explores the impact of a video game's degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game's respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.

Game Usability - Advice from the Experts for Advancing UX Strategy and Practice in Videogames (Paperback, 2nd edition):... Game Usability - Advice from the Experts for Advancing UX Strategy and Practice in Videogames (Paperback, 2nd edition)
Katherine Isbister, Celia Hodent
R1,449 Discovery Miles 14 490 Ships in 9 - 17 working days

This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.

Game Dev Stories Volume 2 - More Interviews About Game Development and Culture (Hardcover): David L Craddock Game Dev Stories Volume 2 - More Interviews About Game Development and Culture (Hardcover)
David L Craddock
R3,787 Discovery Miles 37 870 Ships in 10 - 15 working days

Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games (Hardcover): Andrei Nae Immersion, Narrative, and Gender Crisis in Survival Horror Video Games (Hardcover)
Andrei Nae
R4,206 Discovery Miles 42 060 Ships in 10 - 15 working days

This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

3D Rotations - Parameter Computation and Lie Algebra based Optimization (Paperback): Kenichi Kanatani 3D Rotations - Parameter Computation and Lie Algebra based Optimization (Paperback)
Kenichi Kanatani
R1,430 Discovery Miles 14 300 Ships in 10 - 15 working days

3D rotation analysis is widely encountered in everyday problems thanks to the development of computers. Sensing 3D using cameras and sensors, analyzing and modeling 3D for computer vision and computer graphics, and controlling and simulating robot motion all require 3D rotation computation. This book focuses on the computational analysis of 3D rotation, rather than classical motion analysis. It regards noise as random variables and models their probability distributions. It also pursues statistically optimal computation for maximizing the expected accuracy, as is typical of nonlinear optimization. All concepts are illustrated using computer vision applications as examples. Mathematically, the set of all 3D rotations forms a group denoted by SO(3). Exploiting this group property, we obtain an optimal solution analytical or numerically, depending on the problem. Our numerical scheme, which we call the "Lie algebra method," is based on the Lie group structure of SO(3). This book also proposes computing projects for readers who want to code the theories presented in this book, describing necessary 3D simulation setting as well as providing real GPS 3D measurement data. To help readers not very familiar with abstract mathematics, a brief overview of quaternion algebra, matrix analysis, Lie groups, and Lie algebras is provided as Appendix at the end of the volume.

Illustrated History of 151 Videogames (Hardcover): Simon Parkin Illustrated History of 151 Videogames (Hardcover)
Simon Parkin
R478 Discovery Miles 4 780 Ships in 9 - 17 working days

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

Game Dev Stories Volume 2 - More Interviews About Game Development and Culture (Paperback): David L Craddock Game Dev Stories Volume 2 - More Interviews About Game Development and Culture (Paperback)
David L Craddock
R1,239 Discovery Miles 12 390 Ships in 10 - 15 working days

Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.

Feminist War Games? - Mechanisms of War, Feminist Values, and Interventional Games (Paperback): Jon Saklofske, Alyssa Arbuckle,... Feminist War Games? - Mechanisms of War, Feminist Values, and Interventional Games (Paperback)
Jon Saklofske, Alyssa Arbuckle, Jon Bath
R1,325 Discovery Miles 13 250 Ships in 10 - 15 working days

Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the compatibility between feminist values and systems of war through games is a unique way to pose destabilizing questions, solutions, and approaches; to prototype alternative narratives; and to challenge current idealizations and assumptions. Positing that feminist values can be asserted as a critical method of design, as an ideological design influence, and as a lens that determines how designers and players interact with and within arenas of war, the book addresses the persistence and brutality of war and issues surrounding violence in games, whilst also considering the place and purpose of video games in our cultural moment. Feminist War Games? is a timely volume that questions the often-toxic nature of online and gaming cultures. As such, the book will appeal to a broad variety of disciplinary interests, including sociology, education, psychology, literature, history, politics, game studies, digital humanities, media and cultural studies, and gender studies, as well as those interested in playing, or designing, socially engaged games.

Dungeon Hacks - How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games (Hardcover): David L Craddock Dungeon Hacks - How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games (Hardcover)
David L Craddock
R2,571 Discovery Miles 25 710 Ships in 10 - 15 working days

In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today-and beyond.

Interaction Design for 3D User Interfaces - The World of Modern Input Devices for Research, Applications, and Game Development... Interaction Design for 3D User Interfaces - The World of Modern Input Devices for Research, Applications, and Game Development (Paperback)
Francisco R. Ortega, Fatemeh Abyarjoo, Armando Barreto, Naphtali Rishe, Malek Adjouadi
R1,516 Discovery Miles 15 160 Ships in 10 - 15 working days

In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective. The book is divided into four parts: Theory of input devices and user interfaces, with an emphasis on multi-touch interaction Advanced topics on reducing noise on input devices using Kalman Filters A collection of hands-on approaches that allows the reader to gain experience with some devices A case study examining speech as input Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its hands-on approach and the affordability of the required hardware, this book is an excellent flexible resource for both the novice and the expert in 3D user input device development. Researchers and practitioners will gain a much deeper understanding about user input devices and user interfaces. Game developers and software designers will find new techniques to improve their products by adding intuitive user interaction mechanisms to their games and applications. In addition to the resources provided in the book, its companion website, http://3DInputBook.com, provides additional resources, which include: additional exercises and project ideas, additional chapters, source code, and class instructors' resources. The additional resources are provided to keep helping you with new research and new technology as it becomes available to help you stay up to date.

Deep Learning in Practice (Book): Mehdi Ghayoumi Deep Learning in Practice (Book)
Mehdi Ghayoumi
R1,290 Discovery Miles 12 900 Ships in 10 - 15 working days
Leading with Sound - Proactive Sound Practices in Video Game Development (Hardcover): Rob Bridgett Leading with Sound - Proactive Sound Practices in Video Game Development (Hardcover)
Rob Bridgett
R4,357 Discovery Miles 43 570 Ships in 10 - 15 working days

Leading with Sound is the must-have companion guide to working on video game projects. Focused on the creative, collaborative, philosophical and organizational skills behind game sound and eschewing the technical, this book celebrates the subjects most essential to leading with sound in video game development at any level. Refuting the traditional optics of sound as a service in favour of sound as a pro-active visionary department, , this book examines each of the four food-groups of dialogue, sound design, music and mix, not through the usual technical and production lenses of 'how' and 'when', but the essential lens of 'why' that enables leadership with sound. Leading with Sound is essential reading for aspiring sound designers, inside and outside of the classroom, as well as experienced professionals in the game industry.

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