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

The Art of Game Design - A Book of Lenses, Third Edition (Paperback, 3rd Edition): Jesse Schell The Art of Game Design - A Book of Lenses, Third Edition (Paperback, 3rd Edition)
Jesse Schell
R1,140 R1,081 Discovery Miles 10 810 Save R59 (5%) Ships with 24 working days

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.

Table of Contents

Ch 1 In the Beginning, There Is the Designer. Ch 2 The Designer Creates an Experience. Ch 3 The Experience Takes Place in a Venue. Ch 4 The Experience Rises Out of a Game. Ch 5 The Game Consists of Elements. Ch 6 Ch 7 The Elements Support a Theme. Ch 8 The Game Begins with an Idea. Ch 9 The Game Improves through Iteration. Ch 10 The Game Is Made for a Player. Ch 11 The Experience Is in the Player’s Mind. Ch 12 The Player’s Mind Is Driven by the Player’s Motivation. Ch 13 Some Elements Are Game Mechanics. Ch 14 Game Mechanics Must Be in Balance. Ch 15 Game Mechanics Support Puzzles. Ch 16 Players Play Games through an Interface. Ch 17 Experiences Can Be Judged by Their Interest Curves. Ch 18 One Kind of Experience Is the Story. Ch 19 Story and Game Structures Can Be Artfully Merged with Indirect Control. Ch 20 Stories and Games Take Place in Worlds. Ch 21 Worlds Contain Characters. Ch 22 Worlds Contain Spaces. Ch 23 The Look and Feel of a World Is Defined by Its Aesthetics. Ch 24 Some Games Are Played with Other Players. Ch 25 Other Players Sometimes Form Communities. Ch 26 The Designer Usually Works with a Team. Ch 27 The Team Sometimes Communicates through Documents. Ch 28 Good Games Are Created through Playtesting. Ch 29 The Team Builds a Game with Technology. Ch 30 Your Game Will Probably Have a Client. Ch 31 The Designer Gives the Client a Pitch. Ch 32 The Designer and Client Want the Game to Make a Profit. Games Ch 33 Transform Their Players. Designers Have Certain Responsibilities. Ch 34 Each Designer Has a Purpose.

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.

Game Dev Stories Volume 1 - Interviews About Game Development and Culture (Paperback): David L Craddock Game Dev Stories Volume 1 - Interviews About Game Development and Culture (Paperback)
David L Craddock
R1,239 Discovery Miles 12 390 Ships in 10 - 15 working days

a collection of interviews from renowned author, David L. Craddock

The Complete Guide to Photorealism for Visual Effects, Visualization and Games - For Visual Effects, Visualization and Games... The Complete Guide to Photorealism for Visual Effects, Visualization and Games - For Visual Effects, Visualization and Games (Paperback)
Eran Dinur
R1,335 Discovery Miles 13 350 Ships in 10 - 15 working days

This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games. Emmy award-winning VFX supervisor Eran Dinur offers readers a deeper understanding of the complex interplay of light, surfaces, atmospherics, and optical effects, and then discusses techniques to achieve this complexity in the digital realm, covering both 3D and 2D methodologies. In addition, the book features artwork, case studies, and interviews with leading artists in the fields of VFX, visualization, and games. Exploring color, integration, light and surface behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, compositing, matte painting, lens/camera effects, and much more, Dinur offers a compelling, elegant guide to achieving photorealism in digital media and creating imagery that is seamless from real footage. Its broad perspective makes this detailed guide suitable for VFX, visualization and game artists and students, as well as directors, architects, designers, and anyone who strives to achieve convincing, believable visuals in digital media.

Sid Meier's Memoir! - A Life in Computer Games (Hardcover): Sid Meier Sid Meier's Memoir! - A Life in Computer Games (Hardcover)
Sid Meier
R648 Discovery Miles 6 480 Ships in 10 - 15 working days

Over his four-decade career, Sid Meier has produced some of the world's most popular video games, including Sid Meier's Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier's Memoir! is the story of an obsessive young computer enthusiast who helped launch a multi-million-pound industry. Writing with warmth and ironic humour, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond. Articulating his philosophy that a videogame should be "a series of interesting decisions", Meier also shares his perspective on the history of the industry, the psychology of gamers and fascinating insights into the creative process, including his ten rules of good game design.

Data Stewardship for Open Science - Implementing FAIR Principles (Paperback): Barend Mons Data Stewardship for Open Science - Implementing FAIR Principles (Paperback)
Barend Mons
R1,383 Discovery Miles 13 830 Ships in 10 - 15 working days

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.

Introduction to Computer Graphics with OpenGL ES (Paperback): Jung Hyun Han Introduction to Computer Graphics with OpenGL ES (Paperback)
Jung Hyun Han
R1,453 Discovery Miles 14 530 Ships in 10 - 15 working days

OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han's Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han's depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance. Key Features: Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces Provides a hands-on look at real-time graphics by illustrating OpenGL ES and shader code on various topics Depicts troublesome concepts using elaborate 3D illustrations so that they can be easily absorbed Includes problem sets, solutions manual, and lecture notes for those wishing to use this book as a course text.

Dungeon Hacks - How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games (Paperback): David L Craddock Dungeon Hacks - How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games (Paperback)
David L Craddock
R1,059 Discovery Miles 10 590 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.

Coding with Scratch - Create Fantastic Driving Games - The QuestKids do Coding (Paperback): Max Wainewright Coding with Scratch - Create Fantastic Driving Games - The QuestKids do Coding (Paperback)
Max Wainewright
R288 Discovery Miles 2 880 Ships in 10 - 15 working days
Videogames and the Gothic (Hardcover): Ewan Kirkland Videogames and the Gothic (Hardcover)
Ewan Kirkland
R4,204 Discovery Miles 42 040 Ships in 10 - 15 working days

This book will be a key contribution to both Gothic and digital game scholarship as it argues for close proximity between Gothic culture and the videogame medium itself This book explores the many ways Gothic literature and media have informed videogame design The book moves beyond the study of generic influences of horror on digital gaming, and focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny The book will have resonance with scholars and students in both Gothic and digital game scholarship, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction

Game Analytics - Maximizing the Value of Player Data (Hardcover, 2013 ed.): Magy Seif El-Nasr, Anders Drachen, Alessandro... Game Analytics - Maximizing the Value of Player Data (Hardcover, 2013 ed.)
Magy Seif El-Nasr, Anders Drachen, Alessandro Canossa
R3,271 Discovery Miles 32 710 Ships in 18 - 22 working days

Developing a successful game in today's market is a challenging endeavor. Thousands of titles are published yearly, all competing for players' time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.

Pokemon Sword & Pokemon Shield - The Official Galar Region Strategy Guide (Paperback): The Pokemon Company International Inc Pokemon Sword & Pokemon Shield - The Official Galar Region Strategy Guide (Paperback)
The Pokemon Company International Inc
R656 R607 Discovery Miles 6 070 Save R49 (7%) Ships in 18 - 22 working days
Game Dev Stories Volume 1 - Interviews About Game Development and Culture (Hardcover): David L Craddock Game Dev Stories Volume 1 - Interviews About Game Development and Culture (Hardcover)
David L Craddock
R3,797 Discovery Miles 37 970 Ships in 10 - 15 working days

a collection of interviews from renowned author, David L. Craddock

Game Balance (Hardcover): Ian Schreiber, Brenda Romero Game Balance (Hardcover)
Ian Schreiber, Brenda Romero
R3,588 Discovery Miles 35 880 Ships in 10 - 15 working days

Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.

Game Anim - Video Game Animation Explained (Hardcover, 2nd edition): Jonathan Cooper Game Anim - Video Game Animation Explained (Hardcover, 2nd edition)
Jonathan Cooper
R3,668 Discovery Miles 36 680 Ships in 10 - 15 working days

Game Anim teaches the technical and artistic fundamentals of video game animation and goes further to provide practical advice and industry insights to help you become a rounded and successful game animator. Covering every stage of game production from the animator's perspective, it is packed with the lessons learned from working on a variety of game types in both in-game and cinematic roles in animator, lead, and director positions. These have been successful across multiple studios regardless of team, size and culture. The 2nd edition includes a new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Game Anim provides essential guidance to those looking to break into the industry and successful animators wishing to take the next step in their career. Key Features * 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. * The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. * Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. * Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book

Being Dragonborn - Critical Essays on The Elder Scrolls V: Skyrim (Paperback): Mike Piero, Marc A. Ouellette Being Dragonborn - Critical Essays on The Elder Scrolls V: Skyrim (Paperback)
Mike Piero, Marc A. Ouellette
R689 Discovery Miles 6 890 Ships in 10 - 15 working days

The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.

The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Hardcover): Thorsten... The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Hardcover)
Thorsten Quandt, Rachel Kowert
R4,198 Discovery Miles 41 980 Ships in 10 - 15 working days

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Game Audio Programming - Principles and Practices (Paperback): Guy Somberg Game Audio Programming - Principles and Practices (Paperback)
Guy Somberg
R1,396 Discovery Miles 13 960 Ships in 10 - 15 working days

Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry, this book contains more knowledge and wisdom about game audio programming than any other volume in history. One of the goals of this book is to raise the general level of game audio programming expertise, so it is written in a manner that is accessible to beginners, while still providing valuable content for more advanced game audio programmers. Each chapter contains techniques that the authors have used in shipping games, with plenty of code examples and diagrams. There are chapters on the fundamentals of audio representation and perception; advanced usage of several different audio middleware platforms (Audiokinetic Wwise, CRI ADX2, and FMOD Studio); advanced topics including Open Sound Control, Vector-Based Amplitude Panning, and Dynamic Game Data; and more! Whether you're an audio programmer looking for new techniques, an up-and-coming game developer looking for an area to focus on, or just the one who got saddled with the audio code, this book has something for you. Cutting-edge advanced game audio programming concepts, with examples from real games and audio engines Includes perspectives of both audio programmers and sound designers on working and communicating together Coverage not just on game audio engine design, but also on implementing audio tools and working with sound designers providing a comprehensive perspective on being an audio programmer

Exploring Roguelike Games (Paperback): John Harris Exploring Roguelike Games (Paperback)
John Harris
R1,484 Discovery Miles 14 840 Ships in 10 - 15 working days

Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "roguelikes." For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple graphics (often just text characters), high difficulty, and their demand that a player brings more of themselves to the game than your typical AAA title asks. This book covers many of the most prominent titles and explains in great detail what makes them interesting, the ways to get started playing them, the history of the genre, and more. It includes interviews, playthroughs, and hundreds of screenshots. It is a labor of love: if even a fraction of the author's enthusiasm for these games gets through these pages to you, then you will enjoy it a great deal. Key Features: Playing tips and strategy for newcomers to the genre Core roguelikes Rogue, Angband, NetHack, Dungeon Crawl Stone Soup, ADOM, and Brogue The "lost roguelikes" Super Rogue and XRogue, and the early RPG dnd for PLATO systems The Japanese console roguelikes Taloon's Mystery Dungeon and Shiren the Wanderer Lesser-known but extremely interesting games like Larn, DoomRL, HyperRogue, Incursion, and Dungeon Hack "Rogue-ish" games that blur the edges of the genre, including Spelunky, HyperRogue, ToeJam & Earl, Defense of the Oasis, Out There, and Zelda Randomizer Interviews with such developers as Keith Burgun (100 Rogues and Auro), Rodain Joubert (Desktop Dungeons), Josh Ge (Cogmind), Dr. Thomas Biskup (ADOM), and Robin Bandy (devnull public NetHack tournament) An interview regarding Strange Adventures in Infinite Space Design issues of interest to developers and enthusiasts Author Bio: John Harris has bumped around the Internet for more than 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra, he has spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University.

Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Hardcover): Jingtian Li, Adam... Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Hardcover)
Jingtian Li, Adam Watkins, Kassandra Arevalo, Matthew Tovar
R4,147 Discovery Miles 41 470 Ships in 10 - 15 working days

This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. The book then covers rigging and animation solutions to create assets to be placed in the game, including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games * Build a complete game from start to finish * Learn what the pros use: construct all assets using the tools used at game studios across the world * All software used are free to students * When complete, students will have a playable version of an FPS game Jingtian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Adam Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D Animation and a BFA in Theatre Arts from Utah State University. He currently is the Coordinator and Professor of the 3D Animation & Game Department at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.

Secrets of a Fortnite Fan 3: Llama Drama (Independent & Unofficial) (Paperback): Eddie Robson Secrets of a Fortnite Fan 3: Llama Drama (Independent & Unofficial) (Paperback)
Eddie Robson; Illustrated by Oscar Herrero
R246 R229 Discovery Miles 2 290 Save R17 (7%) Ships in 9 - 17 working days

Things just got serious! Fortnite-obsessed Tyler is going for gold in the local Fortnite tournament. But he's got a lot of real life drama to deal with - crazy best friends, girl trouble and prying parents. Plus who's the mystery rival squad online... and why do they seem so familiar? Readers will learn all-new Fortnite tips, tricks and secrets along with Tyler, while reading about his hilarious adventures in the game and at school. Original illustrations and easy-to-read text make this the ideal book for Fortnite-obsessed reluctant readers and fans of Diary of a Wimpy Kid and Tom Gates. Book three in a series, this independent and unofficial chapter book combines an accessible Fortnite play guide with the laugh-out-loud story of Tyler's quest for gaming glory.

The Avengers in Video Games - A Guide to Solo Adventures and Mighty Marvel Team-Ups, with Creator Interviews (Paperback): Blair... The Avengers in Video Games - A Guide to Solo Adventures and Mighty Marvel Team-Ups, with Creator Interviews (Paperback)
Blair Farrell
R679 Discovery Miles 6 790 Ships in 10 - 15 working days

For decades, Marvel Comics' superhero group the Avengers have captured the imagination of millions, whether in comics, multi-billion dollar grossing films or video games. Similar to the chronology of the Marvel Cinematic Universe, the Avengers video games first started with titles driven by single characters, like Iron Man, the Hulk, Thor and Captain America. Over time, the games grew to include more and more heroes, culminating in playing experiences that featured the Avengers assembled. This is the first-ever book assessing the video games starring "Earth's Mightiest Heroes." Featured games span consoles and platforms, from popular PlayStation and Xbox titles to an arcade game in danger of being lost to time. All video games are covered in depth, with each entry including game background and a detailed review from the author. Some game entries also include behind-the-scenes knowledge from the developers themselves, providing exclusive details on the Marvel video game universe.

Forms and Functions of Endings in Narrative Digital Games (Hardcover): Michelle Herte Forms and Functions of Endings in Narrative Digital Games (Hardcover)
Michelle Herte
R4,224 Discovery Miles 42 240 Ships in 10 - 15 working days

This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media. While narrative digital games share many representational strategies for signalling their upcoming end with more traditional narrative media - such as novels or movies - they also show many forms of endings that often radically differ from our conventional understanding of conclusion and closure. From vast game worlds that remain open for play after a story's finale, to multiple endings that are often hailed as a means for players to create their own stories, to the potentially tragic endings of failure and "game over", digital games question the traditional singularity and finality of endings. Using a broad range of examples, this book delves deeply into these and other forms and their functions, both to reveal the closural specificities of the ludonarrative hybrid that digital games are, as well as to find the core elements that characterise endings in any medium. It examines how endings make themselves known to players and raises the question of how well-established closural conventions blend with play and a player's effort to achieve a goal. As an interdisciplinary study that draws on game studies as much as on transmedial narratology, Forms and Functions of Endings in Narrative Digital Games is suited for scholars and students of digital games as well as for narratologists yet to become familiar with this medium.

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