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Books > Computing & IT > Computer software packages > Computer games
Explores the basics of indie game marketing Helps the reader with
how to communicate to talk to investors, pbulishers, and major
platforms Illustrates different negotiation tactics
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
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
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.
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.
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
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.
Told over a series of daily journal logs, One-Week Dungeons:
Diaries of a Seven-Day Roguelike Challenge chronicles the journeys
of eleven 7DRL participants as they race to build their dream games
before the clock expires.
Told over a series of daily journal logs, One-Week Dungeons:
Diaries of a Seven-Day Roguelike Challenge chronicles the journeys
of eleven 7DRL participants as they race to build their dream games
before the clock expires.
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.
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.
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
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.
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.
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.
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.
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.
a collection of interviews from renowned author, David L. Craddock
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.
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.
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.
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.
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