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Books > Computing & IT > Computer software packages > Computer games
Drawing on decades of experience, Beep to Boom: The Development of
Advanced Runtime Sound Systems for Games and Extended Reality is a
rigorous, comprehensive guide to interactive audio runtime systems.
Packed with practical examples and insights, the book explains each
component of these complex geometries of sound. Using practical,
lowest-common-denominator techniques, Goodwin covers soundfield
creation across a range of platforms from phones to VR gaming
consoles. Whether creating an audio system from scratch or building
on existing frameworks, the book also explains costs, benefits and
priorities. In the dynamic simulated world of games and extended
reality, interactive audio can now consider every intricacy of
real-world sound. This book explains how and why to tame it
enjoyably.
This book provides an overview of concepts and challenges in intis
investigated using structural equation modeling. The conveyed
understanding of gaming QoE, empirical eraction quality in the
domain of cloud gaming services. The author presents a unified
evaluation approach by combining quantitative subjective assessment
methods in a concise way. The author discusses a measurement tool,
Gaming Input Quality Scale (GIPS), that assesses the interaction
quality of such a service available. Furthermore, the author
discusses a new framework to assess gaming Quality of Experience
(QoE) using a crowdsourcing approach. Lastly, based on a large
dataset including dominant network and encoding conditions, the
evaluation method is investigated using structural equation
modeling. The conveyed understanding of gaming QoE, empirical
findings, and models presented in this book should be of particular
interest to researchers working in the fields of quality and
usability engineering, as well as service providers and network
operators.
Push your creative ideas to the next level in content delivery. Use
real and simulated 3D space in your Flash games and interactive
systems. 3D possibilities offer an untapped creative approach to
thinking and designing with Flash. Tap into this medium by: *
Creating reusable templates to reduce costs and cycle time for
project development. * Experimenting with author-provided
interactive examples that demonstrate a broad range of Flash
applications from website to DVD/CD-ROM delivery. * Practicing the
real-world project techniques presented by the authors in full
color. * Expanding your horizons with experimental projects. Jim
Ver Hague is a professor of Computer Graphics Design at the
Rochester Institute of Technology. He has more than 30 years'
experience in the field of computer graphics and has lectured,
consulted, and conducted workshops internationally in the fields of
multimedia, electronic publishing, computer-aided information
design, and computer art and sculpture. Chris Jackson is a computer
graphics designer and Associate Professor at Rochester Institute of
Technology. Chris has an extensive background in graphic design,
printing and interactive multimedia. His professional work has
received over 25 distinguished national and international awards
for online communication. User Level: Intermediate
Working with Video Gamers and Games in Therapy moves beyond
stereotypes about video game addiction and violence to consider the
role that games play in psychological experiences and mental
health. Chapters examine the factors that compel individual gamers
to select and identify with particular games and characters, as
well as the different play styles, genres, and archetypes common in
video games. For clinicians looking to understand their clients'
relationships with video games or to use games as a therapeutic
resource in their own practice, this is a thoughtful,
comprehensive, and timely resource.
The Assassin's Creed Escape Room Puzzle Book is an exciting journey
through history in which you must solve a series of puzzles and
mysteries to save humanity. You are Joey, a museum worker who comes
across a mysterious blade that sets in motion a chain of events
that completely upends your life. Drawn into the world of the
Assassins, you must tour through time and space - from 5th century
BCE Greece to the catacombs of medieval Venice - in order to foil a
malevolent Isu plot. Featuring characters and locations familiar to
fans of the Assassin's Creed franchise and written by an
experienced real-life escape-room creator, this immersive
escape-room experience is both visually exciting and a difficult
puzzle quest. Can you solve the conundrums and reveal the Isu plan
in time to save the world?
Game Devs & Others: Tales from the Margins tell the true
stories of life in the industry by people of color, LGBTQIA and
other marginalized identities. This collection of essays give
people a chance to tell their stories and to let others know what
life on the other side of the screen is like when you're not part
of the supposed "majority". Key Features This book is perfect for
anyone interested in getting into the games industry who feels they
have a marginalized identity For those who wish to better diversify
their studio or workplace who may or may not have access to
individuals that could or would share their stories about the
industry Includes initiatives aimed at diversifying the industry
that have a positive or negative impact on the ongoing discussions
Coverage of ajor news items about diversity, conferences aimed at
or having diversity at its core of content and mission are
discussed Included essays are written with as little game dev
specific jargon as possible, makeing it accessible to people
outside the industry as well as those in the scene but that may not
have all the insider lingo
"In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, there’s no better place to start than with the volume you now hold in your hand."
Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity
The main objective of What UX is Really About: Introducing a Mindset for Great Experiences is to provide a quick introduction to user experience (UX 101) for students, professionals, or simply curious readers who want to understand this trendy yet commonly misunderstood practice better. Readers will learn that UX is much more than a set of techniques, guidelines, and tools. It is a mindset; a philosophy that takes the perspective of the humans that will use a product. It is about solving their problems, offering them a pleasurable experience, and building a win-win, long-lasting relationship between them and the company developing the product. Above all, it is about improving people’s lives with technology. What UX is Really About is informative, concise, and provides readers with a high-level overview of the science, design, and methodologies of UX.
KEY FEATURES:
• The most approachable and concise introduction book about UX.
• 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.
• Tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services.
• Includes a glossary.
Celia Hodent holds a PhD in psychology, and is a leading expert in the application of cognitive science and psychology to product development, with over 13 years of experience in the development of UX strategy in video game studios, such as Ubisoft, LucasArts, and Epic Games (Fortnite). She currently leads an independent UX consultancy, working with a wide range of international media and enterprise companies to help ensure their products are engaging, successful, and respectful of users. Celia conducts workshops and provides guidance on the topics of game-based UX, playful learning ("gamification"), ethics, implicit biases, and inclusion in tech. Celia is the author of The Gamer’s Brain: How Neuroscience and UX Can Impact Video Game Design and The Psychology of Video Games.
Table of Contents
Chapter 1 What Is UX?
Chapter 2 What UX Is Not
Chapter 3 The Science behind UX
Chapter 4 The Process and Methodologies of UX
Chapter 5 Ethics and the UX Mindset
Chapter 6 Conclusion
The last several years have seen mass uprisings and dynamic social
movements across the globe, from the onset of the Arab Spring in
2011, to the Black Lives Matter movement following Michael Brown's
death in Ferguson, Missouri in 2014. There is no doubt that social
media platforms such as Facebook and Twitter accelerated and
facilitated these uprisings, providing a way for people to organize
and express themselves despite government repression. From Tahrir
Square to Ferguson: Social Networks as Facilitators of Social
Movements attempts to answer the question of whether these
movements could have succeeded before the advent of the Internet
age. From political protest to regime change, social movements have
become increasingly digital. Taking on the current political
climate from an international perspective, From Tahrir Square to
Ferguson: Social Networks as Facilitators of Social Movements
attempts to address the issues of a growing social media audience
facing a wide variety of social and political issues.
Photoshop is not just for photographers anymore. Photoshop 3D for
Animators is one of the only titles available that discusses 3D
Photoshop techniques specifically for animators. Now with Adobe
CS5, 3D Digital artists can integrate 3D models into Photoshop or
create 3D models in Photoshop with the high capability to
customize, edit and animate. With Photoshop 3D for Animators,
explore the new 3D tools and techniques that will enhance your
animation pipeline and workflows with the Adobe Suite softwares,
including After Effects and Flash. Explore the ins and outs of
Adobe Photoshop and expand your 3D expertise with the comprehensive
guide to Adobe 3D toolset for animators. Customize Adobe CS5 tools
for your specific, animation workflow and integrate your 3D models
with Adobe Flash and the entire Adobe Suite platform with ease.
Learn to manipulate 3D images as well as import 3D content from the
Adobe creative suite. With in-depth, step-by-step tutorials,
explore lighting, digital painting, texturing and rendering for 2D
and 3D the power of Adobe Photoshop software. Enhance your digital
workflow and expand your expertise with this hands-on guide to
Photoshop CS5. Includes downloadable resources with source files,
working samples and models.
A laugh-out-loud 'best of' selection of TommyInnit's most weird and
wonderful quotes - plus much more - carefully selected to BLOW YOUR
MIND by him and best friend Wilbur Soot. 'Nah, I think I'd be a
pretty bad shark' 'What if God was just legs?' 'We're really just
chilling, fellas' Born sometime in the early 2000s, TommyInnit's
first job was a YouTuber. No, really, we're not joking, the very
first job he had was a YouTuber. For the last three years, he's
been mouthing off on the internet to anyone who will listen. So
far, that's over 40 million followers. Will there ever be an end to
TommyInnit's rampant flurry of success? Probably. And Wilbur Soot
has been right by his side. Wilbur first started his career as a
young man staring at the wall until he also became a YouTuber. He
also discovered a little activity some may call 'singing'. In The
Quote Book, TommyInnit covers a wealth of topics from
cars-that-grow-teeth to slime people, and from things that be crazy
to octopi. Curated and edited by Wilbur Soot, TommyInnit is about
to change your life one word at a time. Unless, dear reader, you
read two words at a time, like he does. Featuring: A day in the
life Inside TommyInnit's brain What TommyInnit would do if he was
God Life advice from Wilbur Love poetry and history lessons,
TommyInnit style Wilbur's attempts to reason with TommyInnit
Call of Duty is the most culturally significant video game
franchise of the 21st century. Since the first game was released
for PC in 2003, the franchise has sold over 250 million copies and
been complemented by merchandise ranging from toys and comic books
to a special edition Jeep Wrangler. The top players can even
compete for millions in prize money in tournaments sanctioned by
the Call of Duty World League.While the gaming community has
reported on and debated over each development, there has not been
much formal scholarship on Call of Duty games. This collection
fills that void by examining the ideologically charged campaign
mode of major franchise releases, with a special focus on
militarism, realism, and gender. After reading this book, you will
never just play Call of Duty again.
This volume will convince readers that the swift ascent of the
tabletop role-playing game Dungeons and Dragons to worldwide
popularity in the 1970s and 1980s is "the most exciting event in
popular culture since the invention of the motion picture."
Dungeons and Dragons and Philosophy presents twenty-one chapters by
different writers, all D&D aficionados but with starkly
different insights and points of view. It will be appreciated by
thoughtful fans of the game, including both those in their
thirties, forties, and fifties who have rediscovered the pastime
they loved as teenagers and the new teenage and college-student
D&D players who have grown up with gaming via computer and
console games and are now turning to D&D as a richer, fuller
gaming experience. The book is divided into three parts. The first,
"Heroic Tier: The Ethical Dungeon-Crawler," explores what D&D
has to teach us about ethics and about how results from the
philosophical study of morality can enrich and transform the game
itself. Authors argue that it's okay to play evil characters,
criticize the traditional and new systems of moral alignment, and
(from the perspective of those who love the game) tackle head-on
the recurring worries about whether the game has problems with
gender and racial stereotypes. Readers of Dungeons and Dragons and
Philosophy will become better players, better thinkers, better
dungeon-masters, and better people. Part II, "Paragon Tier: Planes
of Existence," arouses a new sense of wonder about both the real
world and the collaborative world game players create. Authors look
at such metaphysical questions as what separates magic from
science, how we express the inexpressible through collaborative
storytelling, and what the objects that populate Dungeons and
Dragons worlds can teach us about the equally fantastic objects
that surround us in the real world. The third part, "Epic Tier:
Leveling Up," is at the crossroads of philosophy and the exciting
new field of Game Studies. The writers investigate what makes a
game a game, whether D&D players are artists producing works of
art, whether D&D (as one of its inventors claimed) could
operate entirely without rules, how we can overcome the
philosophical divide between game and story, and what types of
minds take part in D&D.
Game studies has been an understudied area within the emerging
field of digital media and religion. Video games can reflect,
reject, or reconfigure traditionally held religious ideas and often
serve as sources for the production of religious practices and
ideas. This collection of essays presents a broad range of
influential methodological approaches that illuminate how and why
video games shape the construction of religious beliefs and
practices, and also situates such research within the wider
discourse on how digital media intersect with the religious worlds
of the 21st century. Each chapter discusses a particular method and
its theoretical background, summarizes existing research, and
provides a practical case study that demonstrates how the method
specifically contributes to the wider study of video games and
religion. Featuring contributions from leading and emerging
scholars of religion and digital gaming, this book will be an
invaluable resource for scholars in the areas of digital culture,
new media, religious studies, and game studies across a wide range
of disciplines.
A compendium of sweet and savoury recipes inspired by Blizzard's
hit online card game, Hearthstone: Heroes of Warcraft. Featuring a
dynamic in-world design, this fun and engaging cookbook is an
exciting follow-up to World of Warcraft: The Official Cookbook.
Including food pairings for each dish and tips on adapting meals to
specific diets, this portable little cookbook is the perfect
culinary guide for weary travellers from Azeroth and beyond.
Character rigging is the method with which you create a system for
animating a character. A rig is represented by two primary
mechanics: the skeleton, consisting of hierarchical rotations to
drive the motions, and a skin, or method of deforming the geometry
that makes up the character model. Essential Skills in Character
Rigging is a beginner's guide to learning and understanding the
essential aspects of character setup, evaluation, skeletal
construction, and deformation. Borrowing from the author's
extensive experience in the field, it presents the primary
theories, constructs, and objectives for constructing a basic rig
from the ground up, just as it would be done in a professional
studio. The book explains the basic elements of hierarchies,
skeletons, kinematics, deformation, skinning, and creating
relationships between nodes. It gives hands-on experience with
taking a completed character model and setting it up with a
skeleton with kinematics and soft-skin deformation. It also gives
specific instructions on using inverse kinematics systems, and how
to set up the essential mechanics of a human rig with these
systems. All of these lessons are conducted using a simplistic,
conversational style that keeps technical and mathematical jargon
to a minimum. The book also includes video tutorials corresponding
to specific modules. Essential Skills in Character Rigging takes
aspiring character artists through the vital components in the
process of taking a 3D character model and turning it into an
animatable rig that is ready for production in film or games. It
identifies the universal fundamentals at work behind character
rigging, and the practical complexities of the process are broken
down into simple steps that are easy to comprehend and execute.
Scholars and professionals from all over the world, across
experience levels and the gender and sexuality spectrum, share
experiences and analysis of romance and sexuality in video games.
Whether discussing casual sex in the Star Wars universe; analyzing
various Otome games; examining "the gaze" in various games; player
romance behavior in games; or exploring the ethical ramifications
of sexuality in virtual reality and other emerging technologies,
this book discusses what players want in video game romance, and
how developers can best deliver it. Key Features: Examines the
past, present, and future of romance in single-player, role-playing
games Discusses common presentations of romance in single-player,
role-playing games- both in the category and game mechanics that
drive romance Discusses research on how players define a satisfying
game romance and what specific steps narrative designers can take
to design satisfying games Explains the notion of the empathic game
and explores its importance in relation to romance in game design
Game Programming for Artists provides a foundation for artists and
creatives to jumpstart learning to program their own games. It is
an accessible and conversational guide focused on three areas:
basic programming, understanding game engines, and practical code
for commonly employed game systems. The best way to get into games
is to make one, and this book will help artists do that!
Written for the new generation of hobbyists and aspiring game
developers, HTML5 Game Development from the Ground Up with
Construct 2 shows you how to use the sophisticated yet
user-friendly HTML5-based game engine Construct 2 to develop and
release polished, two-dimensional games on a multitude of different
platforms. The book also covers the foundational knowledge of game
analysis and design based on the author's research and teaching
experiences at DigiPen Institute of Technology, James Cook
University, and other institutions. The author first helps you
understand what really matters in games. He guides you in becoming
a better game designer from the ground up, being able to play any
game critically, and expressing your ideas in a clear and concise
format. The book then presents step-by-step tutorials on designing
games. It explains how to build an arcade-style game as well as a
platformer integrating some physics elements. It also shows you how
to create a more complex puzzle game the author's own published
game, Turky on the Run. Lastly, the book discusses different ways
to deploy and monetize games across several platforms, including
Facebook, iOS, Android, and web-based marketplaces. Sample
Construct 2 project files for the games designed in the book are
available on the author's website. Integrating hands-on guidance
with theoretical game design concepts, this book gives you a solid
foundation in game development. It will help you advance in your
journey as an indie game developer.
Game Programming for Artists provides a foundation for artists and
creatives to jumpstart learning to program their own games. It is
an accessible and conversational guide focused on three areas:
basic programming, understanding game engines, and practical code
for commonly employed game systems. The best way to get into games
is to make one, and this book will help artists do that!
Digital technology plays an important role in the everyday lives of
people. New types of 'digital sports', (sport) gaming, exergaming,
cybersport and eSports increase in popularity all over the world
and are even challenging the modern and hegemonic concept of sport.
Modern games can hardly be compared with the first generation of
electronic games, as the diversity of games has increased
dramatically. Philosophers (of sport) have much to say about these
new forms of digital play. This book bridges the gap between 'game
studies' and current topics within the philosophy of sport
literature. It does so by dealing with a variety of topics in which
the virtual or the electronic takes over, contradicts or melts with
current sports as we know it. This book deals with a variety of
conceptual and moral questions, such as: Can video games and
eSports be considered as sports activities or not? Are motor skills
a defining characteristic of eSports? Can the personal identity be
explored within the virtual world? What is happening in a virtual
(game) world? How playful is a virtual environment? How do moral
standards change in a digital game and how does the game-person and
role-playing relate to the real person? This book was originally
published as a special issue of Sport, Ethics and Philosophy.
Design and Implementation of 3D Graphics Systems covers the
computational aspects of geometric modeling and rendering 3D
scenes. Special emphasis is given to the architectural aspects of
interactive graphics, geometric modeling, rendering techniques, the
graphics pipeline, and the architecture of 3D graphics systems. The
text describes basic 3D computer graphics algorithms and their
implementation in the C language. The material is complemented by
library routines for constructing graphics systems, which are
available for download from the book's website. This book, along
with its companion Computer Graphics: Theory and Practice, gives
readers a full understanding of the principles and practices of
implementing 3D graphics systems.
Fictional war narratives often employ haunted battlefields,
super-soldiers, time travel, the undead and other imaginative
elements of science fiction and fantasy. This encyclopedia catalogs
appearances of the strange and the supernatural found in the war
stories of film, television, novels, short stories, pulp fiction,
comic books and video and role-playing games. Categories explore
themes of mythology, science fiction, alternative history,
superheroes and ""Weird War.
Fluid simulation is a computer graphic used to develop realistic
animation of liquids in modern games. The Art of Fluid Animation
describes visually rich techniques for creating fluid-like
animations that do not require advanced physics or mathematical
skills. It explains how to create fluid animations like water,
smoke, fire, and explosions through computer code in a fun manner.
The book presents concepts that drive fluid animation and gives a
historical background of the computation of fluids. It covers many
research areas that include stable fluid simulation, flows on
surfaces, and control of flows. It also gives one-paragraph
summaries of the material after each section for reinforcement.
This book includes computer code that readers can download and run
on several platforms so they can extend their work beyond what is
described in the book. The material provided here is designed to
serve as a starting point for aspiring programmers to begin
creating their own programs using fluid animation.
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