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

Captain Code - Unleash Your Coding Superpower With Python (Paperback): Ben Forta, Shmuel Forta Captain Code - Unleash Your Coding Superpower With Python (Paperback)
Ben Forta, Shmuel Forta
R572 Discovery Miles 5 720 Ships in 12 - 17 working days

Everyone should learn to code. Much like drawing and sketching, playing an instrument, cooking, or taking pictures and shooting videos, coding is a creative endeavor, which means it's a way to actually create stuff, and creating stuff is incredibly rewarding and satisfying. Sure, it's fun to spend hours on your phone looking at what other people have created; but that's nothing compared to the joy and satisfaction of creating things that other people consume and use. Yep, coding is fun!

And if that weren't enough, when you learn to code you develop all sorts of invaluable skills and traits beyond just coding. These include planning, problem solving, communication, logic, empathy, attention to detail, patience, resilience, persistence, and creativity. And it turns out that these skills (especially creativity and creative problem solving) are some of the most in-demand out there. So, coding will help your future career, too, regardless of what that career may be. But, where to start?

Captain Code is a welcoming, engaging, and fun introduction to becoming a coder, designed for the young (ages 10-17) and young-at-heart. Experienced educators and coders Ben & Shmuel Forta will guide you using Python, one of the most popular programming languages in the world. You'll learn by creating games, yes, games, from simple projects to retro text-based adventures to complete graphical arcade style games.

An Introduction to GameGuru (Paperback): Michael Matthew Messina An Introduction to GameGuru (Paperback)
Michael Matthew Messina
R1,796 Discovery Miles 17 960 Ships in 12 - 17 working days

GameGuru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program. Details on how to perform more complex tasks are not found easily anywhere else or in any of the GameGuru documentation. This book will cover all of the common topics including building levels, coding, AI and more. Key Features The only book the fully covers the GameGuru engine. Includes robust documentation to perform complex tasks that are not outlined anywhere else. Includes level building, coding, AI and more. Included are scripts and demo maps for readers to learn from. GameGuru is the ultimate start-to-finish guide

Monster Kids - How Pokemon Taught a Generation to Catch Them All (Paperback): Daniel Dockery Monster Kids - How Pokemon Taught a Generation to Catch Them All (Paperback)
Daniel Dockery
R419 R350 Discovery Miles 3 500 Save R69 (16%) Ships in 9 - 15 working days

More than just a simple journey through the history of Pokemon, Daniel Dockery offers an in-depth look at the franchise's many branches of impact and influence. With dozens of firsthand interviews, Monster Kids covers its beginnings as a Japanese video game created to recapture one man's love of bug-collecting as a child before diving into the decisions and conditions that would ultimately lead to that game's global domination. With its continued growth as television shows, spin-off video games, blockbuster movies, trading cards, and toys, Pokemon is a unique and special brand that manages to continue to capture the attention and adoration of its eager fanbase 25 years after its initial release. Whether it was new animated shows like Digimon, Cardcaptors, and Yu-Gi-Oh!; the rise of monster-catching video games and trading card games; and more, Pikachu, the king of pop culture in the '90s, opened the doors in America to those hoping to capture some of Pokemon's dedicated fans. In Monster Kids, Dockery combines the personal stories of the people who helped bring Pokemon to the global stage with affection and humor, making this book the ultimate look at the rise of the franchise in Japan and then North America, but also the generation of kids whose passion for "catching them all" created a unique cultural phenomenon that continues to make a profound impact today.

2D Graphics Programming for Games (Paperback): John Pile Jr 2D Graphics Programming for Games (Paperback)
John Pile Jr
R1,854 Discovery Miles 18 540 Ships in 12 - 17 working days

The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D. 2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that can be easily applied to many game platforms, including iOS, Android, Xbox 360, and the PlayStation Suite. The author presents examples not only from video games but also from art and animated film. The book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics and then covers topics pertaining to motion and depth, such as cel animation, tiling, and layering. The text also describes advanced graphics, including the use of particle systems, shaders, and splines. Code samples in the text and online allow readers to see a particular line of code in action or as it relates to the code around it. In addition, challenges and suggested projects encourage readers to work through problems, experiment with solutions, and tinker with code. Full of practical tools and tricks, this color book gives novices in-depth guidance on making professional, high-quality graphics for games. It also improves the relationship between programmers and artists by explaining how certain art and design challenges can be solved with a programmatic solution.

Game AI Pro 360 - Guide to Architecture (Hardcover): Steve Rabin Game AI Pro 360 - Guide to Architecture (Hardcover)
Steve Rabin
R3,940 Discovery Miles 39 400 Ships in 12 - 17 working days

Steve Rabin's Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as behavior trees and share architectures used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online

Introduction to Game Analysis (Hardcover, 2nd edition): Clara Fernandez Vara Introduction to Game Analysis (Hardcover, 2nd edition)
Clara Fernandez Vara
R4,061 Discovery Miles 40 610 Ships in 12 - 17 working days

This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Clara Fernandez-Vara's concise primer provides readers with instruction on the basic building blocks of game analysis-examination of context, content and reception, and formal qualities-as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital-from Portal and World of Warcraft to Monopoly-and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary. In this second edition of the popular textbook, Fernandez-Vara brings the book firmly up-to-date, pulling in fresh examples from ground-breaking new works in this dynamic field. Introduction to Game Analysis remains a unique practical tool for students who want to become more fluent writers and critics not only of videogames, but also of digital media overall.

The Elder Scrolls V - The Skyrim Library - The Arcane (Hardcover): Bethesda Softworks The Elder Scrolls V - The Skyrim Library - The Arcane (Hardcover)
Bethesda Softworks
R930 R752 Discovery Miles 7 520 Save R178 (19%) Ships in 9 - 15 working days

For the first time, the collected texts from the critically and commercially acclaimed fantasy video game The Elder Scrolls V: Skyrim are bound together in three exciting volumes. Lavishly illustrated and produced, these titles are straight out of the world of Skyrim - and a must for any wandering adventurer.

How to Become a Video Game Artist (Paperback): S. Kennedy How to Become a Video Game Artist (Paperback)
S. Kennedy
R588 R396 Discovery Miles 3 960 Save R192 (33%) Ships in 12 - 17 working days

Starting with the basics of game creation and the artistic skills necessary to get started, this book provides the inside track on how to forge a career in the world of video game art. Included are detailed breakdowns of the training and portfolio samples you'll need to make these jobs your own. It features interviews with video game art professionals who've worked for top gaming companies. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators - from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancy's Ghost Recon and World of Warcraft; interviews with video game art professionals who've worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you'll need to make these jobs your own.

Understanding Kids, Play, and Interactive Design - How to Create Games Children Love (Paperback): Mark Schlichting Understanding Kids, Play, and Interactive Design - How to Create Games Children Love (Paperback)
Mark Schlichting; Foreword by Jesse Schell
R2,176 Discovery Miles 21 760 Ships in 12 - 17 working days

This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children's designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children's interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds

From Pac-Man to Pop Music - Interactive Audio in Games and New Media (Paperback, New Ed): Karen Collins From Pac-Man to Pop Music - Interactive Audio in Games and New Media (Paperback, New Ed)
Karen Collins
R1,441 Discovery Miles 14 410 Ships in 12 - 17 working days

Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.

Level Design - Concept, Theory, and Practice (Paperback): Rudolf Kremers Level Design - Concept, Theory, and Practice (Paperback)
Rudolf Kremers
R2,046 Discovery Miles 20 460 Ships in 9 - 15 working days

Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build such a set of practical tools and techniques. It is tied to no particular technology or genre, so it will be a useful reference for many years to come. Kremers covers many concepts universal to level design, such as interactivity, world building, immersion, sensory perception, pace, and more, and he shows how to apply these concepts in practical ways, with many examples from real games.

Learning C# by Programming Games (Hardcover, 2nd ed. 2019): Wouter van Toll, Arjan Egges, Jeroen D. Fokker Learning C# by Programming Games (Hardcover, 2nd ed. 2019)
Wouter van Toll, Arjan Egges, Jeroen D. Fokker
R1,380 Discovery Miles 13 800 Ships in 12 - 17 working days

Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games - and without requiring any previous programming experience. Contrary to most programming books, van Toll, Egges, and Fokker do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, dealing with physics, handling interaction between game objects, and creating pleasing visual effects. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important programming concepts such as loops, methods, classes, collections, and exception handling. This second edition includes a few notable updates. First of all, the book and all example programs are now based on the library MonoGame 3.6, instead of the obsolete XNA Game Studio. Second, instead of explaining how the example programs work, the text now invites readers to write these programs themselves, with clearly marked reference points throughout the text. Third, the book now makes a clearer distinction between general (C#) programming concepts and concepts that are specific to game development. Fourth, the most important programming concepts are now summarized in convenient "Quick Reference" boxes, which replace the syntax diagrams of the first edition. Finally, the updated exercises are now grouped per chapter and can be found at the end of each chapter, allowing readers to test their knowledge more directly. The book is also designed to be used as a basis for a game-oriented programming course. Supplementary materials for organizing such a course are available on an accompanying web site, which also includes all example programs, game sprites, sounds, and the solutions to all exercises.

Game AI Pro 3 - Collected Wisdom of Game AI Professionals (Hardcover): Steve Rabin Game AI Pro 3 - Collected Wisdom of Game AI Professionals (Hardcover)
Steve Rabin
R2,305 Discovery Miles 23 050 Ships in 9 - 15 working days

Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry's top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends

Pokemon Sword & Pokemon Shield: The Official Galar Region Pokedex (Paperback): The Pokemon Company International Pokemon Sword & Pokemon Shield: The Official Galar Region Pokedex (Paperback)
The Pokemon Company International
R799 R656 Discovery Miles 6 560 Save R143 (18%) Ships in 10 - 15 working days
Interactive Stories and Video Game Art - A Storytelling Framework for Game Design (Paperback): Chris Solarski Interactive Stories and Video Game Art - A Storytelling Framework for Game Design (Paperback)
Chris Solarski
R1,443 Discovery Miles 14 430 Ships in 9 - 15 working days

The success of storytelling in games depends on the entire development team-game designers, artists, writers, programmers and musicians, etc.-working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming's principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories. Key Features: The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games Accessible to industry professionals as well as non-developers Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art The definitive framework for designing interactive stories

Esports in Higher Education - Fostering Successful Student-Athletes and Successful Programs (Paperback): George S. McClellan,... Esports in Higher Education - Fostering Successful Student-Athletes and Successful Programs (Paperback)
George S. McClellan, Ryan S. Arnett, Charles M. Hueber
R960 Discovery Miles 9 600 Ships in 12 - 17 working days

This comprehensive resource examines the rapidly-growing esports phenomenon in higher education, bringing the perspectives of players, administrators, and scholars together in one volume to discuss the basics of esports, how to start and maintain successful esports programs, and issues and trends in the field. Esports are a global phenomenon with an estimated audience of 400 million people in 2018. Given their already strong base and rising popularity on college campuses, esports have been referred to as the new college football. This book offers practical insights into how to develop and maintain an esports program that is consistent with institutional purposes and values. The book is helpful to all types of institutions (small to large, public and private, 2-year or 4-year). It draws on current scholarship and the professional experience of the authors, focused heavily on practical advice for higher education professionals. Among the challenges of esports in higher education the book addresses are competition structure, competition climate, child protection, cheating, gambling, lack of reliable relevant data to inform decisions, and the advent of an esports arms race. Some of the opportunities described in the book include student recruitment and success networks with high schools, and partnerships with the esports industry. Done correctly, esports can provide a structured way for all students (on campus, off campus, and online) to engage in both curricular and cocurricular programming that can provide measurable learning outcomes and have a positive impact on retention rates.

Legend Of Zelda, The: Hyrule Historia (Hardcover): Shigeru Miyamoto Legend Of Zelda, The: Hyrule Historia (Hardcover)
Shigeru Miyamoto 1
R1,238 R997 Discovery Miles 9 970 Save R241 (19%) Ships in 9 - 15 working days

Dark Horse Books and Nintendo team up to bring you "The Legend of Zelda: Hyrule Historia", containing an unparalleled collection of historical information on "The Legend of Zelda" franchise. This handsome hardcover contains never-before-seen concept art, the full history of Hyrule, the official chronology of the games, and much more! Starting with an insightful introduction by the legendary producer and video-game designer of Donkey Kong, Mario, and The Legend of Zelda, Shigeru Miyamoto, this book is crammed full of information about the storied history of Link's adventures from the creators themselves! As a bonus, "The Legend of Zelda: Hyrule Historia" includes an exclusive comic by the foremost creator of "The Legend of Zelda" manga - Akira Himekawa!

Minecraft Redstone - An Unofficial Kids' Guide (Hardcover): Percy Leed Minecraft Redstone - An Unofficial Kids' Guide (Hardcover)
Percy Leed
R728 Discovery Miles 7 280 Ships in 10 - 15 working days
Better Game Characters by Design - A Psychological Approach (Hardcover): Katherine Isbister Better Game Characters by Design - A Psychological Approach (Hardcover)
Katherine Isbister
R5,256 Discovery Miles 52 560 Ships in 12 - 17 working days

Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.

FORTNITE Official: How to Draw (Paperback): Epic Games FORTNITE Official: How to Draw (Paperback)
Epic Games 1
R311 R255 Discovery Miles 2 550 Save R56 (18%) Ships in 9 - 15 working days

Draw your favorite Outfits, vehicles, weapons, and more with Epic Games' first official how to draw book, including tips to make your sketches as epic as your in-game achievements and featuring the authentic Fortnite holographic seal. Learn how to draw 35 of the game's most popular icons - including Outfits, weapons, building materials and vehicles. In easy-to-follow stages, you'll go step-by-step from rough sketch to detailed finish. INCLUDES: * 16 iconic Outfits * 8 fearsome weapons * The craziest in-game vehicles * Drawing guide * Top art tips, including advanced shading and texture techniques Whether you're a complete novice or an experienced artist, this book will inspire you to pick up a pencil and get sketching! LET'S GO!

The Golden Age of Video Games - The Birth of a Multibillion Dollar Industry (Paperback): Roberto Dillon The Golden Age of Video Games - The Birth of a Multibillion Dollar Industry (Paperback)
Roberto Dillon
R1,383 Discovery Miles 13 830 Ships in 9 - 15 working days

"This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene"--Provided by publisher.

Dungeons and Desktops - The History of Computer Role-Playing Games 2e (Paperback, 2nd edition): Matt Barton, Shane Stacks Dungeons and Desktops - The History of Computer Role-Playing Games 2e (Paperback, 2nd edition)
Matt Barton, Shane Stacks
R1,532 Discovery Miles 15 320 Ships in 9 - 15 working days

Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Features gives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs. comprehensive index at the back, letting you quickly look up your favourite titles

An Introduction to GameGuru (Hardcover): Michael Matthew Messina An Introduction to GameGuru (Hardcover)
Michael Matthew Messina
R3,949 Discovery Miles 39 490 Ships in 12 - 17 working days

GameGuru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program. Details on how to perform more complex tasks are not found easily anywhere else or in any of the GameGuru documentation. This book will cover all of the common topics including building levels, coding, AI and more. Key Features The only book the fully covers the GameGuru engine. Includes robust documentation to perform complex tasks that are not outlined anywhere else. Includes level building, coding, AI and more. Included are scripts and demo maps for readers to learn from. GameGuru is the ultimate start-to-finish guide

Real-Time Shading (Paperback): Marc Olano, John Hart, Wolfgang Heidrich, Michael McCool Real-Time Shading (Paperback)
Marc Olano, John Hart, Wolfgang Heidrich, Michael McCool
R1,786 Discovery Miles 17 860 Ships in 12 - 17 working days

This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and production animation is now possible on interactive graphics hardware. These developments are important for areas such as game development, product design, and scientific visualization, among others. The authors include examples of techniques for achieving common effects efficiently in a real-time shading language ranging from full procedural shading on advanced specialized hardware to limited, yet surprisingly flexible shading on unextended OpenGL, to modern PC graphics accelerators.

Game AI Pro 360: Guide to Architecture - Guide to Architecture (Paperback): Steve Rabin Game AI Pro 360: Guide to Architecture - Guide to Architecture (Paperback)
Steve Rabin
R1,378 Discovery Miles 13 780 Ships in 12 - 17 working days

Steve Rabin's Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as behavior trees and share architectures used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online

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