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Books > Computing & IT > Computer software packages > Computer games
This comprehensive guide walks readers through the entire process
of getting and keeping a writing job in the games industry. It
outlines exactly what a beginner needs to know about education
requirements, finding opportunities, applying for roles, and acing
studio interviews. Professional writers will learn how to navigate
studio hierarchies, transfer roles and companies, work overseas,
and keep developing their careers. Written by an experienced games
writer with nearly two decades of industry knowledge, the book
contains a wealth of interviews and perspectives with industry
leaders, hiring managers, and developers from marginalized
communities, all offering their tips and insights. Included are
examples of materials such as job posts, writing samples, and
portfolios, as well as chapter end challenges for readers to
directly apply the skills they have learnt. This book will be of
great interest to all beginner and aspiring games writers and
narrative designers, as well as more experienced writers looking to
hone their skills.
The Game Music Toolbox provides readers with the tools, models and
techniques to create and expand a compositional toolbox, through a
collection of 20 iconic case studies taken from different eras of
game music. Discover many of the composition and production
techniques behind popular music themes from games such as Cyberpunk
2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo,
Shadow of the Tomb Raider, The Last of Us, and many others. The
Game Music Toolbox features: Exclusive interviews from industry
experts Transcriptions and harmonic analyses 101 music theory
introductions for beginners Career development ideas and strategies
Copyright and business fundamentals An introduction to audio
implementation for composers Practical takeaway tasks to equip
readers with techniques for their own game music The Game Music
Toolbox is crucial reading for game music composers and audio
professionals of all backgrounds, as well as undergraduates looking
to forge a career in the video game industry.
Are you thinking about working in the board game industry? Here's
what you need to know. There are so many jobs and roles that need
to be filled in the board game industry. You might just have the
right skills and experience to excel. But first you need to know
what opportunities exist and what the hardest gaps are to fill! In
this book, you'll discover * What jobs are really in demand * How
you can get your foot in the door with a publisher * Jobs in the
industry you've never even thought of * What other opportunities
exist for people with skills just like yours With insights from
over 40 industry pros, as well as the author's many years of
experience, you'll be able to put your own skills and experience to
great use in an amazing, growing industry.
Written by a AAA industry expert with over twenty years of
experience, this book offers comprehensive coverage of the
practical skills that all successful level designers need to know.
It covers everything from practical production skills to the social
and soft skills required to thrive in the games industry. The book
begins with a theoretical and abstract approach that sets a common
language for the later hard-skill applications and practical
examples. These later chapters cover a wealth of practical skills
for use during the concept phase, while creating layouts,
scripting, and working with AI. The book includes essential
chapters on topics such as social and soft skills, world building,
level design direction, production, as well as how to gain a job in
the industry. This book will be of great interest to all level
designers, content leads and directors looking to enhance their
skillset. It will also appeal to students of level and game design
looking for tips on how to break into the industry.
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.
Making a great board game and pitching it to publishers are two
completely different things. If you've got a game that you want to
share with the world but don't know what to do next, this book will
help you navigate through exactly what steps to take. You'll
discover: How to find the right publisher Exactly what publishers
are looking for How to create a sell sheet that will actually sell
your game How to negotiate the best deal and get paid more for your
game What to look out for in contracts to make sure you don't get
exploited You'll learn from Joe's experiences as a full-time board
game designer and instructor, along with tips and stories from a
dozen other published designers, plus the exact things that
publishers want. Direct from 16 established publishers.
All games are potentially transformative experiences because they
engage the player in dynamic action. When repurposed in an
educational context, even highly popular casual games played online
to pass the time can engage players in a way that deepens learning.
Games as Transformative Experiences for Critical Thinking, Cultural
Awareness, and Deep Learning: Strategies & Resources examines
the learning value of a wide variety of games across multiple
disciplines. Organized just like a well-made game, the book is
divided into four parts highlighting classroom experiences,
community and culture, virtual learning, and interdisciplinary
instruction. The author crosses between the high school and college
classroom and addresses a range of disciplines, both online and
classroom practice, the design of curriculum, and the
transformation of assessment practices. In addition to a wealth of
practical exercises, resources, and lesson ideas, the book explains
how to use a wide and diverse range of games from casual to
massively multiplayer online games for self-improvement as well as
classroom situations.
Bungie presents the Destiny Grimoire Anthology, a must-have
collectible lore compendium designed and assembled for Destiny's
devoted and enlightened scholars and lore lovers, as well as fans
of fantasy and science fiction storytelling. Until now, the myths,
mysteries, and machinations of the Destiny universe were found
hidden throughout the worlds-enticing threads that hinted at a
greater tapestry. The Destiny Grimoire Anthology weaves tales from
multiple sources together for the first time, casting new light on
Destiny's most legendary heroes, infamous villains, and their
greatest moments of triumph and tragedy. This volume illuminates a
facet of the world of Destiny, and challenges players' thoughts and
assumptions on what it means to be a Guardian, offering new and
differing perspectives on the cosmic war that rages between the
Traveler and its ancient enemies.
Videogames and Agency explores the trend in videogames and their
marketing to offer a player higher volumes, or even more distinct
kinds, of player freedom. The book offers a new conceptual
framework that helps us understand how this freedom to act is
discussed by designers, and how that in turn reflects in their
design principles. What can we learn from existing theories around
agency? How do paratextual materials reflect design intention with
regards to what the player can and cannot do in a videogame? How
does game design shape the possibility space for player action?
Through these questions and selected case studies that include AAA
and independent games alike, the book presents a unique approach to
studying agency that combines game design, game studies, and game
developer discourse. By doing so, the book examines what discourses
around player action, as well as a game's design can reveal about
the nature of agency and videogame aesthetics. This book will
appeal to readers specifically interested in videogames, such as
game studies scholars or game designers, but also to media studies
students and media and screen studies scholars less familiar with
digital games.
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.
Basics of Game Design is for anyone wanting to become a
professional game designer. Focusing on creating the game mechanics
for data-driven games, it covers role-playing, real-time strategy,
first-person shooter, simulation, and other games. Written by a
25-year veteran of the game industry, the guide offers detailed
explanations of how to design the data sets used to resolve game
play for moving, combat, solving puzzles, interacting with NPCs,
managing inventory, and much more. Advice on developing stories for
games, building maps and levels, and designing the graphical user
interface is also included.
The Expanded Edition Guide to The Legend of Zelda: Breath of the
Wild is a 512-page hardcover guidebook covering everything in the
main game as well as the two Expansion Pass DLC packs "The Master
Trials" and "The Champions' Ballad". Includes: Expansion Pass
concept art gallery; dedicated chapters covering both Expansion
Passes; Reference and Analysis chapter; Maps chapter; all-new
hardcover and an extensive 4-page Index. MAPS CHAPTER: a dedicated
36-page atlas of Hyrule showing the exact location of all Korok
seeds and treasure chests. REFERENCE & ANALYSIS CHAPTER:
contains a farming manual showing how to acquire all items of prime
interest efficiently; the best weapons and armor upgrades; the most
effective recipes; the most lucrative gemstone mining spots;
amiibo; merchants and much more. EXPANSION PASS CHAPTERS: 34 pages
dedicated to "The Master Trials" and "The Champions' Ballad". 100%
AUTHORITATIVE: all side quests, all shrines of Trials and all
information about collectible items fully mapped out; also includes
optional challenges, mini-games, unlockables, Easter eggs, and
more. At-A-GLANCE WALKTHROUGHS: annotated maps and screenshots show
the optimal way through every quest and dungeon. LARGE MAP POSTER:
two-sided and fully-annotated - covering the immense game area.
CONCEPT ART: direct from the development team and beautifully laid
out across two sections: 16 pages of concept art from "The Master
Trials" and "The Champions' Ballad" as well as a 16-page art tour
of the main game. PUZZLE MASTER: every single puzzle and riddle
unraveled with refined, visual solutions. EXPERT COMBAT STRATEGY:
practical, reproducible tactics to crush all enemies and bosses.
COMPREHENSIVE REFERENCES: exhaustive appraisals of all items and
monsters - including key parameters that are hidden in the game.
EASE OF USE: Instant searches, print navigation systems, extensive
4-page index and detailed map poster give you immediate access to
the information you need. PREMIUM HARDCOVER: with guide pages
printed on superior-quality art paper.
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
What lies beyond the veil of death? Journey past this mortal coil
and discover the secrets of the Shadowlands. Study the practices
around death and dying on Azeroth, then follow a Broker through the
groves of Ardenweald, over the gleaming towers of Bastion, and into
the depths of the Maw for a detailed voyage unlike any other.
Featuring gorgeous artwork never before glimpsed by mortal eyes, a
stunning fold-out map, and secrets straight from the game team,
Grimoire of the Shadowlands and Beyond is made to be treasured for
eternity. In his authorial debut, Blizzard Entertainment historian
Sean Copeland teams up with World of Warcraft's Lead Narrative
Designer, Steve Danuser, to open the vaults of hidden knowledge for
all curious souls.
a balanced blend of theoretical and practical information that
enables readers to develop 3D worlds quickly and efficiently.
Expert advice from several industrial professionals who have worked
for some of the world's biggest tech and interactive companies.
Best practices that not only prepare writers on how to apply their
craft to new fields, but also prepare them for the common ambiguity
they will find in corporate and start-up environments. Breakdown of
platforms that shows how tech capabilities can fulfill content
expectations and how content can fulfill tech expectations. Basic
storytelling mechanics customized to today's popular technologies
and traditional gaming platforms.
The third volume of The Art of Hearthstone chronicles the artistic
achievements that infused the Year of the Mammoth with charm,
character, and beauty. Through vivid illustrations and
behind-the-scenes interviews with artists and game designers, The
Art of Hearthstone draws back the curtain to a massive creative
undertaking, showing how a huge team came together to deliver one
of Hearthstone's most impressive years ever.
Looking to become more efficient using Unity? How to Cheat in Unity
5 takes a no-nonsense approach to help you achieve fast and
effective results with Unity 5. Geared towards the intermediate
user, HTC in Unity 5 provides content beyond what an introductory
book offers, and allows you to work more quickly and powerfully in
Unity. Packed full with easy-to-follow methods to get the most from
Unity, this book explores time-saving features for interface
customization and scene management, along with
productivity-enhancing ways to work with rendering and
optimization. In addition, this book features a companion website
at www.alanthorn.net, where you can download the book's companion
files and also watch bonus tutorial video content. Learn bite-sized
tips and tricks for effective Unity workflows Become a more
powerful Unity user through interface customization Enhance your
productivity with rendering tricks, better scene organization and
more Better understand Unity asset and import workflows Learn
techniques to save you time and money during development
This book is a theoretical and practical deep dive into the craft
of worldbuilding for video games, with an explicit focus on how
different job disciplines contribute to worldbuilding. In addition
to providing lenses for recognizing the various components in
creating fictional and digital worlds, the author positions
worldbuilding as a reciprocal and dynamic process, a process which
acknowledges that worldbuilding is both created by and instrumental
in the design of narrative, gameplay, art, audio, and more.
Collaborative Worldbuilding for Video Games encourages mutual
respect and collaboration among teams and provides game writers and
narrative designers tools for effectively incorporating other job
roles into their own worldbuilding practice and vice versa.
Features: Provides in-depth exploration of worldbuilding via
respective job disciplines Deep dives and case studies into a
variety of games, both AAA and indie Includes boxed articles for
deeper interrogation and exploration of key ideas Contains
templates and checklists for practical tips on worldbuilding
This book is a theoretical and practical deep dive into the craft
of worldbuilding for video games, with an explicit focus on how
different job disciplines contribute to worldbuilding. In addition
to providing lenses for recognizing the various components in
creating fictional and digital worlds, the author positions
worldbuilding as a reciprocal and dynamic process, a process which
acknowledges that worldbuilding is both created by and instrumental
in the design of narrative, gameplay, art, audio, and more.
Collaborative Worldbuilding for Video Games encourages mutual
respect and collaboration among teams and provides game writers and
narrative designers tools for effectively incorporating other job
roles into their own worldbuilding practice and vice versa.
Features: Provides in-depth exploration of worldbuilding via
respective job disciplines Deep dives and case studies into a
variety of games, both AAA and indie Includes boxed articles for
deeper interrogation and exploration of key ideas Contains
templates and checklists for practical tips on worldbuilding
This book is an important collection for scholars and students
interested in the critical analysis of digital games, and will be
of interest across several disciplines including game studies, game
design and development, internet studies, visual studies, cultural
studies, communication studies, and media studies, as well as
disability studies The book explores the opportunities and
challenges people with disabilities experience in the context of
digital games from the perspective of three related areas:
representation, access and inclusion, and community Drawing on key
concerns in disability media studies, the book brings together
scholars from disability studies and game studies, alongside game
developers, educators, and disability rights activists, to reflect
upon the increasing visibility of disabled characters in digital
games Chapters explore the contemporary gaming environment as it
relates to disability on platforms such as Twitch, Minecraft, and
Tingyou, while also addressing future possibilities and pitfalls
for people with disabilities within gaming given the rise of
virtual reality applications, and augmented games such as Pokemon
Go The book also asks how game developers can attempt to represent
diverse abilities, taking games such as BlindSide and Overwatch as
examples
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