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

HTML5 Mobile Websites - Turbocharging HTML5 with jQuery, Sencha Touch, and Other Frameworks (Hardcover): Matthew David HTML5 Mobile Websites - Turbocharging HTML5 with jQuery, Sencha Touch, and Other Frameworks (Hardcover)
Matthew David
R5,010 Discovery Miles 50 100 Ships in 12 - 17 working days

Build HTML5-powered mobile web experiences with the aid of development frameworks that speed the development of Native App-like experiences. Build on your foundation of HTML and JavaScript with a complete understanding of the different mobile Web browser technologies. You get carefully detailed techniques that are illustrated in full color so you can leverage the Web technologies unique to each mobile browser, apply frameworks such as Sencha Touch to rapidly build out your designs, and design techniques expressly suited for tablet devices. Projects provide hands-on practice and code is provided on the companion website, www.visualizetheweb.com.

The Indie Game Developer Handbook (Hardcover): Richard Hill-Whittall The Indie Game Developer Handbook (Hardcover)
Richard Hill-Whittall
R4,735 Discovery Miles 47 350 Ships in 12 - 17 working days

The indie game developer's complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app or game has earned thousands of downloads and revenue. As the market size increases, so does the number of people developing and looking to develop their own app or game to publish. The Indie Game Developer Handbook covers every aspect of running a game development studio from the initial creation of the game through to completion, release and beyond. Accessible and complete guide to many aspects of running a game development studio from funding and development through QA, publishing, marketing, and more. Provides a useful knowledge base and help to support the learning process of running an indie development studio in an honest, approachable and easy to understand way. Case studies, interviews from other studies and industry professionals grant an first-hand look into the world of indie game development

No-Code Video Game Development Using Unity and Playmaker (Hardcover): Michael Kelley No-Code Video Game Development Using Unity and Playmaker (Hardcover)
Michael Kelley
R4,879 Discovery Miles 48 790 Ships in 12 - 17 working days

In the past, not being able to program meant not being able to make video games. Now if you can draw a flow-chart you can use powerful State Machine technology to create your dream game! No-Code Video Game Development using Unity and Playmaker will teach you how to substitute flow-charts for code. As a complete course, it uses a project-based approach. The FPS project comes with over a hundred dollars worth of free #gamedev DLC: Unity Packages, Playmaker Templates, Character Models, Animations, Materials, and more! You'll also learn game design documentation and theory, Mecanim, Particle Systems, and UI. By the time you're done you'll have gained the skills needed to create your own dream game, all without writing any code!

Designing the User Experience of Game Development Tools (Hardcover): David Lightbown Designing the User Experience of Game Development Tools (Hardcover)
David Lightbown
R5,142 R4,862 Discovery Miles 48 620 Save R280 (5%) Ships in 12 - 17 working days

Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don't know where to begin.Designing the User Experience of Game Development Tools addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools.The book explains how to improve the user experience of game development tools. The first part of the book details the logic behind why the user experience of game tools must be improved. The second part introduces the concept of user-centered design, a process that revolves around understanding people's goals, watching them work, learning the context in which they work, and understanding how they think.Ideal for anyone who makes, uses, or benefits from game development tools, the book presents complex concepts in a manner that is accessible to those new to user experience design. The book illustrates many proven concepts and techniques using before-and-after examples from tools development to supply you with the real-world understanding you need to become a better game developer. It also describes how to get buy-in from your team.Although concepts have been simplified to make the information more easily accessible, the text includes resources in the footnotes if you want more details. The book includes access to a companion website, www.UXofGameTools.com, that contains the latest revisions for the book as well as contact information. You can also follow the official Twitter account @UXofGameTools to see the latest updates and articles related to the improvement of the user experience.

Learn to Code with Games (Hardcover): John M. Quick Learn to Code with Games (Hardcover)
John M. Quick
R5,138 R4,857 Discovery Miles 48 570 Save R281 (5%) Ships in 12 - 17 working days

A novel approach for the classroom or self-study, Learn to Code with Games makes coding accessible to a broad audience. Structured as a series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing guidelines and hints to solving each challenge. The book employs a unique problem-solving approach to teach you the technical foundations of coding, including data types, variables, functions, and arrays. You will also use techniques such as pseudocode and process mapping to formulate solutions without needing to type anything into a computer, and then convert the solutions into executable code. Avoiding jargon as much as possible, Learn to Code with Games shows you how to see coding as a way of thinking and problem solving rather than a domain of obscure languages and syntaxes. Its practical hands-on approach through the context of game development enables you to easily grasp basic programming concepts.

Game Physics Engine Development - How to Build a Robust Commercial-Grade Physics Engine for your Game (Hardcover, 2nd edition):... Game Physics Engine Development - How to Build a Robust Commercial-Grade Physics Engine for your Game (Hardcover, 2nd edition)
Ian Millington
R4,913 Discovery Miles 49 130 Ships in 12 - 17 working days

Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readersandnbsp;throughandnbsp;the process ofandnbsp;building a complete game-ready physics engine from scratch.andnbsp;The Cyclone game engine featured in the book was written specifically for this book and has beenandnbsp;utilized in iPhone application development and Adobe Flash projects.andnbsp; There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/orandnbsp;revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation.andnbsp;

Game Feel - A Game Designer's Guide to Virtual Sensation (Hardcover): Steve Swink Game Feel - A Game Designer's Guide to Virtual Sensation (Hardcover)
Steve Swink
R5,169 R4,888 Discovery Miles 48 880 Save R281 (5%) Ships in 12 - 17 working days

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

Game Character Modeling and Animation with 3ds Max (Hardcover): Yancey Clinton Game Character Modeling and Animation with 3ds Max (Hardcover)
Yancey Clinton
R4,886 Discovery Miles 48 860 Ships in 12 - 17 working days

This book takes you step-by-step through the process of creating a playable 3D character using 3DS Max. Offering a complete overview of the 3D real-time character asset creation pipeline. Yancey Clinton will take you through the five major subjects used in the asset pipeline: 1. 3D modeling, including techniques specifically for both the body and head. 2. Unwrapping a model, which is one of the most misunderstood processes. 3. An overview of creating textures for your Unwrapped chararacter using Photoshop. 4. Rigging or Skinning a Character, using the industry standard Character Studio 4. 5. 'How to make your character move' with an overview of game animation and deeper into Character Studio. But it doesn't end there! Yancey also shows you the final step; how to actually put the model into the Unreal editor and compile it for play in Unreal Tournament.

Game Design Theory - A New Philosophy for Understanding Games (Hardcover): Keith Burgun Game Design Theory - A New Philosophy for Understanding Games (Hardcover)
Keith Burgun
R4,862 Discovery Miles 48 620 Ships in 12 - 17 working days

Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games. The author offers a radical yet reasoned way of thinking about games and provides a holistic solution to understanding the difference between games and other types of interactive systems. He clearly details the definitions, concepts, and methods that form the fundamentals of this philosophy. He also uses the philosophy to analyze the history of games and modern trends as well as to design games. Providing a robust, useful philosophy for game design, this book gives you real answers about what games are and how they work. Through this paradigm, you will be better equipped to create fun games.

Creating Games with Unity and Maya - How to Develop Fun and Marketable 3D Games (Hardcover): Adam Watkins Creating Games with Unity and Maya - How to Develop Fun and Marketable 3D Games (Hardcover)
Adam Watkins
R5,052 R4,772 Discovery Miles 47 720 Save R280 (6%) Ships in 12 - 17 working days

Unity brings you ever closer to the "author once, deploy anywhere" dream. With its multiplatform capabilities, you can target desktop, web, mobile devices, and consoles using a single development engine. Little wonder that Unity has quickly become the #1 game engine out there. Mastering Unity is absolutely essential in an increasingly competitive games market where agility is expected, yet until now practical tutorials were nearly impossible to find. Creating Games with Unity and Maya gives you with an end-to-end solution for Unity game development with Maya. Written by a twelve-year veteran of the 3D animation and games industry and professor of 3D animation, this book takes you step-by-step through the process of developing an entire game from scratch-including coding, art, production, and deployment. This accessible guide provides a "non-programmer" entry point to the world of game creation. Aspiring developers with little or no coding experience will learn character development in Maya, scripts, GUI interface, and first- and third-person interactions.

A Practical Guide to Indie Game Marketing (Hardcover): Joel Dreskin A Practical Guide to Indie Game Marketing (Hardcover)
Joel Dreskin
R5,141 R4,860 Discovery Miles 48 600 Save R281 (5%) Ships in 12 - 17 working days

Learn how to market for your indie game, even with a small budget and limited resources. For those who want to earn a regular income from making indie games, marketing can be nearly as vital to the success of the game as the game itself. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your game. With special focus on developers with small budgets and limited staff and resources, this book is packed with recommendations and techniques that you can put to use immediately. As a seasoned marketing professional, author Joel Dreskin provides insight into practical, real-world experiences from marketing numerous successful games and also shares tips on mistakes to avoid. Presented in an easy to read format, A Practical Guide to Indie Game Marketing includes information on establishing an audience and increasing visibility so you can build successes with your studio and games. Through case studies, examples, guidelines and tips, you will learn best practices for developing plans for your game launches, PR, community engagement, channel promotions and more Sample timelines help you determine how long in advance of a launch to prepare your first public communications, when to announce your game, as well as recommended timing for releasing different game assets Book also includes marketing checklist 'cheat sheets', dos and don ts and additional resources

The Essential Guide to Game Audio - The Theory and Practice of Sound for Games (Hardcover): Steve Horowitz, Scott Looney The Essential Guide to Game Audio - The Theory and Practice of Sound for Games (Hardcover)
Steve Horowitz, Scott Looney
R5,011 R4,731 Discovery Miles 47 310 Save R280 (6%) Ships in 12 - 17 working days

The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations.

Production Pipeline Fundamentals for Film and Games (Hardcover): Renee Dunlop Production Pipeline Fundamentals for Film and Games (Hardcover)
Renee Dunlop
R5,169 R4,888 Discovery Miles 48 880 Save R281 (5%) Ships in 12 - 17 working days

Every production is built on the backbone of the pipeline. While a functional and flexible pipeline can't assure a successful project, a weak pipeline can guarantee its demise. A solid pipeline produces a superior product in less time and with happier artists who can remain creative throughout the grueling production schedule. Walk through the foundational layers of the production pipeline, including IT infrastructure, software development practices and deployment policies, asset management, shot management, and rendering management. Production Pipeline Fundamentals for Film and Games will teach you how to direct limited resources to the right technological initiatives, getting the most for every dollar spent. Learn how to prepare for and manage all aspects of the pipeline with this entirely unique, one-of-a-kind guide. Expand your knowledge with real-world pipeline secrets handed to you by a stellar group of professionals from across the globe. Visit the companion website for even further resources on the pipeline.

Design of Low-Power Coarse-Grained Reconfigurable Architectures (Paperback): Yoonjin Kim, Rabi N Mahapatra Design of Low-Power Coarse-Grained Reconfigurable Architectures (Paperback)
Yoonjin Kim, Rabi N Mahapatra
R2,053 Discovery Miles 20 530 Ships in 12 - 17 working days

Coarse-grained reconfigurable architecture (CGRA) has emerged as a solution for flexible, application-specific optimization of embedded systems. Helping you understand the issues involved in designing and constructing embedded systems, Design of Low-Power Coarse-Grained Reconfigurable Architectures offers new frameworks for optimizing the architecture of components in embedded systems in order to decrease area and save power. Real application benchmarks and gate-level simulations substantiate these frameworks. The first half of the book explains how to reduce power in the configuration cache. The authors present a low-power reconfiguration technique based on reusable context pipelining that merges the concept of context reuse into context pipelining. They also propose dynamic context compression capable of supporting required bits of the context words set to enable and the redundant bits set to disable. In addition, they discuss dynamic context management for reducing power consumption in the configuration cache by controlling a read/write operation of the redundant context words. Focusing on the design of a cost-effective processing element array to reduce area and power consumption, the second half of the text presents a cost-effective array fabric that uniquely rearranges processing elements and their interconnection designs. The book also describes hierarchical reconfigurable computing arrays consisting of two reconfigurable computing blocks with two types of communication structure. The two computing blocks share critical resources, offering an efficient communication interface between them and reducing the overall area. The final chapter takes an integrated approach to optimization that draws on the design schemes presented in earlier chapters. Using a case study, the authors demonstrate the synergy effect of combining multiple design schemes.

Level Design - Processes and Experiences (Hardcover): Christopher W. Totten Level Design - Processes and Experiences (Hardcover)
Christopher W. Totten
R3,759 R3,479 Discovery Miles 34 790 Save R280 (7%) Ships in 12 - 17 working days

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

Aaron Marks' Complete Guide to Game Audio - For Composers, Sound Designers, Musicians, and Game Developers (Hardcover, 3rd... Aaron Marks' Complete Guide to Game Audio - For Composers, Sound Designers, Musicians, and Game Developers (Hardcover, 3rd edition)
Aaron Marks
R3,794 R3,515 Discovery Miles 35 150 Save R279 (7%) Ships in 12 - 17 working days

Whether trying to land that first big gig or working to perfect the necessary skills to fill a game world with sound, Aaron Marks' Complete Guide to Game Audio 3rd edition will teach the reader everything they need to know about the audio side of the multi-million dollar video game industry. This book builds upon the success of the second edition with even more expert advice from masters in the field and notes current changes within the growing video game industry. The tools of the trade excerpts will showcase what professionals, like Marty O'Donnell, Richard Jacques and Tom Salta, use to create their work and to help newcomers in the field prepare their own sound studios. Sample contracts are reviewed within the text as well as helpful advice about contractual terms and negotiable points. These sample contracts can also be found as a downloadable zip for the reader's convenience. Aaron Marks also explores how to set your financial terms and network efficiently along with examples of how projects can go completely awry and achieving the best results in often complicated situations. Aaron Marks' Complete Guide to Game Audio serves as the ultimate survival guide to navigating an audio career in the video game industry. Key Features New, full color edition with a complete update of information. Added and expanded coverage of field recording for games, creating voiceovers, adaptive and interactive audio and other cutting edge sound creation and implementation techniques used within games. Update/Replacement of interviews. Include interviews/features on international game audio professionals New and expanded interview features from game composers and sound designers of every experience level such as Keith Arem, Bradley Meyer, Christopher Tin and Rodney Gates including many international professionals like Pasi Pitkanen, Henning Nugel and Christos Panayides. Expanded and updated game console coverage of the Wii, Wii U, Xbox 360, Xbox One, PS3 and PS4. Includes new scripting and middleware concepts and techniques and review of powerful tools such as FMOD and Wwise.

2D to VR with Unity5 and Google Cardboard (Hardcover): Roberto Dillon 2D to VR with Unity5 and Google Cardboard (Hardcover)
Roberto Dillon
R4,313 R4,033 Discovery Miles 40 330 Save R280 (6%) Ships in 12 - 17 working days

The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile, will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first, simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR.using Google Cardboard.

2D to VR with Unity5 and Google Cardboard (Paperback): Roberto Dillon 2D to VR with Unity5 and Google Cardboard (Paperback)
Roberto Dillon
R1,464 Discovery Miles 14 640 Ships in 12 - 17 working days

The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile, will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first, simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR.using Google Cardboard.

Talking to Artists / Talking to Programmers - How to Get Programmers and Artists Communicating (Paperback): Wendy Despain Talking to Artists / Talking to Programmers - How to Get Programmers and Artists Communicating (Paperback)
Wendy Despain
R1,339 Discovery Miles 13 390 Ships in 12 - 17 working days

Artists and programmers often work together on complex projects in stressful environments and things don't always go smoothly. Miscommunication and misunderstandings are common as these two disciplines often use the same words to mean different things when they talk to each other. Unintentional slights can turn into long-held grudges and productivity grinds to a crawl. This is a "flip book" that contains two narratives in one. Turn the book one way and read one perspective; turn the book over and upside down and read the other perspective. The narratives can be read separately, one after the other, or in alternating chapters. Talking to Artists / Talking to Programmers can help anyone who wants to improve communication with artists and programmers. It's set up like a foreign language dictionary, so it addresses the cultural norms, attitudes and customs surrounding the words each group uses, so you'll know not just what the words in the glossary mean, you'll know why they're used that way and how to get communication flowing again. It addresses common reasons for communication problems between these two groups and provides specific suggestions for solutions. The unusual format allows for each side to be given equal weight - learn how to talk to artists starting on one side of the book, turn it over and learn how to talk to programmers. The whole book stresses the things artists and programmers have in common. Focused primarily on videogame developers, it also applies to other fields where tech and art have to work together, including web developers and teams building mobile apps. Anyone who wants to communicate better with programmers or artists - this book can help Features Lists of common problems and strategies for solving them Specific ideas for building bridges between departments Case studies from real teams Glossary of terms causing the most confusion Explanations for common friction points Approaches for fostering goodwill Solutions for team dynamics problems Specific suggestions for providing feedback Ideas for holding successful meetings

Approaches to Videogame Discourse - Lexis, Interaction, Textuality (Hardcover): Astrid Ensslin, Isabel Balteiro Approaches to Videogame Discourse - Lexis, Interaction, Textuality (Hardcover)
Astrid Ensslin, Isabel Balteiro
R3,949 Discovery Miles 39 490 Ships in 12 - 17 working days

The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games. In the first section, "Lexicology, Localisation and Variation," chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. "Player Interactions" moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, "Beyond the 'Text'," scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.

The Oxford Handbook of Interactive Audio (Hardcover): Karen Collins, Bill Kapralos, Holly Tessler The Oxford Handbook of Interactive Audio (Hardcover)
Karen Collins, Bill Kapralos, Holly Tessler
R4,650 Discovery Miles 46 500 Ships in 12 - 17 working days

As audiences are increasingly no longer solely listeners but also active producer-consumers, and as video games and other interactive systems increasingly permeate our daily lives, understanding interactivity and its impact on the audience has never been more important. A collection of newly commissioned chapters on interactivity in music and sound edited by preeminent scholars in the field, this book marks the beginning of a journey into understanding the ways in which we interact with sound, and offers a new set of analytical tools for the growing field of interactive audio. What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What makes interactive audio different from non-interactive audio? Where does interacting with audio fit into our understanding of sound and music? What does the future hold for interactive media when it comes to our musical and sonic experiences? And how do we begin to approach interactive audio from a theoretical perspective? The Oxford Handbook of Interactive Audio answers these questions by exploring the full range of interactive audio in video games, performance, education, environmental design, toys, and artistic practice. Examining these questions from a range of approaches - technological, emotional, psychological, and physical - the book provides a thorough overview of the fascinating experience of interactive sound.

World of Warcraft: New Flavors of Azeroth - The Official Cookbook (Hardcover): Chelsea Monroe-Cassel World of Warcraft: New Flavors of Azeroth - The Official Cookbook (Hardcover)
Chelsea Monroe-Cassel
R976 R831 Discovery Miles 8 310 Save R145 (15%) Ships in 10 - 15 working days
An Architectural Approach to Level Design - Second Edition (Paperback, 2nd edition): Christopher W. Totten An Architectural Approach to Level Design - Second Edition (Paperback, 2nd edition)
Christopher W. Totten
R1,690 Discovery Miles 16 900 Ships in 12 - 17 working days

Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.

Collecting Classic Video Games (Paperback): Billy Galaxy Collecting Classic Video Games (Paperback)
Billy Galaxy
R877 R680 Discovery Miles 6 800 Save R197 (22%) Ships in 12 - 17 working days

Here is a grand review of the home video games that entertained the nation, and much of the world, during the 1970s and 1980s. In over 1000 color photographs, many of the video games for the extremely popular Atari, Colecovision, and Intellivision systems are displayed, ranging from Asteroids and Donkey Kong to Pac-Man and Zaxxon. Games from less familiar systems, such as Bally's Astrocade, GCE's Vectrex, Magnavox's Odyssey, and RCA's Studio II, are featured as well. Also included are examples of each system for which games are displayed, a wide variety of hand-held, table-top, and stand-alone games, video game memorabilia, an engaging text, and current market values both in the captions and listings in the back of the book.

Esports For Dummies (Paperback): P. Alexander Esports For Dummies (Paperback)
P. Alexander
R449 Discovery Miles 4 490 Ships in 12 - 17 working days

Discover the path to the big leagues It's time to prove all those people who said "video games are a waste of time" wrong. Esports has rewarded top gamers with prize money, glory, and even college scholarships. Want to get in on the action? This book puts you on the path to get your share of the growing world of esports. It helps you figure out the gear you need to be competitive, the games that drive esports, how to break into competitive play, and how to use online platforms to get attention. Written by the esports program director at the first Division I university to field an esports team, this book defines and demystifies the complex world of competitive video gaming. Get the gear for your first esports battles Gain recognition for your skills online or in tournaments Discover the path to earning scholarships in esports Build your online identity Get the insider tips you need to make your name in the esports universe.

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