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

Designing Gamified Systems - Meaningful Play in Interactive Entertainment, Marketing and Education (Paperback): Sari Gilbert Designing Gamified Systems - Meaningful Play in Interactive Entertainment, Marketing and Education (Paperback)
Sari Gilbert
R1,226 Discovery Miles 12 260 Ships in 10 - 15 working days

Imagine a time in the not too distant future when not only game companies but also the human resources, marketing and product development divisions of major corporations are hiring game designers. The time is coming when companies large and small, creative agencies, school systems, museums, libraries and public and governmental institutions will employ game designers to engage employees, customers, students and volunteers to generate new audiences and deepen commitments. The skills that a game designer brings, organizing and presenting a body of information in the most appropriate and entertaining way, are the ones needed by the twenty-first century organization. Designing Gamified Systems is a practical guide for practicing and aspiring game designers to put their unique and valuable skills to work to drive engagement, build motivation, and facilitate positive behavior.

Rather than the overused ideas of pervasive games or "gamification," this book uniquely focuses first and foremost on the partnership between the content expert or client and the game designer. It assumes that game systems are one more meaningful tool that can now be used to help organizations and individuals encourage people to care about them and support them. Providing a solid introduction to the fundamental principles of the game layer, it also offers a practical set of tools and activities to contextualize the practice within a variety of different scenarios. It includes interviews with industry leaders, content experts, game designers, museum professionals, and educators who are all using game practices and ideas in new and innovative ways. Catching a snapshot of this exciting moment while delivering enduring fundamentals, the book can be used in the classroom or can be read as a trade book, and will appeal to industry professionals, game designers and game design students."

Game AI Pro 2 - Collected Wisdom of Game AI Professionals (Hardcover): Steven Rabin Game AI Pro 2 - Collected Wisdom of Game AI Professionals (Hardcover)
Steven Rabin
R3,698 Discovery Miles 36 980 Ships in 10 - 15 working days

Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. In this book, 47 expert developers and researchers have come together to bring you their newest advances in game AI, along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews, while intermediate to expert professional game developers will find focused, deeply technical chapters on specific topics of interest to them. Covers a wide range of AI in games, with topics applicable to almost any game Touches on most, if not all, of the topics necessary to get started in game AI Provides real-life case studies of game AI in published commercial games Gives in-depth, technical solutions from some of the industry's best-known games Includes downloadable demos and/or source code, available at http://www.gameaipro.com

SNES/Super Famicom: A Visual Compendium (Hardcover): Bitmap Books SNES/Super Famicom: A Visual Compendium (Hardcover)
Bitmap Books 2
R1,098 Discovery Miles 10 980 Ships in 9 - 17 working days
Unity in Action (Paperback, 3rd edition): Joseph Hocking Unity in Action (Paperback, 3rd edition)
Joseph Hocking
R1,065 R898 Discovery Miles 8 980 Save R167 (16%) Ships in 5 - 10 working days

Create your first 2D, 3D, and AR/VR games with the awesome Unity game platform. With this hands-on beginner's guide, you'll start building games fast! In Unity in Action, Third Edition, you will learn how to: Create characters that run, jump, and bump into things Build 3D first-person shooters and third-person action games Construct 2D card games and side-scrolling platformers Script enemies with AI Improve game graphics by importing models and images Design an intuitive user interface for your games Play music and spatially-aware sound effects Connect your games to the internet for online play Deploy your games to desktop, mobile, and the web Thousands of new game developers have chosen Joe Hocking's Unity in Action as their first step toward Unity mastery. This fully updated third edition comes packed with fully refreshed graphics, Unity's latest features, and coverage of the augmented and virtual reality toolkits. Using your existing coding skills, you'll write custom code instead of just clicking together premade scripts. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Build your next game without sweating the low-level details. The Unity game engine handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C#, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity will get your game idea off the drawing board and onto the screen! You can even use Unity for more than game development, with new tools for VR and augmented reality that are perfect for developing useful apps.

Introduction to Game Development Using Processing (Paperback): Jr. Parker Introduction to Game Development Using Processing (Paperback)
Jr. Parker
R1,145 R974 Discovery Miles 9 740 Save R171 (15%) Ships in 18 - 22 working days

This book will guide you through the basic game development process, covering game development topics including graphics, sound, artificial intelligence, animation, game engines, Web-based games, etc. Real games will be created, and significant parts of a game engine will be built and made available for download. The companion DVD will contain example code, games, and color figures.Processing is a free, graphics-oriented language that provides the basic functionality needed for building games and runs on all major platforms. Moreover, it allows games to be built for desktop computers, HTML 5, and Android.Features: Teaches basic game development including graphics, sound, artificial intelligence, animation, game engines, Web-based games, and moreCreate a small collection of complete computer games developed throughout the book Uses Processing, a free, downloadable platform with a frame by frame display scheme that is perfect for computer gamesBrief Table of Contents: Chapter 1. Introduction to Game Internals; Chapter 2. Graphics and Image in Processing; Chapter 3. Sound; Chapter 4. 2D Game Example: Hockey Pong; Chapter 5. 3D Graphics; Chapter 6. Artificial Intelligence and Collision Detection; Chapter 7. Example 3D Game; Chapter 8. Web-Based Games and Processing.js; Chapter 9. Animations and Video; Chapter 10. Android; Chapter 11. Networking and Multi-player Games; Chapter 12. A Simple Multiplayer Example; Appendix A. Math for Games; Appendix B. Processing Basics

Game AI Pro - Collected Wisdom of Game AI Professionals (Hardcover): Steven Rabin Game AI Pro - Collected Wisdom of Game AI Professionals (Hardcover)
Steven Rabin
R3,981 Discovery Miles 39 810 Ships in 10 - 15 working days

Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today's top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today's most innovative games. The book includes core algorithms that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.

Unity 4 Fundamentals - Get Started at Making Games with Unity (Paperback, New): Alan Thorn Unity 4 Fundamentals - Get Started at Making Games with Unity (Paperback, New)
Alan Thorn
R1,323 Discovery Miles 13 230 Ships in 10 - 15 working days

Get ahead of the game with Unity 4. The Unity engine is the tool of choice for many indie and AAA game developers. Unity 4 Fundamentals gives readers a head start on the road to game development by offering beginners a comprehensive, step by step introduction to the latest Unity 4 engine. The author takes a theory-to-practice approach to demonstrate what Unity 4 has to offer which includes: Asset management tools Real-time lighting and lightmapping Particle systems Navigation and pathfinding.

Mazes for Programmers (Paperback): Jamis Buck Mazes for Programmers (Paperback)
Jamis Buck
R986 R771 Discovery Miles 7 710 Save R215 (22%) Ships in 10 - 15 working days

Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics

Graphics Shaders - Theory and Practice, Second Edition (Hardcover, 2nd edition): Mike Bailey, Steve Cunningham Graphics Shaders - Theory and Practice, Second Edition (Hardcover, 2nd edition)
Mike Bailey, Steve Cunningham
R2,787 Discovery Miles 27 870 Ships in 10 - 15 working days

Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The second edition has been updated to incorporate changes in the OpenGL API (OpenGL 4.x and GLSL 4.x0) and also has a chapter on the new tessellation shaders, including many practical examples.

The book starts with a quick review of the graphics pipeline, emphasizing features that are rarely taught in introductory courses, but are immediately exposed in shader work. It then covers shader-specific theory for vertex, tessellation, geometry, and fragment shaders using the GLSL 4.x0 shading language. The text also introduces the freely available glman tool that enables you to develop, test, and tune shaders separately from the applications that will use them. The authors explore how shaders can be used to support a wide variety of applications and present examples of shaders in 3D geometry, scientific visualization, geometry morphing, algorithmic art, and more.

Features of the Second Edition:

  • Written using the most recent specification releases (OpenGL 4.x and GLSL 4.x0) including code examples brought up-to-date with the current standard of the GLSL language.
  • More examples and more exercises
  • A chapter on tessellation shaders
  • An expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects
  • A discussion of how to handle the major changes occurring in the OpenGL standard, and some C++ classes to help you manage that transition

The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge you to extend the examples. They provide sample source code for many of the book s examples at www.cgeducation.org

Real-Time Shadows (Hardcover): Elmar Eisemann, Michael Schwarz, Ulf Assarsson, Michael Wimmer Real-Time Shadows (Hardcover)
Elmar Eisemann, Michael Schwarz, Ulf Assarsson, Michael Wimmer
R3,964 Discovery Miles 39 640 Ships in 10 - 15 working days

Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal. Real-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows. The book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book's website www.realtimeshadows.com.

Game Development Tools (Paperback): Marwan Ansari Game Development Tools (Paperback)
Marwan Ansari
R1,682 Discovery Miles 16 820 Ships in 10 - 15 working days

"This book brings the insights of game professionals, DCC creators, hardware vendors, and current researchers together into a collection that focuses on the most underrepresented and critical part of game production: tools development. The first gems-type book dedicated to game tools, this volume focuses on practical, implementable tools for game development professionals. Topics range from asset tracking to improving remote version control performance to robust and efficient IO. Technical artists, as well as game play, audio, and graphics programmers will find new tools to improve work flow and help build games faster"--

Tales from the Sea of Thieves (Hardcover): Paul Davies Tales from the Sea of Thieves (Hardcover)
Paul Davies 1
R718 R526 Discovery Miles 5 260 Save R192 (27%) Ships in 10 - 15 working days

A lavishly illustrated introduction to the world of Rare s highly anticipated game Sea of Thieves, home to krakens, mermaids and buried treasure.

Narrated by three unique pirate captains the book will take a look at the world through their eyes. From laughable pirate suspicions to the towns and islands these hardened seafarers call home, they ll introduce and explore the fantastical Sea of Thieves, home to krakens, mermaids and buried treasure.

Including sea shanties, illustrations and sketches by the pirates and their crew, and much more, the book will immerse you in the world of Sea of Thieves. As an artifact fished straight from within the game universe, it features all the wear and tear expected from a grog-swilling pirate s life.

Sea of Thieves is an open world pirate adventure, where you can join a crew of friends online to sail the high seas, fight other ships and see where the tide takes you.

Persona 5: Mementos Mission Volume 1 (Paperback): Rokuro Saito Persona 5: Mementos Mission Volume 1 (Paperback)
Rokuro Saito; Edited by Atlus; Artworks by Rokuro Saito
R319 R298 Discovery Miles 2 980 Save R21 (7%) Ships in 18 - 22 working days

A mysterious group of phantom thieves skulks in the shadows of Tokyo, changing the hearts of corrupt adults. But behind their masks are... normal teenagers and a talking black cat?! PERSONA 5: MEMENTOS MISSION is an all-new mystery featuring the cast of PERSONA 5. IN THIS VOLUME: The attempted poisoning of an influential CEO... Suspicious happenings at a local doctor's clinic... Sketchy job requests at a back-street military shop... High schooler and phantom thieves leader Ren Amamiya tackles these mysterious incidents together with his trustworthy friends and the famous high school detective Goro Akechi!

GPU Pro 2 (Hardcover): Wolfgang Engel GPU Pro 2 (Hardcover)
Wolfgang Engel
R4,252 Discovery Miles 42 520 Ships in 10 - 15 working days

This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools.

Source code and other materials are available for download on the book's CRC Press web page.

Cyberpunk 2077 - The Complete Official Guide (Paperback, Annotated edition): Piggyback Cyberpunk 2077 - The Complete Official Guide (Paperback, Annotated edition)
Piggyback
R755 R709 Discovery Miles 7 090 Save R46 (6%) Ships in 18 - 22 working days
GPU Pro - Advanced Rendering Techniques (Hardcover): Wolfgang Engel GPU Pro - Advanced Rendering Techniques (Hardcover)
Wolfgang Engel
R4,285 Discovery Miles 42 850 Ships in 10 - 15 working days

This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch. Example programs and source code can be downloaded from the book's CRC Press web page.

Casual Game Design - Designing Play for the Gamer in ALL of Us (Paperback): Gregory Trefry Casual Game Design - Designing Play for the Gamer in ALL of Us (Paperback)
Gregory Trefry
R1,674 Discovery Miles 16 740 Ships in 10 - 15 working days

Casual games are changing the face of the game industry. They are bringing new players to games and reinvigorating former gamers. From the puzzle game downloadables that your mom devours to the Rock Band kit drawing a crowd at a party of twenty-somethings, these games share a focused simplicity that brings players of all demographics into the game. Casual games look easy and inviting to the player, but these games are deceivingly difficult to design. They need to cleverly mask their complexity so as not to frighten off players. This book offers insider tips and strategies on how to design casual games that appeal to all sorts of audiences (moms, and grandps alike ) The book focuses on how to create elegant games that draw in a wide variety of players, even ones skeptical of games. Designers will take away valuable insights and practical advice so that they can get started right away on designing - interviews with top game designers who have learned through experience offer pearls of advice for designers eager to break into this hot new field of gaming.

Persuasive Games - The Expressive Power of Videogames (Paperback): Ian Bogost Persuasive Games - The Expressive Power of Videogames (Paperback)
Ian Bogost
R1,269 Discovery Miles 12 690 Ships in 18 - 22 working days

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

The Ultimate RPG Character Backstory Guide: Expanded Genres Edition - Prompts and Activities to Create Compelling Characters... The Ultimate RPG Character Backstory Guide: Expanded Genres Edition - Prompts and Activities to Create Compelling Characters for Horror, Sci-Fi, X-Punk, and More (Paperback)
James D'Amato
R325 R298 Discovery Miles 2 980 Save R27 (8%) Ships in 9 - 17 working days

Take your skyship pirate, haunted waif, or alien scientist to the next level with this fun, interactive book of exercises to help you build your RPG character's backstory-made specifically for the genres you love to play. You can now explore new RPG character ideas with this character backstory guide to the most popular RPG genres beyond fantasy, from sci-fi to horror and superhero to western-themed games. This latest guide from One Shot creator and RPG expert James D'Amato helps you build out an existing character or create a new one, with these activities that provide plenty of RPG fun before you even hit the gaming table. With activities to help you flesh out characters for fantasy, sci-fi, horror, x-punk, superhero and western campaigns (with an extra chapter of neutral exercises you can use whenever you like), this book has everything you need, whether you're looking to start a new character, build out an existing character you're currently playing, or explore new character ideas and genres.

SNES Omnibus: The Super Nintendo and Its Games, Vol 1 (A-M) (Hardcover): Brett Weiss SNES Omnibus: The Super Nintendo and Its Games, Vol 1 (A-M) (Hardcover)
Brett Weiss
R1,443 R1,153 Discovery Miles 11 530 Save R290 (20%) Ships in 10 - 15 working days

Volume 2 of SNES Omnibus is a fun and informative look at ALL the original Super Nintendo games released in the US starting with the letters N-Z. More than 375 games are featured, including such iconic titles as Star Fox, Super Mario Kart, Super Mario World, Super Metroid, Tetris Attack, and Zombies Ate My Neighbors. Each game, whether obscure or mainstream, is covered in exhaustive detail. In addition to thorough gameplay descriptions, the book includes reviews, fun facts, historical data, quotes from vintage magazines, and, best of all, nostalgic stories about many of the games from programmers, authors, convention exhibitors, video game store owners, YouTube celebs, and other industry insiders. The book also features more than 2,000 full-color images, including box art, cartridges, screenshots, and vintage ads. Plus, there's a gorgeous centerfold starring your favorite SNES characters.

Unity from Zero to Proficiency (Beginner) - A Step-by-step guide to coding your first game (Paperback): Patrick Felicia Unity from Zero to Proficiency (Beginner) - A Step-by-step guide to coding your first game (Paperback)
Patrick Felicia
R769 Discovery Miles 7 690 Ships in 10 - 15 working days
Building Interactive Worlds in 3D - Virtual Sets and Pre-Visualization for Games, Film, and the Web (Paperback): Jean-marc... Building Interactive Worlds in 3D - Virtual Sets and Pre-Visualization for Games, Film, and the Web (Paperback)
Jean-marc Gauthier
R1,778 Discovery Miles 17 780 Ships in 10 - 15 working days

In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.
* Create interactive, 3D sets - virtual buildings, terrains, as well as other virtual prototypes for games, film/video pre-visualization, and virtual reality design for the Web from sketch to fully-working prototype
* Interviews with experts in the field provide additional insight into each tutorial
* Dozens of tutorials on CD-ROM, and dozens more on author's website

Retrogame Archeology - Exploring Old Computer Games (Hardcover, 1st ed. 2016): John Aycock Retrogame Archeology - Exploring Old Computer Games (Hardcover, 1st ed. 2016)
John Aycock
R4,309 Discovery Miles 43 090 Ships in 10 - 15 working days

Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.

On-Screen Language in Video Games - A Translation Perspective (Paperback): Mikolaj Deckert, Krzysztof Hejduk On-Screen Language in Video Games - A Translation Perspective (Paperback)
Mikolaj Deckert, Krzysztof Hejduk
R586 Discovery Miles 5 860 Ships in 10 - 15 working days

In this Element, the authors focus on the translational dimension of 'on-screen language' (OSL). They analyse a data set covering the Polish localisations of Tom Clancy's The Division 2 and Shadow Warrior 2, from which over 1000 cases of unique and meaningful OSL were extracted, almost exclusively in languages other than Polish. Close to 100 representative examples are examined in this Element to map out a comprehensive typological account of OSL. First, visual-verbal stimuli are categorised by their prominence in the 3D environment. The second typology focuses on the identified OSL functions. A supplementary typological distinction is proposed based on the technical (static vs. dynamic) implementation of OSL. The discussion of findings and implications notably comprises input from an interview that the authors conduced with a lead level developer behind Shadow Warrior 2 to provide a complementary professional perspective on OSL and its translation.

Art Of Destiny 2 (Hardcover, Not for Online ed.): Bungie Art Of Destiny 2 (Hardcover, Not for Online ed.)
Bungie
R1,066 R966 Discovery Miles 9 660 Save R100 (9%) Ships in 10 - 15 working days
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