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Books > Computing & IT > Computer software packages > Computer games
The perfect gift for any fan of World of Warcraft. Journey through
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techniques from Pandaria, the Broken Isles, and even the mysterious
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Azeroth Gift Set.
Computer games are one of the most exciting and rapidly evolving
media of our time. Revenues from console and computer games have
now overtaken those from Hollywood movies; and online gaming is one
of the fastest-growing areas of the internet. Games are no longer
just kids' stuff: the majority of players are now adults, and the
market is constantly broadening. The visual style of games has
become increasingly sophisticated, and the complexities of
game-play are ever more challenging. Meanwhile, the iconography and
generic forms of games are increasingly influencing a whole range
of other media, from films and television to books and toys.
This book provides a systematic, comprehensive introduction to the
analysis of computer and video games. It introduces key concepts
and approaches drawn from literary, film and media theory in an
accessible and concrete manner; and it tests their use and
relevance by applying them to a small but representative selection
of role-playing and action-adventure games. It combines methods of
textual analysis and audience research, showing how the combination
of such methods can give a more complete picture of these playable
texts and the fan cultures they generate. Clearly written and
engaging, it will be a key text for students in the field and for
all those with an interest in taking games seriously.
100% Unofficial
A gamer's guide to the phenomenal new battle royal game, Apex Legends.
In this full-colour illustrated unofficial handbook, you'll find guides
that will help you improve your survival skills, master each of the
colourful Legend characters and become a master of the map and all its
hidden secrets.
With tips on how to play, the different modes, tactical strategies,
looting and maximising load outs and much more, this easy-to-follow,
step-by-step guide launches readers into Apex Legends' battle for
survival.
For parents, there's also a guide to playing safely online, as well as
advice on setting parental controls.
This student-friendly book provides an accessible overview of the
primary debates about the effects of video games. It expands on the
original The Video Game Debate to address the new technologies that
have emerged within the field of game studies over the last few
years. Debates about the negative effects of video game play have
been evident since their introduction in the 1970s, but the advent
of online and mobile gaming has revived these concerns,
reinvigorating old debates and generating brand new ones. The Video
Game Debate 2 draws from the latest research findings from the top
scholars of digital games research to address these concerns. The
book explores key developments such as virtual and augmented
reality, the use of micro-transactions, the integration of loot
boxes, and the growth of mobile gaming and games for change
(serious games). Furthermore, several new chapters explore
contemporary debates around e-sports, gamification, sex and gender
discrimination in games, and the use of games in therapy. This book
offers students and scholars of games studies and digital media, as
well as policymakers, the essential information they need to
participate in the debate.
With its unique focus on video game engines, the data-driven
architectures of game development and play, this innovative
textbook examines the impact of software on everyday life and
explores the rise of engine-driven culture. Through a series of
case studies, Eric Freedman lays out a clear methodology for
studying the game development pipeline, and uses the video game
engine as a pathway for media scholars and practitioners to
navigate the complex terrain of software practice. Examining
several distinct software ecosystems that include the proprietary
efforts of Amazon, Apple, Capcom, Epic Games and Unity
Technologies, and the unique ways that game engines are used in
non-game industries, Freedman illustrates why engines matter. The
studies bind together designers and players, speak to the labors of
the game industry, value the work of both global and regional
developers, and establish critical connection points between
software and society. Freedman has crafted a much-needed entry
point for students new to code, and a research resource for
scholars and teachers working in media industries, game development
and new media.
This journal subline serves as a forum for stimulating and
disseminating innovative research ideas, theories, emerging
technologies, empirical investigations, state-of-the-art methods,
and tools in all different genres of edutainment, such as
game-based learning and serious games, interactive storytelling,
virtual learning environments, VR-based education, and related
fields. It covers aspects from educational and game theories,
human-computer interaction, computer graphics, artificial
intelligence, and systems design. The 19 papers presented in the
14th issue were organized in topical sections named: 3D modeling
and visualization; image; e-learning and games; and miscellaneous.
The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games.
Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design.
This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.
Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.
Table of Contents
Ch 1 In the Beginning, There Is the Designer. Ch 2 The Designer Creates an Experience. Ch 3 The Experience Takes Place in a Venue. Ch 4 The Experience Rises Out of a Game. Ch 5 The Game Consists of Elements. Ch 6 Ch 7 The Elements Support a Theme. Ch 8 The Game Begins with an Idea. Ch 9 The Game Improves through Iteration. Ch 10 The Game Is Made for a Player. Ch 11 The Experience Is in the Player’s Mind. Ch 12 The Player’s Mind Is Driven by the Player’s Motivation. Ch 13 Some Elements Are Game Mechanics. Ch 14 Game Mechanics Must Be in Balance. Ch 15 Game Mechanics Support Puzzles. Ch 16 Players Play Games through an Interface. Ch 17 Experiences Can Be Judged by Their Interest Curves. Ch 18 One Kind of Experience Is the Story. Ch 19 Story and Game Structures Can Be Artfully Merged with Indirect Control. Ch 20 Stories and Games Take Place in Worlds. Ch 21 Worlds Contain Characters. Ch 22 Worlds Contain Spaces. Ch 23 The Look and Feel of a World Is Defined by Its Aesthetics. Ch 24 Some Games Are Played with Other Players. Ch 25 Other Players Sometimes Form Communities. Ch 26 The Designer Usually Works with a Team. Ch 27 The Team Sometimes Communicates through Documents. Ch 28 Good Games Are Created through Playtesting. Ch 29 The Team Builds a Game with Technology. Ch 30 Your Game Will Probably Have a Client. Ch 31 The Designer Gives the Client a Pitch. Ch 32 The Designer and Client Want the Game to Make a Profit. Games Ch 33 Transform Their Players. Designers Have Certain Responsibilities. Ch 34 Each Designer Has a Purpose.
Dress to impress! The Outfit you rock when you drop from the Battle
Bus makes a big statement about who you are. This all-new official
collectors' edition from Epic Games showcases the most exciting
looks that have appeared in the latest seasons. Whether your choice
of Outfit is fresh, fun, or fearsome, you'll find the style that's
right for you here. KNOWLEDGE IS POWER Get the lowdown to your look
with top tips, stats, and facts. COOL CUSTOMIZING Check out the
hottest Gliders, Back Bling, and Pets from Fortnite Chapter 2 GET
THE GEAR Psych out your enemies with the best new Outfits - which
will you be adding to YOUR locker?
Learning C# Programming with Unity 3D, Second Edition is for the
novice game programmer without any prior programming experience.
Readers will learn how C# is used to make a game in Unity 3D. Many
example projects provide working code to learn from and experiment
with. As C# evolves, Unity 3D evolves along with it. Many new
features and aspects of C# are included and explained. Common
programming tasks are taught by way of making working game
mechanics. The reader will understand how to read and apply C# in
Unity 3D and apply that knowledge to other development environments
that use C#. New to this edition: includes latest C# language
features and useful tools included with the .NET library like LINQ,
Local Functions Tuples, and more! Key Features Provides a starting
point for the first-time programmer C# Code examples are simple
short and clear Learn the very basics on up to interesting tricks
which C# offers
You know what's even better than playing games? Programming your
own! Make your own online games, even if you're an absolute
beginner. Let your imagination come to 3D life as you learn
real-world programming skills with the JavaScript programming
language - the language used everywhere on the web. This new
edition is completely revised, and takes advantage of new
programming features to make game programming even easier to learn.
Plus, new effects make your games even cooler. When you're done,
you're going to be amazed at what you can create. Jump right in!
Start programming cool stuff on page 1. Keep building new and
different things until the very last page. This book wants you to
play. Not just play games, but play with code. Play with
programming. Because the best way to learn something is to have fun
with it! This second edition is updated from start to finish to
make it even easier to get started programming in JavaScript. Every
example has been updated to make it easier, with new example games
to explore and new 3D effects that make your games even more fun!
Want a red donut? You can make hundreds of them, spinning around
like mad. Want to create a star field? Make a hundred or a thousand
stars. Make them red, green, or blue. Explosions? Fireworks?
Planets? It's up to you. And, using a code editor created
especially for this book, you'll program right in your web browser.
You'll see the results of your work and imagination right away -
right next to the code that you just typed! Along the way, you'll
pick up a ton of programming knowledge, and dive in even deeper
with some more advanced chapters. Whatever you want to do, this
book has your back. Best of all, you get to create awesome games
and say, "I made this!" What You Need: You need the latest version
of the Google Chrome Web browser, available for free from https:
//chrome.google.com. You also need an Internet connection to access
the ICE Code Editor the first time. ICE Code Editor will be loaded
onto your computer, so you won't need Internet access for later
projects.
The first in the field to focus on the key aspects of videogames
themselves as a distinctive medium, this is a rich and original
read for gamers as well as students and researchers of popular
culture internationally, which reviews the passionate gamer/game
relationship viz all types of games from "Doom" to "EverQuest".
Videogames now rival Hollywood cinema in popularity and profits and
there are huge followings for titles such as "Tomb Raider" or "The
Sims". Exactly what games offer, however, as a distinct form of
entertainment, has received scant attention. This book is a
valuable contribution to this new field. Its main focus is on key
formal aspects of games and the experiences and pleasures offered
by the activities they require of the player. A wide range of games
are considered, from first-person shooters to third-person
action-adventures, strategy, sports-related and role-playing games.
Issues examined in detail include the characteristics of gameplay
and its relationship with narrative, genre, virtual landscapes,
realism, spectacle and sensation. Lively and accessible in style,
this book is written for both an academic readership and the wider
audience of gamers and those interested in popular culture.
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Serious Games
- 4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018, Proceedings
(Paperback, 1st ed. 2018)
Stefan Goebel, Augusto Garcia-Agundez, Thomas Tregel, Minhua Ma, Jannicke Baalsrud Hauge, …
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This book constitutes the proceedings of the 4th International
Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany,
in November 2018. The 15 full and 12 short papers presented in this
volume were carefully reviewed and selected from 40 submissions.
They were organized in topical sections named: serious games
studies; game-based learning and teaching; game development -
serious games design, models, tools and emerging technologies; and
serious games for health.
Understanding Video Game Music develops a musicology of video game
music by providing methods and concepts for understanding music in
this medium. From the practicalities of investigating the video
game as a musical source to the critical perspectives on game music
- using examples including Final Fantasy VII, Monkey Island 2, SSX
Tricky and Silent Hill - these explorations not only illuminate
aspects of game music, but also provide conceptual ideas valuable
for future analysis. Music is not a redundant echo of other textual
levels of the game, but central to the experience of interacting
with video games. As the author likes to describe it, this book is
about music for racing a rally car, music for evading zombies,
music for dancing, music for solving puzzles, music for saving the
Earth from aliens, music for managing a city, music for being a
hero; in short, it is about music for playing.
Game of X v.2 is the story that leads up to Xbox. It is a story of
DOS games, Microsoft culture, the crazy stories around the
development and promotion of DirectX and the graphics standards
that were required for Xbox to happen. Stories based on dozens of
interviews include a colorful cast of characters and some solid
technical background. The history of games for DOS and the initial
challenges of Windows, the surprising source of the earliest
Windows games, and much, much more. This is the fascinating prequel
to Game of X v.1: Xbox. Key Features Game of X v.2 is the story
that leads up to Xbox. It is a story of DOS games, Microsoft
culture, the crazy stories around the development and promotion of
DirectX and the graphics standards that were required for Xbox to
The history of games for DOS and the initial challenges of Windows,
the surprising source of the earliest Windows games, and much, much
more. This is the fascinating follow-up to Game of X v.1: Xbox
Stories based on dozens of interviews include a colorful cast of
characters and some solid technical background.
Create a game for the Windows Phone market with a heavy emphasis
placed on optimization and good design decisions. While doing so,
you will be introduced to key Unity concepts and functionality,
weigh the pros and cons of various possibilities, and gain a good
working knowledge of scripting in the Unity environment using both
JavaScript and C#. Learn Unity for Windows 10 Game Development
starts by exploring the Unity editor and experimenting with staple
game functionality. If you are new to scripting or just new to C#,
you will be able to investigate syntax, commonly used functions,
and communication required to bring your ideas to life. With the
book's included art assets, you will learn the ins and outs of
asset choices and management while making use of Unity's 2D
physics, Shuriken particle systems and Mecanim's character and
state management tools. Finally, you will bring it all together to
create a multi-level game as you learn how to incorporate mobile
specific functionality, test on a Windows Phone device, and others
for Windows 10 and ultimately, publish your game to the Windows App
Store. What You Will Learn Learn C# basics for Unity Work with the
Unity Editor Manage assets Use the Mecanim animation system and 2D
features and physics Who This Book Is For Game developers,
hobbyists and game dev students who are new to Unity or Windows
Mobile game development or both. JavaScript and C# experience are
helpful, but C# experience is not required.
Learn how to build a game using Platino Studio. Follow step-by-step
basics to create an app, and then add different functionalities and
game logic. With Beginning Platino Game Engine you will be able to
develop UWP apps using the Processing JS language. You also will be
introduced to Temboo and extending the processing language to IoT.
What You'll Learn: Develop using the Platino game engine Build UWP
apps using the Processing JS language Extend the processing
language to IoT with Temboo Who Is this Book for: Indie game
developers, app developers interested in games, and students new to
the Platino game engine and perhaps new to game development.
The Game Design Deep Dive series examines specific game systems or
mechanics over the course of the history of the industry. This book
examines the history of jumping - one of the oldest mechanics in
the industry - and how it has evolved and changed over the years.
The author looks at the transition from 2D to 3D and multiple
elements that make jumping more complicated than it looks from a
design perspective. Key Selling Points: The first in a series of
books that focus entirely on a singular game design system or
mechanic, in this case: jumping. A perfect read for anyone
interested in understanding game design, or just curious from a
historical standpoint. A must read for anyone interested in
building their own platformer or just interested in the history of
the game industry's most famous game mechanic. This book is a
perfect companion for someone building their first game or as part
of a game design classroom. Includes real game examples to
highlight the discussed topics and mechanics. Joshua Bycer is a
Game Design Critic with more than seven years of experience
critically analyzing game design and the industry itself. In that
time, through Game-Wisdom, he has interviewed hundreds of game
developers and members of the industry about what it means to
design video games. He also strives to raise awareness about the
importance of studying game design by giving lectures and
presentations; his first book was titled 20 Essential Games to
Study.
Learn the things you need for a complete game, such as translations
and tutorials, and improve the things you've already written to
raise their standard to a professional level. This is a practical
guide covering every discipline: art, music, writing, and code. In
the case of the latter, code examples are included to demonstrate
how to implement functionality to make the game shine. Polished
Game Development acts as a comprehensive checklist of everything
your game should, and should not, do, in order to be as good as it
possibly can. It is more than just a book on theoretical game
design principles. Explains the difference between a pet project,
and a professional one. Covers how to test for the problems and
bugs you don't know you'll have. Details simple, but effective,
visual improvements that can be done with very little effort.
Regardless of platform (web, mobile, or console), or language (C++,
C#, JavaScript) there is a wealth of common (and specific) tips
within these pages that will enable you to make the most
professional games you can. What You Will Learn Learn what
essential elements are often missed Stay on-brand, visually and
verbally Use audio to enhance your game Improve game balance Test
effectively Who This Book Is For Game developers looking for a
guide and checklist on how to get their game finished to the
highest possible standards. They will know how to write a game, and
get it released, but not necessarily how to make it shine. They
will be professional developers, indies, university students and
graduates.
Get a head start in your game development career with this
all-genre guide for absolute beginners. Whether you're into action
games, role-playing games, or interactive fiction, we've got you
covered. Mostly Codeless Game Development empowers new developers
with little or no previous programming experience and explores all
major areas of game development in a succinct, entertaining
fashion. Have you dreamed of making your own video game? Do you
find the prospect daunting? Fear not. A new generation of game
engines has emerged. Lengthy and complicated feats of programming
are largely a thing of the past in video game development. To
create commercially viable games you simply need the right tools,
many of which are discussed in this book. A gigantic software team
isn't a must-have prerequisite for success. The one-person
operation is back. What You Will Learn Master the concepts and
jargon used in game creation for the beginner Find the best game
development suite for your project Make the most out of related
graphics and audio production software Discover video game
marketing essentials Who This Book Is For People with no
programming experience who desire a career in the video game
industry as producers or independent, single-person developers.
This collection of essays is devoted to the philosophical
examination of the aesthetics of videogames. Videogames represent
one of the most significant developments in the modern popular
arts, and it is a topic that is attracting much attention among
philosophers of art and aestheticians. As a burgeoning medium of
artistic expression, videogames raise entirely new aesthetic
concerns, particularly concerning their ontology, interactivity,
and aesthetic value. The essays in this volume address a number of
pressing theoretical issues related to these areas, including but
not limited to: the nature of performance and identity in
videogames; their status as an interactive form of art; the ethical
problems raised by violence in videogames; and the representation
of women in videogames and the gaming community. The Aesthetics of
Videogames is an important contribution to analytic aesthetics that
deals with an important and growing art form.
A textbook for learning 3d modeling fundamentals, this step-by-step
lesson book develops the readers modeling skills through a series
of modeling exercises creating modules for a medieval castle
environment. As the text introduces new modeling skills it
additionally calls on the reader to perform repetitive tasks,
reinforcing skills learned in the process. The content is presented
as if the reader is in a working video game studio, being
responsible for researching asset design, providing the team with
placeholder assets, and final model assets that are unwrapped and
custom textured. Upon completion of the modeling projects, the
modeled environment is exported to the Unity game engine for use in
a real game environment, Although the text uses Autodesk 3ds Max
for the modeling program, the principals are transferable to other
major modeling programs. Key Features: The goal of this book is to
teach the fundamentals of 3d modeling video game assets in a
simplified, logical progression, optimized for learning at a
beginner level. This series of modeling exercises is the result of
having taught over one thousand video game students the
fundamentals of 3d modeling. Often, teachers are not fully trained
in teaching the concepts of 3d modeling. This text, written for
self-paced learning helps those instructors. Includes instructions
and project files for exporting the finished project environment
into a 3d game engine, Unity. Appendices include additional 3ds Max
tool instructions. A companion site includes working 3ds Max
project files for Chapters, a 3ds Max user interface and 3ds Max
short cut keys and more.
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