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Books > Computing & IT > Computer software packages > Computer games
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?
Python Workout presents 50 exercises designed to deepen the reader's skill with Python. Readers will not only tackle exercises using built-in data structures, but also more advanced techniques, such as functional programming, object-oriented programming, iterators, and generators. With each engaging challenge, readers will practice a new skill and learn how to apply it to everyday coding tasks. Key Features 50 hands-on exercises and solutions Basic Python sequence types Python dictionaries and sets Functional programming in Python Creating your own classes Working with Python objects Generator functions Intended for readers with basic Python skills. About the technology Python is a versatile, elegant, general purpose programming language. Essential for data analysis, web development, artificial intelligence, games, desktop apps, and more, Python skills are a hot commodity. Reuven M. Lerner, an independent consultant for more than two decades, teaches Python, data science, and Git to companies around the world. His Better developers newsletter and blog are read by thousands of Python developers each week. Reuven has written a monthly column, "At the Forge," for Linux Journal since 1996 and is a panellist on the weekly Freelancers Show podcast. Reuven lives with his wife and three children in Modi'in, Israel, and can be reached at https://lerner.co.il/ or on Twitter at @reuvenmlerner.
This Handbook offers a comprehensive overview of media domestication - the process of appropriating new media and technology - and delves into the theoretical, conceptual and social implications of the field's advancement. Combining the work of the long-established experts in the field with that of emerging scholars, the chapters explore both the domestication concept itself and domestication processes in a wide range of fields, from smartphones used to monitor drug use to the question of time in the domestication of energy buildings. The international team of authors provide an accessible and thorough assessment of key issues, themes, and problems with and within domestication research, and showcase the most important developments over the years. This truly interdisciplinary collection will be an important resource for advanced undergraduates, postgraduates and academic scholars in media, communication and cultural studies, sociology, anthropology, cultural geography, design studies and social studies of technology.
Making a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition. The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent. At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. "The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design" Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts. Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Featuring interviews with the creators of 35 popular video games-including John Madden Football, Tony Hawk Pro Skater 3, WCW/nWo Revenge, and RBI Baseball-this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) sports video games of all time. Recounting endless hours of painstaking development, the challenges of working with mega-publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.
In the age of digital media, superheroes are no longer confined to comic books and graphic novels. Their stories are now featured in films, video games, digital comics, television programs, and more. In a single year alone, films featuring Batman, Spider-Man, and the Avengers have appeared on the big screen. Popular media no longer exists in isolation, but converges into complex multidimensional entities. As a result, traditional ideas about the relationship between varying media have come under striking revision. Although this convergence is apparent in many genres, perhaps nowhere is it more persistent, more creative, or more varied than in the superhero genre. Superhero Synergies: Comic Book Characters Go Digital explores this developing relationship between superheroes and various forms of media, examining how the superhero genre, which was once limited primarily to a single medium, has been developed into so many more. Essays in this volume engage with several of the most iconic heroes including Batman, Hulk, and Iron Man through a variety of academic disciplines such as industry studies, gender studies, and aesthetic analysis to develop an expansive view of the genre s potency. The contributors to this volume engage cinema, comics, video games, and even live stage shows to instill readers with new ways of looking at, thinking about, and experiencing some of contemporary media s most popular texts. This unique approach to the examination of digital media and superhero studies provides new and valuable readings of well-known texts and practices. Intended for both academics and fans of the superhero genre, this anthology introduces the innovative and growing synergy between traditional comic books and digital media."
For thirty years, Blizzard has been pushing boundaries and breaking expectations of what it means to draw for video games. Get a glimpse behind the curtain at how art has evolved at Blizzard and meet some of the artists who've shaped Blizzard's style and range to what it is today. Discover how art cross-pollinated amongst game teams and how grassroots movements from fans inspired some of Blizzard's most iconic artwork. With insights from more than fifty artists, animators, designers, and storytellers, this sweeping compendium is fans' ultimate keys to the kingdom of three decades in Blizzard artistry.
For the first time in print, step into the fantasy world of The Elder Scrolls Online. Tales of Tamriel - Vol. II: The Lore takes readers on adventure throughout the war-torn landscapes and battlefields of Tamriel, featuring a horde of in-game texts and exclusive artwork. Lavishly bound and produced, this series of books is the definitive guide to lore from the Elder Scrolls Online.
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
El ambito de los videojuegos no deja de crecer a diario y, con el, surgen nuevas oportunidades laborales para diversos entornos profesionales. Entre ellos, destaca especialmente un campo de nueva especializacion que suele pasar desapercibido, como es el de la interpretacion en el ambito de los videojuegos (IAVJ), la cual tiene un calado cada vez mayor dentro de la industria. En este estudio se repasan todos los contextos en los que es necesaria la IAVJ, asi como tambien se analizan algunos ejemplos de trabajos en este ambito y se plantean una serie de recomendaciones de cara a una adecuada formacion y a un correcto desempeno de la practica profesional.
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.
Successfully Navigate the Evolving World of Mobile and Social Game Design and Monetization Completely updated, Mobile & Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier," more compelling games on all types of devices. Through the book's many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Learn How to Attract-and Retain-Gamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the game's overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.
Perhaps no arcade game is so nostalgically remembered, yet so critically bemoaned, as Dragon's Lair. A bit of a technological neanderthal, the game implemented a unique combination of videogame components and home video replay, garnering great popular media and user attention in a moment of contracted economic returns and popularity for the videogame arcade business. But subsequently, writers and critics have cast the game aside as a cautionary tale of bad game design. In Dragon's Lair and the Fantasy of Interactivity, MJ Clarke revives Dragon's Lair as a fascinating textual experiment interlaced with powerful industrial strategies, institutional discourse, and textual desires around key notions of interactivity and fantasy. Constructing a multifaceted historical study of the game that considers its design, its makers, its recording medium, and its in-game imagery, Clarke suggests that the more appropriate metaphor for Dragon's Lair is not that of a neanderthal, but a socio-technical network, infusing and advancing debates about the production and consumption of new screen technologies. Far from being the gaming failure posited by evolutionary-minded lay critics, Clarke argues, Dragon's Lair offers a fascinating provisional solution to still-unsettled questions about screen media.
- The first book dedicated to exploring key video games from the 1970s to present day. - Provides a highly accessible overview of the history of video games from PONG, Pac-Man and Tetris to Minecraft, Animal Crossing and Assassin's Creed. - The selection covers a range of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impacts, and more.
The issue of video games and their harmful/helpful effects on children and young adults is a hot topic. The Hardback sold very well. The book does not shy away from controversy, even finding good news in shooter games vis a vis adolescent cognitive development. "The Observer" newspaper recently called Gee 'One of the worlds leading educational experts'.This title provides a controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about video games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities such as: how individuals develop a sense of identity; how one grasps meaning; how one evaluates and follows a command; how one picks a role model; and, how one perceives the world.This is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning.
This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more. Ray Tracing Gems II is written by industry experts with a particular focus on ray tracing, and it offers a practical means to master the new capabilities of current and future GPUs with the latest graphics APIs. What You'll Learn: The latest ray tracing techniques for developing real-time applications in multiple domains Case studies from developers and studios who have shipped products that use real-time ray tracing. Guidance, advice and best practices for rendering applications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing) High performance graphics for 3D graphics, virtual reality, animation, and more Who This Book Is For:Game and graphics developers who are looking to leverage the latest hardware and software tools for real-time rendering and ray tracing to enhance their applications across a variety of disciplines.
As the Allies advance towards Germany, they face dogged resistance from the hard-pressed German forces. Take command of the Allies in their final push to end the war in Europe, or hold fast as the German defenders as the fight is brought to your door. This new Campaign Book for Bolt Action offers new linked scenarios, rules, troop types and Theatre Selectors, and provides plenty of options for novice and veteran players alike.
Explores the basics of indie game marketing Helps the reader with how to communicate to talk to investors, pbulishers, and major platforms Illustrates different negotiation tactics
The true murderer has been revealed, and the Investigation Team must return to the Midnight Channel to finally bring the case to an end. Based the Persona 4 video game!
C# is the language of choice for learning how to program. It is a very well structured object-oriented language and avoids some of the problems of Java. An excellent free programming environment is available for C#, as well as a game programming framework. And (if necessary) moving from C# to C]+ is easy. Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games and without requiring any previous programming experience. Contrary to most programming books, Egges, Fokker and Overmars do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, showing a heads-up display, dealing with physics, handling interaction between game objects, and creating pleasing visual effects such as snow or glitter. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important aspects of programming in general, including many programming constructs and idioms, syntax diagrams, collections, and exception handling.The book is also designed to be used as a basis for a game-oriented programming course. For each part, there are concluding exercises and challenges, which are generally more complex programming endeavors. Lots of supplementary materials for organizing such a course are available on the accompanying web site http: //www.csharpprogramminggames.com, including installation instructions, solutions to the exercises, software installation instructions, game sprites and sounds.
Collecting the dark and haunting artwork behind the critically-acclaimed Dark Souls II in a prestigious hardcover tome. Dark Souls II: Design Works features armor and weapon designs, character concepts, creatures, locations, rough sketches, an exclusive interview with the game's creators, and more!
Video games have seemingly taken over our lives. Whereas gamers once constituted a small and largely male subculture, today 67 percent of American households play video games. The average gamer is now thirty-four years old and spends eight hours each week playing-and there is a 40 percent chance this person is a woman. In Bit by Bit, Andrew Ervin sets out to understand the explosive popularity of video games. He travels to government laboratories, junk shops, and arcades. He interviews scientists and game designers, both old and young. In charting the material and technological history of video games, from the 1950s to the present, he suggests that their appeal starts and ends with the sense of creativity they instill in gamers. As Ervin argues, games can be art because they are beautiful, moving, and even political.
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