|
|
Books > Computing & IT > Computer software packages > Computer games
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!
The definitive guide to more effective and personally fulfilling
game development with Agile Methods-now revamped to reflect ten
more years of experience and improvements Game development is in
crisis-facing bloated budgets, impossible schedules, unmanageable
complexity, and death-march overtime. It's no wonder so many
development studios are struggling to survive. Fortunately, there
is a solution. Agile and Lean methods have revolutionized
development in the game development industry. In Agile Game
Development, long-time game developer and consultant Clinton Keith
shows exactly how these methods have been successfully applied to
the unique challenges of modern game development. Clint has spent
more than 25 years developing games and training and coaching
hundreds of game development teams. Drawing on this unparalleled
expertise, he shows how teams can use the practices of Scrum and
Kanban, customized to game development, to deliver games more
efficiently, rapidly, and cost-effectively; craft games that offer
more entertainment value; and make life more fulfilling for
development teams at the same time. Contains several new chapters
on live games, leadership, and coaching, including an all-new
section on Agile for large teams of up to 1000 developers Updates
to all chapters to reflect a decade of experience with more than
200 studios Now covering Kanban and other Agile approaches
alongside Scrum Understanding Agile goals, roles, and practices in
the context of game development Discovering how Agile benefits
every specialty in game development from art to QA Communicating
and planning your game's vision, features, and progress Game
developers and leaders are recognizing the modern challenges of
gaming. Game development organizations need a far better way to
work. Agile Game Development gives them that-and brings the
profitability, creativity, and fun back to game development.
Our official songbook for the third installment of this wildly
popular video game features notes & guitar tab for 36 hits:
Barracuda * Black Magic Woman * The Devil Went Down to Georgia *
Even Flow * La Grange * Mississippi Queen * Paint It Black * Pride
and Joy * Rock You like a Hurricane * School's Out * Talk Dirty to
Me * Welcome to the Jungle * When You Were Young * and more.
Naughty Dog Studios and Dark Horse proudly present the essential
companion to "The Last of Us," a richly detailed and compelling
game set in a postpandemic world where humans have become an
endangered species. Featuring concept art, character designs, and
astonishing settings and landscapes, "The Art of" The Last of Us
provides a unique look at one of the gaming world's most eagerly
anticipated titles.
* A must-have companion to the game.
* Incredible full-color artwork
* The latest project from Naughty Dog Studios.
* "The Last of Us" swept the top Game Critics awards at 2012's E3
conference.
Provides a clear and concise overview of how AI is used in game
development Gives a brief overview of the history of AI in games
Considers the different models, techniques and algorithms that are
used in creating game AI
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.
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.
The play-focused, step-by-step guide to creating great game designs
This book offers a play-focused, process-oriented approach for
designing games people will love to play. Drawing on a combined 35
years of design and teaching experience, Colleen Macklin and John
Sharp link the concepts and elements of play to the practical tasks
of game design. Using full-color examples, they reveal how real
game designers think and work, and illuminate the amazing
expressive potential of great game design. Focusing on practical
details, this book guides you from idea to prototype to playtest
and fully realized design. You'll walk through conceiving and
creating a game's inner workings, including its core actions,
themes, and especially its play experience. Step by step, you'll
assemble every component of your "videogame," creating practically
every kind of play: from cooperative to competitive, from
chance-based to role-playing, and everything in between. Macklin
and Sharp believe that games are for everyone, and game design is
an exciting art form with a nearly unlimited array of styles,
forms, and messages. Cutting across traditional platform and genre
boundaries, they help you find inspiration wherever it exists.
Games, Design and Play is for all game design students, and for
beginning-to-intermediate-level game professionals, especially
independent game designers. Bridging the gaps between imagination
and production, it will help you craft outstanding designs for
incredible play experiences! Coverage includes: Understanding core
elements of play design: actions, goals, rules, objects, playspace,
and players Mastering "tools" such as constraint, interaction,
goals, challenges, strategy, chance, decision, storytelling, and
context Comparing types of play and player experiences Considering
the demands videogames make on players Establishing a game's design
values Creating design documents, schematics, and tracking
spreadsheets Collaborating in teams on a shared design vision
Brainstorming and conceptualizing designs Using prototypes to
realize and playtest designs Improving designs by making the most
of playtesting feedback Knowing when a design is ready for
production Learning the rules so you can break them!
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.
Windows 8 presents an incredible opportunity for distributing and
monetizing HTML5 games, and this guide shows how you can profit
from it. You'll learn everything you need to know about porting
your original web-based JavaScript game to the new "touch-first"
version of Windows, as well as several options for selling your
game in Windows Store. Windows 8 is a big leap forward for
developers because it treats HTML5 as a first-class citizen,
alongside C# and C++. Interactive development expert Jesse Freeman
explains how Windows 8 works, gets you started with Visual Studio
Express (it's free!), and uses a case study to show you how to port
an HTML5 game with ease. Learn which games and JavaScript libraries
work best on Windows 8 Adjust artwork for different screen
resolutions and Windows 8 features Accommodate mouse, keyboard,
touch, and other game controls Optimize your game to run well on
any Windows 8 device Understand the steps for publishing your game
to Windows Store Explore fixed price, trial mode, ad support, and
in-app purchase options Use a web-first workflow to ensure your
game runs on many other platforms
Master the art of programming games for Android using the Unity3D
game engine. This book will help you understand basic concepts of
game development in Unity. By the end of Beginning Unity Android
Game Development, you will have the knowledge to confidently build
an Android game. The book starts by explaining simple programming
concepts to make beginners comfortable with the jargon. You will
then learn to navigate around the Unity interface and use basic
tools (hand, move, rotate, scale, and rect). You will also be
acquainted with the creation of basic 3D objects in the game while
understanding the purpose of several of Unity's windows. In the
last chapters, you will learn to create a simple game for Android
using the concepts studied in the previous chapters. Scripts will
be written to handle the behaviors of the player and enemies as
well as to handle other aspects of the game. The author shares tips
along the way to help improve in-game performance, such as
switching to the universal rendering pipeline when targeting mobile
platforms. At the end of the book, you will have a solid knowledge
in making basic Android games that can be upgraded later to make
more complex games. What You Will Learn Explore basic Unity and C#
programming concepts and scripting for Android games Navigate
around the Unity interface and use its basic tools Make the most of
popular components and features of Unity Write an Android game with
optimizations Who This Book Is For Absolute beginners learning to
program games for the Android platform using Unity3D. Basic
knowledge of programming would be beneficial for the reader but is
not required.
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.
An addictive thriller from the most sensational new voice in YA
fiction. When sixteen-year-old Asha Kennedy discovers her older
sister Maya's dead body in their home, her world falls apart.
Desperate for answers, and to stay out of the hands of the social
services she grew up in, Asha turns to her hacker friends for help.
Her search leads her to Zu Tech, the hit games studio where Maya
was a lead coder. As Asha begins to unravel the riddle of her
death, she realises that the only way to uncover the truth is from
the inside. Asha ghosts her old life and infiltrates a Zu Tech
eSport tournament as they launch 'SHACKLE', the revolutionary
Virtual Reality video game Maya was working on - and which hides a
monstrous secret... Perfect for fans of The Hunger Games and A Good
Girl's Guide to Murder A guaranteed page turner full of heart,
tension and twists you won't see coming! The first book in a major
new YA series
Want to develop games for Xbox 360 and Windows Phone 7? This
hands-on book will get you started with Microsoft's XNA 4.0
development framework right away -- even if you have no experience
developing games. Although XNA includes several key concepts that
can be difficult for beginning web developers to grasp, "Learning
XNA 4.0" shortens the learning curve by walking you through the
framework in a clear and understandable step-by-step format.
Each chapter offers a self-contained lesson with illustrations
and annotated examples, along with exercises and review questions
to help you test your understanding and practice new skills as you
go. Once you've finished this book, you'll know how to develop your
own sophisticated games from start to finish. Learn game
development from 2D animation to 3D cameras and effects Delve into
high-level shader language (HLSL) and introductory artificial
intelligence concepts Build three complete, exciting games using
2D, 3D, and multiplayer techniques Develop for and deploy your
games to the Xbox 360 and Windows Phone 7
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.
 |
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, …
|
R1,411
Discovery Miles 14 110
|
Ships in 18 - 22 working days
|
|
|
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.
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.
|
|