0
Your cart

Your cart is empty

Browse All Departments
Price
  • R50 - R100 (2)
  • R100 - R250 (88)
  • R250 - R500 (287)
  • R500+ (1,424)
  • -
Status
Format
Author / Contributor
Publisher

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

The Art Of The Last Of Us (Hardcover): Dog Studios Naughty The Art Of The Last Of Us (Hardcover)
Dog Studios Naughty 1
R1,244 R1,072 Discovery Miles 10 720 Save R172 (14%) Ships in 18 - 22 working days

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.

AI for Games (Paperback): Ian Millington AI for Games (Paperback)
Ian Millington
R821 Discovery Miles 8 210 Ships in 10 - 15 working days

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

Bit by Bit - How Video Games Transformed Our World (Hardcover): Andrew Ervin Bit by Bit - How Video Games Transformed Our World (Hardcover)
Andrew Ervin
R820 R751 Discovery Miles 7 510 Save R69 (8%) Ships in 18 - 22 working days

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: Development and Technology (Hardcover): Harrison Howard Computer Games: Development and Technology (Hardcover)
Harrison Howard
R3,353 R3,031 Discovery Miles 30 310 Save R322 (10%) Ships in 18 - 22 working days
Computer Games: Interface, Design and Applications (Hardcover): Oscar Moore Computer Games: Interface, Design and Applications (Hardcover)
Oscar Moore
R3,072 R2,784 Discovery Miles 27 840 Save R288 (9%) Ships in 18 - 22 working days
Computer Games - Text, Narrative and Play (Hardcover): D. Carr Computer Games - Text, Narrative and Play (Hardcover)
D. Carr
R1,897 Discovery Miles 18 970 Ships in 10 - 15 working days

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 Apex Legends Essential Guide (Hardcover): Dean & Son 100% Unofficial Apex Legends Essential Guide (Hardcover)
Dean & Son 1
R325 R257 Discovery Miles 2 570 Save R68 (21%) Ships in 2 - 4 working days

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.

The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Paperback): Thorsten... The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Paperback)
Thorsten Quandt, Rachel Kowert
R1,256 Discovery Miles 12 560 Ships in 10 - 15 working days

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.

Releasing HTML5 Games for Windows 8 (Paperback): Jesse Freeman Releasing HTML5 Games for Windows 8 (Paperback)
Jesse Freeman
R555 Discovery Miles 5 550 Ships in 18 - 22 working days

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

Beginning Unity Android Game Development - From Beginner to Pro (Paperback, 1st ed.): Kishan Takoordyal Beginning Unity Android Game Development - From Beginner to Pro (Paperback, 1st ed.)
Kishan Takoordyal
R1,189 R993 Discovery Miles 9 930 Save R196 (16%) Ships in 18 - 22 working days

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.

The Persistence of Code in Game Engine Culture (Paperback): Eric Freedman The Persistence of Code in Game Engine Culture (Paperback)
Eric Freedman
R1,266 Discovery Miles 12 660 Ships in 10 - 15 working days

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.

Masters Of Doom - How two guys created an empire and transformed pop culture (Paperback, New ed): David Kushner Masters Of Doom - How two guys created an empire and transformed pop culture (Paperback, New ed)
David Kushner
R380 R348 Discovery Miles 3 480 Save R32 (8%) Ships in 9 - 17 working days

Masters of Doom is the true inside story of the Lennon and McCartney of the video game industry: John Carmack and John Romero. Together they created an empire, ruled a multibillion-dollar industry, and provoked a national controversy. They lived a unique American dream, escaping their broken homes to co-create the most innovative and notoriously successful video games in history - Doom and Quake - until the games they made tore them apart. David Kushner has been covering the video game industry for ten years and knows all the angles. Even those with no interest in video games will be fascinated by this vastly entertaining tale of friendship, betrayal and the genesis of a multibillion-dollar popular art form.

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
Transactions on Edutainment XIV (Paperback, 1st ed. 2018): Zhigeng Pan, Adrian David Cheok, Wolfgang Muller Transactions on Edutainment XIV (Paperback, 1st ed. 2018)
Zhigeng Pan, Adrian David Cheok, Wolfgang Muller
R2,037 Discovery Miles 20 370 Ships in 18 - 22 working days

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.

A Game of Life or Death (Paperback): Triona Campbell A Game of Life or Death (Paperback)
Triona Campbell
R263 R240 Discovery Miles 2 400 Save R23 (9%) Ships in 9 - 17 working days

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

Learning XNA 4.0 (Paperback, Annotated edition): Aaron Reed Learning XNA 4.0 (Paperback, Annotated edition)
Aaron Reed
R976 R855 Discovery Miles 8 550 Save R121 (12%) Ships in 18 - 22 working days

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 (Paperback, 2nd edition): Alex Okita Learning C# Programming with Unity 3D, second edition (Paperback, 2nd edition)
Alex Okita
R1,862 Discovery Miles 18 620 Ships in 10 - 15 working days

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

3D Game Programming for Kids 2e (Paperback, 2nd ed.): Chris Strom 3D Game Programming for Kids 2e (Paperback, 2nd ed.)
Chris Strom
R1,089 R951 Discovery Miles 9 510 Save R138 (13%) Ships in 10 - 15 working days

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,... 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.

Tomb Raiders and Space Invaders (Hardcover, New): Geoff King, Tanya Krzywinska Tomb Raiders and Space Invaders (Hardcover, New)
Geoff King, Tanya Krzywinska
R4,957 Discovery Miles 49 570 Ships in 10 - 15 working days

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.

Final Fantasy VI (Paperback): Sebastian Deken Final Fantasy VI (Paperback)
Sebastian Deken
R342 R321 Discovery Miles 3 210 Save R21 (6%) Ships in 18 - 22 working days
Understanding Video Game Music (Hardcover): Tim Summers Understanding Video Game Music (Hardcover)
Tim Summers; Foreword by James Hannigan
R2,804 Discovery Miles 28 040 Ships in 10 - 15 working days

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.

Learn Unity for Windows 10 Game Development (Paperback, 1st ed.): Sue Blackman, Adam Tuliper Learn Unity for Windows 10 Game Development (Paperback, 1st ed.)
Sue Blackman, Adam Tuliper
R1,415 Discovery Miles 14 150 Ships in 18 - 22 working days

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.

Beginning Platino Game Engine (Paperback, 1st ed.): Abhishek Nandy, Debashree Chanda Beginning Platino Game Engine (Paperback, 1st ed.)
Abhishek Nandy, Debashree Chanda
R1,453 Discovery Miles 14 530 Ships in 18 - 22 working days

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.

Game Design Deep Dive - Platformers (Hardcover): Joshua Bycer Game Design Deep Dive - Platformers (Hardcover)
Joshua Bycer
R5,757 Discovery Miles 57 570 Ships in 10 - 15 working days

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.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
King Tony Wrench Socket T-Type (19mm)
Slogging Spanner 24mm Open End Crv
Micro-Tec Spanner Offset Combination…
High Performance Computing Systems and…
Andrew Pollard, Douglas J.K. Mewhort, … Hardcover R4,348 Discovery Miles 43 480
Micro-Tec Wrench Ratchet Stub (19mm)
Microsystem Technology and Microrobotics
Sergej Fatikow, Ulrich Rembold Hardcover R4,239 Discovery Miles 42 390
Extension Bar 1/2" X 125mm
Theism - the Witness of Reason and…
John Tulloch Paperback R607 Discovery Miles 6 070
Efficient Polymorphic Calls
Karel Driesen Hardcover R4,136 Discovery Miles 41 360
A First Primer of Apologetics
Robert Mackintosh Paperback R376 Discovery Miles 3 760

 

Partners