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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!
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.
In just 24 lessons of one hour or less, Coding with Roblox Lua in
24 Hours: The Official Roblox Guide helps you learn all the skills
and techniques you'll need to code your own Roblox experiences.
Perfect for beginners, each short and easy lesson builds upon
everything that's come before, helping you quickly master the
essentials of Lua programming. Step-by-step instructions walk you
through common questions, issues, and tasks; Q&As, Quizzes, and
Exercises build and test your knowledge; "Did You Know?" tips offer
insider advice and shortcuts; and "Watch Out!" alerts help you
avoid pitfalls. Learn how to... * Code with properties, variables,
functions, if/then statements, and loops * Organize information
using arrays and dictionaries * Work with events to make things
move, explode, count down, and do whatever you can imagine * Keep
your code manageable with abstractions and object-oriented
programming * Store data permanently to create leaderboards,
inventories, and custom currency * Use raycasting to allow visitors
to place their own objects, such as furniture and props, within
your world
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 behind-the-scenes story of the world's most notorious and
controversial video games company - Rockstar Games. Jacked is the
incredible story behind the phenomenon that changed video games for
ever - Grand Theft Auto. Powerful politicians tried to stop it,
parents and activists vigorously campaigned against it, but they
couldn't stop GTA breaking records. GTA IV became the biggest
entertainment product launch of all time, eclipsing all other
books, films and music, and went on to become the most
controversial video game in history. Now, after 10 years of
research, David Kushner reveals how Sam Houser's company, Rockstar
Games, made it all possible. He lifts the veil of secrecy around
the team to show how a blend of creative genius, daring PR
campaigns, big egos and an obsessive work ethic all came together
to create a monster with a tendency to spiral out of control.
Including the full story behind 'Hot Coffee' - the hidden sex
minigame that nearly killed the game and the company - Jacked gets
right to the heart of what it takes to make a classic computer
game...
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 book is a potted history of video games, telling all the
rollercoaster stories of this fascinating young industry that's now
twice as big globally than the film and music industries combined.
Each chapter explores the history of video games through a
different lens, giving a uniquely well-rounded overview. Packed
with pictures and stats, this book is for video gamers nostalgic
for the good old days of gaming, and young gamers curious about how
it all began. If you've ever enjoyed a video game, or you just want
to see what all the fuss is about, this book is for you. There are
stories about the experimental games of the 1950s and 1960s; the
advent of home gaming in the 1970s; the explosion - and implosion -
of arcade gaming in the 1980s; the console wars of the 1990s; the
growth of online and mobile games in the 2000s; and we get right up
to date with the 2010s, including such cultural phenomena as
twitch.tv, the Gamergate scandal, and Fortnite. But rather than
telling the whole story from beginning to end, each chapter covers
the history of video games from a different angle: platforms and
technology, people and personalities, companies and capitalism,
gender and representation, culture, community, and finally the
games themselves.
The Art of Titanfall will take readers on a no-holds barred look at
Respawn Entertainment's hugely anticipated multiplayer shooter -
featuring exclusive concept and development art, showcasing the
all-out warfare between the agile pilots and lethal Titans of the
Interstellar Manufacturing Corporation and the M-COR militia, as
well as the war-torn battlefields found throughout the game.
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.
It's time for a brand new Minecraft guide! How to Beat Minecraft is
the independent and unofficial guide with everything a player could
possibly need to finish the game in survival mode. Starting from
the very first moment you begin the game in a completely new world,
the book will show you the best methods for mining, crafting and
creating a shelter, then lead you through farming, making enchanted
objects, interacting with villagers, and exploring. Finally, you'll
learn how to enter the dangerous world of the Nether and survive
there, and how to beat the Ender Dragon and complete the game. It's
packed full of info on the very latest completely new elements in
Minecraft, including pillagers, pandas, shipwrecks and more. This
epic book has everything that a player needs to beat Survival Mode
and become a Minecraft champion!
Ready to give your design skills a real boost? This eye-opening
book helps you explore the design structure behind most of today's
hit video games. You'll learn principles and practices for crafting
games that generate emotionally charged experiences - a combination
of elegant game mechanics, compelling fiction, and pace that fully
immerses players. In clear and approachable prose, design pro Tynan
Sylvester also looks at the day-to-day process necessary to keep
your project on track, including how to work with a team, and how
to avoid creative dead ends. Packed with examples, this book will
change your perception of game design. Create game mechanics to
trigger a range of emotions and provide a variety of play Explore
several options for combining narrative with interactivity Build
interactions that let multiplayer gamers get into each other's
heads Motivate players through rewards that align with the rest of
the game Establish a metaphor vocabulary to help players learn
which design aspects are game mechanics Plan, test, and analyze
your design through iteration rather than deciding everything up
front Learn how your game's market positioning will affect your
design
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.
Dark Horse Books and Nintendo team up to bring you "The Legend of
Zelda: Hyrule Historia", containing an unparalleled collection of
historical information on "The Legend of Zelda" franchise. This
handsome hardcover contains never-before-seen concept art, the full
history of Hyrule, the official chronology of the games, and much
more! Starting with an insightful introduction by the legendary
producer and video-game designer of Donkey Kong, Mario, and The
Legend of Zelda, Shigeru Miyamoto, this book is crammed full of
information about the storied history of Link's adventures from the
creators themselves! As a bonus, "The Legend of Zelda: Hyrule
Historia" includes an exclusive comic by the foremost creator of
"The Legend of Zelda" manga - Akira Himekawa!
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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.
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.
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.
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.
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.
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