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Books > Computing & IT > Computer software packages > Computer games
World Of Warcraft: Chronicle - Volume 1 is a journey through an age of myth and legend, a time long before the Horde and the Alliance came to be. This definitive tome of Warcraft history reveals untold stories about the birth of the cosmos, the rise of ancient empires, and the forces that shaped the world of Azeroth and its people.
This beautiful hardcover features twenty-five full-page paintings by World of Warcraft artist Peter Lee, as well as a cosmology chart, half a dozen maps charting changes through time, and other line art illustrations by Joseph Lacroix, and marks the first in a multipart series exploring the Warcraft universe; from the distant past to the modern era.
Volume 2 of SNES Omnibus is a fun and informative look at ALL the
original Super Nintendo games released in the US starting with the
letters N-Z. More than 375 games are featured, including such
iconic titles as Star Fox, Super Mario Kart, Super Mario World,
Super Metroid, Tetris Attack, and Zombies Ate My Neighbors. Each
game, whether obscure or mainstream, is covered in exhaustive
detail. In addition to thorough gameplay descriptions, the book
includes reviews, fun facts, historical data, quotes from vintage
magazines, and, best of all, nostalgic stories about many of the
games from programmers, authors, convention exhibitors, video game
store owners, YouTube celebs, and other industry insiders. The book
also features more than 2,000 full-color images, including box art,
cartridges, screenshots, and vintage ads. Plus, there's a gorgeous
centerfold starring your favorite SNES characters.
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.
Level design connects the player to the game through challenges,
experiences, and emotions. This book is an invaluable introduction
to the evolving practices of Level Designers across the games
industry. The increasingly complex role of the Level Designer
requires technical and creative skill as it brings together
architecture, art, player psychology, interaction design,
usability, and experience design. This book explores in detail the
principles designers employ when planning levels and building
engaging spaces for the player. As well as practical approaches to
level design, the book delves into the theoretical underpinnings of
the processes and charts a path towards thinking like a Level
Designer. Throughout the book you will be guided through the
fundamentals of level design: each chapter builds on the types of
research, ideation, best practices, and methodologies Level
Designers employ when creating prototypes and shipped games. A
series of interviews with designers and case studies from game
studios examine the application of industry-wide expertise used to
create triple-A and indie game titles. By the end of this book you
will have gained valuable insight into the role of a Level Designer
and be able to devise, plan, and build your own engaging and
entertaining game levels.
Computer games are one of the most exciting and rapidly evolving
media of our time. Revenues from console and computer games have
now overtaken those from Hollywood movies; and online gaming is one
of the fastest-growing areas of the internet. Games are no longer
just kids' stuff: the majority of players are now adults, and the
market is constantly broadening. The visual style of games has
become increasingly sophisticated, and the complexities of
game-play are ever more challenging. Meanwhile, the iconography and
generic forms of games are increasingly influencing a whole range
of other media, from films and television to books and toys.
This book provides a systematic, comprehensive introduction to the
analysis of computer and video games. It introduces key concepts
and approaches drawn from literary, film and media theory in an
accessible and concrete manner; and it tests their use and
relevance by applying them to a small but representative selection
of role-playing and action-adventure games. It combines methods of
textual analysis and audience research, showing how the combination
of such methods can give a more complete picture of these playable
texts and the fan cultures they generate. Clearly written and
engaging, it will be a key text for students in the field and for
all those with an interest in taking games seriously.
100% Unofficial
A gamer's guide to the phenomenal new battle royal game, Apex Legends.
In this full-colour illustrated unofficial handbook, you'll find guides
that will help you improve your survival skills, master each of the
colourful Legend characters and become a master of the map and all its
hidden secrets.
With tips on how to play, the different modes, tactical strategies,
looting and maximising load outs and much more, this easy-to-follow,
step-by-step guide launches readers into Apex Legends' battle for
survival.
For parents, there's also a guide to playing safely online, as well as
advice on setting parental controls.
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.
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
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.
A mysterious group of phantom thieves skulks in the shadows of
Tokyo, changing the hearts of corrupt adults. But behind their
masks are--normal teenagers and a talking black cat?! PERSONA 5:
MEMENTOS MISSION is an all-new mystery featuring the cast of
PERSONA 5. IN THIS VOLUME: Phantom thieves Makoto and Haru
infiltrate a maid cafe, while strange "space aliens" appear in
Akihabara! With so much going on, the time Ren has for sleep keeps
getting shorter and shorter... Will the phantom thieves be able to
find their targets in Mementos, and change their hearts?!
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!
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.
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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.
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.
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