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

Dark Souls II: Design Works (Hardcover): From Software Dark Souls II: Design Works (Hardcover)
From Software 1
R1,241 R1,069 Discovery Miles 10 690 Save R172 (14%) Ships in 18 - 22 working days

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!

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.

Coding with Roblox Lua in 24 Hours - The Official Roblox Guide (Paperback): Official Roblox Books(Pearson) Coding with Roblox Lua in 24 Hours - The Official Roblox Guide (Paperback)
Official Roblox Books(Pearson)
R755 R660 Discovery Miles 6 600 Save R95 (13%) Ships in 5 - 10 working days

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 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.

Jacked - The Unauthorized Behind-the-Scenes Story of Grand Theft Auto (Paperback): David Kushner Jacked - The Unauthorized Behind-the-Scenes Story of Grand Theft Auto (Paperback)
David Kushner 2
R376 R342 Discovery Miles 3 420 Save R34 (9%) Ships in 9 - 17 working days

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...

Diseno de juegos en America latina - Estructura ludica: Game Design paso a paso (Spanish, Paperback): Durgan a Nallar Diseno de juegos en America latina - Estructura ludica: Game Design paso a paso (Spanish, Paperback)
Durgan a Nallar
R777 Discovery Miles 7 770 Ships in 18 - 22 working days
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.

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.

The History of Video Games (Hardcover): Charlie Fish The History of Video Games (Hardcover)
Charlie Fish
R475 R438 Discovery Miles 4 380 Save R37 (8%) Ships in 5 - 10 working days

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 (Hardcover): Andy McVittie The Art of Titanfall (Hardcover)
Andy McVittie 1
R909 R663 Discovery Miles 6 630 Save R246 (27%) Ships in 10 - 15 working days

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.

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.

How to Beat Minecraft (Independent & Unofficial) (Paperback): Kevin Pettman How to Beat Minecraft (Independent & Unofficial) (Paperback)
Kevin Pettman
R409 R374 Discovery Miles 3 740 Save R35 (9%) Ships in 9 - 17 working days

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!

Designing Games (Paperback): Tynan Sylvester Designing Games (Paperback)
Tynan Sylvester
R1,234 R1,008 Discovery Miles 10 080 Save R226 (18%) Ships in 9 - 17 working days

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

Do-It-Yourself Java Games - An Introduction to Java Computer Programming (Paperback): Leah Darst Do-It-Yourself Java Games - An Introduction to Java Computer Programming (Paperback)
Leah Darst; Annette Godtland
R767 Discovery Miles 7 670 Ships in 18 - 22 working days
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.

Legend Of Zelda, The: Hyrule Historia (Hardcover): Shigeru Miyamoto Legend Of Zelda, The: Hyrule Historia (Hardcover)
Shigeru Miyamoto 1
R1,164 R979 Discovery Miles 9 790 Save R185 (16%) Ships in 9 - 17 working days

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!

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.

Understanding Video Game Music (Hardcover): Tim Summers Understanding Video Game Music (Hardcover)
Tim Summers; Foreword by James Hannigan
R2,669 Discovery Miles 26 690 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.

Agile Game Development - Build, Play, Repeat (Paperback, 2nd edition): Clinton Keith Agile Game Development - Build, Play, Repeat (Paperback, 2nd edition)
Clinton Keith
R1,034 Discovery Miles 10 340 Ships in 10 - 15 working days

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.

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.

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