0
Your cart

Your cart is empty

Browse All Departments
Price
  • R50 - R100 (2)
  • R100 - R250 (87)
  • R250 - R500 (292)
  • R500+ (1,435)
  • -
Status
Format
Author / Contributor
Publisher

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

2D Graphics Programming for Games (Paperback): John Pile Jr 2D Graphics Programming for Games (Paperback)
John Pile Jr
R1,975 Discovery Miles 19 750 Ships in 10 - 15 working days

The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D. 2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that can be easily applied to many game platforms, including iOS, Android, Xbox 360, and the PlayStation Suite. The author presents examples not only from video games but also from art and animated film. The book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics and then covers topics pertaining to motion and depth, such as cel animation, tiling, and layering. The text also describes advanced graphics, including the use of particle systems, shaders, and splines. Code samples in the text and online allow readers to see a particular line of code in action or as it relates to the code around it. In addition, challenges and suggested projects encourage readers to work through problems, experiment with solutions, and tinker with code. Full of practical tools and tricks, this color book gives novices in-depth guidance on making professional, high-quality graphics for games. It also improves the relationship between programmers and artists by explaining how certain art and design challenges can be solved with a programmatic solution.

Young Guns - Obsession, Overwatch, and the Future of Gaming (Paperback): Austin Moorhead Young Guns - Obsession, Overwatch, and the Future of Gaming (Paperback)
Austin Moorhead
R420 Discovery Miles 4 200 Ships in 10 - 15 working days

Launched in January 2018, the Overwatch League (OWL) is the first large-scale concerted effort to build a competitive, global framework for an eSport that can rival the largest pro sports leagues. $3.5 million in prize money, a broadcasting deal with ESPN, and the purchase of OWL teams by celebrity owners including Robert Kraft, owner of the New England Patriots, and Stan Kroenke, owner of the Los Angeles Rams, set the stakes for the launch. The first season ended in a tense round of playoffs that climaxed in a suspenseful championship series in a sold-out Barclay's Center. Austin Moorhead, a gamer who found himself fascinated by the emerging world of pro players, embedded himself during OWL's debut season with multiple teams, including the London Spitfire, which would go on to become Overwatch's first world champion. In Young Guns, he takes readers behind the scenes of the wild first season of a competition that just might become as ingrained in our culture as Sunday football, revealing a high-stakes, pressure-cooker world of profane teenagers who earn six-figure salaries, TV executives and traditional sports owners struggling to understand and conquer youth culture, and a game whose innovation progresses so fast that fans watch their favourite gamers practice for hours just to keep up with it. Told with perspective on the subculture and unrivalled access into how both the OWL and the teams that compose it have built themselves to succeed, Young Guns is a fascinating look at the ascendance of competitive gaming and the future of sports.

RoboCup 2000: Robot Soccer World Cup IV (Paperback, 2001 ed.): Peter Stone, Tucker Balch, Gerhard Kraetzschmar RoboCup 2000: Robot Soccer World Cup IV (Paperback, 2001 ed.)
Peter Stone, Tucker Balch, Gerhard Kraetzschmar
R1,702 Discovery Miles 17 020 Ships in 18 - 22 working days

This book is the fourth offical archival publication devoted to RoboCup and documents the achievements presented at the Fourth Robot World Cup Soccer Games and Conferences, RoboCup 2000, held in Melbourne, Australia, in August/September 2000. The book presents the following parts: introductory overview and survey, championship papers by the winners of the competitions, finalist papers for the RoboCup challenge awards, papers and posters presented at the workshop, team description of a large number of participating teams. This book is mandatory reading for the rapidly growing RoboCup community as well as a valuable source of reference and inspiration for R & D professionals interested in multi-agent systems, distributed artificial intelligence, and intelligent robotics.

Computers and Games - First International Conference, CG'98 Tsukuba, Japan, November 11-12, 1998 Proceedings (Paperback,... Computers and Games - First International Conference, CG'98 Tsukuba, Japan, November 11-12, 1998 Proceedings (Paperback, 1999 ed.)
H. Jaap van den Herik, Hiroyuki Iida
R1,424 Discovery Miles 14 240 Ships in 18 - 22 working days

ThisbookcontainsthepaperspresentedattheFirstInternationalConferenceon Computers and Games (CG'98) held at the Electrotechnical Laboratory (ETL), in Tsukuba, Japan, on November 11-12, 1998. TheCG'98focusesonallaspectsofresearchrelatedtocomputersandgames. Relevanttopics include, but arenotlimited to,the currentstate ofgame-playing programs. The book contains new theoretical developments in game-related - search, general scienti c contributions produced by the study of games, social aspects of computer games, mathematical games, cognitive research of how - mans play games, and so on. As this volume shows, CG'98 is an international conference, with participants from many di erent countries who have di erent backgrounds and hence exhibit di erent views on computers and games. The Conference was the rst one in a series of conferences on this topic. It was a direct follow-up of many successful computer-games-relatedevents held in Japan, such as the series of four Game Programming Workshops (GPW'94 to GPW'97) and the IJCAI-97 Workshop on Computer Games. The technical program consisted of a keynote lecture, titled: Predictions (by H.J. van den Herik), and 21 presentations of accepted papers. The conference was preceded by an informal Workshop on November 10, 1998. The Program Committee (PC) received 35 submissions. Eachpaper was sent to three referees, who were selected on the basis of their expert knowledge. Twelve papers were acceptedimmediately,12paperswerenotaccepted,and11paperswerereturned to the authors with the request to improve them, and with the statement that they would be refereed again. Finally, with the help of many referees (see the endofthis preface),the PCaccepted21papers forpresentationandpublication.

Understanding Kids, Play, and Interactive Design - How to Create Games Children Love (Paperback): Mark Schlichting Understanding Kids, Play, and Interactive Design - How to Create Games Children Love (Paperback)
Mark Schlichting; Foreword by Jesse Schell
R2,228 Discovery Miles 22 280 Ships in 10 - 15 working days

This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children's designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children's interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds

Apex Legends: How to Become A Champion (The Unofficial Guide) (Paperback): Alex Riviello Apex Legends: How to Become A Champion (The Unofficial Guide) (Paperback)
Alex Riviello
R206 R174 Discovery Miles 1 740 Save R32 (16%) Ships in 10 - 15 working days

This information-packed strategy guide is a must-have for any Apex Legends player. With handy hints and tips to get you started, this guide will help you to quickly master the basics of the game, including the best weapons, playing as a team and all map locations. As each game is completely different, this guide will help even advanced players hone their technique, find the best loot and choose their weapons wisely. You will also learn about the characters, reviving team members and secrets of the map!

SNES Omnibus: The Super Nintendo and Its Games, Vol 1 (A-M) (Hardcover): Brett Weiss SNES Omnibus: The Super Nintendo and Its Games, Vol 1 (A-M) (Hardcover)
Brett Weiss
R1,443 R1,058 Discovery Miles 10 580 Save R385 (27%) Ships in 10 - 15 working days

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.

Transnational Play - Piracy, Urban Art, and Mobile Games (Hardcover, 0): Anne-Marie Schleiner Transnational Play - Piracy, Urban Art, and Mobile Games (Hardcover, 0)
Anne-Marie Schleiner
R3,067 Discovery Miles 30 670 Ships in 10 - 15 working days

Transnational Play approaches gameplay as a set of practices and a global industry that includes diverse participation from players and developers located within the global South, in nations outside of the First World. Players experience play in game cafes, through casual games for regional and global causes like environmentalism, through piracy and cheats, via cultural localization, on their mobile phones, and through urban playful art in Latin America. This book offers a reorientation of perspective on the global developers who make games, as well as the players who consume games, while still acknowledging geographically distributed socioeconomic, racial, gender, and other inequities. Over the course of the inquiry, which includes a chapter dedicated to the cartography of the mobile augmented reality game Pokemon Go, the author develops a theoretical line of argument critically informed by gender studies and intersectionality, postcolonialism, geopolitics, and game studies, problematizing play as a diverse and contested transnational domain.

100 Greatest Video Game Characters (Hardcover): Jaime Banks, Robert Mejia, Aubrie Adams 100 Greatest Video Game Characters (Hardcover)
Jaime Banks, Robert Mejia, Aubrie Adams
R1,644 Discovery Miles 16 440 Ships in 10 - 15 working days

Though in existence for only a few decades, video games are now firmly established in mainstream culture all around the planet. Every year new games are produced, and every year new favorites emerge. But certain characters have become so iconic that they withstand both time and the shifting interests of players. Such creations permeate other elements of popular culture-from graphic novels to film-and are known not only to dedicated gamers but to the general public as well. In 100 Greatest Video Game Characters, readers can learn about some of the most popular and influential figures that have leapt from computer monitors and television screens and into the public consciousness. The entries in this volume provide general facts about the characters as well as explore their cultural significance. The entries include the following information: *Game developer *Year character was established *Video game franchise In addition, the book examines the commonalities of various video game characters to help readers better understand their popularity and how they operate within the video games and the industry itself. Whether casually looking up information on video game characters or researching what these icons says about society, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Characters will appeal to fans and scholars alike.

Comic Book Story of Video Games, The (Paperback): J. Hennessey Comic Book Story of Video Games, The (Paperback)
J. Hennessey
R505 R384 Discovery Miles 3 840 Save R121 (24%) Ships in 10 - 15 working days
Better Game Characters by Design - A Psychological Approach (Hardcover): Katherine Isbister Better Game Characters by Design - A Psychological Approach (Hardcover)
Katherine Isbister
R5,221 Discovery Miles 52 210 Ships in 10 - 15 working days

Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.

Esports in Higher Education - Fostering Successful Student-Athletes and Successful Programs (Paperback): George S. McClellan,... Esports in Higher Education - Fostering Successful Student-Athletes and Successful Programs (Paperback)
George S. McClellan, Ryan S. Arnett, Charles M. Hueber
R1,059 Discovery Miles 10 590 Ships in 10 - 15 working days

This comprehensive resource examines the rapidly-growing esports phenomenon in higher education, bringing the perspectives of players, administrators, and scholars together in one volume to discuss the basics of esports, how to start and maintain successful esports programs, and issues and trends in the field. Esports are a global phenomenon with an estimated audience of 400 million people in 2018. Given their already strong base and rising popularity on college campuses, esports have been referred to as the new college football. This book offers practical insights into how to develop and maintain an esports program that is consistent with institutional purposes and values. The book is helpful to all types of institutions (small to large, public and private, 2-year or 4-year). It draws on current scholarship and the professional experience of the authors, focused heavily on practical advice for higher education professionals. Among the challenges of esports in higher education the book addresses are competition structure, competition climate, child protection, cheating, gambling, lack of reliable relevant data to inform decisions, and the advent of an esports arms race. Some of the opportunities described in the book include student recruitment and success networks with high schools, and partnerships with the esports industry. Done correctly, esports can provide a structured way for all students (on campus, off campus, and online) to engage in both curricular and cocurricular programming that can provide measurable learning outcomes and have a positive impact on retention rates.

Captain Code - Unleash Your Coding Superpower With Python (Paperback): Ben Forta, Shmuel Forta Captain Code - Unleash Your Coding Superpower With Python (Paperback)
Ben Forta, Shmuel Forta
R579 Discovery Miles 5 790 Ships in 10 - 15 working days

Everyone should learn to code. Much like drawing and sketching, playing an instrument, cooking, or taking pictures and shooting videos, coding is a creative endeavor, which means it's a way to actually create stuff, and creating stuff is incredibly rewarding and satisfying. Sure, it's fun to spend hours on your phone looking at what other people have created; but that's nothing compared to the joy and satisfaction of creating things that other people consume and use. Yep, coding is fun!

And if that weren't enough, when you learn to code you develop all sorts of invaluable skills and traits beyond just coding. These include planning, problem solving, communication, logic, empathy, attention to detail, patience, resilience, persistence, and creativity. And it turns out that these skills (especially creativity and creative problem solving) are some of the most in-demand out there. So, coding will help your future career, too, regardless of what that career may be. But, where to start?

Captain Code is a welcoming, engaging, and fun introduction to becoming a coder, designed for the young (ages 10-17) and young-at-heart. Experienced educators and coders Ben & Shmuel Forta will guide you using Python, one of the most popular programming languages in the world. You'll learn by creating games, yes, games, from simple projects to retro text-based adventures to complete graphical arcade style games.

Simulation and Gaming for Social Design (Hardcover, 1st ed. 2021): Toshiyuki Kaneda, Ryoju Hamada, Terukazu Kumazawa Simulation and Gaming for Social Design (Hardcover, 1st ed. 2021)
Toshiyuki Kaneda, Ryoju Hamada, Terukazu Kumazawa
R3,273 Discovery Miles 32 730 Ships in 10 - 15 working days

This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy-food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The "human dimension" aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.

COLLADA - Sailing the Gulf of 3D Digital Content Creation (Paperback): Remi Arnaud, Mark C. Barnes COLLADA - Sailing the Gulf of 3D Digital Content Creation (Paperback)
Remi Arnaud, Mark C. Barnes
R1,978 Discovery Miles 19 780 Ships in 10 - 15 working days

COLLADA is a COLLAborative Design Activity for establishing an open standard Digital Asset schema for interactive 3D applications. This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development. Errata are posted at http://collada.org/mediawiki/index.php/COLLADA_book.

Game Development Tools (Hardcover): Marwan Ansari Game Development Tools (Hardcover)
Marwan Ansari
R5,221 Discovery Miles 52 210 Ships in 10 - 15 working days

This book brings the insights of game professionals, DCC creators, hardware vendors, and current researchers together into a collection that focuses on the most underrepresented and critical part of game production: tools development. The first gems-type book dedicated to game tools, this volume focuses on practical, implementable tools for game development professionals. Topics range from asset tracking to improving remote version control performance to robust and efficient IO. Technical artists, as well as game play, audio, and graphics programmers will find new tools to improve work flow and help build games faster.

Maya for Games - Modeling and Texturing Techniques with Maya and Mudbox (Hardcover): Michael Ingrassia Maya for Games - Modeling and Texturing Techniques with Maya and Mudbox (Hardcover)
Michael Ingrassia
R5,194 Discovery Miles 51 940 Ships in 10 - 15 working days

Well-known Maya professional, Michael Ingrassia, takes readers through his unique style of modeling: "Image Based Modeling" where efficient, realistic models can be created very quickly. Ingrassia's techniques allow modelers to create exact replicas of their concept characters or objects. The techniques presented are very efficient and allow game modelers to quickly build out stand alone props to populate environments and game levels. Presented are tried and true techniques that the author has used successfully in game production for the past 10 years. Most, if not all 3D books, focus on basic "box" modeling techniques, which are the basis for proper 3D modeling but not the complete solution. In the author's experience, students who have learned through the Image Based Modeling brand, have quickly excelled into effective modelers. One of the hardest things for any modeler to do is match their model EXACTLY to the concept art or photos they are provided. The insider tips in this book walk artists through this process. Artists begin with basic modeling and advance to a creating a complete scene and set design/game level. Rather than including sporadic models with zero association from to one another, each model in the book becomes an integral part of an overall theme realistic in game development today. The accompanying downloadable resources include 8 exclusive video tutorials on advanced Maya techniques as bonus tracks for artists providing invaluable modeling, rigging and texturing samples. Also, an in-depth video on assembling a "Killer Demo Reel" showing simple but effective video editing techniques used by the author so that artists can learn how to get their work seen. The book not only teaches effective methodology, but provides the user with impressive content for producing effective demo reels and portfolios. Pros and cons of demo reel, website and artist representation are given, along with insights into the expectations of game studios today. The video tutorials show users the finished product, and then run through the process of step by step creation of that particular technique.

Introductory Programming with Simple Games - Using Java and the Freely Available Networked Game Engine (WSE) (Paperback): B.C.... Introductory Programming with Simple Games - Using Java and the Freely Available Networked Game Engine (WSE) (Paperback)
B.C. Ladd
R4,636 Discovery Miles 46 360 Ships in 10 - 15 working days

This is an excellent resource for programmers who need to learn Java but aren't interested in just reading about concepts. "Introduction to Java Programming with Games" follows a spiral approach to introduce concepts and enable them to write game programs as soon as they start. It includes code examples and problems that are easy to understand and motivates them to work through to find the solutions. This game-motivated presentation will help programmers quickly apply what they've learned in order to build their skills.

An Introduction to GameGuru (Hardcover): Michael Matthew Messina An Introduction to GameGuru (Hardcover)
Michael Matthew Messina
R3,882 Discovery Miles 38 820 Ships in 18 - 22 working days

GameGuru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program. Details on how to perform more complex tasks are not found easily anywhere else or in any of the GameGuru documentation. This book will cover all of the common topics including building levels, coding, AI and more. Key Features The only book the fully covers the GameGuru engine. Includes robust documentation to perform complex tasks that are not outlined anywhere else. Includes level building, coding, AI and more. Included are scripts and demo maps for readers to learn from. GameGuru is the ultimate start-to-finish guide

Game AI Pro 360: Guide to Architecture - Guide to Architecture (Paperback): Steve Rabin Game AI Pro 360: Guide to Architecture - Guide to Architecture (Paperback)
Steve Rabin
R1,403 Discovery Miles 14 030 Ships in 10 - 15 working days

Steve Rabin's Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as behavior trees and share architectures used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online

We Deserve Better Villains - A Video Game Design Survival Guide (Paperback): Jai Kristjan We Deserve Better Villains - A Video Game Design Survival Guide (Paperback)
Jai Kristjan
R1,445 R1,348 Discovery Miles 13 480 Save R97 (7%) Ships in 5 - 10 working days

We Deserve Better Villains is a highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live. Each chapter outlines a period in a video games development cycle, what key concepts need to be on a designers mind and how they can work to improve themselves every step of the way. To help visualize the journey the chapters start with a section centered on the reader as a hero character in a fictitious adventure video game that faces the trials and tribulations of the development cycle to completing the game. We all deserve better games, better heroes and villains which starts with learning what it takes to survive in the game development system as a videogame designer. Key Features Accessible enough for novices, insightful enough for veteran game designers Allows readers of at any level of video game knowledge to connect with the struggle of making a video game Concepts are delivered in a short, specific approach followed with practical exercises to follow to getting the reader into action to improve their skills

Breaking Out of the Games Industry (Hardcover, 2nd New edition): Matthew M. White Breaking Out of the Games Industry (Hardcover, 2nd New edition)
Matthew M. White
R2,935 Discovery Miles 29 350 Ships in 10 - 15 working days

This book offers a perspective into a phenomenon becoming more and more common: AAA developers 'going indie'. Written through the personal story of the author finding his way into the AAA games space, only to retreat back to indie games and consulting work and finding a new-old life making games for himself, and finding fulfillment in doing so. It is both a word of warning to creatives seeking a corporation and a call for disillusioned developers to break free and do something wild, creative, and unexpected. It is critical of common industry issues such as structural crunch, health issues, work life balance, and more, but is also a personal story of mismatched needs in doing creative work. Key Features Under-explored viewpoint of the games industry, someone who worked for years to 'break in', then worked for years to 'break out'. Offers a unique look at making an indie game life both financially and mentally feasible. Encourages developers sitting on the fence to take the plunge.

3D Game Environments - Create Professional 3D Game Worlds (Paperback, 2nd edition): Luke Ahearn 3D Game Environments - Create Professional 3D Game Worlds (Paperback, 2nd edition)
Luke Ahearn
R1,684 Discovery Miles 16 840 Ships in 10 - 15 working days

From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments. Key Features The entire game world development process; from planning to 3D modeling, UV layout, and creating textures. Exercises and projects to practice with; each section includes projects to guide you through creating different world genres. The updated companion website-www.lukeahearn.com/textures/ now includes video tutorials in addition to updated sample textures, shaders, materials, actions, brushes, program demos, plug-ins and all art from the book-all the tools you need in one place.

Nier: Automata World Guide Volume 1 (Hardcover): Square Enix Nier: Automata World Guide Volume 1 (Hardcover)
Square Enix
R1,082 R799 Discovery Miles 7 990 Save R283 (26%) Ships in 10 - 15 working days
3ds Max Basics for Modeling Video Game Assets: Volume 1 - Model a Complete Game Environment and Export to Unity or Other Game... 3ds Max Basics for Modeling Video Game Assets: Volume 1 - Model a Complete Game Environment and Export to Unity or Other Game Engines (Paperback)
William Culbertson
R1,924 Discovery Miles 19 240 Ships in 10 - 15 working days

A textbook for learning 3d modeling fundamentals, this step-by-step lesson book develops the readers modeling skills through a series of modeling exercises creating modules for a medieval castle environment. As the text introduces new modeling skills it additionally calls on the reader to perform repetitive tasks, reinforcing skills learned in the process. The content is presented as if the reader is in a working video game studio, being responsible for researching asset design, providing the team with placeholder assets, and final model assets that are unwrapped and custom textured. Upon completion of the modeling projects, the modeled environment is exported to the Unity game engine for use in a real game environment, Although the text uses Autodesk 3ds Max for the modeling program, the principals are transferable to other major modeling programs. Key Features: The goal of this book is to teach the fundamentals of 3d modeling video game assets in a simplified, logical progression, optimized for learning at a beginner level. This series of modeling exercises is the result of having taught over one thousand video game students the fundamentals of 3d modeling. Often, teachers are not fully trained in teaching the concepts of 3d modeling. This text, written for self-paced learning helps those instructors. Includes instructions and project files for exporting the finished project environment into a 3d game engine, Unity. Appendices include additional 3ds Max tool instructions. A companion site includes working 3ds Max project files for Chapters, a 3ds Max user interface and 3ds Max short cut keys and more.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
The World-Mystery - Four Essays
George Robert Stow Mead Paperback R333 Discovery Miles 3 330
Invisible Helpers
C.W. Leadbeater Hardcover R714 Discovery Miles 7 140
The Key to THEOSOPHY - Being a clear…
H. P Blavatsky Hardcover R645 Discovery Miles 6 450
An Outline of Esoteric Science - The…
Rudolf Steiner Hardcover R838 Discovery Miles 8 380
Thought-forms (fully Illustrated in…
Annie Besant, C.W. Leadbeater Hardcover R877 Discovery Miles 8 770
Theosophy across Boundaries…
Hans Martin Kramer, Julian Strube Paperback R832 Discovery Miles 8 320
Books of Enoch - Complete Edition, the
Paul C Schnieders Hardcover R656 Discovery Miles 6 560
The Philosophy of Spiritual Activity
Rudolf Steiner Hardcover R600 Discovery Miles 6 000
The Astral Plane
C.W. Leadbeater Hardcover R714 Discovery Miles 7 140
The Aquarian Gospel of Jesus the Christ
Levi Hardcover R773 Discovery Miles 7 730

 

Partners