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

Digital Love - Romance and Sexuality in Games (Paperback): Heidi McDonald Digital Love - Romance and Sexuality in Games (Paperback)
Heidi McDonald
R1,866 Discovery Miles 18 660 Ships in 10 - 15 working days

Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and analysis of romance and sexuality in video games. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and how developers can best deliver it. Key Features: Examines the past, present, and future of romance in single-player, role-playing games Discusses common presentations of romance in single-player, role-playing games- both in the category and game mechanics that drive romance Discusses research on how players define a satisfying game romance and what specific steps narrative designers can take to design satisfying games Explains the notion of the empathic game and explores its importance in relation to romance in game design

Game AI Pro 360 - Guide to Architecture (Hardcover): Steve Rabin Game AI Pro 360 - Guide to Architecture (Hardcover)
Steve Rabin
R3,954 Discovery Miles 39 540 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

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.

Comic Book Story of Video Games, The (Paperback): J. Hennessey Comic Book Story of Video Games, The (Paperback)
J. Hennessey
R505 R464 Discovery Miles 4 640 Save R41 (8%) Ships in 9 - 17 working days
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.

World Of Warcraft: Chronicle - Volume 1 (Hardcover): Blizzard Entertainment World Of Warcraft: Chronicle - Volume 1 (Hardcover)
Blizzard Entertainment
R1,076 R928 Discovery Miles 9 280 Save R148 (14%) Ships in 10 - 15 working days

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.

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!

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

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.

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.

Esports For Dummies (Paperback): P. Alexander Esports For Dummies (Paperback)
P. Alexander
R571 R451 Discovery Miles 4 510 Save R120 (21%) Ships in 9 - 17 working days

Discover the path to the big leagues It's time to prove all those people who said "video games are a waste of time" wrong. Esports has rewarded top gamers with prize money, glory, and even college scholarships. Want to get in on the action? This book puts you on the path to get your share of the growing world of esports. It helps you figure out the gear you need to be competitive, the games that drive esports, how to break into competitive play, and how to use online platforms to get attention. Written by the esports program director at the first Division I university to field an esports team, this book defines and demystifies the complex world of competitive video gaming. Get the gear for your first esports battles Gain recognition for your skills online or in tournaments Discover the path to earning scholarships in esports Build your online identity Get the insider tips you need to make your name in the esports universe.

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.

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.

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