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

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.

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.

Programming 2D Games (Hardcover, New): Charles Kelly Programming 2D Games (Hardcover, New)
Charles Kelly
R2,826 Discovery Miles 28 260 Ships in 10 - 15 working days

A First Course in Game ProgrammingMost of today's commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Games provides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++. As game programming techniques are introduced, students learn how to incorporate them into their own game engine and discover how to use the game engine to create a complete game. Enables Students to Create 2D GamesThe text covers sprites, animation, collision detection, sound, text display, game dashboards, special graphic effects, tiled games, and network programming. It systematically explains how to program DirectX applications and emphasizes proper software engineering techniques. Every topic is explained theoretically and with working code examples. The example programs for each chapter are available at www.programming2dgames.com.

Game Development and Simulation with Unreal Technology, Second Edition (Hardcover, 2nd edition): Alireza Tavakkoli Game Development and Simulation with Unreal Technology, Second Edition (Hardcover, 2nd edition)
Alireza Tavakkoli
R4,205 Discovery Miles 42 050 Ships in 18 - 22 working days

Dr. Alireza Tavakkoli's Game Development and Simulation with Unreal Technology covers the latest version of Unreal Technology. Since the 1990s Epic Games, Inc. has been leading the revolution of gaming graphics and Artificial Intelligence. Now, unreal technology is one of the most potent and prominent engines that is currently used in games. Its influence can be spotted in classic triple A titles like, Fortnite, Gears of War 2, Borderlands 2, and XCOM: Enemy Unknown. Tavakkoli goes into detail concerning the creation of game level designs, blueprint coding, shader programing, as well as artificial intelligence concepts to help readers in creating their own games. Game Development also includes a number of practice friendly extensions and concept modules to help solidify the reader's understanding of concepts and techniques. The book is divided into three sections that act as building blocks in order to facilitate the comprehension of the material. Key Features: Provides beginner level through advanced concepts in blueprint programming with the Unreal Engine 4.18 Hundreds of small/mid-scale projects developed as concept examples throughout the book which can be utilized in more comprehensive entertaining interactive computer simulations and games Chapter exercises will take the readers' understanding of Unreal Engine to the next level.

Vintage Games 2.0 - An Insider Look at the Most Influential Games of All Time (Paperback): Matt Barton Vintage Games 2.0 - An Insider Look at the Most Influential Games of All Time (Paperback)
Matt Barton
R1,629 Discovery Miles 16 290 Ships in 10 - 15 working days

Super Mario Bros. Doom. Minecraft. It's hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today's games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author's own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world's most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game's history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

Narrative Tactics for Mobile and Social Games - Pocket-Sized Storytelling (Hardcover): Toiya Kristen Finley Narrative Tactics for Mobile and Social Games - Pocket-Sized Storytelling (Hardcover)
Toiya Kristen Finley
R4,042 Discovery Miles 40 420 Ships in 18 - 22 working days

Despite its significant growth over the past five years, the mobile and social videogame industry is still maturing at a rapid rate. Due to various storage and visual and sound asset restrictions, mobile and social gaming must have innovative storytelling techniques. Narrative Tactics grants readers practical advice for improving narrative design and game writing for mobile and social games, and helps them rise to the challenge of mobile game storytelling. The first half of the book covers general storytelling techniques, including worldbuilding, character design, dialogue, and quests. In the second half, leading experts in the field explore various genres and types of mobile and social games, including educational games, licensed IP, games for specific demographics, branding games, and free to play (F2P). Key Features The only book dedicated to narrative design and game writing in social and mobile games, an explosive market overtaking the console gaming market. Provides tips for narrative design and writing tailored specifically for mobile and social game markets. Guides readers along with conclusions that include questions to help the reader in narrative design and/or writing. Explores real games to illustrate theory and best practices with analyses of game case studies per chapter, covering indie, social/mobile, and AAA games. Includes checklists to help readers critique their own narrative design/writing.

World of Warcraft - The Official Cookbook Gift Set (Hardcover): Chelsea Monroe-Cassel World of Warcraft - The Official Cookbook Gift Set (Hardcover)
Chelsea Monroe-Cassel
R1,218 R1,072 Discovery Miles 10 720 Save R146 (12%) Ships in 18 - 22 working days

The perfect gift for any fan of The World of Warcraft. Whether they are for the Horde or for the Alliance, World of Warcraft fans can show their faction pride with the new reversible apron. Are you a beginner? The World of Warcraft: The Official Cookbook features recipes for chefs at any skill level from easy beginner recipes to more complex recipes for intermediate chefs. Cook famous dishes from across The World of Warcraft series. More than 100 recipes for fan-favorite recipes including Ancient Pandaren Spices, Dragonbreath Chili, and Mulgore Spice Bread. The World of Warcraft: The Official Cookbook brings the flavors of Azeroth to life like never before. The perfect gift for any fan of The World of Warcraft. Whether they are for the Horde or for the Alliance, World of Warcraft fans can show their faction pride with the new reversible apron. Written by Chelsea Monroe-Cassel, author and chef behind best selling pop culture cookbooks; The Elder Scrolls: The Official Cookbook, Star Wars Galaxy's Edge: The Official Cookbook, and Firefly: The Damn Big Cookbook.

Game AI Pro 3 - Collected Wisdom of Game AI Professionals (Hardcover): Steve Rabin Game AI Pro 3 - Collected Wisdom of Game AI Professionals (Hardcover)
Steve Rabin
R2,393 Discovery Miles 23 930 Ships in 10 - 15 working days

Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry's top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends

Joystick Nation - How Videogames Ate Quarters, Won Our Hearts, and Rewired Our Minds (Hardcover, New): J.C. Herz Joystick Nation - How Videogames Ate Quarters, Won Our Hearts, and Rewired Our Minds (Hardcover, New)
J.C. Herz
R952 Discovery Miles 9 520 Ships in 10 - 15 working days

In a scant fifteen years, video and computer games have grown into a $6-billion-a-year global industry, sucking up ever-increasing amounts of leisure time and disposable income. In arcades, living rooms, student dorms, and (admit it) offices from Ohio to Osaka, video games have become a fixture in people's lives, marking a tectonic shift in the entertainment landscape.
Now, as Hollywood and Silicon Valley rush to sell us online interactive multimedia everything, J. C. Herz brings us the first popular history and critique of the video-game phenomenon. From the Cold War computer programmers who invented the first games (when they should have been working) to the studios where the networked 3-D theme parks of the future are created, Herz brings to life the secret history of Space Invaders, Pac Man, Super Mario, Myst, Doom, and other celebrated games. She explains why different kinds of games have taken hold (and what they say about the people who play them) and what we can expect from a generation that has logged millions of hours vanquishing digital demons.
Written with 64-bit energy and filled with Herz's sharp-edged insights and asides, Joystick Nation is a fascinating pop culture odyssey that's must-reading for media junkies, pop historians, and anyone who pines for their old Atari.

Real-Time Shading (Paperback): Marc Olano, John Hart, Wolfgang Heidrich, Michael McCool Real-Time Shading (Paperback)
Marc Olano, John Hart, Wolfgang Heidrich, Michael McCool
R1,882 Discovery Miles 18 820 Ships in 10 - 15 working days

This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and production animation is now possible on interactive graphics hardware. These developments are important for areas such as game development, product design, and scientific visualization, among others. The authors include examples of techniques for achieving common effects efficiently in a real-time shading language ranging from full procedural shading on advanced specialized hardware to limited, yet surprisingly flexible shading on unextended OpenGL, to modern PC graphics accelerators.

Aaron Marks' Complete Guide to Game Audio - For Composers, Sound Designers, Musicians, and Game Developers (Paperback, 3rd... Aaron Marks' Complete Guide to Game Audio - For Composers, Sound Designers, Musicians, and Game Developers (Paperback, 3rd edition)
Aaron Marks
R1,582 Discovery Miles 15 820 Ships in 10 - 15 working days

Whether trying to land that first big gig or working to perfect the necessary skills to fill a game world with sound, Aaron Marks' Complete Guide to Game Audio 3rd edition will teach the reader everything they need to know about the audio side of the multi-million dollar video game industry. This book builds upon the success of the second edition with even more expert advice from masters in the field and notes current changes within the growing video game industry. The tools of the trade excerpts will showcase what professionals, like Marty O'Donnell, Richard Jacques and Tom Salta, use to create their work and to help newcomers in the field prepare their own sound studios. Sample contracts are reviewed within the text as well as helpful advice about contractual terms and negotiable points. These sample contracts can also be found as a downloadable zip for the reader's convenience. Aaron Marks also explores how to set your financial terms and network efficiently along with examples of how projects can go completely awry and achieving the best results in often complicated situations. Aaron Marks' Complete Guide to Game Audio serves as the ultimate survival guide to navigating an audio career in the video game industry. Key Features New, full color edition with a complete update of information. Added and expanded coverage of field recording for games, creating voiceovers, adaptive and interactive audio and other cutting edge sound creation and implementation techniques used within games. Update/Replacement of interviews. Include interviews/features on international game audio professionals New and expanded interview features from game composers and sound designers of every experience level such as Keith Arem, Bradley Meyer, Christopher Tin and Rodney Gates including many international professionals like Pasi Pitkanen, Henning Nugel and Christos Panayides. Expanded and updated game console coverage of the Wii, Wii U, Xbox 360, Xbox One, PS3 and PS4. Includes new scripting and middleware concepts and techniques and review of powerful tools such as FMOD and Wwise.

Interactive Stories and Video Game Art - A Storytelling Framework for Game Design (Paperback): Chris Solarski Interactive Stories and Video Game Art - A Storytelling Framework for Game Design (Paperback)
Chris Solarski
R1,522 Discovery Miles 15 220 Ships in 10 - 15 working days

The success of storytelling in games depends on the entire development team-game designers, artists, writers, programmers and musicians, etc.-working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming's principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories. Key Features: The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games Accessible to industry professionals as well as non-developers Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art The definitive framework for designing interactive stories

Test Drive Blender - A Starter Manual for New Users (Paperback): John M. Blain Test Drive Blender - A Starter Manual for New Users (Paperback)
John M. Blain
R1,528 Discovery Miles 15 280 Ships in 10 - 15 working days

This book will introduce you to the controls and steer you towards understanding what Blender can do. With this program you can create 3D models of objects and characters. The objects and characters can be placed in scenes. The scenes are captured by camera and rendered into digital images. The objects and characters can be animated and then, again, captured by camera and rendered to video files. Video files can then be compiled into movies. This book will show you how to make the Blender program go through some of its paces and give you an insight into this fantastic world. You will be shown the controls and given operation instructions allowing you to activate a variety of features.

Learn to Implement Games with Code (Paperback): John M. Quick Learn to Implement Games with Code (Paperback)
John M. Quick
R1,812 Discovery Miles 18 120 Ships in 10 - 15 working days

Game development is one of the most rewarding crafts of modern times. Not only is making games a wonderful lifelong hobby, but employment opportunities exist at many levels. Learn to Implement Games with Code guides you through the development process as you put together a release-ready game. It is written in a friendly and conversational tone, which is suitable for a wide audience of aspiring game developers, such as yourself. You will gain practical, hands-on experience with implementing game components using code. Gradually, you will build a complete game that you can be proud of. After finishing this book, you will be prepared to start making games of your very own design.

The Pokemon Go Phenomenon - Essays on Public Play in Contested Spaces (Paperback): Jamie Henthorn,, Andrew Kulak, Kristopher... The Pokemon Go Phenomenon - Essays on Public Play in Contested Spaces (Paperback)
Jamie Henthorn,, Andrew Kulak, Kristopher Purzycki
R1,239 R497 Discovery Miles 4 970 Save R742 (60%) Ships in 10 - 15 working days

Pokemon Go is not just play-the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.

Multimedia Ontology - Representation and Applications (Paperback): Santanu Chaudhury, Anupama Mallik, Hiranmay Ghosh Multimedia Ontology - Representation and Applications (Paperback)
Santanu Chaudhury, Anupama Mallik, Hiranmay Ghosh
R1,984 Discovery Miles 19 840 Ships in 10 - 15 working days

The result of more than 15 years of collective research, Multimedia Ontology: Representation and Applications provides a theoretical foundation for understanding the nature of media data and the principles involved in its interpretation. The book presents a unified approach to recent advances in multimedia and explains how a multimedia ontology can fill the semantic gap between concepts and the media world. It relays real-life examples of implementations in different domains to illustrate how this gap can be filled. The book contains information that helps with building semantic, content-based search and retrieval engines and also with developing vertical application-specific search applications. It guides you in designing multimedia tools that aid in logical and conceptual organization of large amounts of multimedia data. As a practical demonstration, it showcases multimedia applications in cultural heritage preservation efforts and the creation of virtual museums. The book describes the limitations of existing ontology techniques in semantic multimedia data processing, as well as some open problems in the representations and applications of multimedia ontology. As an antidote, it introduces new ontology representation and reasoning schemes that overcome these limitations. The long, compiled efforts reflected in Multimedia Ontology: Representation and Applications are a signpost for new achievements and developments in efficiency and accessibility in the field.

Women in Game Development - Breaking the Glass Level-Cap (Paperback): Jennifer Brandes Hepler Women in Game Development - Breaking the Glass Level-Cap (Paperback)
Jennifer Brandes Hepler
R1,460 Discovery Miles 14 600 Ships in 10 - 15 working days

Videogame development is usually seen as a male dominated field; even playing videogames is often wrongly viewed as a pastime for men only. But behind the curtain, women have always played myriad important roles in gaming. From programmers to artists, designers to producers, female videogame developers endure not only the pressures of their jobs but also epic levels of harassment and hostility. Jennifer Brandes Hepler's Women in Game Development: Breaking the Glass Level-Cap gives voice to talented and experienced female game developers from a variety of backgrounds, letting them share the passion that drives them to keep making games. Key Features Experience the unique stories of nearly two dozen female game developers, from old-school veterans to rising stars. Understand the role of women in videogames, from the earliest days of development to the present day. Hear first-hand perspectives from working professionals in fields including coding, design, art, writing, community management, production and journalism. Get tips for how to be a better ally and make your company and teams more inclusive. Learn about the obstacles you face if you're an aspiring female developer, and how to overcome them. Meet the human face of some of the women who have endured the industry's worst harassment... and kept on going.

Essential Mathematics for Games and Interactive Applications (Hardcover, 3rd edition): James M. Van Verth, Lars M. Bishop Essential Mathematics for Games and Interactive Applications (Hardcover, 3rd edition)
James M. Van Verth, Lars M. Bishop
R3,493 Discovery Miles 34 930 Ships in 9 - 17 working days

Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes. New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting. The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation. An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays. Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.

Dungeons and Desktops - The History of Computer Role-Playing Games 2e (Hardcover, 2nd edition): Matt Barton, Shane Stacks Dungeons and Desktops - The History of Computer Role-Playing Games 2e (Hardcover, 2nd edition)
Matt Barton, Shane Stacks
R3,989 Discovery Miles 39 890 Ships in 10 - 15 working days

Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Features gives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs. comprehensive index at the back, letting you quickly look up your favourite titles

Practical Rendering and Computation with Direct3D 11 (Hardcover): Jason Zink, Matt Pettineo, Jack Hoxley Practical Rendering and Computation with Direct3D 11 (Hardcover)
Jason Zink, Matt Pettineo, Jack Hoxley
R3,976 Discovery Miles 39 760 Ships in 10 - 15 working days

Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active members of the Direct3D community, Practical Rendering and Computation with Direct3D 11 provides a deep understanding of both the high and low level concepts related to using Direct3D 11. The first part of the book presents a conceptual introduction to Direct3D 11, including an overview of the Direct3D 11 rendering and computation pipelines and how they map to the underlying hardware. It also provides a detailed look at all of the major components of the library, covering resources, pipeline details, and multithreaded rendering. Building upon this material, the second part of the text includes detailed examples of how to use Direct3D 11 in common rendering scenarios. The authors describe sample algorithms in-depth and discuss how the features of Direct3D 11 can be used to your advantage. All of the source code from the book is accessible on an actively maintained open source rendering framework. The sample applications and the framework itself can be downloaded from http://hieroglyph3.codeplex.com By analyzing when to use various tools and the tradeoffs between different implementations, this book helps you understand the best way to accomplish a given task and thereby fully leverage the potential capabilities of Direct3D 11. Key Features Presents the high level concepts used to design algorithms Describes the nuts and bolts of how to implement the algorithms Explains each of the major components of the Direct3D 11 library Shows how Direct3D 11 can be used in a variety of real-world situations Provides source code and sample programs on a supplementary website

250 Indie Games You Must Play (Paperback): Mike Rose 250 Indie Games You Must Play (Paperback)
Mike Rose
R1,531 Discovery Miles 15 310 Ships in 10 - 15 working days

A guide to the exciting and expanding world of indie gaming, this book presents 250 influential and fun indie video games. Whether you are a veteran of the indie game scene or have never played an indie game before, the book helps further your understanding of why indie games are so important in the entertainment industry. The games highlighted in the text encompass concepts and ideas that will change your perspective of what video games can be. Direct web links are provided so that users can play the games described.

How to Make a Game - Go From Idea to Publication Avoiding the Common Pitfalls Along the Way (Paperback, 1st ed.):... How to Make a Game - Go From Idea to Publication Avoiding the Common Pitfalls Along the Way (Paperback, 1st ed.)
Minhaz-Us-Salakeen Fahme, Tanimul Haque Khan
R1,385 R892 Discovery Miles 8 920 Save R493 (36%) Ships in 9 - 17 working days

Get a head start on making your games efficiently by avoiding common design and development pitfalls. Video games combine art and programming; this unique position has opened up opportunities for many pitfalls. This book takes you through the fundamentals of game making and the usual mistakes and bad practices that can harm your games. We start with the common difficulties and challenges, ways to find the gaps, and game design. Next, we discuss game engines and other tools you need to choose while making a game, how you should choose them, and the design documents you need to make. We also cover simple but important tweaks in game mechanics as well as the look and feel of your game. We will also discuss conventions for naming, code structuring, project structuring, and coding. Your thought process will be guided in a way that you can look for the proper approach to make a successful game. The book sheds light upon how to improve the overall game experience and finalize the game for release. Along the journey, we will explore some interesting stories of games and mythology as well. By the end of the book, you will know about the basic life cycle of a game development process and how to not make a game. What You Will Learn Discover the fundamentals of game design See some intermediate coding tricks to make your games better Grasp the pitfalls to avoid while designing and programming games Master the different conventions and practices for file naming and structuring your projects Who This Book Is For People who want to make games. Basic programming experience is assumed.

3D Graphics for Game Programming (Hardcover): Jung Hyun Han 3D Graphics for Game Programming (Hardcover)
Jung Hyun Han
R2,953 Discovery Miles 29 530 Ships in 10 - 15 working days

Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experience in graphics API and shader programming with the background theory of computer graphics. Well organized and logically presented, this book takes its organizational format from GPU programming and presents a variety of algorithms for programmable stages along with the knowledge required to configure hard-wired stages. Easily accessible, it offers a wealth of elaborate 3D visual presentations and includes additional theoretical and technical details in separate shaded boxes and optional sections. Maintaining API neutrality throughout to maximize applicability, the book gives sample programs to assist in understanding. Full PowerPoint files and additional material, including video clips and lecture notes with all of the figures in the book, are available on the book's website: http://media.korea.ac.kr/book Key Features Presents the theory and mathematics of real-time graphics and its applications to game design Provides boxed MathNotes that can be accessed as required without interrupting the flow of the text Includes homework problems and more than 300 detailed figures Offers ancillary material on a companion website Solutions manual available upon qualified course adoption

Little Book of Video Games - 70 Classics That Everyone Should Know and Play (Hardcover): Melissa Brinks Little Book of Video Games - 70 Classics That Everyone Should Know and Play (Hardcover)
Melissa Brinks
R387 Discovery Miles 3 870 Ships in 10 - 15 working days

A source of inspiration and nostalgia, The Little Book of Video Games is a lighthearted collection of 70 of the most iconic and influential classic video games. From arcade favorites like Pong, Pac-Man, Galaga, Dragon's Lair, or Street Fighter to home console and PC games like The Oregon Trail, Super Mario Bros., Legend of Zelda, Myst, or Final Fantasy -- this accessible guide covers them all. With an brief introduction about the history and evolution of video games, as well as its significance in popular culture, this charming package comes packed with engaging profiles of classic video games from their creation up to the 2000s, plus sidebars about game genres, consoles, and more. Accompanied by graphic spot art, as well as surprising facts and trivia, this book is perfect for fans of all levels. Revisit your favorites, find something new, or play your way through, The Little Book of Video Games offers a way for everyone to learn, share, and enjoy their favorite classic video games without having to press a power button.

Postmortems from Game Developer - Insights from the Developers of Unreal Tournament, Black & White, Age of Empire, and Other... Postmortems from Game Developer - Insights from the Developers of Unreal Tournament, Black & White, Age of Empire, and Other Top-Selling Games (Paperback)
Austin Grossman
R1,200 Discovery Miles 12 000 Ships in 10 - 15 working days

The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs.

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