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Books > Computing & IT > Computer software packages > Computer games
What lies beyond the veil of death? Journey past this mortal coil
and discover the secrets of the Shadowlands. Study the practices
around death and dying on Azeroth, then follow a Broker through the
groves of Ardenweald, over the gleaming towers of Bastion, and into
the depths of the Maw for a detailed voyage unlike any other.
Featuring gorgeous artwork never before glimpsed by mortal eyes, a
stunning fold-out map, and secrets straight from the game team,
Grimoire of the Shadowlands and Beyond is made to be treasured for
eternity. In his authorial debut, Blizzard Entertainment historian
Sean Copeland teams up with World of Warcraft's Lead Narrative
Designer, Steve Danuser, to open the vaults of hidden knowledge for
all curious souls.
The third volume of The Art of Hearthstone chronicles the artistic
achievements that infused the Year of the Mammoth with charm,
character, and beauty. Through vivid illustrations and
behind-the-scenes interviews with artists and game designers, The
Art of Hearthstone draws back the curtain to a massive creative
undertaking, showing how a huge team came together to deliver one
of Hearthstone's most impressive years ever.
Looking to become more efficient using Unity? How to Cheat in Unity
5 takes a no-nonsense approach to help you achieve fast and
effective results with Unity 5. Geared towards the intermediate
user, HTC in Unity 5 provides content beyond what an introductory
book offers, and allows you to work more quickly and powerfully in
Unity. Packed full with easy-to-follow methods to get the most from
Unity, this book explores time-saving features for interface
customization and scene management, along with
productivity-enhancing ways to work with rendering and
optimization. In addition, this book features a companion website
at www.alanthorn.net, where you can download the book's companion
files and also watch bonus tutorial video content. Learn bite-sized
tips and tricks for effective Unity workflows Become a more
powerful Unity user through interface customization Enhance your
productivity with rendering tricks, better scene organization and
more Better understand Unity asset and import workflows Learn
techniques to save you time and money during development
In both video games and animated films, worlds are constructed
through a combination of animation, which defines what players see
on the screen, and music and sound, which provide essential cues to
action, emotion, and narrative. This book offers a rich exploration
of the intersections between animation, video games, and music and
sound, bringing together a range of multidisciplinary lenses. In
fourteen chapters, the contributors consider similarities and
differences in how music and sound structure video games and
animation, as well as the animation within video games, and explore
core topics of nostalgia, adaptation, gender and sexuality.
Offering fresh insights into the aesthetic interplay of animation,
video games, and sound, this volume provides a gateway into new
areas of study that will be of interest to scholars and students
across musicology, animation studies, game studies, and media
studies more broadly.
A laugh-out-loud 'best of' selection of TommyInnit's most weird and
wonderful quotes - plus much more - carefully selected to BLOW YOUR
MIND by him and best friend Wilbur Soot. 'Nah, I think I'd be a
pretty bad shark' 'What if God was just legs?' 'We're really just
chilling, fellas' Born sometime in the early 2000s, TommyInnit's
first job was a YouTuber. No, really, we're not joking, the very
first job he had was a YouTuber. For the last three years, he's
been mouthing off on the internet to anyone who will listen. So
far, that's over 40 million followers. Will there ever be an end to
TommyInnit's rampant flurry of success? Probably. And Wilbur Soot
has been right by his side. Wilbur first started his career as a
young man staring at the wall until he also became a YouTuber. He
also discovered a little activity some may call 'singing'. In The
Quote Book, TommyInnit covers a wealth of topics from
cars-that-grow-teeth to slime people, and from things that be crazy
to octopi. Curated and edited by Wilbur Soot, TommyInnit is about
to change your life one word at a time. Unless, dear reader, you
read two words at a time, like he does. Featuring: A day in the
life Inside TommyInnit's brain What TommyInnit would do if he was
God Life advice from Wilbur Love poetry and history lessons,
TommyInnit style Wilbur's attempts to reason with TommyInnit
This book looks closely at the endings of narrative digital games,
examining their ways of concluding the processes of both
storytelling and play in order to gain insight into what endings
are and how we identify them in different media. While narrative
digital games share many representational strategies for signalling
their upcoming end with more traditional narrative media - such as
novels or movies - they also show many forms of endings that often
radically differ from our conventional understanding of conclusion
and closure. From vast game worlds that remain open for play after
a story's finale, to multiple endings that are often hailed as a
means for players to create their own stories, to the potentially
tragic endings of failure and "game over", digital games question
the traditional singularity and finality of endings. Using a broad
range of examples, this book delves deeply into these and other
forms and their functions, both to reveal the closural
specificities of the ludonarrative hybrid that digital games are,
as well as to find the core elements that characterise endings in
any medium. It examines how endings make themselves known to
players and raises the question of how well-established closural
conventions blend with play and a player's effort to achieve a
goal. As an interdisciplinary study that draws on game studies as
much as on transmedial narratology, Forms and Functions of Endings
in Narrative Digital Games is suited for scholars and students of
digital games as well as for narratologists yet to become familiar
with this medium.
a balanced blend of theoretical and practical information that
enables readers to develop 3D worlds quickly and efficiently.
This book is a theoretical and practical deep dive into the craft
of worldbuilding for video games, with an explicit focus on how
different job disciplines contribute to worldbuilding. In addition
to providing lenses for recognizing the various components in
creating fictional and digital worlds, the author positions
worldbuilding as a reciprocal and dynamic process, a process which
acknowledges that worldbuilding is both created by and instrumental
in the design of narrative, gameplay, art, audio, and more.
Collaborative Worldbuilding for Video Games encourages mutual
respect and collaboration among teams and provides game writers and
narrative designers tools for effectively incorporating other job
roles into their own worldbuilding practice and vice versa.
Features: Provides in-depth exploration of worldbuilding via
respective job disciplines Deep dives and case studies into a
variety of games, both AAA and indie Includes boxed articles for
deeper interrogation and exploration of key ideas Contains
templates and checklists for practical tips on worldbuilding
The Year of the Raven reaches new heights on dark wings! With a few
years under its collective belt, the Hearthstone team needed to
find an edge: sharper and more striking than a corvid's beak. In
The Art of Hearthstone, Volume IV: Year of the Raven, the
designers, engineers, and artists of the smash-hit digital card
game pour their cunning into innovative design changes, remarkable
animated art, and all-new transmedia content. From the haunted
lands of Gilneas in The Witchwood soaring to the laboratories of
Outland in The Boomsday Project and touching down to the lively
arena of Rastakhan's Rumble, the Year of the Raven has something
unique for everyone. Fly alongside the Hearthstone team's creative
genius (or madness?) to learn how it was done!
Bungie presents the Destiny Grimoire Anthology, a must-have
collectible lore compendium designed and assembled for Destiny's
devoted and enlightened scholars and lore lovers, as well as fans
of fantasy and science fiction storytelling. Until now, the myths,
mysteries, and machinations of the Destiny universe were found
hidden throughout the worlds - enticing threads that hinted at a
greater tapestry. The Destiny Grimoire Anthology weaves tales from
multiple sources together for the first time, casting new light on
Destiny's most legendary heroes, infamous villains, and their
greatest moments of triumph and tragedy. Each unique volume intends
to illuminate a facet of the world, and the complete anthology will
confirm and challenge players' thoughts and assumptions on what it
means to be a Guardian, offering new and differing perspectives on
the cosmic war that rages between the Traveler and its ancient
enemies.
3D rotation analysis is widely encountered in everyday problems
thanks to the development of computers. Sensing 3D using cameras
and sensors, analyzing and modeling 3D for computer vision and
computer graphics, and controlling and simulating robot motion all
require 3D rotation computation. This book focuses on the
computational analysis of 3D rotation, rather than classical motion
analysis. It regards noise as random variables and models their
probability distributions. It also pursues statistically optimal
computation for maximizing the expected accuracy, as is typical of
nonlinear optimization. All concepts are illustrated using computer
vision applications as examples. Mathematically, the set of all 3D
rotations forms a group denoted by SO(3). Exploiting this group
property, we obtain an optimal solution analytical or numerically,
depending on the problem. Our numerical scheme, which we call the
"Lie algebra method," is based on the Lie group structure of SO(3).
This book also proposes computing projects for readers who want to
code the theories presented in this book, describing necessary 3D
simulation setting as well as providing real GPS 3D measurement
data. To help readers not very familiar with abstract mathematics,
a brief overview of quaternion algebra, matrix analysis, Lie
groups, and Lie algebras is provided as Appendix at the end of the
volume.
This book is an important collection for scholars and students
interested in the critical analysis of digital games, and will be
of interest across several disciplines including game studies, game
design and development, internet studies, visual studies, cultural
studies, communication studies, and media studies, as well as
disability studies The book explores the opportunities and
challenges people with disabilities experience in the context of
digital games from the perspective of three related areas:
representation, access and inclusion, and community Drawing on key
concerns in disability media studies, the book brings together
scholars from disability studies and game studies, alongside game
developers, educators, and disability rights activists, to reflect
upon the increasing visibility of disabled characters in digital
games Chapters explore the contemporary gaming environment as it
relates to disability on platforms such as Twitch, Minecraft, and
Tingyou, while also addressing future possibilities and pitfalls
for people with disabilities within gaming given the rise of
virtual reality applications, and augmented games such as Pokemon
Go The book also asks how game developers can attempt to represent
diverse abilities, taking games such as BlindSide and Overwatch as
examples
A mysterious group of phantom thieves skulks in the shadows of
Tokyo, changing the hearts of corrupt adults. But behind their
masks are... normal teenagers and a talking black cat?! PERSONA 5:
MEMENTOS MISSION is an all-new mystery featuring the cast of
PERSONA 5. IN THIS VOLUME: The attempted poisoning of an
influential CEO... Suspicious happenings at a local doctor's
clinic... Sketchy job requests at a back-street military shop...
High schooler and phantom thieves leader Ren Amamiya tackles these
mysterious incidents together with his trustworthy friends and the
famous high school detective Goro Akechi!
Analyses a variety of approaches to development and publishing,
across a multitude of platforms and genres, to provide a new vision
for the next twenty years of game development. Considers technical
advances in adjacent markets and how they will impact the games
industry over the next twenty years. Includes insightful interviews
from leading game and entertainment industry figures.
This book covers the distinguishing characteristics and tropes of
visual novels (VNs) as choice-based games and analyzes VNs like
999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and
Monster Prom, some of the best examples of the genre as
illustrations. The author covers structuring branching narrative
and plot, designing impactful and compelling choices, writing
entertaining relationships and character interactions,
understanding the importance of a VN's prose, and planning a VN's
overall narrative design and story delivery. The book contains
exercises at the end of chapters to practice the techniques
discussed. By the end of the book, if the reader finishes all the
exercises, they may have several portfolio pieces or a significant
portion of their own VN project designed. Features: Discusses
different aspects and genres of VNs, what makes them enjoyable, and
successful techniques developers can incorporate into their own
games Analyzes various VNs and choice-based games that use these
successful techniques Shares tips from developers on portfolio
pieces, hiring a team to work on VNs, and plotting and outlining
VNs Branching Story, Unlocked Dialogue: Designing and Writing
Visual Novels is a valuable resource for developers and narrative
designers interested in working on VNs. The book will show them how
they can design their own VN projects, design branching narratives,
develop entertaining plots and relationships, design impactful and
compelling choices, and write prose that's a pleasure to read.
Not all games are released equal. The barriers of language and
culture can leave our world divided, and this includes the video
games that we get the chance to play. Matt Barnes, Dazz Brown and
Greg Seago-Curl of DidYouKnowGaming? created the YouTube series
Region Locked to offer an insight into the weird and wonderful
titles that never left their home countries, and now they bring
their expertise to you, the gaming reader. Encounter masterpieces
you never knew existed from your favourite series and developers,
as well as some utterly bizarre creations that seem so outlandish
you might wonder how on earth they were released in the first
place, from the trippy, meandering dreamscapes of 1998's LSD: Dream
Emulator to The Mysterious Murasame Castle, released in 1986 by
Nintendo, and the intergalactic adventures of Crime Crackers
(1994). The authors explore what it's like to play these games, and
investigate the fascinating characters and maverick designers
behind them to discover why such remarkable creations never enjoyed
international exposure. For the casual gamer, keen developer,
intrigued reader and hardcore fan alike, Region Locked is the key
to a surreal and adventurous journey through the lost world of
video games.
From security training simulations to war games to role-playing
games, to sports games to gambling, playing video games has become
a social phenomena, and the increasing number of players that cross
gender, culture, and age is on a dramatic upward trajectory.
"Playing Video Games: Motives, Responses, and Consequences"
integrates communication, psychology, and technology to examine the
psychological and mediated aspects of playing video games. It is
the first volume to delve deeply into these aspects of computer
game play. It fits squarely into the media psychology arm of
entertainment studies, the next big wave in media studies. The book
targets one of the most popular and pervasive media in modern
times, and it will serve to define the area of study and provide a
theoretical spine for future research.
This unique and timely volume will appeal to scholars, researchers,
and graduate students in media studies and mass communication,
psychology, and marketing.
Initially announced as 'Project Dolphin', the GameCube would
represent Nintendo's transition to the world of digital media. The
GameCube Anthology is a unique and original book celebrating the
machine's memory, and was written by the same author who brought
you the Nintendo 64 Anthology. The year was 1999. As the new
century and millennium dawned, so did a new era of gaming. The
graphic quality of console productions was nearing that of the
pre-rendered 3D that had astonished us a few years earlier on the
PlayStation especially. In the space of a few years, our hopes
became reality. Brought to life by the new, so-called '128-bit
generation' of consoles. Nintendo would have to play the pioneers
if they hoped to compete. Up against their old enemy (Sega), a new
and successful console (PlayStation), and the powerful newcomer
from the PC industry (Microsoft), the Kyoto-based company geared up
for a new console war. From the Cube's origins to the end of its
life cycle, the GameCube Anthology covers it all in this new and
richly illustrated account. CONTENTS: GameCube History Complete
Software Library (647 games) Hardware Collectible Games and Objects
Collector's Special (1272 versions of the GameCube releases
"As esports has grown, the need for professional legal
representation has grown with it. Justin's Essential Guide to the
Business & Law of Esports & Professional Video Gaming
provides a great baseline and will help prevent the legal horror
stories of esports in the past." Mitch Reames, AdWeek and Esports
Insider "Justin's exploration of the business and law side of the
esports sector fills a gap of knowledge that is an absolute
necessity in truly understanding the esports space." Kevin Hitt,
The Esports Observer The Essential Guide to the Business & Law
of Esports & Professional Video Gaming covers everything you
need to know about the past, present, and future of esports and
professional video gaming. The book is written by one of the
foremost attorneys and business practitioners in today's esports
and professional gaming scene, Justin M. Jacobson, Esq. This guide
is meant to provide you with an in-depth look at the business and
legal matters associated with the esports world. * Includes
coverage of the stakeholders in the esports business "ecosystem,"
including the talent, the teams, the publishers, and the event
organizers. * Explores various legal fields involved with esports,
including intellectual property, employment and player unions,
business investments and tax "write-offs," immigration and visas,
event operation tips, social media and on-stream promotions, and
much more. * The most current book on the market, with actual
contract provisions modeled on existing major esports player,
coach, shoutcaster, and sponsorship agreements. About the Author
Justin M. Jacobson, Esq. is an entertainment and esports attorney
located in New York City. For the last decade, he has worked with
professional athletes, musicians, producers, DJs, record labels,
fashion designers, as well as professional gamers, streamers,
coaches, on-air talent, and esports organizations. He assists these
creative individuals with their contract, copyright, trademark,
immigration, tax, and related business, marketing, and legal
issues. He is a frequent contributor to many industry publications
and has been featured on a variety of entertainment, music, and
esports publications and podcasts, including Business Insider, The
Esports Observer, Esports Insider, Tunecore, and Sport Techie.
Justin has positioned himself as a top esports business
professional working with talent in a variety of franchise leagues
including the Overwatch League, Overwatch Contenders, and Call of
Duty Pro League as well as in many popular competitive titles such
as Fortnite, CS:GO, Gears of War, Halo, Super Smash Brothers,
Rainbow 6, PUBG, Madden, and FIFA and mobile games such as
Brawlhalla, Clash of Clans, and Call of Duty mobile. Previously, he
worked with various esports talent agencies as well as in an
official capacity on behalf of several esports teams and brands.
Expert advice from several industrial professionals who have worked
for some of the world's biggest tech and interactive companies.
Best practices that not only prepare writers on how to apply their
craft to new fields, but also prepare them for the common ambiguity
they will find in corporate and start-up environments. Breakdown of
platforms that shows how tech capabilities can fulfill content
expectations and how content can fulfill tech expectations. Basic
storytelling mechanics customized to today's popular technologies
and traditional gaming platforms.
Combining theory and practice, this updated new edition provides a
complete overview of how to create deep and meaningful quests for
games. It uses the Unity game engine in conjunction with Fungus and
other free plugins to provide an accessible entry into quest
design. The book begins with an introduction to the theory and
history of quests in games, before covering four theoretical
components of quests: their spaces, objects, actors, and
challenges. Each chapter also includes a practical section, with
accompanying exercises and suggestions for the use of specific
technologies for four crucial aspects of quest design: * level
design * quest item creation * NPC and dialogue construction *
scripting This book will be of great interest to all game designers
looking to create new, innovative quests in their games. It will
also appeal to new media researchers, as well as humanities
scholars in the fields of mythology and depth-psychology that want
to bring computer-assisted instruction into their classroom in an
innovative way. The companion website includes lecture and workshop
slides, and can be accessed at: www.designingquests.com
Fully detailed game projects from scratch. Beginners can do the
steps and create games right away. No coding experience is
necessary. Numerous examples take a raw beginner towards
professional coding proficiency in C# and Unity. Includes a
thorough introduction to Unity 2020 All required software is
professional quality and completely free to use for any purpose
including commercial applications and games.
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