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Books > Computing & IT > Computer software packages > Computer games
Video games have become an increasingly ubiquitous part of society
due to the proliferation and use of mobile devices. Video Games and
Creativity explores research on the relationship between video
games and creativity with regard to play, learning, and game
design. It answers such questions as: Can video games be used to
develop or enhance creativity? Is there a place for video games in
the classroom? What types of creativity are needed to develop video
games? While video games can be sources of entertainment, the role
of video games in the classroom has emerged as an important
component of improving the education system. The research and
development of game-based learning has revealed the power of using
games to teach and promote learning. In parallel, the role and
importance of creativity in everyday life has been identified as a
requisite skill for success.
This book introduces the latest visual effects (VFX) techniques
that can be applied to game programming. The usefulness of the
physicality-based VFX techniques, such as water, fire, smoke, and
wind, has been proven through active involvement and utilization in
movies and images. However, they have yet to be extensively applied
in the game industry, due to the high technical barriers. Readers
of this book can learn not only the theories about the latest VFX
techniques, but also the methodology of game programming, step by
step. The practical VFX processing techniques introduced in this
book will provide very helpful information to game programmers. Due
to the lack of instructional books about VFX-related game
programming, the demand for knowledge regarding these high-tech
VFXs might be very high.
Ever since the 'crown of Azeroth' assumed centre stage in World of
Warcraft: Wrath of the Lich King, millions of players have been
captivated by the dark, stormy depths of the continent that has
become synonymous with the dreaded Scourge. Now, venture into the
icy, mysterious tundra of Northrend under the expert guidance of
Clan Bronzebeard in this third instalment in the wildly popular
World of Warcraft: Exploring Azeroth series!
Weigh the past and seize your destiny-wherever the darkened path
may lead-with The Sanctuary Tarot Deck and Guidebook, inspired by
the mythos of Blizzard Entertainment's Diablo and its magic-infused
world of Sanctuary. In this deluxe boxed set featuring 78 oversize
cards and a 96-page guidebook, rekindle the traditions of those who
threw bones, read tea leaves, and invoked the supernatural to light
their path. With a team of artists led by Konstantin Vavilov and a
comprehensive guidebook by Barbara Moore, this tarot set channels
the beauty and terror of Sanctuary into an all-encompassing,
visually stunning experience that holds the key to
understanding-and embracing-your own inner demons.
Occupational segregation is an important issue and can be
detrimental to women. There is a strong need for more women in
science, engineering, and information technology, which are
traditionally male dominated fields. Female representation in the
computer gaming industry is a potential way to increase the
presence of women in other computer-related fields. Gender
Considerations and Influence in the Digital Media and Gaming
Industry provides a collection of high-quality empirical studies
and personal experiences of women working in male-dominated fields
with a particular focus on the media and gaming industries.
Providing insight on best methods for attracting and retaining
women in these fields, this volume is a valuable reference for
executives and members of professional bodies who wish to encourage
women in their career progression.
The first wave of Overwatch cinematics captured the imagination of
millions of fans around the world. After the game released in 2016,
Blizzard Entertainment embarked on a new mission to take cinematic
storytelling to the next level. From the intense, action-packed
rush of "Shooting Star" to the somber, noble ethos of "Honor and
Glory," the creative team wanted to highlight a different side of
the game's beloved heroes. In pursuit of their objectives, the crew
added new artists in the mix, devised novel methods for making
movies, and ventured into formats they hadn't tried before, such as
in-game cinematics and stop-motion animation. Covering all the
official Overwatch cinematics made from 2017-2020, including the
Overwatch 2 announcement trailer, The Cinematic Art of Overwatch:
Volume II showcases hundreds of pieces of never-before-seen artwork
and documents the epic creative journey that Blizzard took to bring
these films to life.
Discover 40+ recipes like Mooshroom Burgers, Suspicious Stew, and
The Cake! Featuring recipes that are ideal for every skill level
(and player type), this cookbook is just what you need to bring a
touch of Minecraft into your kitchen. So, what are you waiting for?
It's time to gather, cook, and eat! Building can be hungry work.
And sometimes, you just need to take a break and enjoy the fruits
of your labor, whether that's a quick baked potato while you're
hunkered down, waiting for a creeper to quit skulking at your door,
or creating a celebratory feast for all your friends! Minecraft:
The Official Cookbook gives you everything you need to build
awesome meals, no matter your skill level.
Who are we in simulated worlds? Will experiencing worlds that are
not 'actual' change our ways of structuring thought? Can virtual
worlds open up new possibilities to philosophize? Virtual Worlds as
Philosophical Tools tries to answer these questions from a
perspective that combines philosophy of technology with videogame
design.
Game design is a sibling discipline to software and Web design,
but they're siblings that grew up in different houses. They have
much more in common than their perceived distinction typically
suggests, and user experience practitioners can realize enormous
benefit by exploiting the solutions that games have found to the
real problems of design. This book will show you how.
This book examines modern artificial intelligence to display how it
may be applied to computer games. It spans the divide that exists
between the academic research community working with advanced
artificial intelligence and the games programming community which
must create and release new and interesting games.
Starting with the announcement trailer in 2014, Overwatch's
award-winning cinematics captured the hearts of millions across the
world, introducing them to a hopeful science fiction world where
heroes are needed. Crafting these animated shorts required the
Blizzard cinematics team to explore new ways of animated filmmaking
with a bold new art style, more frequent releases, and intimate
collaboration with the game team. The Cinematic Art of Overwatch
chronicles this journey, featuring never-before-seen art and
anecdotes that illustrate how Overwatch's richly imagined
characters and world were brought to life through cinematic
storytelling.
Save the Magaambya! The heroes return to the Magaambya magic
academy to find the villain they’d vanquished on a distant planet
had set another scheme in motion long ago. Students and teachers
have been twisted by evil magic, and the heroes must engage in
legendary tests to gain the means to free them. While a monstrous
foe thrashes through the Magaambya, it’s up to the heroes to save
the school from utter destruction! “Shadows of the Ancients” is
a Pathfinder adventure for four 18th-level characters by Saif
Ansari. This adventure concludes the Strength of Thousands
Adventure Path, a six-part, monthly campaign in which the heroes
rise from humble students to influential teachers, and ultimately
decide the fate of the Magaambya. This adventure provides guidance
to tell stories that are like fables or set in truly unusual
adventure locations, and concludes with a look at powerful
monsters, magic, and abilities that only the mightiest Magaambyan
heroes can claim! Each monthly full-color softcover Pathfinder
Adventure Path volume contains an in-depth adventure scenario,
stats for several new monsters, and support articles meant to give
Game Masters additional material to expand their campaign.
Pathfinder Adventure Path volumes use the Open Game License and
work with both the Pathfinder RPG and the world’s oldest fantasy
RPG.
A 3D user interface (3DUI) is an interface in which the user
performs tasks in three dimensions. For example, interactions using
hand/body gestures, interaction using a motion controller (e.g.
Sony PlayStation Move), interaction with virtual reality devices
using tracked motion controllers, etc. All these technologies which
let a user interact in three dimensions are called 3D user
interface technologies. These 3D user interfaces have the potential
to make games more immersive & engaging and thus potentially
provide a better user experience to gamers. Although 3D user
interface technologies are available for games, it is unclear how
their usage affects game play and if there are any user performance
benefits. This book presents state of the art research on exploring
3D user interface technologies for improving video games. It also
presents a review of research work done in this area and describes
experiments focused on usage of stereoscopic 3D, head tracking, and
hand gesture-based control in gaming scenarios. These experiments
are systematic studies in gaming environments and are aimed at
understanding the effect of the underlined 3D interface technology
on the gaming experience of a user. Based on these experiments,
several design guidelines are presented which can aid game
designers in designing better immersive games.
Four decades after the Oblivion Crisis, Tamriel is threatened anew
by an ancient and all-consuming evil. It is Umbriel, a floating
city that casts a terrifying shadow-for wherever it falls, people
die and rise again.
And it is in Umbriel's shadow that a great adventure begins, and a
group of unlikely heroes meet. A legendary prince with a secret. A
spy on the trail of a vast conspiracy. A mage obsessed with his
desire for revenge. And Annaig, a young girl in whose hands the
fate of Tamriel may rest . . . .
Based on the award-winning "The Elder Scrolls," The Infernal City
is the first of two exhilarating novels following events that
continue the story from "The Elder Scrolls IV: Oblivion," named
2006 Game of the Year.
The focus of this book is on three influential cognitive motives:
achievement, affiliation, and power motivation. Incentive-based
theories of achievement, affiliation and power motivation are the
basis for competence-seeking behaviour, relationship-building,
leadership, and resource-controlling behaviour in humans. In this
book we show how these motives can be modelled and embedded in
artificial agents to achieve behavioural diversity. Theoretical
issues are addressed for representing and embedding computational
models of motivation in rule-based agents, learning agents, crowds
and evolution of motivated agents. Practical issues are addressed
for defining games, mini-games or in-game scenarios for virtual
worlds in which computer-controlled, motivated agents can
participate alongside human players. The book is structured into
four parts: game playing in virtual worlds by humans and agents;
comparing human and artificial motives; game scenarios for
motivated agents; and evolution and the future of motivated
game-playing agents. It will provide game programmers, and those
with an interest in artificial intelligence, with the knowledge
required to develop diverse, believable game-playing agents for
virtual worlds.
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