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Books > Computing & IT > Computer software packages > Computer games
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.
This book explores the ways in which the broad range of
technologies that make up the smart city infrastructure can be
harnessed to incorporate more playfulness into the day-to-day
activities that take place within smart cities, making them not
only more efficient but also more enjoyable for the people who live
and work within their confines. The book addresses various topics
that will be of interest to playable cities stakeholders, including
the human-computer interaction and game designer communities,
computer scientists researching sensor and actuator technology in
public spaces, urban designers, and (hopefully) urban policymakers.
This is a follow-up to another book on Playable Cities edited by
Anton Nijholt and published in 2017 in the same book series, Gaming
Media and Social Effects.
UPDATED EDITION FEATURING VERSION 2.0 CONTENT! Dreaming of an
island getaway? Now you can create the perfect island paradise in
Animal Crossing: New Horizons with the Animal Crossing New Horizons
Residents' Handbook. Newly updated with version 2.0 content, this
essential unofficial guide contains everything you need to prepare
for your new island life, including tips on how to: - build and
design your dream home - gather resources and recipe cards to craft
and customize tools, furniture and other decorative items -
populate your island with friendly animal villagers - each with
their own, often very funny, personalities - help Blathers fill
your island's museum with fossils, critters and art - connect with
up to 7 friends and share your personal paradise online What's
more, Animal Crossing New Horizons Residents' Handbook contains
plenty of inspirational landscaping and terraforming ideas, insider
information and guides to characters, resources and special events.
It's the perfect book to help you live your best deserted island
life!
This book presents an overview of the emerging field of emotion in
videogame soundtracking. The emotional impact of music has been
well-documented, particularly when used to enhance the impact of a
multimodal experience, such as combining images with audio as found
in the videogames industry. Soundtracking videogames presents a
unique challenge compared to traditional composition (for example
film music) in that the narrative of gameplay is non-linear -
Player dependent actions can change the narrative and thus the
emotional characteristics required in the soundtrack. Historical
approaches to emotion measurement, and the musical feature mapping
and music selection that might be used in video game soundtracking
are outlined, before a series of cutting edge examples are given.
These examples include algorithmic composition techniques,
automated emotion matching from biosensors, motion capture
techniques, emotionally-targeted speech synthesis and signal
processing, and automated repurposing of existing music (for
example from a players own library). The book concludes with some
possibilities for the future.
This book brings together contributions from researchers, GIS
professionals and game designers to provide a first overview of
this highly interdisciplinary field. Its scope ranges from
fundamentals about games and play, geographic information
technologies, game design and culture, to current examples and
forward looking analysis. Of interest to anyone interested in
creating and using Geogames, this volume serves as a channel for
sharing early experiences, discussing technological challenges and
solutions, and outlines a future research agenda. Games and play
are part of human life, and in many game activities, place, space
and geography plays a central role in determining the rules and
interactions that are characteristic of each game. Recent
developments and widespread access to mobile information,
communication, and geospatial technologies have spurred a flurry of
developments, including many variations of gaming activities that
are situated in, or otherwise connected to the real world.
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.
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.
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.
The First World War in Computer Games analyses the depiction of
combat, the landscape of the trenches, and concepts of how the war
ended through computer games. This book explores how computer games
are at the forefront of new representations of the First World War.
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.
This volume presents an original framework for the study of video
games that use visual materials and narrative conventions from
ancient Greece and Rome. It focuses on the culturally rich
continuum of ancient Greek and Roman games, treating them not just
as representations, but as functional interactive products that
require the player to interpret, communicate with and alter them.
Tracking the movement of such concepts across different media, the
study builds an interconnected picture of antiquity in video games
within a wider transmedial environment. Ancient Greece and Rome in
Videogames presents a wide array of games from several different
genres, ranging from the blood-spilling violence of god-killing and
gladiatorial combat to meticulous strategizing over virtual Roman
Empires and often bizarre adventures in pseudo-ancient places.
Readers encounter instances in which players become intimately
engaged with the "epic mode" of spectacle in God of War, moments of
negotiation with colonised lands in Rome: Total War and Imperium
Romanum, and multi-layered narratives rich with ancient traditions
in games such as Eleusis and Salammbo. The case study approach
draws on close analysis of outstanding examples of the genre to
uncover how both representation and gameplay function in such
"ancient games".
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.
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