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Books > Computing & IT > Computer software packages > Computer games
The Expanded Edition Guide to The Legend of Zelda: Breath of the
Wild is a 512-page hardcover guidebook covering everything in the
main game as well as the two Expansion Pass DLC packs "The Master
Trials" and "The Champions' Ballad". Includes: Expansion Pass
concept art gallery; dedicated chapters covering both Expansion
Passes; Reference and Analysis chapter; Maps chapter; all-new
hardcover and an extensive 4-page Index. MAPS CHAPTER: a dedicated
36-page atlas of Hyrule showing the exact location of all Korok
seeds and treasure chests. REFERENCE & ANALYSIS CHAPTER:
contains a farming manual showing how to acquire all items of prime
interest efficiently; the best weapons and armor upgrades; the most
effective recipes; the most lucrative gemstone mining spots;
amiibo; merchants and much more. EXPANSION PASS CHAPTERS: 34 pages
dedicated to "The Master Trials" and "The Champions' Ballad". 100%
AUTHORITATIVE: all side quests, all shrines of Trials and all
information about collectible items fully mapped out; also includes
optional challenges, mini-games, unlockables, Easter eggs, and
more. At-A-GLANCE WALKTHROUGHS: annotated maps and screenshots show
the optimal way through every quest and dungeon. LARGE MAP POSTER:
two-sided and fully-annotated - covering the immense game area.
CONCEPT ART: direct from the development team and beautifully laid
out across two sections: 16 pages of concept art from "The Master
Trials" and "The Champions' Ballad" as well as a 16-page art tour
of the main game. PUZZLE MASTER: every single puzzle and riddle
unraveled with refined, visual solutions. EXPERT COMBAT STRATEGY:
practical, reproducible tactics to crush all enemies and bosses.
COMPREHENSIVE REFERENCES: exhaustive appraisals of all items and
monsters - including key parameters that are hidden in the game.
EASE OF USE: Instant searches, print navigation systems, extensive
4-page index and detailed map poster give you immediate access to
the information you need. PREMIUM HARDCOVER: with guide pages
printed on superior-quality art paper.
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.
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.
Feast on all of the delicious offerings found in the world of
Skyrim in this beautifully crafted cookbook based on the
award-winning game The Elder Scrolls V: Skyrim Immerse yourself in
the diverse cuisine of Skyrim with these recipes inspired by food
found in the Old Kingdom and across Tamriel. With over seventy
delicious recipes for fan-favorite recipes including Apple Cabbage
Stew Sunlight Souffle, Sweetrolls, and more, The Elder Scrolls V:
Skyrim: The Official Cookbook will delight every hungry Dragonborn.
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.
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.
Amid the restless evil of Sanctuary, only the Horadrim-an ancient
order of heroes and scholars-wield the knowledge needed to light
the way for humanity. In the Book of Lorath, join Lorath Nahr, one
of the last of the dwindling Horadrim, on a journey through
Sanctuary's most powerful relics and the stories behind them. It is
Lorath's hope that this volume will preserve his knowledge for all
time . . . and pass it down to those who will inherit the fight
against the Prime Evils. Direct from the Diablo (R) development
team and award-winning author Matthew J. Kirby, this immersive,
must-have compendium with all-new illustrations showcases the
artifacts that have often been-and might yet be-the key to tipping
the fate of the world.
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.
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".
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