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

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 R547 Discovery Miles 5 470 Save R838 (61%) 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

GPU Pro 360 Guide to 3D Engine Design (Hardcover): Wolfgang Engel GPU Pro 360 Guide to 3D Engine Design (Hardcover)
Wolfgang Engel
R5,366 Discovery Miles 53 660 Ships in 10 - 15 working days

Wolfgang Engel's GPU Pro 360 Guide to 3D Engine Design gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers the design of a 3D engine. This volume is complete with articles by leading programmers that focus on various aspects of 3D engine design such as quality and optimization as well as high-level architecture. GPU Pro 360 Guide to 3D Engine Design is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges

Beep to Boom - The Development of Advanced Runtime Sound Systems for Games and Extended Reality (Paperback): Simon Goodwin Beep to Boom - The Development of Advanced Runtime Sound Systems for Games and Extended Reality (Paperback)
Simon Goodwin
R2,116 Discovery Miles 21 160 Ships in 10 - 15 working days

Drawing on decades of experience, Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality is a rigorous, comprehensive guide to interactive audio runtime systems. Packed with practical examples and insights, the book explains each component of these complex geometries of sound. Using practical, lowest-common-denominator techniques, Goodwin covers soundfield creation across a range of platforms from phones to VR gaming consoles. Whether creating an audio system from scratch or building on existing frameworks, the book also explains costs, benefits and priorities. In the dynamic simulated world of games and extended reality, interactive audio can now consider every intricacy of real-world sound. This book explains how and why to tame it enjoyably.

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.

100 Greatest Video Game Characters (Hardcover): Jaime Banks, Robert Mejia, Aubrie Adams 100 Greatest Video Game Characters (Hardcover)
Jaime Banks, Robert Mejia, Aubrie Adams
R1,644 Discovery Miles 16 440 Ships in 10 - 15 working days

Though in existence for only a few decades, video games are now firmly established in mainstream culture all around the planet. Every year new games are produced, and every year new favorites emerge. But certain characters have become so iconic that they withstand both time and the shifting interests of players. Such creations permeate other elements of popular culture-from graphic novels to film-and are known not only to dedicated gamers but to the general public as well. In 100 Greatest Video Game Characters, readers can learn about some of the most popular and influential figures that have leapt from computer monitors and television screens and into the public consciousness. The entries in this volume provide general facts about the characters as well as explore their cultural significance. The entries include the following information: *Game developer *Year character was established *Video game franchise In addition, the book examines the commonalities of various video game characters to help readers better understand their popularity and how they operate within the video games and the industry itself. Whether casually looking up information on video game characters or researching what these icons says about society, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Characters will appeal to fans and scholars alike.

Beginner's Guide to Code Algorithms - Experiments to Enhance Productivity and Solve Problems (Paperback): Deepankar Maitra Beginner's Guide to Code Algorithms - Experiments to Enhance Productivity and Solve Problems (Paperback)
Deepankar Maitra
R1,597 Discovery Miles 15 970 Ships in 10 - 15 working days

Do you have creative ideas that you wish you could transform into code? Do you want to boost your problem solving and logic skills? Do you want to enhance your career by adopting an algorithmic mindset? In our increasingly digital world, coding is an essential skill. Communicating an algorithm to a machine to perform a set of tasks is vital. Beginner's Guide to Code Algorithms: Experiments to Enhance Productivity and Solve Problems written by Deepankar Maitra teaches you how to think like a programmer. The author unravels the secret behind writing code - building a good algorithm. Algorithmic thinking leads to asking the right question and enables a shift from issue resolution to value creation. Having this mindset will make you more marketable to employers. This book takes you on a problem-solving journey to expand your mind and increase your willingness to experiment with code. You will: Learn the art of building an algorithm through hands-on exercises Understand how to develop code for inspiring productivity concepts Build a mentality of developing algorithms to solve problems Develop, test, review, and improve code through guided experimentation This book is designed to develop a culture of logical thinking through intellectual stimulation. It will benefit students and teachers of programming, business professionals, as well as experienced users of Microsoft Excel who wish to become proficient with macros.

The Elder Scrolls V: Skyrim - The Skyrim Library, Vol. I: The Histories (Hardcover): Bethesda Softworks The Elder Scrolls V: Skyrim - The Skyrim Library, Vol. I: The Histories (Hardcover)
Bethesda Softworks 2
R867 R771 Discovery Miles 7 710 Save R96 (11%) Ships in 18 - 22 working days

For the first time, the collected texts from the critically and commercially acclaimed fantasy video game The Elder Scrolls V: Skyrim are bound together in three exciting volumes. Lavishly illustrated and produced, these titles are straight out of the world of Skyrim - and a must for any wandering adventurer.

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.

Working with Video Gamers and Games in Therapy - A Clinician's Guide (Paperback): Anthony M. Bean Working with Video Gamers and Games in Therapy - A Clinician's Guide (Paperback)
Anthony M. Bean
R1,210 Discovery Miles 12 100 Ships in 9 - 17 working days

Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients' relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.

Storytelling for Interactive Digital Media and Video Games (Hardcover): Nicholas B. Zeman Storytelling for Interactive Digital Media and Video Games (Hardcover)
Nicholas B. Zeman
R3,942 Discovery Miles 39 420 Ships in 10 - 15 working days

The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can't. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs from previous incarnations of mediums for stories Key Features: Explores the necessary elements of a story (setting, character, events, sequence, and perspective) and how they affect the viewer of the story Discusses media and its role in storytelling, including images, art, sound, video, and animation Explores the effect of interactivity on the story, such as contest TV, web-based storytelling, kiosks, and games Shows the different types of story themes in gaming and how they are interwoven Describes how to make games engaging and rewarding intrinsically and extrinsically

The Golden Age of Video Games - The Birth of a Multibillion Dollar Industry (Paperback): Roberto Dillon The Golden Age of Video Games - The Birth of a Multibillion Dollar Industry (Paperback)
Roberto Dillon
R1,463 Discovery Miles 14 630 Ships in 10 - 15 working days

"This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene"--Provided by publisher.

Games with a Purpose (GWAPS) (Hardcover): Lafourcade Games with a Purpose (GWAPS) (Hardcover)
Lafourcade
R3,737 Discovery Miles 37 370 Ships in 18 - 22 working days

Human brains can be seen as knowledge processors in a distributed system. Each of them can achieve, conscious or not, a small part of a treatment too important to be done by one. These are also "hunter / gatherers" of knowledge. Provided that the number of contributors is large enough, the results are usually better quality than if they were the result of the activity of a single person, even if it is a domain expert. This type of activity is done via online games.

Ultimate Guide to Video Game Writing and Design, T he (Paperback): F Dille Ultimate Guide to Video Game Writing and Design, T he (Paperback)
F Dille 2
R489 R459 Discovery Miles 4 590 Save R30 (6%) Ships in 18 - 22 working days

- Authors are top game designers
- Aspiring game writers and designers must have this complete bible


There are other books about creating video games out there.
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there's complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.

Game Devs & Others - Tales from the Margins (Paperback): Tanya DePass Game Devs & Others - Tales from the Margins (Paperback)
Tanya DePass
R1,452 Discovery Miles 14 520 Ships in 10 - 15 working days

Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you're not part of the supposed "majority". Key Features This book is perfect for anyone interested in getting into the games industry who feels they have a marginalized identity For those who wish to better diversify their studio or workplace who may or may not have access to individuals that could or would share their stories about the industry Includes initiatives aimed at diversifying the industry that have a positive or negative impact on the ongoing discussions Coverage of ajor news items about diversity, conferences aimed at or having diversity at its core of content and mission are discussed Included essays are written with as little game dev specific jargon as possible, makeing it accessible to people outside the industry as well as those in the scene but that may not have all the insider lingo

8-Bit Apocalypse: The Untold Story of Atari's Missile Command (Paperback, Reprint): Alex Rubens 8-Bit Apocalypse: The Untold Story of Atari's Missile Command (Paperback, Reprint)
Alex Rubens
R408 Discovery Miles 4 080 Ships in 18 - 22 working days

The untold story of Atari's Missile Command With the advent of the arcade, Atari Inc. and its iconic game, Missile Command, were at the forefront of the industry's explosion, helping usher in both the age of the video game and the gamer lifestyle. In 8-Bit Apocalypse, tech insider Alex Rubens delves into electronic history to tell of an era when arcade games were designed, written, and coded by individual designers. He interviews major figures including Atari founder Nolan Bushnell and Missile Command creator David Theurer, who suffered from frequent nightmares of nuclear holocaust as he worked on the game. The first in-depth, personal history of the era, 8-Bit Apocalypse combines Rubens's tech industry knowledge and experience as a gaming journalist to conjure the wild silicon frontier of the '80s.

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.

Surviving Game School...and the Game Industry After That (Paperback): Michael Lynch, Adrian Earle Surviving Game School...and the Game Industry After That (Paperback)
Michael Lynch, Adrian Earle
R1,530 Discovery Miles 15 300 Ships in 10 - 15 working days

Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors - and the joys - of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life's goals and building and keeping a sensible balance between work and everything else. Key Features: What you can expect from a top college Game Design Program, from an experienced college professor What to expect while working in the games industry, from 25-year veteran game developer. How to find an industry job after gaining a relevant college degree How to build and maintain a satisfying career in the games industry

Hybrid Play - Crossing Boundaries in Game Design, Players Identities and Play Spaces (Hardcover): Ragan Glover-Rijkse, Adriana... Hybrid Play - Crossing Boundaries in Game Design, Players Identities and Play Spaces (Hardcover)
Ragan Glover-Rijkse, Adriana De Souza E Silva
R4,488 Discovery Miles 44 880 Ships in 10 - 15 working days

This book explores hybrid play as a site of interdisciplinary activity-one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.

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 R715 Discovery Miles 7 150 Save R237 (25%) 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.

The Essential Guide to Game Audio - The Theory and Practice of Sound for Games (Paperback): Steve Horowitz, Scott Looney The Essential Guide to Game Audio - The Theory and Practice of Sound for Games (Paperback)
Steve Horowitz, Scott Looney
R1,537 Discovery Miles 15 370 Ships in 10 - 15 working days

The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations.

Learning XNA 4.0 (Paperback, Annotated edition): Aaron Reed Learning XNA 4.0 (Paperback, Annotated edition)
Aaron Reed
R976 R855 Discovery Miles 8 550 Save R121 (12%) Ships in 18 - 22 working days

Want to develop games for Xbox 360 and Windows Phone 7? This hands-on book will get you started with Microsoft's XNA 4.0 development framework right away -- even if you have no experience developing games. Although XNA includes several key concepts that can be difficult for beginning web developers to grasp, "Learning XNA 4.0" shortens the learning curve by walking you through the framework in a clear and understandable step-by-step format.

Each chapter offers a self-contained lesson with illustrations and annotated examples, along with exercises and review questions to help you test your understanding and practice new skills as you go. Once you've finished this book, you'll know how to develop your own sophisticated games from start to finish. Learn game development from 2D animation to 3D cameras and effects Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts Build three complete, exciting games using 2D, 3D, and multiplayer techniques Develop for and deploy your games to the Xbox 360 and Windows Phone 7

Holistic Game Development with Unity - An All-in-One Guide to Implementing Game Mechanics, Art, Design and Programming... Holistic Game Development with Unity - An All-in-One Guide to Implementing Game Mechanics, Art, Design and Programming (Hardcover, 3rd edition)
Penny de Byl
R3,968 Discovery Miles 39 680 Ships in 10 - 15 working days

Master game design and digital art principles simultaneously with this all-in-one guide to creating games in the cutting-edge game engine Unity. Reworked for C# and Unity 2018 & 2019, and bursting with images and tutorials, Penny de Byl's Holistic Game Development with Unity will help the reader gain the multidisciplinary skills needed to succeed in the independent game industry. Holistic Game Development with Unity includes new coverage on Augmented Reality, Networking, and Virtual Reality such as the Oculus Rift. Supplementary material, including instructional videos, discussion forums and art assets are provided in the companion website located at www.holistic3d.com. Learn to combine the beauty of art and the functionality of programming in de Byl's third edition for Unity game development. Key features: Art and programming in Unity, the only one-stop shop for individual developers and small teams looking to tackle both tasks. Proven step-by-step tutorials show you how to design and structure an entire game in Unity with art assets. Revised to cover the Unity game engine versions 2018 and 2019. New coverage of Nav Meshes, Augmented Reality, Mobile Builds and Mecanim. An introduction to essential two- and three-dimensional mathematical and physics concepts. A portfolio of royalty free reusable game mechanics. Revamped and expanded accompanying website, www.holistic3d.com, features project source code, instructional videos, art assets, author blog, and discussion forums. Additional challenge questions and lesson plans are available online for an enhanced learning experience.

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.

Holistic Game Development with Unity - An All-in-One Guide to Implementing Game Mechanics, Art, Design and Programming... Holistic Game Development with Unity - An All-in-One Guide to Implementing Game Mechanics, Art, Design and Programming (Paperback, 3rd edition)
Penny de Byl
R1,623 Discovery Miles 16 230 Ships in 10 - 15 working days

Master game design and digital art principles simultaneously with this all-in-one guide to creating games in the cutting-edge game engine Unity. Reworked for C# and Unity 2018 & 2019, and bursting with images and tutorials, Penny de Byl's Holistic Game Development with Unity will help the reader gain the multidisciplinary skills needed to succeed in the independent game industry. Holistic Game Development with Unity includes new coverage on Augmented Reality, Networking, and Virtual Reality such as the Oculus Rift. Supplementary material, including instructional videos, discussion forums and art assets are provided in the companion website located at www.holistic3d.com. Learn to combine the beauty of art and the functionality of programming in de Byl's third edition for Unity game development. Key features: Art and programming in Unity, the only one-stop shop for individual developers and small teams looking to tackle both tasks. Proven step-by-step tutorials show you how to design and structure an entire game in Unity with art assets. Revised to cover the Unity game engine versions 2018 and 2019. New coverage of Nav Meshes, Augmented Reality, Mobile Builds and Mecanim. An introduction to essential two- and three-dimensional mathematical and physics concepts. A portfolio of royalty free reusable game mechanics. Revamped and expanded accompanying website, www.holistic3d.com, features project source code, instructional videos, art assets, author blog, and discussion forums. Additional challenge questions and lesson plans are available online for an enhanced learning experience.

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