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

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.

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.

Hey! Listen! - A journey through the golden era of video games (Paperback): Steve McNeil Hey! Listen! - A journey through the golden era of video games (Paperback)
Steve McNeil; Foreword by Dara O'Briain 1
R535 R482 Discovery Miles 4 820 Save R53 (10%) Ships in 9 - 17 working days

Equal parts hilarious and informative, Hey! Listen! should be in every gamer's library. - Lucy James, (Gamespot) An informative, accessible romp through the early years of the games industry. All hail Il pirata pallido; the gaming hero we never knew we needed. - Adam Rosser BBC Radio 5Live Steve McNeil is funny, knowledgeable, and a massive, shameless, nerd. His brilliant book reminded me just how much of my life I've wasted. If the Golden Age of Gaming is a horse, then Steve's book is the stable. - Paul Rose (aka Mr Biffo), Digitiser A thoroughly enjoyable look at the early days of video gaming - comprehensive and fun. Loved it! - Stuart Ashen (aka ashens) The 'A La Recherche du Temps Perdu' of the gaming community. The 'A La Recherche du Temps Pew-Pew-Pew', as it were. - Dara O'Briain If 'Games Master' was a Nobel title passed on through the ages like 'Duke of York' or 'Rear of the Year' rather than simply the name of a 90s magazine and TV show then Steve McNeil would surely be the current holder of the esteemed position. What I'm saying is, he knows a LOT about games... - Scroobius Pip Taking us on a historical journey from the very early days all the way through to the late 1990s the book tells the stories of the men and women behind some of the most wonderful (and occasionally awful) games of the golden age, the fierce rivalries, bizarre business practices and downright bonkers risks taken during the pioneering days of computer and video gaming. This informal yet extremely well-researched book manages to educate and entertain in equal measure and this - dare I say - well-informed retrohead actually learnt a good deal. A thoroughly enjoyable read! - Mark Howlett (aka Lord Arse) Hugely funny, and full of fantastic facts about the history of video games. But enough about me; Steve's book is also quite good. - Ellie Gibson, Eurogamer A hilarious history of the golden period of computer games from the creator of Dara O'Briain's Go 8 Bit. It is fair to say Steve McNeil likes video games. He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'. Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment. This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt? Joysticks at the ready. Let's do a gaming!

The Elder Scrolls Online: Tales of Tamriel, Book I: The Land (Hardcover): Bethesda Softworks The Elder Scrolls Online: Tales of Tamriel, Book I: The Land (Hardcover)
Bethesda Softworks 1
R876 R629 Discovery Miles 6 290 Save R247 (28%) Ships in 10 - 15 working days

For the first time in print, step into the fantasy world of The Elder Scrolls Online. Tales of Tamriel - Vol. I: The Land takes readers on an adventure throughout the war-torn landscapes and battlefields of Tamriel, featuring a horde of in-game texts and exclusive artwork. Lavishly bound and produced, this series of books is the definitive guide to lore from the Elder Scrolls Online.

Game of X v.1 - Xbox (Hardcover): Rusel DeMaria Game of X v.1 - Xbox (Hardcover)
Rusel DeMaria
R4,219 Discovery Miles 42 190 Ships in 10 - 15 working days

Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft's unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live. Key Features Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft's unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live.

3D Character - Development Workshop (Paperback): Erik Van Horn 3D Character - Development Workshop (Paperback)
Erik Van Horn
R1,331 R1,104 Discovery Miles 11 040 Save R227 (17%) Ships in 18 - 22 working days

3D Character Development Workshop is designed to fast-track comprehension of the concepts, tools, and methods of character rigging so that you can get past the technical hurdles and on to animating! This comprehensive guide is simple enough for non-technical artists to follow, yet presented in a holistic, comprehensive, best-practices approach so professional and student animators and artists can begin designing and animating their own fully-functioning characters.

Sinclair ZX Spectrum: a visual compendium (Hardcover): Bitmap Books Sinclair ZX Spectrum: a visual compendium (Hardcover)
Bitmap Books
R701 Discovery Miles 7 010 Out of stock
The Game Designer's Playbook - An Introduction to Game Interaction Design (Hardcover): Samantha Stahlke, Pejman... The Game Designer's Playbook - An Introduction to Game Interaction Design (Hardcover)
Samantha Stahlke, Pejman Mirza-Babaei
R1,177 Discovery Miles 11 770 Ships in 9 - 17 working days

Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that challenge. More specifically, it's a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you've ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you've experienced good interaction design firsthand. The Game Designer's Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.

GPU Pro 360 Guide to Rendering - Guide to Rendering (Hardcover): Wolfgang Engel GPU Pro 360 Guide to Rendering - Guide to Rendering (Hardcover)
Wolfgang Engel
R4,256 Discovery Miles 42 560 Ships in 10 - 15 working days

Wolfgang Engel's GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges

NES Classic - The Ultimate Guide to Castlevania 2 (Paperback): Blacknes Guy NES Classic - The Ultimate Guide to Castlevania 2 (Paperback)
Blacknes Guy
R440 R405 Discovery Miles 4 050 Save R35 (8%) Ships in 18 - 22 working days
SNES Classic - The Ultimate Guide To The SNES Classic Edition: Tips, Tricks and Strategies To All 21 Games! (Paperback):... SNES Classic - The Ultimate Guide To The SNES Classic Edition: Tips, Tricks and Strategies To All 21 Games! (Paperback)
Blacknes Guy
R594 R539 Discovery Miles 5 390 Save R55 (9%) Ships in 18 - 22 working days
Esports in Higher Education - Fostering Successful Student-Athletes and Successful Programs (Hardcover): George S. McClellan,... Esports in Higher Education - Fostering Successful Student-Athletes and Successful Programs (Hardcover)
George S. McClellan, Ryan S. Arnett, Charles M. Hueber
R4,484 Discovery Miles 44 840 Ships in 10 - 15 working days

This comprehensive resource examines the rapidly-growing esports phenomenon in higher education, bringing the perspectives of players, administrators, and scholars together in one volume to discuss the basics of esports, how to start and maintain successful esports programs, and issues and trends in the field. Esports are a global phenomenon with an estimated audience of 400 million people in 2018. Given their already strong base and rising popularity on college campuses, esports have been referred to as the new college football. This book offers practical insights into how to develop and maintain an esports program that is consistent with institutional purposes and values. The book is helpful to all types of institutions (small to large, public and private, 2-year or 4-year). It draws on current scholarship and the professional experience of the authors, focused heavily on practical advice for higher education professionals. Among the challenges of esports in higher education the book addresses are competition structure, competition climate, child protection, cheating, gambling, lack of reliable relevant data to inform decisions, and the advent of an esports arms race. Some of the opportunities described in the book include student recruitment and success networks with high schools, and partnerships with the esports industry. Done correctly, esports can provide a structured way for all students (on campus, off campus, and online) to engage in both curricular and cocurricular programming that can provide measurable learning outcomes and have a positive impact on retention rates.

What UX is Really About - Introducing a Mindset for Great Experiences (Paperback, 3rd Edition): Celia Hodent What UX is Really About - Introducing a Mindset for Great Experiences (Paperback, 3rd Edition)
Celia Hodent
R453 Discovery Miles 4 530 Ships with 15 working days

"In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, there’s no better place to start than with the volume you now hold in your hand."

Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity

The main objective of What UX is Really About: Introducing a Mindset for Great Experiences is to provide a quick introduction to user experience (UX 101) for students, professionals, or simply curious readers who want to understand this trendy yet commonly misunderstood practice better. Readers will learn that UX is much more than a set of techniques, guidelines, and tools. It is a mindset; a philosophy that takes the perspective of the humans that will use a product. It is about solving their problems, offering them a pleasurable experience, and building a win-win, long-lasting relationship between them and the company developing the product. Above all, it is about improving people’s lives with technology. What UX is Really About is informative, concise, and provides readers with a high-level overview of the science, design, and methodologies of UX.

KEY FEATURES:

• The most approachable and concise introduction book about UX.

• Easy to read and aims to popularize the UX mindset while debunking its main misconceptions.

• Small format size makes it easy to carry around.

• Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style.

• Tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services.

• Includes a glossary.

Celia Hodent holds a PhD in psychology, and is a leading expert in the application of cognitive science and psychology to product development, with over 13 years of experience in the development of UX strategy in video game studios, such as Ubisoft, LucasArts, and Epic Games (Fortnite). She currently leads an independent UX consultancy, working with a wide range of international media and enterprise companies to help ensure their products are engaging, successful, and respectful of users. Celia conducts workshops and provides guidance on the topics of game-based UX, playful learning ("gamification"), ethics, implicit biases, and inclusion in tech. Celia is the author of The Gamer’s Brain: How Neuroscience and UX Can Impact Video Game Design and The Psychology of Video Games.

Table of Contents

Chapter 1 What Is UX?

Chapter 2 What UX Is Not

Chapter 3 The Science behind UX

Chapter 4 The Process and Methodologies of UX

Chapter 5 Ethics and the UX Mindset

Chapter 6 Conclusion

Learn GameSalad for iOS - Game Development for iPhone, iPad, and HTML5 (Paperback, 1st ed.): David Guerineau Learn GameSalad for iOS - Game Development for iPhone, iPad, and HTML5 (Paperback, 1st ed.)
David Guerineau
R1,239 Discovery Miles 12 390 Ships in 18 - 22 working days

So you have a great idea for an iPhone or iPad game, but you've never programmed before. Where to start? Here With GameSalad, you can design, build, and publish a 2D game in the App Store using an easy-to-use, no-programming-requiredgame creation tool. Learn GameSalad for iOSshows you how to set up your development environment and how to create a variety of simple 2D games from a breakout-style game to an arcade shooter to a maze game. You'll also learn how to use GameSalad to create a non-game app as well.This book also takes you beyond game development into getting your game into the App Store, using iAd, and marketing your game.A clear, step-by-step approach to GameSalad for the complete beginner Create fun, complete, and fully functional game projects An idea to App Store publishing guide What you'll learn How to set up your game design environment How to design a complete game from idea to publication with GameSalad The basics, but also some of the more advanced functions of GameSalad How to submit your game on the App Store How to start promoting your game Who this book is for

If you have web development experience or no programming experience at all, you'll be able to design, build and publish a game with the help ofLearn GameSalad for iOS. Table of Contents PreparingYour Design EnvironmentYour First Game from Scratch: The Pong GameFinishing Pong: Scoring and Game Interaction Break a Wall: Implementing Comments, Accelerometer Movements, LifeManagement, and Pause Making a Shoot 'Em Up Game: Carrot Invader LearningGravity, Basic Physics and Camera Controls: An Angry Birds-like Game, Part I Creating a Game Menu and a Particles Effect: An Angry Birds-like Game, Part II Graphics and Sound Effects: Labyrinth Bonuses, Game Center, and iAd: Break a Wall Device Internal Clock and Cyclic Movement: Non-Game Apps Submitting Your Game to the App Store Introduction to Game Promotion

Interactive Stories and Video Game Art - A Storytelling Framework for Game Design (Hardcover): Chris Solarski Interactive Stories and Video Game Art - A Storytelling Framework for Game Design (Hardcover)
Chris Solarski
R4,496 Discovery Miles 44 960 Ships in 10 - 15 working days

The success of storytelling in games depends on the entire development team-game designers, artists, writers, programmers and musicians, etc.-working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming's principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories. Key Features: The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games Accessible to industry professionals as well as non-developers Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art The definitive framework for designing interactive stories

Nier: Automata World Guide Volume 1 (Hardcover): Square Enix Nier: Automata World Guide Volume 1 (Hardcover)
Square Enix
R1,082 R785 Discovery Miles 7 850 Save R297 (27%) Ships in 10 - 15 working days
Games User Research (Hardcover): Anders Drachen, Pejman Mirza-Babaei, Lennart Nacke Games User Research (Hardcover)
Anders Drachen, Pejman Mirza-Babaei, Lennart Nacke
R1,372 Discovery Miles 13 720 Ships in 10 - 15 working days

Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.

No-Code Video Game Development Using Unity and Playmaker (Paperback): Michael Kelley No-Code Video Game Development Using Unity and Playmaker (Paperback)
Michael Kelley
R1,754 Discovery Miles 17 540 Ships in 10 - 15 working days

In the past, not being able to program meant not being able to make video games. Now if you can draw a flow-chart you can use powerful State Machine technology to create your dream game! No-Code Video Game Development using Unity and Playmaker will teach you how to substitute flow-charts for code. As a complete course, it uses a project-based approach. The FPS project comes with over a hundred dollars worth of free #gamedev DLC: Unity Packages, Playmaker Templates, Character Models, Animations, Materials, and more! You'll also learn game design documentation and theory, Mecanim, Particle Systems, and UI. By the time you're done you'll have gained the skills needed to create your own dream game, all without writing any code!

Doom Guy - Life in First Person (Hardcover): John Romero Doom Guy - Life in First Person (Hardcover)
John Romero
R640 R566 Discovery Miles 5 660 Save R74 (12%) Ships in 9 - 17 working days

The inspiring, long-awaited autobiography of video game designer and DOOM cocreator John RomeroDOOM Guy: Life in First Person is the long-awaited autobiography of John Romero, gaming's original rock star and the cocreator of DOOM, Quake, and Wolfenstein-some of the most recognizable and important titles in video game history. Credited with the invention of the first-person shooter, a genre that continues to dominate the market today, he is gaming royalty. Told in remarkable detail, a byproduct of his hyperthymesia, Romero recounts his storied career-from his early days submitting Apple II code to computer magazines and sneaking computers out of the back door of his day job to do programming projects at night in his garage to a high-profile falling out with his id Software cofounder John Carmack, as well as his continued role in the gaming industry today as the managing director of Romero Games Ltd. His story is truly one of a self-made man, founding multiple companies after a childhood filled with violence and abuse drove him to video game design, where he could create new worlds and places to escape to. An alcoholic father, a racist grandfather who did not approve of Romero's parents' mixed-race coupling, and a grandmother who once ran a brothel in Mexico combine for an illuminating story his youth-a story that has never before been revealed. After years in the gaming spotlight, Romero is now telling his story-THE WHOLE STORY-in his own words.

The GameMaker Standard (Hardcover): David Vinciguerra, Andrew Howell The GameMaker Standard (Hardcover)
David Vinciguerra, Andrew Howell
R4,798 Discovery Miles 47 980 Ships in 10 - 15 working days

This book teaches students and entry-level novices how to create games using the GameMaker engine. Readers will quickly hone their design skills with tutorials that are written so that beginners can quickly start building games while also providing lessons on how designers can 'level up' and add advanced options to their games. Readers will also have access to a website containing all the assets and resources to create their games, including sprites and animations, walk-through video tutorials of each lesson and music composed by professional musicians. Also provided are rubrics for instructors to use when grading student work or for readers learning on their own to evaluate their own work.

Game Audio Implementation - A Practical Guide Using the Unreal Engine (Paperback): Richard Stevens, Dave Raybould Game Audio Implementation - A Practical Guide Using the Unreal Engine (Paperback)
Richard Stevens, Dave Raybould
R1,901 Discovery Miles 19 010 Ships in 10 - 15 working days

Game Audio Implementation offers a unique practical approach to learning all about game audio. If you've always wanted to hear your sound or music in a real game then this is the book for you. Each chapter is accompanied by its own game level where you can see the techniques and theories in action before working through over 70 exercises to develop your own demo level. Taking you all the way from first principles to complex interactive systems in the industry standard Unreal Engine (c) you'll gain the skills to implement your sound and music along with a deep transferable knowledge of the principles you can apply across a range of other game development tools. The accompanying website (www.gameaudioimplementation.com) includes: 12 downloadable demonstration games A unique exercise level for you to develop for your portfolio An up-to-date online bibliography with further reading for each chapter A free sound library with hundreds of game SFX

GTA 5 Game Guide - Grand Theft Auto Tricks, Strategies, Cheats, Tips and Secrets (Paperback): Joseph Joyner GTA 5 Game Guide - Grand Theft Auto Tricks, Strategies, Cheats, Tips and Secrets (Paperback)
Joseph Joyner
R252 Discovery Miles 2 520 Ships in 18 - 22 working days
Whose Game? - Gender and Power in Fantasy Sports (Paperback): Rebecca Joyce Kissane, Sarah Winslow Whose Game? - Gender and Power in Fantasy Sports (Paperback)
Rebecca Joyce Kissane, Sarah Winslow
R764 Discovery Miles 7 640 Out of stock

Fantasy sports have the opportunity to provide a sporting community in which gendered physical presence plays no role-a space where men and women can compete and interact on a level playing field. Whose Game? shows, however, that while many turn to this space to socialize with friends or participate in a uniquely active and competitive fandom, men who play also depend on fantasy sports to perform a boyhood vision of masculinity otherwise inaccessible to them. Authors Rebecca Kissane and Sarah Winslow draw on a rich array of survey, interview, and observational data to examine how gender, race, and class frame the experiences of everyday fantasy sports players. This pioneering book examines gendered structures and processes, such as jock statsculinity-a nerdish form of masculine one-upmanship-and how women are often rendered as outsiders. Ultimately, Whose Game? demonstrates that fantasy sports are more than just an inconsequential leisure activity. This online world bleeds into participants' social lives in gendered ways-forging and strengthening relationships but also taking participants' time and attention to generate negative emotions, stress, discord, and unproductivity.

Create 2D Mobile Games with Corona SDK - For iOS and Android (Paperback): David Mekersa Create 2D Mobile Games with Corona SDK - For iOS and Android (Paperback)
David Mekersa
R1,519 Discovery Miles 15 190 Ships in 10 - 15 working days

Corona SDK is one of the most powerful tools used to create games and apps for mobile devices. The market requires speed; new developers need to operate quickly and efficiently. Create 2D Mobile Games with Corona SDK gives you the tools needed to master Corona - even within the framework of professional constraints. A must-read guide, this book gives you fast, accurate tips to learn the programming language necessary to create games. Read it sequentially or as an FAQ and you will have the tools you need to create any base game before moving on to advanced topics. The tutorial-based format: Contains step-by-step directions complete with coding and screenshots Is filled with tutorials, tips, and links to useful online resources Includes a comprehensive companion website featuring online exercise files to practice coding, full build samples from the text, additional book details, and more!

Designing Games for Children - Developmental, Usability, and Design Considerations for Making Games for Kids (Paperback): Carla... Designing Games for Children - Developmental, Usability, and Design Considerations for Making Games for Kids (Paperback)
Carla Fisher
R1,529 Discovery Miles 15 290 Ships in 10 - 15 working days

When making games for kids, it's tempting to simply wing-it on the design. We were all children once, right? The reality is that adults are far removed from the cognitive changes and the motor skill challenges that are the hallmark of the developing child. Designing Games for Children, helps you understand these developmental needs of children and how to effectively apply them to games. Whether you're a seasoned game designer, a children's media professional, or an instructor teaching the next generation of game designers, Designing Games for Children is the first book dedicated to service the specific needs of children's game designers. This is a hands-on manual of child psychology as it relates to game design and the common challenges designers face. Designing Games for Children is the definitive, comprehensive guide to making great games for kids, featuring: Guidelines and recommendations divided by the most common target audiences - babies and toddlers (0-2), preschoolers (3-5), early elementary students (6-8), and tweens (9-12). Approachable and actionable breakdown of child developmental psychology, including cognitive, physical, social, and emotional development, as it applies to game design Game design insights and guidelines for all aspects of game production, from ideation to marketing

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