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

Gaming Representation - Race, Gender, and Sexuality in Video Games (Paperback): Jennifer Malkowski, TreaAndrea M. Russworm Gaming Representation - Race, Gender, and Sexuality in Video Games (Paperback)
Jennifer Malkowski, TreaAndrea M. Russworm; Contributions by Anna Everett, Braxton Soderman, Jennifer Dewinter, …
R962 R800 Discovery Miles 8 000 Save R162 (17%) Ships in 12 - 17 working days

Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.

Building Multiplayer Games in Unity - Using Mirror Networking (Paperback, 1st ed.): Dylan Engelbrecht Building Multiplayer Games in Unity - Using Mirror Networking (Paperback, 1st ed.)
Dylan Engelbrecht
R1,625 R1,275 Discovery Miles 12 750 Save R350 (22%) Ships in 10 - 15 working days

Take a deep dive into creating large-scale, multiplayer games with Unity 3D, using Mirror Networking and a variety of powerful transports. You will learn the fundamentals of RPC/Command multiplayer architecture and dig deeper into networking and data persistence to achieve scalable, highly performant, large-scale, multiplayer games in Unity. This book explains how to develop multiplayer games using Unity within a commercial or enterprise environment. You will take a look at the networking fundamentals behind multiplayer games, including packets and the importance of keeping packets small. Next, you will look into Mirror Networking and see how to leverage a variety of transport layers to achieve large-scale, multiplayer games. Using Unity 3D as the core focus, you will get an understanding of the RPC/Command architecture and how you can utilize different authoritative structures to best suit your needs. You will also learn how to scale your architecture and explore industry-leading methods of deploying your game to the masses. You will also get a solid understanding of networking principles. The book wraps up with advice from leading experts who shed light on past mistakes and provide valuable insights for your next project. This book breaks down daunting concepts into easy-to-understand pieces of knowledge to help you create your first multiplayer game. It is a must-read for any developer looking to understand multiplayer games and networking. What You Will Learn Learn advanced multiplayer concepts and how to use them Understand the key concepts for creating multiplayer virtual experiences Know the basics of computer networking and how to employ them Deploy large, scalable multiplayer infrastructures for your games Gain insights from other industry professionals Who Is This Book For Intermediate to advanced Unity 3D developers looking to understand multiplayer networking and deploying large-scale products. Having a solid understanding of C# and Unity is required, and having an understanding or prior experience with networking principles such as IPv4 would be advantageous.

An Introduction to HTML5 Game Development with Phaser.js (Paperback): Travis Faas An Introduction to HTML5 Game Development with Phaser.js (Paperback)
Travis Faas
R1,327 Discovery Miles 13 270 Ships in 12 - 17 working days

Experience the thrill of crafting your own HTML5 game with Phaser.js game engine. HTML5 and modern JavaScript game engines have helped revolutionized web based games. Each chapter in An Introduction to HTML5 Game Development with Phaser.js showcases a sample game that illustrates an aspect of Phaser.js (now Lazer.js) that can be used as is, or in remixed games of the developer's design. Each of these examples help the reader to understand how to optimize JavaScript game development with modern project tooling like Grunt and Bower. Though the world of HTML game development continues to grow and evolve, An Introduction to HTML5 Game Development with Phaser.js, provides a grounded resource and vital learning tool to anyone looking to optimize web game development process. Key Features Chapter objectives and examples with sample code make concepts easy to grasp Master questions and chapter summaries further help to solidify these concepts Feature boxes that contain important hints and things to note help keep readers on the right path This book uses a "building blocks" approach to game development and starts with the technology required to get things running Each chapter will be a small sample game that demonstrates one piece of Phaser.js, giving the reader time to grasp and understand the core concepts Subsequent chapters will demonstrate new features, building upon the knowledge of previous examples

Beginning Unity Editor Scripting - Create and Publish Your Game Tools (Paperback, 1st ed.): Benny Kok Beginning Unity Editor Scripting - Create and Publish Your Game Tools (Paperback, 1st ed.)
Benny Kok
R1,507 R1,186 Discovery Miles 11 860 Save R321 (21%) Ships in 10 - 15 working days

Learn about editor scripting in Unity, including different possible methods of editor customization to fit your custom game workflow or even to create assets that could be published on the Asset Store to earn a passive income. The knowledge of editor scripting, although rarely covered in books, gives a game developer insight into how things work in Unity under the hood, which you can leverage to create custom tools that empower your unique game idea. This book starts with the very basics of editor scripting in Unity, such as using built-in attributes to customize your component's editor and creating custom editors and windows with IMGUI and UI Toolkit. Next, we move to a general use case example by creating an object spawner EditorTool for the scene view. Later, we dive straight to in-depth stats and detailed case studies of two Unity assets: ProArray and Rhythm Game Starter. Here you'll get more context on how editor scripting is used in published assets. You will also learn how to set up a better workflow for editor scripting, asset publishing, maintenance, and iterative updates. You will leverage the power of modern web technology to build a documentation site with GitBook and DocFX. Finally, you will see some tips and tricks for automating asset versioning and changelogs. What You Will Learn Get started with Editor scripting in Unity Work with advanced editor topics such as custom EditorWindows and EditorTool Structure your C# code with namespaces and asmdef Use IMGUI and UI Toolkit for creating editor GUIs Master packaging and selling your own editor tools Set up a better workflow for asset publishing, maintenance, and iterative updates Who This Book Is For Readers who want to learn about editor scripting to improve their game-development process and create tools for themselves. Moderate experience with C# and a fundamental knowledge of Unity is expected.

Decision-Making in Crisis Situations - Research and Innovation for Optimal Training (Hardcover): S Sauvagnargues Decision-Making in Crisis Situations - Research and Innovation for Optimal Training (Hardcover)
S Sauvagnargues
R3,711 Discovery Miles 37 110 Ships in 12 - 17 working days

This book presents concepts and methods for optimal training for decision making in crisis situations. After presenting some general concepts of decision-making during crisis situations, it presents various innovations for optimal training, such as serious games, scenario design, adapted animation of crisis exercises, observation and debriefing of exercises related to pedagogical objectives.

Overwatch Tokidoki Journal/5 Character (Notebook / blank book): Tokidoki Overwatch Tokidoki Journal/5 Character (Notebook / blank book)
Tokidoki
R250 R213 Discovery Miles 2 130 Save R37 (15%) Ships in 12 - 17 working days

The heroes of Overwatch will protect all your notes in this beautiful notebook from tokidoki. Your secrets have never been in better hands!

Hello Scratch! (Paperback): Melissa Ford, Sadie Ford, Gabriel Ford Hello Scratch! (Paperback)
Melissa Ford, Sadie Ford, Gabriel Ford
R880 Discovery Miles 8 800 Ships in 12 - 17 working days

In the future, there are going to be millions of jobs with no one to fill them if more kids don't learn how to code. So why aren't more kids learning to program? Some think it's too hard, and others don't have parents who can help them because they don't know programming themselves. Learning to code with a tool like Scratch, an open source programming platform maintained by MIT, and having fun goals, like writing games, just might make a difference. That's where this book comes in. Hello, Scratch! is a how-to book that helps parents and kids work together to learn programming skills by creating new versions of old retro-style arcade games with Scratch. By building games, readers not only create fun finished products, but they'll learn important programming skills along the way. By the time readers are done, they'll be able to create their own games and understand the basics of computer programming and game design. Key Features: * Introduction to Scratch * Easy to follow examples * Step-by-step guide This book is for kids and their parents who want to learn to program while creating games. No programming experience needed! About the Technology: Scratch is a drag-and-drop programming language created by the college Massachusetts Institute of Technology (MIT). What can you make with Scratch? The short answer is anything.

HCI in Games: Serious and Immersive Games - Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI... HCI in Games: Serious and Immersive Games - Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings, Part II (Paperback, 1st ed. 2021)
Xiaowen Fang
R1,508 Discovery Miles 15 080 Ships in 10 - 15 working days

This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of HCI-Games 2021, Part II are organized in topical sections named: Serious Games; Gamification and Learning; Mixed and Virtual Reality Games.

Minecraft Mining - An Unofficial Kids' Guide (Paperback): Percy Leed Minecraft Mining - An Unofficial Kids' Guide (Paperback)
Percy Leed
R180 R158 Discovery Miles 1 580 Save R22 (12%) Ships in 12 - 17 working days
Physics for Game Developers 2e (Paperback, 2nd edition): David M. Bourg Physics for Game Developers 2e (Paperback, 2nd edition)
David M. Bourg
R1,200 R854 Discovery Miles 8 540 Save R346 (29%) Ships in 12 - 17 working days

If you want to enrich your game's experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You'll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. You'll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices. Authors David Bourg and Bryan Bywalec show you how to develop your own solutions to a variety of problems by providing technical background, formulas, and a few code examples. This updated book is indispensable whether you work alone or as part of a team. Refresh your knowledge of classical mechanics, including kinematics, force, kinetics, and collision response Explore rigid body dynamics, using real-time 2D and 3D simulations to handle rotation and inertia Apply concepts to real-world problems: model the behavior of boats, airplanes, cars, and sports balls Enhance your games with digital physics, using accelerometers, touch screens, GPS, optical tracking devices, and 3D displays Capture 3D sound effects with the OpenAL audio API

Minecraft Mobs - An Unofficial Kids' Guide (Paperback): Linda Zajac Minecraft Mobs - An Unofficial Kids' Guide (Paperback)
Linda Zajac
R240 Discovery Miles 2 400 Ships in 10 - 15 working days
HCI in Games: Experience Design and Game Mechanics - Third International Conference, HCI-Games 2021, Held as Part of the 23rd... HCI in Games: Experience Design and Game Mechanics - Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings, Part I (Paperback, 1st ed. 2021)
Xiaowen Fang
R2,593 Discovery Miles 25 930 Ships in 10 - 15 working days

This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of HCI-Games 2021, Part I, are organized in topical sections named: Experience Design in Games; User Engagement and Game Impact; Game Mechanics.

The Art of Titanfall 2 (Hardcover): Andy McVittie The Art of Titanfall 2 (Hardcover)
Andy McVittie 1
R1,064 R642 Discovery Miles 6 420 Save R422 (40%) Ships in 12 - 17 working days

The Art of Titanfall 2 is the ultimate guide to the development of Respawn Entertainment's fast-paced, visually stunning first-person shooter. Featuring an exclusive array of highly stylised concept art, sketches, 3D renders, maquette modelling, and commentary from key Respawn Entertainment team members, this is a must-have for any fan of the dynamic and destructive world of Titanfall 2.

Game Development and Simulation with Unreal Technology, Second Edition (Paperback, 2nd edition): Alireza Tavakkoli Game Development and Simulation with Unreal Technology, Second Edition (Paperback, 2nd edition)
Alireza Tavakkoli
R1,760 Discovery Miles 17 600 Ships in 12 - 17 working days

Dr. Alireza Tavakkoli's Game Development and Simulation with Unreal Technology covers the latest version of Unreal Technology. Since the 1990s Epic Games, Inc. has been leading the revolution of gaming graphics and Artificial Intelligence. Now, unreal technology is one of the most potent and prominent engines that is currently used in games. Its influence can be spotted in classic triple A titles like, Fortnite, Gears of War 2, Borderlands 2, and XCOM: Enemy Unknown. Tavakkoli goes into detail concerning the creation of game level designs, blueprint coding, shader programing, as well as artificial intelligence concepts to help readers in creating their own games. Game Development also includes a number of practice friendly extensions and concept modules to help solidify the reader's understanding of concepts and techniques. The book is divided into three sections that act as building blocks in order to facilitate the comprehension of the material. Key Features: Provides beginner level through advanced concepts in blueprint programming with the Unreal Engine 4.18 Hundreds of small/mid-scale projects developed as concept examples throughout the book which can be utilized in more comprehensive entertaining interactive computer simulations and games Chapter exercises will take the readers' understanding of Unreal Engine to the next level.

Game Audio Programming 2 - Principles and Practices (Hardcover): Guy Somberg Game Audio Programming 2 - Principles and Practices (Hardcover)
Guy Somberg
R3,759 Discovery Miles 37 590 Ships in 12 - 17 working days

Welcome to the second volume of Game Audio Programming: Principles and Practices - the first series of its kind dedicated to the art of game audio programming! This volume features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry. This book continues the tradition of collecting more knowledge and wisdom about game audio programming than any other volume in history. Both audio programming beginners and seasoned veterans will find content in this book that is valuable, with topics ranging from extreme low-level mixing to high-level game integration. Each chapter contains techniques that were used in games that have shipped, and there is a plethora of code samples and diagrams. There are chapters on threading, DSP implementation, advanced middleware techniques in FMOD Studio and Audiokinetic Wwise, ambiences, mixing, music, and more. This book has something for everyone who is programming audio for a game: programmers new to the art of audio programming, experienced audio programmers, and those souls who just got assigned the audio code. This book is for you!

Minecraft Master Builder: Monsters (Paperback): Sara Stanford Minecraft Master Builder: Monsters (Paperback)
Sara Stanford 1
R278 R229 Discovery Miles 2 290 Save R49 (18%) Ships in 9 - 15 working days

Minecraft Master Builder: Monsters is a step-by-step player's guide to building griffins, yetis, minotaurs and many more monsters in Minecraft. Featuring everything from heraldic beasts to Norse and Greek mythical monsters, this fun and interactive guide will inspire readers to build amazing monstrous Minecraft models. Each build is rated a Quick, Intermediate, Master or Supreme Master Build, and a list of materials is provided for each project, plus guidance on how long each build will take. There's even information on all kinds of beasts from legend and folklore, including pictures, facts and mythology.

Narrative Tactics for Mobile and Social Games - Pocket-Sized Storytelling (Paperback): Toiya Kristen Finley Narrative Tactics for Mobile and Social Games - Pocket-Sized Storytelling (Paperback)
Toiya Kristen Finley
R1,468 Discovery Miles 14 680 Ships in 12 - 17 working days

Despite its significant growth over the past five years, the mobile and social videogame industry is still maturing at a rapid rate. Due to various storage and visual and sound asset restrictions, mobile and social gaming must have innovative storytelling techniques. Narrative Tactics grants readers practical advice for improving narrative design and game writing for mobile and social games, and helps them rise to the challenge of mobile game storytelling. The first half of the book covers general storytelling techniques, including worldbuilding, character design, dialogue, and quests. In the second half, leading experts in the field explore various genres and types of mobile and social games, including educational games, licensed IP, games for specific demographics, branding games, and free to play (F2P). Key Features The only book dedicated to narrative design and game writing in social and mobile games, an explosive market overtaking the console gaming market. Provides tips for narrative design and writing tailored specifically for mobile and social game markets. Guides readers along with conclusions that include questions to help the reader in narrative design and/or writing. Explores real games to illustrate theory and best practices with analyses of game case studies per chapter, covering indie, social/mobile, and AAA games. Includes checklists to help readers critique their own narrative design/writing.

Game Engine Architecture, Third Edition (Hardcover, 3rd edition): Jason Gregory Game Engine Architecture, Third Edition (Hardcover, 3rd edition)
Jason Gregory
R2,502 Discovery Miles 25 020 Ships in 12 - 17 working days

In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

Real-Time Rendering, Fourth Edition (Hardcover, 4th edition): Eric Haines, Naty Hoffman, Tomas Akenine-Moller Real-Time Rendering, Fourth Edition (Hardcover, 4th edition)
Eric Haines, Naty Hoffman, Tomas Akenine-Moller
R2,578 Discovery Miles 25 780 Ships in 12 - 17 working days

Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces. It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment. Reviews "This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration." - Alex Vlachos, Valve "Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today's best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts!" - Chris Wyman, Principal Research Scientist, NVIDIA "Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics." - Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation "I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge." - Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights "Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place, and a joy to read, too!" - Aras Pranckevicius, Unity Technologies About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars (TM) short Reflections, which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.

Making Call of Duty: Modern Warfare (Hardcover): Andy McVittie Making Call of Duty: Modern Warfare (Hardcover)
Andy McVittie
R1,278 R1,075 Discovery Miles 10 750 Save R203 (16%) Ships in 10 - 15 working days
A Hobbyist's Guide to THEA500 Mini (Paperback): Holger Wessling A Hobbyist's Guide to THEA500 Mini (Paperback)
Holger Wessling
R509 Discovery Miles 5 090 Ships in 10 - 15 working days
Developing 2D Games with Unity - Independent Game Programming with C# (Paperback, 1st ed.): Jared Halpern Developing 2D Games with Unity - Independent Game Programming with C# (Paperback, 1st ed.)
Jared Halpern
R1,543 R1,222 Discovery Miles 12 220 Save R321 (21%) Ships in 10 - 15 working days

Follow a walkthrough of the Unity Engine and learn important 2D-centric lessons in scripting, working with image assets, animations, cameras, collision detection, and state management. In addition to the fundamentals, you'll learn best practices, helpful game-architectural patterns, and how to customize Unity to suit your needs, all in the context of building a working 2D game. While many books focus on 3D game creation with Unity, the easiest market for an independent developer to thrive in is 2D games. 2D games are generally cheaper to produce, more feasible for small teams, and more likely to be completed. If you live and breathe games and want to create them then 2D games are a great place to start. By focusing exclusively on 2D games and Unity's ever-expanding 2D workflow, this book gives aspiring independent game developers the tools they need to thrive. Various real-world examples of independent games are used to teach fundamental concepts of developing 2D games in Unity, using the very latest tools in Unity's updated 2D workflow. New all-digital channels for distribution, such as Nintendo eShop, XBox Live Marketplace, the Playstation Store, the App Store, Google Play, itch.io, Steam, and GOG.com have made it easier than ever to discover, buy, and sell games. The golden age of independent gaming is upon us, and there has never been a better time to get creative, roll up your sleeves, and build that game you've always dreamed about. Developing 2D Games with Unity can show you the way. What You'll Learn Delve deeply into useful 2D topics, such as sprites, tile slicing, and the brand new Tilemap feature. Build a working 2D RPG-style game as you learn. Construct a flexible and extensible game architecture using Unity-specific tools like Scriptable Objects, Cinemachine, and Prefabs. Take advantage of the streamlined 2D workflow provided by the Unity environment. Deploy games to desktop Who This Book Is For Hobbyists with some knowledge of programming, as well as seasoned programmers interested in learning to make games independent of a major studio.

Introduction to Computer Graphics with OpenGL ES (Hardcover): Jung Hyun Han Introduction to Computer Graphics with OpenGL ES (Hardcover)
Jung Hyun Han
R2,299 Discovery Miles 22 990 Ships in 12 - 17 working days

OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han's Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han's depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance. Key Features: Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces Provides a hands-on look at real-time graphics by illustrating OpenGL ES and shader code on various topics Depicts troublesome concepts using elaborate 3D illustrations so that they can be easily absorbed Includes problem sets, solutions manual, and lecture notes for those wishing to use this book as a course text.

Game Artist 2021 - The Ultimate Career Guide (Paperback): Paul Jones Game Artist 2021 - The Ultimate Career Guide (Paperback)
Paul Jones
R853 Discovery Miles 8 530 Ships in 10 - 15 working days
Unity 3D and PlayMaker Essentials - Game Development from Concept to Publishing (Paperback): Jere Miles Unity 3D and PlayMaker Essentials - Game Development from Concept to Publishing (Paperback)
Jere Miles
R1,742 Discovery Miles 17 420 Ships in 12 - 17 working days

In introducing new students to video game development, there are two crucial components to consider: design and implementation. Unity 3D and PlayMaker Essentials: Game Development from Concept to Publishing provides theoretical background on topics such as characters, stories, level design, interface design, audio, game mechanics, and tools and skills needed. Each chapter focuses on a specific topic, with topics building upon each other so that by the end of the book you will have looked into all the subjects relevant to creating your own game. The book transitions from discussion to demonstrations of how to implement techniques and concepts into practice by using Unity3D and PlayMaker. Download boxes are included throughout the book where you can get the version of the game project under discussion or other content to add to the project, as well as any supplementary video tutorials that have been developed. Addressing both theoretical and practical aspects, Unity 3D and PlayMaker Essentials enables you to understand how to create a game by having you make a game. By gradually completing your own design document through the course of the book, you will become familiar with core design principles while learning the practical skills needed to bring your unique game to life.

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