|
Books > Computing & IT > Computer software packages > Computer games
 |
Hello Scratch!
(Paperback)
Melissa Ford, Sadie Ford, Gabriel Ford
|
R707
R624
Discovery Miles 6 240
Save R83 (12%)
|
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.
America's Digital Army is an ethnographic study of the link between
interactive entertainment and military power, drawing on Robertson
Allen's fieldwork observing video game developers, military
strategists, U.S. Army marketing agencies, and an array of defense
contracting companies that worked to produce the official U.S. Army
video game, America's Army. Allen uncovers the methods by which
gaming technologies such as America's Army, with military funding
and themes, engage in a militarization of American society that
constructs everyone, even nonplayers of games, as virtual soldiers
available for deployment. America's Digital Army examines the
army's desire for "talented" soldiers capable of high-tech work;
beliefs about America's enemies as reflected in the game's virtual
combatants; tensions over best practices in military recruiting;
and the sometimes overlapping cultures of gamers, game developers,
and soldiers. Allen reveals how binary categorizations such as
soldier versus civilian, war versus game, work versus play, and
virtual versus real become blurred-if not broken down
entirely-through games and interactive media that reflect the U.S.
military's ludic imagination of future wars, enemies, and soldiers.
The Fighter, the Sorceress, the Elf, the Wizard, the Amazon, and
the Dwarf. These six heroes have come together to quest for riches,
for glory, and for the honor of the kingdom of Hydeland!(Though
really, it's mostly for the riches...) Join an epic journey through
catacombs, castles, and labyrinths, as the party seeks to retrieve
the most legendary of all relics - the Dragon's Crown!
This updated bestseller provides an introduction to programming
interactive computer graphics, with an emphasis on game development
using DirectX 11. The book is divided into three main parts: basic
mathematical tools, fundamental tasks in Direct3D, and techniques
and special effects. It includes new Direct3D 11 features such as
hardware tessellation, the compute shader, dynamic shader linkage
and covers advanced rendering techniques such as screen-space
ambient occlusion, level-of-detail handling, cascading shadow maps,
volume rendering, and character animation. Includes a companion
CD-ROM with code and figures. eBook Customers: Companion files are
available for downloading with order number/proof of purchase by
writing to the publisher at [email protected].
Now in its third edition, the classic book on game design has been
completely revised to include the latest developments in the game
industry. Readers will learn all the fundamentals of concept
development, gameplay design, core mechanics, user interfaces,
storytelling, and balancing. They'll be introduced to designing for
mobile devices and touch screens, as well as for the Kinect and
motion-capture gameplay. They'll learn how indie developers are
pushing the envelope and how new business models such as
free-to-play are influencing design. In an easy-to-follow approach,
Adams offers a first-hand look into the process of designing a
game, from initial concept to final tuning. This in-depth resource
also comes with engaging end-of-chapter exercises, design
worksheets, and case studies.
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.
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!
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.
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.
This book provides a comprehensive and practically minded
introduction into serious games for law enforcement agencies.
Serious games offer wide ranging benefits for law enforcement with
applications from professional trainings to command-level decision
making to the preparation for crises events. This book explains the
conceptual foundations of virtual and augmented reality,
gamification and simulation. It further offers practical guidance
on the process of serious games development from user requirements
elicitation to evaluation. The chapters are intended to provide
principles, as well as hands-on knowledge to plan, design, test and
apply serious games successfully in a law enforcement environment.
A diverse set of case studies showcases the enormous variety that
is possible in serious game designs and application areas and
offers insights into concrete design decisions, design processes,
benefits and challenges. The book is meant for law enforcement
professionals interested in commissioning their own serious games
as well as game designers interested in collaborative pedagogy and
serious games for the law enforcement and security sector.
Discover how to create a simple game environment in Blender 3D,
from modeling and texturing game assets, to placing them in a
scene. You'll export and import game assets as well as look at
open-source game engines that will work with your game assets.
Creating Game Environments in Blender 3D introduces the power of
Blender 3D when creating a low poly game environment. The book
starts by discussing the basics of game terminology, such as
knowing the difference between low poly and high poly assets and
the types of game you're likely to work on. You'll also take a
brief look at Blender's background and installation. The following
chapters talk about the process for creating a simple game
environment. This is discussed in detail along with a sample
project. These chapters discuss the common tools for starting a
game environment and the methods for enhancing your game
environment, such as color fundamentals. The final chapter shows
how you can export the game assets you created in Blender, how you
can import game assets in Blender, and how to evaluate the
different game engines available. This book shows you the exciting
side of creating a game environment while showing the power of
Blender. After reading it, you will feel confident about creating a
game environment. What You Will Learn Use Blender to create low
poly game environments Work with the common Blender tools for game
environment design and development Discover how to use Blender
features in depth Compare the Eevee and Cycles game engines Who
This Book Is For Game environment artists who want to use Blender
3D to create a game environment. Some previous exposure to game
design and development would be helpful, but not required.
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.
In this compelling book, Graeme Kirkpatrick argues that computer
games have fundamentally altered the relation of self and society
in the digital age. Tracing the origins of gaming to the revival of
play in the 1960s counter culture, Computer Games and the Social
Imaginary describes how the energies of that movement transformed
computer technology from something ugly and machine-like into a
world of colour and fun'. In the process, play with computers
became computer gaming a new cultural practice with its own values.
From the late 1980s gaming became a resource for people to draw
upon as they faced the challenges of life in a new, globalizing
digital economy. Gamer identity furnishes a revivified capitalism
with compliant and streamlined' workers, but at times gaming
culture also challenges the corporations that control game
production. Analysing topics such as the links between technology
and power, the formation of gaming culture and the subjective
impact of play with computer games, this insightful text will be of
great interest to students and scholars of digital media, games
studies and the information society.
Sony's PlayStation revolutionised the videogame industry. It wasn't
the first home console, but it brought gaming to the masses in a
way few other systems at the time managed to do. Now, more than 25
years after its initial release there are over 10,000 games
spanning Sony's home and handheld consoles, and PlayStation leads
the way in console exclusives. With so many experiences and genres
to choose from, it can be daunting. But fear not! We've compiled
100 unmissable titles that no PlayStation fan's library should be
without. Some titles will challenge you and test your wits, others
provide simple escapism. Some will make you laugh, others may make
you cry - but each experience will be unforgettable. Inside you'll
also find behind-the-scenes features from the archives of Retro
Gamer, EDGE and GamesRadar, giving you insider info on the creation
of some of PlayStation's finest games, most enduring franchises and
iconic characters.
In the last few years, Android has progressed with the debut of
better fonts, new User Interface and Experience (UI/UX) APIs,
tablet considerations, multi-touch capabilities, multi-tasking,
faster performance, improved battery management techniques, and now
Google TV Android Apps for the Android game app developer
repertoire. With actionable real-world source, Pro Android Games,
Second Edition shows you how to build more sophisticated and
addictive Android games, by leveraging the power of these recent
advancements found in the new Android Jelly Beans development
platform as well as those you've counted on in earlier releases.
Multi-touch code gives these games and their players dynamic input
and exchange ability, for a more realistic arcade game experience.
Faster and better performance offers game players a more seamless,
fun arcade experience like never before on Android. There is also
improved native C/C++ integration with Android's NDK as well, which
makes coding, compiling, and converting both productive and
efficient with gains in app performance. Pro Android Games, Second
Edition features the following improvements: Updates to the latest
version of the Android SDK, NKD, plus the latest Eclipse IDE.
Greater focus on tablets the ever changing device resolutions, and
hardware specs. Native game development and hardware accelerated
graphics. Bigger and Better Real World Engines, such as Quake I and
II Plus an oldie from the previous edition: Doom Coverage of the
new smart TV APIs (Google TV), UI, UX, multi-touch and
multi-tasking features available with Android Jelly Bean. A look
into the future with augmented reality Advanced techniques for
improving your game playing experience including better
multi-tasking, improved performance optimization, battery
management and more. A Quake 3D-like game app case study You'll
definitely have fun, and perhaps you'll even make some money. Enjoy
What you'll learn Key advanced Android gaming techniques using the
new Android SDK and NDK How to add and integrate multi-touch How to
use Bluetooth controllers (Zeemote) More gaming tricks and tips,
such as hybrid 3D graphics with OpenGL and JNI How to port, augment
a 3D shooter Doom-like game app using OpenGL How to build a 3D
shooter game like Quake and Quake II How and where to best deploy
these game apps Who this book is for This book is for savvy Android
app developers who are looking for professional or advanced
techniques for porting, augmenting and building 3D game apps that
are complex, fun and lucrative.
This book is geared towards both students as well as professionals
who are looking to enter the mobile (tablet/smartphone) and PC
(personal computer) industry as concept artists (for both 2D and 3D
production pipelines) or 2D production artists (game-ready assets).
This book is not specifically focused on game design or game
development and is also not a 3D modeling or animation guide.
However, certain aspects of game design, game development, and 3D
modeling and animation will impact the visual development and art
creation process. So, at points throughout we will explore topics
such as game engine performance and game mechanics, though at a
very high-level, bird's-eye, vantage point and only as they pertain
to the visual development of the various assignments throughout
this book. Through the completion of the exercises and assignments
contained within Visual Development for Web & Mobile Games
readers will be guided through the visual development process and
execution of a variety of concepts and assets (final game art).
This includes categories such as characters, props, and
backgrounds, within an isometric design template. The categories
themselves will relate more to their function within a very simple
game design template than their completed visual representation
(e.g., the "big build-able" category could be anything from a town
square to a fire breathing dragon as long as it fits within the
bare bones parameters of the asset types functionality). The
concept, theme, and style of these assets, as well as the world
they inhabit, will be completely up to the individual artist. Key
Features Weaves knowledge of classic visual development principles
and web/mobile game art production practices. Assignments and
exercises at the end of every chapter allow the reader to create a
game art project from start to finish. Examines both 2D/3D game art
pipelines. Includes a companion website with project files, asset
downloads & author created video tutorials.
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.
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.
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.
The Unreal UDK features Epic's award-winning Unreal Engine 3, used
to create bestselling games such as Infinity Blade for iOS, and
popular console games like Borderlands and Bioshock. Now, you can
build your own Unreal game for the iOS platform. Beginning iOS 3D
Unreal Games Development covers using the Unreal UDK game creation
system to create 3D games for the iOS platform, which includes the
iPhone, iPod touch and iPad.Specifically, this book covers: *
UnrealScript programming language, going beyond the limitations of
the visual Kismet scripting language * The Unreal UDK code
framework, basic UDK tools and other UDK items needed to build a
game * Various author-created game frameworks are presented and are
used to illustrate the UnrealScript programming language and user
input methods specific to the iOS mobile platform What you'll learn
* What the UnrealScript programming language is and does * The
basic Unreal UDK base code framework * What the basic Unreal tools
used to make a game * What the key parts of the Unreal engine such
as the physics engine * How to do the fundamentals of 3D games
programming, including basic 3D math * What are the the basic
frameworks of many different types of games * How to use the
provided source code to build your own games using the frameworks
as a reference Who this book is for Game programmers, both
professional and hobbyists, interested in developing 3D games for
the iOS platform using the Unreal UDK. Additionally, students using
the Unreal UDK in their coursework.Finally, game designers who are
not experienced programmers but are interested in learning enough
about UnrealScript and the Unreal UDK to make small changes to game
code created by contracted programmers (For example: changing code
to increase the health of a player or change the message displayed
when a player dies).
How to Make a Movie on a Tight BudgetToday's indie film market is
growing by leaps and bounds and filmmaker Rickey Bird and
screenwriter and novelist Al Guevara are on a mission to help indie
moviemakers everywhere. Bird and Guevara want to show aspiring
filmmakers how to overcome common movie and video production
problems: Not enough money for crews Over budget and likely making
the wrong movie Can't get the attention of an indie studio Should
have started with a short film to gain attention Amateur Movie
& Video Production. Thousands of aspiring filmmakers are
learning how to use cheaper, widely available filmmaking
technology, and the craft of making movies from books pulled from
bookstore and library shelves. Their work is totally DIY and they
are the most creative people you will ever meet. Rickey Bird's
Hectic Films is a Southern California enterprise building a
filmmaking empire on a budget. His short films, feature films,
micro docs and tutorials have landed in some of the biggest
American film festivals and been seen online worldwide. The result?
Millions of views worth of exposure from films online, in festivals
and creative marketing literally on the street. His many projects
have seen leading B actors like Hulk Hogan and Vernon Wells (Mad
Max Road Warrior), make-up artists from the TV show Grimm, and
stuntmen from the Call of Duty games. What you'll learn in this
book: How planning and shooting a short film today can lead to a
feature-length project tomorrow Everything you need to know about
writing a movie project on a burger budget Tips on how to find
locations and not get arrested Shooting tips galore for building
exciting scenes Sound and film editing tips and all kinds of
special effects wizardry, including puppetry Screenings,
promotions, and juicy tips on film festival strategy If you liked
books such as How to Shoot Video That Doesn't Suck, The Filmmaker's
Handbook, or Rebel Without a Crew, you'll love Cheap Movie Tricks.
|
|