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

Hello Scratch! (Paperback): Melissa Ford, Sadie Ford, Gabriel Ford 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 - Games at Work and War (Paperback): Robertson Allen America's Digital Army - Games at Work and War (Paperback)
Robertson Allen
R727 Discovery Miles 7 270 Ships in 12 - 17 working days

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.

Dragon's Crown Vol.1 (Paperback): Atlus Dragon's Crown Vol.1 (Paperback)
Atlus; Artworks by yuztan
R347 R327 Discovery Miles 3 270 Save R20 (6%) Ships in 10 - 15 working days

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!

Introduction to 3D Game Programming w DirectX11 (Paperback): Frank Luna Introduction to 3D Game Programming w DirectX11 (Paperback)
Frank Luna
R1,582 R1,340 Discovery Miles 13 400 Save R242 (15%) Ships in 10 - 15 working days

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].

Fundamentals of Game Design (Paperback, 3rd edition): Ernest Adams Fundamentals of Game Design (Paperback, 3rd edition)
Ernest Adams
R1,603 R1,478 Discovery Miles 14 780 Save R125 (8%) Ships in 12 - 17 working days

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.

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
R1,995 Discovery Miles 19 950 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
R4,273 Discovery Miles 42 730 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!

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
R1,624 R1,330 Discovery Miles 13 300 Save R294 (18%) 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.

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
R1,648 Discovery Miles 16 480 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.

The Antisocial Network - The Gamestop Short Squeeze and the Ragtag Group of Amateur Traders That Brought Wall Street to Its... The Antisocial Network - The Gamestop Short Squeeze and the Ragtag Group of Amateur Traders That Brought Wall Street to Its Knees (Hardcover)
Ben Mezrich
R774 Discovery Miles 7 740 Ships in 12 - 17 working days
Serious Games for Enhancing Law Enforcement Agencies - From Virtual Reality to Augmented Reality (Paperback, 1st ed. 2019):... Serious Games for Enhancing Law Enforcement Agencies - From Virtual Reality to Augmented Reality (Paperback, 1st ed. 2019)
Babak Akhgar
R3,020 Discovery Miles 30 200 Ships in 10 - 15 working days

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.

Creating Game Environments in Blender 3D - Learn to Create Low Poly Game Environments (Paperback, 1st ed.): Ezra Thess Mendoza... Creating Game Environments in Blender 3D - Learn to Create Low Poly Game Environments (Paperback, 1st ed.)
Ezra Thess Mendoza Guevarra
R1,600 R1,306 Discovery Miles 13 060 Save R294 (18%) Ships in 10 - 15 working days

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.

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
R1,975 Discovery Miles 19 750 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.

Computer Games and the Social Imaginary (Hardcover, New): G Kirkpatrick Computer Games and the Social Imaginary (Hardcover, New)
G Kirkpatrick
R1,395 Discovery Miles 13 950 Ships in 12 - 17 working days

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.

The Ultimate Playstation Games Collection (Hardcover): Darren Jones Drew Sleep Nick Thorpe The Ultimate Playstation Games Collection (Hardcover)
Darren Jones Drew Sleep Nick Thorpe
R647 R576 Discovery Miles 5 760 Save R71 (11%) Ships in 9 - 15 working days

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.

Minecraft Redstone - An Unofficial Kids' Guide (Paperback): Percy Leed Minecraft Redstone - An Unofficial Kids' Guide (Paperback)
Percy Leed
R282 Discovery Miles 2 820 Ships in 10 - 15 working days
Minecraft Redstone - An Unofficial Kids' Guide (Hardcover): Percy Leed Minecraft Redstone - An Unofficial Kids' Guide (Hardcover)
Percy Leed
R774 Discovery Miles 7 740 Ships in 10 - 15 working days
Legend Of Kingdom Hearts Volume 1: Creation (Hardcover): Georges Grouard Legend Of Kingdom Hearts Volume 1: Creation (Hardcover)
Georges Grouard
R1,159 R1,009 Discovery Miles 10 090 Save R150 (13%) Ships in 10 - 15 working days
Pro Android Games (Paperback, 2nd ed.): Vladimir Silva Pro Android Games (Paperback, 2nd ed.)
Vladimir Silva
R1,082 R932 Discovery Miles 9 320 Save R150 (14%) Ships in 10 - 15 working days

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.

Visual Design Concepts For Mobile Games (Paperback): Chirstopher Carman Visual Design Concepts For Mobile Games (Paperback)
Chirstopher Carman
R1,552 Discovery Miles 15 520 Ships in 12 - 17 working days

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.

The GameMaker Standard (Hardcover): David Vinciguerra, Andrew Howell The GameMaker Standard (Hardcover)
David Vinciguerra, Andrew Howell
R4,894 Discovery Miles 48 940 Ships in 12 - 17 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.

The GameMaker Standard (Paperback): David Vinciguerra, Andrew Howell The GameMaker Standard (Paperback)
David Vinciguerra, Andrew Howell
R1,822 Discovery Miles 18 220 Ships in 12 - 17 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.

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, …
R1,001 R887 Discovery Miles 8 870 Save R114 (11%) 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.

Beginning iOS 3D Unreal Games Development (Paperback, 1st ed.): Robert Chin Beginning iOS 3D Unreal Games Development (Paperback, 1st ed.)
Robert Chin
R1,076 R926 Discovery Miles 9 260 Save R150 (14%) Ships in 10 - 15 working days

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).

Cheap Movie Tricks (Paperback): Rickey Bird Cheap Movie Tricks (Paperback)
Rickey Bird
R409 Discovery Miles 4 090 Ships in 9 - 15 working days

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.

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