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Books > Computing & IT > Computer software packages > Computer games
Learn how to scan, touch-up, and print your own restoration artwork. Do you have an arcade game with a bad marquee, a pinball game with a damaged back glass, a slot machine with a faded instruction sticker, an otherwise beautiful mechanical gun game with a torn background? You need a new piece but no one makes it so what do you do? Thats simple, you digitally restore it and make a perfect new copy. Whether you only want to fi x your one game at home or go into business making restoration artwork, you are in luck. All of the experience of Classic Arcade Grafix Inc. has been compiled into this book. It explains how we started, how we produced artwork and how you can do it at home. We include every detail you need to scan and digitally restore artwork as well as how to print it out at home, or using a local sign shop and even how to print using your own industrial printing equipment. Everything is explained and the book is filled with sample images that make it so easy anyone can do it. These methods can be applied to the restoration of almost any antique artwork like slot machines, jukeboxes, clock faces, labels, damaged art prints, and any other artwork.
Do you want to build mobile games, but lack game development experience? No problem. This practical guide shows you how to create beautiful, interactive content for iOS and Android devices with the Unity game engine. Authors Jon Manning and Paris Buttfield-Addison (iOS Swift Game Development Cookbook) provide a top-to-bottom overview of Unity's features with specific, project-oriented guidance on how to use them in real game situations. Over the course of this book, you'll learn hands-on how to build 2D and 3D games from scratch that will hook and delight players. If you have basic programming skills, you're ready to get started. Explore the basics of Unity, and learn how to structure games, graphics, scripting, sounds, physics, and particle systems Use 2D graphics and physics features to build a side-scrolling action game Create a 3D space combat simulator with projectile shooting and respawning objects, and learn how to manage the appearance of 3D models Dive into Unity's advanced features, such as precomputed lighting, shading, customizing the editor, and deployment
Professional XNA(R) Programming Building Games for Xbox 360(R) and Windows(R)with XNA Game Studio 2.0, 2nd Edition This improved and updated edition of the bestseller will get you up and running quickly with building games for Xbox 360 and the Windows platform. Professional game developer and Microsoft MVP Benjamin Nitschke begins by explaining how to install the free XNA Game Studio 2.0 and then goes on to share essential advice for using it in a productive way. Before you know it, each successive chapter will have you developing small games that increase in difficulty. By using the chapters as building blocks, you'll evolve from 2D programming to 3D, and you'll ultimately create a full-blown graphics engine that can be used for more advanced game projects. Plus, you'll get an inside look at six fully functional games, including the popular Racing Game and the new Dungeon Quest. What you will learn from this book Tips for adding music and sound with XACT Techniques for creating unique visual effects through Shaders Ways to access keyboard, mouse, and Xbox controllers with XInput How to write your own XNA graphics engine and create a game engine How to manage content in XNA Myriad ways of fine-tuning, debugging, and troubleshooting How to make sure games run on the Xbox 360 Ways to generate landscapes and tracks How to take advantage of XNA's new networking APIs Who this book is for This book is for anyone who wants to create games on the Xbox 360 and Windows platforms. Experience with C# or a similar .NET language is necessary, but previous game programming is not required. Wrox Professional guides are planned and written by workingprogrammers to meet the real-world needs of programmers, developers, and IT professionals. Focused and relevant, they address the issues technology professionals face every day. They provide examples, practical solutions, and expert education in new technologies, all designed to help programmers do a better job.
New Hardcover Edition! Fine art meets martial arts in this collaborative tribute to the undisputed king of all fighting game franchises - Street Fighter! Street Fighter Tribute features hundreds of original illustrations by artists from around the globe, each paying homage to their favorite Street Fighter characters in a dizzying array of styles. This video game art gallery in a book is bursting with inspiration, energy, and a love for all things Street Fighter!
Das Buch richtet sich an Studierende und Berufseinsteiger*innen in der Software-Entwicklung. Sie sollten schon erste Erfahrungen im Programmieren und im Software-Engineering haben. Das Handbuch unterstutzt sie bei der Durchfuhrung von Entwicklungsprojekten im Team mithilfe agiler Methoden. Wir starten beim Teamaufbau und den ersten Gesprachen mit dem Auftraggeber. Wir erarbeiten die Bedurfnisse unserer Benutzer*innen und entwerfen damit ein minimales erstes Produkt, das MVP. Klassische Softskills betonen wir besonders: Selbstorganisation, Organisation von Meetings und Workshops sowie die Kommunikation mit dem Auftraggeber. Zusatzlich liefern wir ihnen einen Werkzeugkasten, dazu gehoeren die Verwendung einer Versionsverwaltung, die Techniken der Anforderungsanalyse, das Domain Driven Design sowie die Gestaltung von Benutzerschnittstellen. Das praktische Vorgehen in der Software Architektur, der Programmierung und dem Testen wird dargestellt. Den Abschluss bildet ein Kapitel uber den IT-Betrieb und DevOps. Die praktischen Beispiele illustrieren wir mit git, gitlab, docker sowie Programmierbeispielen in Java. Der Inhalt Agiles Software-Engineering: XP, Scrum und Kanban sowie DevOps und Lean Startup Grundlagen: Beginne bei Dir, Euer Team, Euer Produkt, Euer Projekt, Agile Vertrage Softskills: Effektive Kommunikation, -Meetings, -Workshops, -Prasentationen und verstandliche Dokumente Werkzeugkasten: Versionsverwaltung und Konfigurationsmanagement, Anforderungen, Benutzerschnittstellen, Architektur, Programmierung, Test, IT-Betrieb und DevOps
Ready to make amazing games for the iPhone and iPad? With Apple's Swift programming language, it's never been easier. This updated cookbook provides detailed recipes for managing a wide range of common iOS game-development issues, ranging from 2D and 3D math, SpriteKit, and OpenGL to augmented reality with ARKit. You get simple, direct solutions to common problems found in iOS game programming. Need to figure out how to give objects physical motion, or want a refresher on gaming-related math problems? This book provides sample projects and straightforward answers. All you need to get started is some familiarity with iOS development in Swift. For more information and resources, check out the book's website at https://www.secretlab.com.au/books/ios-game-dev-cookbook-swift.
Naughty Dog Studios and Dark Horse proudly present the essential
companion to "The Last of Us," a richly detailed and compelling
game set in a postpandemic world where humans have become an
endangered species. Featuring concept art, character designs, and
astonishing settings and landscapes, "The Art of" The Last of Us
provides a unique look at one of the gaming world's most eagerly
anticipated titles.
Create your own innovative applications in computer vision, game design, music, robotics, and other areas by taking full advantage of Kinect's extensive interactive, multi-media platform. With this book, you get a step-by-step walkthrough of the best techniques and tools to come out of the OpenKinect project, the largest and most active Kinect hacking community. Learn dozens of hacks for building interfaces that respond to body movements, gestures, and voice, using open source toolkits such as openFrameworks, the Processing IDE, and OpenKinect driver library. Whether you're an artist, designer, researcher, or hobbyist, this book will give you a running start with Kinect. Set up a development environment in Windows 7, Mac OSX, or Ubuntu Build special effects apps with tools such as Synapse and Cinder Create gestural interfaces to integrate and control digital music components Capture the realistic motions of a 3D model with NI mate, Blender, and Animata Design gesture-based games with the ZigFu SDK Recreate the dimensions of any room in realtime, using RGBDemo Use gestures to navigate robots and control PC interfaces
A comprehensive, practical guide to composing video game music, from acquiring the necessary skills to finding work in the field. Music in video games is often a sophisticated, complex composition that serves to engage the player, set the pace of play, and aid interactivity. Composers of video game music must master an array of specialized skills not taught in the conservatory, including the creation of linear loops, music chunks for horizontal resequencing, and compositional fragments for use within a generative framework. In A Composer's Guide to Game Music, Winifred Phillips-herself an award-winning composer of video game music-provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the field. Musicians and composers may be drawn to game music composition because the game industry is a multibillion-dollar, employment-generating economic powerhouse, but, Phillips writes, the most important qualification for a musician who wants to become a game music composer is a love of video games. Phillips offers detailed coverage of essential topics, including musicianship and composition experience; immersion; musical themes; music and game genres; workflow; working with a development team; linear music; interactive music, both rendered and generative; audio technology, from mixers and preamps to software; and running a business. A Composer's Guide to Game Music offers indispensable guidance for musicians and composers who want to deploy their creativity in a dynamic and growing industry, protect their musical identities while working in a highly technical field, and create great music within the constraints of a new medium.
Create a real 2D game from start to finish with ImpactJS, the JavaScript game framework that works with the HTML5's Canvas element. Making video games is hard work that requires technical skills, a lot of planning, and--most critically--a commitment to completing the project. With this hands-on guide, you'll learn how to use Impact with other technologies step-by-step. You'll pick up important tips about game design, and discover how to publish Impact games to the Web, desktop, and mobile--including a method to package your game as a native iOS app. Packed with screen shots and sample code, this book is ideal for game developers of all levels. Set up your development environment and discover Impact's advantages Build a complete game with core logic, collision detection, and player and monster behavior Learn why a game design document is critical before you start building Display and animate game artwork with sprite sheets Add sound effects, background music, and text Create screens to display stats and in-game status Prepare to publish by baking your game files into a single file
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.
Explore the faster way to build games using UE5 Blueprints using this practical guide with key images printed in color Key Features Design a fully functional game in UE5 without writing a single line of code Implement visual scripting to develop gameplay mechanics, UI, visual effects, VR, and artificial intelligence Deploy your game on multiple platforms and share it with the world Book DescriptionUnreal Engine's Blueprint visual scripting system enables designers to script their games and programmers to create base elements that can be extended by designers. With this book, you'll explore all the features of the Blueprint Editor, along with expert tips, shortcuts, and best practices. The book guides you through using variables, macros, and functions, and helps you learn about object-oriented programming (OOP). You'll discover the Gameplay Framework and advance to learning how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters focus on building a fully functional game step by step. You'll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You'll then progress from creating basic shooting mechanics to more complex systems such as user interface elements and intelligent enemy behavior. The book demonstrates how to use arrays, maps, enums, and vector operations and introduces the elements needed for VR game development. In the final chapters, you'll learn how to implement procedural generation and create a product configurator. By the end of this book, you'll have learned how to build a fully functional game and have the skills required to develop an entertaining experience for your audience. What you will learn Understand programming concepts in Blueprints Create prototypes and iterate new game mechanics rapidly Build user interface elements and interactive menus Use advanced Blueprint nodes to manage the complexity of a game Explore all the features of the Blueprint editor, such as the Components tab, Viewport, and Event Graph Get to grips with OOP concepts and explore the Gameplay Framework Work with virtual reality development in UE Blueprint Implement procedural generation and create a product configurator Who this book is forThis book is for anyone interested in developing games or applications with UE5. Although basic knowledge of Windows OS is required, experience in programming or UE5 is not necessary.
The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D. 2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that can be easily applied to many game platforms, including iOS, Android, Xbox 360, and the PlayStation Suite. The author presents examples not only from video games but also from art and animated film. The book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics and then covers topics pertaining to motion and depth, such as cel animation, tiling, and layering. The text also describes advanced graphics, including the use of particle systems, shaders, and splines. Code samples in the text and online allow readers to see a particular line of code in action or as it relates to the code around it. In addition, challenges and suggested projects encourage readers to work through problems, experiment with solutions, and tinker with code. Full of practical tools and tricks, this color book gives novices in-depth guidance on making professional, high-quality graphics for games. It also improves the relationship between programmers and artists by explaining how certain art and design challenges can be solved with a programmatic solution.
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, youall find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world!
Do you have what it takes to become a game developer? With this hands-on book, you'll learn quickly and easily how to develop computer games with Microsoft's XNA 3.0 framework-not just for your PC, but for Xbox 360 and the Microsoft Zune as well. Written by an experienced university-level game development instructor, Learning XNA 3.0 walks you through the framework in a clear and understandable step-by-step format. Each chapter offers a self-contained lesson with lots of illustrations and annotated examples to help you master key concepts. Once you finish the book, you'll know how to develop sophisticated games from start to finish. Learn game development concepts from 2D animation to 3D cameras and effects Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts Develop three complete and exciting games using 2D,3D and multiplayer concepts Develop and deploy games to the Xbox 360 and the Microsoft Zune While teaching XNA to beginning game developers, author Aaron Reed noticed that several key concepts were difficult for students to grasp. Learning XNA 3.0 was written specifically to address those issues. With this book, you can test your understanding and practice new skills as you go with unique "Test Your Knowledge" exercises and review questions in each chapter. Why wait? Amaze your family and friends by building your own games for the PC, Xbox 360, and Zune-with Learning XNA 3.0. "An outstanding book Teaches you XNA development in a smart way, starting from 2D basics and going into 3D and shader development. What I really like is the 'peeling the onion' approach the author takes, which builds up knowledge from previous chapters." --David "LetsKillDave" Weller, CEO, Cogito Ergonomics, LLC, and former XNA program manager
Play Anything is nothing short of brilliant... I will be recommending this provocative and entertaining book to everyone I know." u- Jane McGonigal, bestselling author of Reality is Broken and SuperBetter ife is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun . But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety transforming the boring, ordinary world around us into one of endless, playful possibilities.The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations . Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances, like grocery shopping, lawn mowing, and making PowerPoints,as sources for meaning and joy. We can play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears.Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed,and enjoyed,when we first impose boundaries on ourselves. "An essential read for those seeking to understand how a new idea of play can be positive for our lives." u- Library Journal (STARRED review) /u Play Anything is a profound book: both a striking assessment of our current cultural landscape, and at the same time a smart self-improvement guide, teaching us the virtues of a life lived playfully." u- Steven Johnson, author of How We Got To Now and Everything Bad Is Good For You /u
Phone application development is a phenomenon, with games the hottest commodity on the App Store. And Unity is a hugely powerful game engine that is fast becoming the most loved middleware in the game world, revolutionizing game development and making game creation for the iPhone much more accessible and fun for artists. With these two killer platforms (iPhone and Unity) game developers are empowered to create compelling games but they must be careful to specifically address the unique challenges of the iPhone hardware cpu and gpu requirements. Art in this medium must adhere to specific specs like: texture size, polygon count, and shader support, so that the 3D content looks great and runs optimally. This book teaches artists how to circumvent the potential pitfalls of the medium by doing things like "batching," "creating meshes," and "sharing materials" to improve performance. Learn how to create stunning 3D game assets using Luxology's artist-friendly modo, and Blender, the free open-source 3D app. And optimize your art for the iPhone through exercises in modelling characters and environmental assets, texturing painting, animating skinned characters, UV Mapping and baking light information, as well as importing the assets and setting up shaders. The companion web site offers the assets and scene files in the book, and several video walkthrough further illustrating concepts covered in the book. **The author will also deploy a demo of the game assets to the App Store in the form of an iPhone/iPad app that mimics the look and feel of the book. The app will be available free
BlackBerry smart phones aren't just for business. In fact, throw away that boring spreadsheet, tear up that yearly budget reportthe BlackBerry is a lean, mean game-playing machine. Carol Hamer and Andrew Davison, expert software game developers, show you how to leverage the BlackBerry Java Development Environment (based on Java ME) to design and create fun, sophisticated game applications from role playing to dueling with light sabers. The BlackBerry: not as clumsy or as random as a blasteran elegant device, for a more civilized age. In this book, Carol and Andrew give you the professional techniques you need to use music, 2D and 3D graphics, maps, and game design patterns to build peer-to-peer games, role playing games, and more for the BlackBerry. What you'll learn How to build a custom user interface with your game's theme How to take your graphics to the next level with SVG and OpenGL ES How to boogie on down with a MMAPI music player How to optimize your games with BlackBerry-specific APIs and tools How to program games for any BlackBerry device, from the earliest Java-enabled smartphones to models that run the BlackBerry 5 operating system How to build games for two players or the whole world with GPS, SMS, and the Internet How to create space adventures that may confound your mind with their awesomeness. How to drive a toy sports car from your BlackBerry using Bluetooth and USB How to sell your game on BlackBerry App World and beyond Who this book is for This book is for game enthusiasts and software engineers who know at least a bit of Java and want to program games for the BlackBerry. No prior knowledge of Micro Edition programming is required. Table of Contents Gaming on BlackBerry BlackBerry Application Basics Game Graphics and Events with MIDP and RIM Classes Adding a Professional Look and Feel Security and Selling Your Game Swingin' Light Saber Play a Live Opponent with SMS Using Scalable Vector Graphics Creating Role-Playing Games on the Internet Remotely Drive a (Toy) Sports Car Fox and Hounds Introducing 3D with JSR 239
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Transnational Play approaches gameplay as a set of practices and a global industry that includes diverse participation from players and developers located within the global South, in nations outside of the First World. Players experience play in game cafes, through casual games for regional and global causes like environmentalism, through piracy and cheats, via cultural localization, on their mobile phones, and through urban playful art in Latin America. This book offers a reorientation of perspective on the global developers who make games, as well as the players who consume games, while still acknowledging geographically distributed socioeconomic, racial, gender, and other inequities. Over the course of the inquiry, which includes a chapter dedicated to the cartography of the mobile augmented reality game Pokemon Go, the author develops a theoretical line of argument critically informed by gender studies and intersectionality, postcolonialism, geopolitics, and game studies, problematizing play as a diverse and contested transnational domain. |
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