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Quests - Design, Theory, and History in Games and Narratives (Paperback, 2nd edition): Jeff Howard Quests - Design, Theory, and History in Games and Narratives (Paperback, 2nd edition)
Jeff Howard
R1,484 Discovery Miles 14 840 Ships in 10 - 15 working days

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: * level design * quest item creation * NPC and dialogue construction * scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com

Quests - Design, Theory, and History in Games and Narratives (Hardcover, 2nd edition): Jeff Howard Quests - Design, Theory, and History in Games and Narratives (Hardcover, 2nd edition)
Jeff Howard
R3,932 Discovery Miles 39 320 Ships in 10 - 15 working days

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: * level design * quest item creation * NPC and dialogue construction * scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com

Killer Commodities - Public Health and the Corporate Production of Harm (Hardcover): Merrill Singer, Hans A. Baer Killer Commodities - Public Health and the Corporate Production of Harm (Hardcover)
Merrill Singer, Hans A. Baer; Contributions by Roberto Abadie, Arachu Castro, Ann M. Cheney, …
R4,011 Discovery Miles 40 110 Ships in 10 - 15 working days

Killer Commodities enters the increasingly heated debate regarding consumer culture with a critical examination of the relationship between corporate production of goods for profit and for public health. This collection analyzes the nature and public health impact of a wide range of dangerous commercial products from around the world, and it addresses the question of how policies should be changed to better protect the public, workers, and the environment.

Game Magic - A Designer's Guide to Magic Systems in Theory and Practice (Paperback): Jeff Howard Game Magic - A Designer's Guide to Magic Systems in Theory and Practice (Paperback)
Jeff Howard
R1,882 Discovery Miles 18 820 Ships in 10 - 15 working days

Make More Immersive and Engaging Magic Systems in Games

Game Magic: A Designer s Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire).

The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms.

Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website."

Game Magic - A Designer's Guide to Magic Systems in Theory and Practice (Hardcover): Jeff Howard Game Magic - A Designer's Guide to Magic Systems in Theory and Practice (Hardcover)
Jeff Howard
R5,788 Discovery Miles 57 880 Ships in 10 - 15 working days

Make More Immersive and Engaging Magic Systems in Games Game Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire). The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms. Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website.

Troop 624 vs. The Mokelumne River - a true story (Paperback): Jeff Howard Troop 624 vs. The Mokelumne River - a true story (Paperback)
Jeff Howard
R238 Discovery Miles 2 380 Ships in 18 - 22 working days
Killer Commodities - Public Health and the Corporate Production of Harm (Paperback): Merrill Singer, Hans A. Baer Killer Commodities - Public Health and the Corporate Production of Harm (Paperback)
Merrill Singer, Hans A. Baer; Contributions by Roberto Abadie, Arachu Castro, Ann M. Cheney, …
R1,916 Discovery Miles 19 160 Ships in 18 - 22 working days

Killer Commodities enters the increasingly heated debate regarding consumer culture with a critical examination of the relationship between corporate production of goods for profit and for public health. This collection analyzes the nature and public health impact of a wide range of dangerous commercial products from around the world, and it addresses the question of how policies should be changed to better protect the public, workers, and the environment.

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