Computer games design Books

124 products


  • The Art of Death Stranding

    Titan Books Ltd The Art of Death Stranding

    5 in stock

    Book SynopsisThe official art book for Hideo Kojima's DEATH STRANDING. After the collapse of civilization, Sam Bridges must journey across a ravaged landscape crawling with otherworldly threats to save mankind from the brink of extinction. From legendary game creator Hideo Kojima comes an all-new, genre-defying experience for the PlayStation(R)4 system, nominated for the DICE Game of the Year Award. In the near future, mysterious explosions have rocked the planet, setting off a series of supernatural events known as the Death Stranding. With spectral creatures plaguing the landscape, and the planet on the verge of a mass extinction, it's up to Sam Bridges to journey across the ravaged continent and save mankind from impending annihilation. The Art of Death Stranding is packed with hundreds of pieces of concept art for the characters, equipment, locations and creatures featured in the game, as well as early and unused concepts, including artwork by acclaimed artist Yoji Shinkawa.Trade Review“Well worth picking up...every element of the concept art makes for a treat for the eyes” 9/10 - Adventures in Poor Taste"An artbook so lovely inside and out, you’ll want to strap it to yourself like a BB." - Adventures in Poor Taste"Just the thing to make you want to jump back into Kojima’s haunting world." - The Verge “stuffed to the brim with astonishing artwork” - Comicbook.com“Death Stranding gives players plenty to noodle on, and this book shows just how it all came together -- it’s a must have for any Kojima fan” 95/100 - Gaming Trend

    5 in stock

    £23.99

  • Genshin Impact Official Art Book Vol. 1

    HarperCollins Publishers Genshin Impact Official Art Book Vol. 1

    10 in stock

    Book SynopsisDelve into the world of Genshin Impact in this beautiful memento showcasing hundreds of illustrations.Genshin Impact is a free-to-play open-world adventure RPG that brings players to the visually stunning world of Teyvat. Take on the role of the mysterious Traveler, who sets off on a journey to discover the fate of their lost sibling and unveils unique cultures, stories, and vast surrounding landscapes, as well as the mysterious secrets of Teyvat along the way.Genshin Impact: The Official Art Book Vol. 1 comes presented in a deluxe slipcase and features gorgeous artwork that celebrates moments, characters, and storylines from up to Version 1.6 of the hugely successful game. Packed full of character designs, promotional art, character trailer art, and commemorative illustrations, this book is perfect for any Genshin Impact fan.Trade Review“The presentation is lovely, and the printing quality is top-notch … Overall, if you’re a fan of Genshin Impact, then you’ve probably already ordered Genshin Impact: Official Art Book Vol. 1. And rightly so, it’s fantastic for fans of the game and art book aficionados." – GameGrin

    10 in stock

    £27.00

  • The Art of Horizon: Zero Dawn

    Titan Books Ltd The Art of Horizon: Zero Dawn

    7 in stock

    Book SynopsisThe Art of Horizon Zero Dawn is the ultimate gallery of thehotly anticipated new IP from Guerrilla Games (Killzoneseries). It focuses on the stunning artwork used to developthe game, and includes over 300 images, sketches, andconcept art, commentary throughout from the artists andcreators. This is an in-depth insight into a world asbeautiful as it is dangerous.Trade Review"Horizon: Zero Dawn isn't just a very good game, it's a very pretty game" Kotaku "The Art of Horizon Zero Dawn is a beautiful accompaniment to this amazing game and if you're a fan of this game or video game art in general, this books is filled with stunning imagery and information" Impulse Gamer review "a beautiful book that depicts just how gorgeous this game truly is" Gamers Sphere review "Horizon Zero Dawn's art book is as beautiful as the game" Polygon feature "very good at what it does, providing background context to what makes Horizon Zero Dawn so visually appealing." Adventures in Poor Taste "At 192 pages, this hardback book is a beautiful and packed from cover to cover with incredible artwork. I can't find a single thing to call out in a negative way with this book -- it's simply perfect." Gaming Trend "This is easily one of the most top rate art books in my vast collection." Enemy Slime "the post-post-apocalypse has never looked so beautiful" VG Blogger

    7 in stock

    £23.99

  • Ask Iwata: Words of Wisdom from Satoru Iwata,

    Viz Media, Subs. of Shogakukan Inc Ask Iwata: Words of Wisdom from Satoru Iwata,

    2 in stock

    Book Synopsis“On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer.” —Satoru IwataTHE USA TODAY BESTSELLER "A welcome salve and a book that anyone who cares about gaming should own and read." - Forbes Satoru Iwata was the global president and CEO of Nintendo and a gifted programmer who played a key role in the creation of many of the world’s best-known games. He led the production of innovative platforms such as the Nintendo DS and the Wii, and laid the groundwork for the development of the wildly successful Pokémon Go game and the Nintendo Switch. Known for his analytical and imaginative mind, but even more for his humility and people-first approach to leadership, Satoru Iwata was beloved by game fans and developers worldwide. In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the “Iwata Asks” series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned Mario franchise creator Shigeru Miyamoto and creator of EarthBound Shigesato Itoi, Ask Iwata offers game fans and business leaders an insight into the leadership, development, and design philosophies of one of the most beloved figures in gaming history.

    2 in stock

    £16.14

  • The Art of Alien: Isolation

    Titan Books Ltd The Art of Alien: Isolation

    15 in stock

    Book SynopsisThe Art of Alien Isolation is a high-end art book featuring over 300 images from the latest game in the critically and commercially acclaimed Alien franchise. Taking players back to the survival horror atmosphere of the first film, Alien Isolation features Amanda Ripley as the hero trying to survive on a wrecked space station. This book is the ultimate gallery of the game, a must-have for any fan.Trade Review"The design of this expansion is intricately explored in the book as well. With just enough reading to deliver the insight you need to understand the what went into the game, the rest of the book is saturated with beautiful pictures to take you through the journey." - Don’t Forget A Towel"Jaw-dropping." - Midroad Movie"Not only is it a beautiful look behind the scenes, it’s also a nice breakdown and walkthrough of different techniques and elements that were mixed into the movie-inspired madness." - Midroad Movie"Filled to the brim with slick character art, concept renderings of weapons and vehicles, ominous sketches and incredibly detailed re-creations from iconic scenes from the classic film" - Hey Poor Player"The concept art does a fine job of showing the changes in design the team went through." - Destructoid

    15 in stock

    £23.99

  • The Art of Destiny

    Titan Books Ltd The Art of Destiny

    2 in stock

    Book SynopsisThis elegant, collectible book presents the powerful concept art created for Destiny, featuring breathtaking imagery that captures the cinematic feel of its universe. Covering everything from the earliest sketches of the Guardians' armor to dilapidated cities on distant planets, this exploration of the art behind the year's biggest new gaming franchise details the incredible artistic development of each class, vehicle, and planet. With hundreds of stunning sketches, character illustrations, pieces of concept art, environments, and more, The Art of Destiny will explore the game's sweeping world, grand scope, and vibrant visuals.

    2 in stock

    £31.99

  • Rise of the Tomb Raider, The Official Art Book:

    Titan Books Ltd Rise of the Tomb Raider, The Official Art Book:

    3 in stock

    Book SynopsisLara Croft returns, desperate for answers - and seeking a hidden truth. The Art of Rise of the Tomb Raider takes readers on an all-access journey for the latest instalment in the critically and commercially acclaimed Tomb Raider franchise. Featuring concept art, 3D renders, sketches and more, accompanied by detailed developer commentary, this book showcases the amazing characters and locations found on Lara's continuing adventures.Trade Review"100% -- Phenomenal!" - Gaming Trend "Go pick it up now if you're a fan of the Tomb Raider franchise." - Entertainment Buddha "a great addition to any fan's collection" Fanbolt

    3 in stock

    £23.99

  • The Art of Borderlands 3

    Titan Books Ltd The Art of Borderlands 3

    2 in stock

    Book SynopsisThe Art of Borderlands explores the creation and iconic design of Gearbox Software's award-winning hit video game series. The Art of Borderlands is a breathtaking celebration of Gearbox Software's critically acclaimed role-playing shooter video game series. Featuring hundreds of pieces of dynamic concept art, this book includes full-colour images that illustrate how the Borderlands team brought the game's larger-than-life characters, expansive world, and diverse array of weapons to life. Experience the danger and distinctive beauty of Pandora like never before with this comprehensive collection of sketches, paintings, character studies, and more. Featuring exclusive interviews with the artists and developers who created Pandora, The Art of Borderlands is a must-have collector's item for every Vault Hunter.

    2 in stock

    £28.00

  • The Art of Deus Ex Universe

    Titan Books Ltd The Art of Deus Ex Universe

    2 in stock

    Book SynopsisThe Art of Deus Ex Universe is the ultimate gallery of art From Deus Ex: Human Revolution and Deus Ex: Mankind Divided, featuring over 300 images, including sketches and concept art. With commentary throughout from the world-renowned art team, this extraordinary collection of groundbreaking game art depicts a dystopian future where mankind has evolved...at the cost at its humanity.Trade Review“Deus Ex fans will definitely want The Art of Deus Ex Universe book as part of their collection.” - Retrenders

    2 in stock

    £26.99

  • The Art of Tom Clancy's The Division

    Titan Books Ltd The Art of Tom Clancy's The Division

    2 in stock

    Book SynopsisThe Art of Tom Clancy's The Division is the ultimate behind the scenes look at making of the latest game in the critically acclaimed Tom Clancy franchise. With over 300 images including sketches and concept art, and in-depth commentary throughout from the artists and creators, this volume will taken fans on a journey through the creation and visual development of the game.Trade Review“Once again Titan Books has released a finely detailed video game art book that provides fans of The Division many insights into the game's design process, and the influences its artists used to bring its characters and world to life.” - Entertainment Buddha "One of the most worthy art books I’ve ever had the privilege of adding to my collection" - Enemy Slime “The artwork here is amazing.” - Brutal Gamer"This book has all the amazing artwork that is featured within the game, along with some concept art that developed into the masterpiece." - Gamers Sphere“Some of the best artwork I’ve seen in any videogame art book” - Gaming Trend “With The Art of Tom Clancy’s The Division, Titan Books yet again does a wonderful job of pulling gamers behind the scenes for a look at the painstaking creative process that goes into conceptualizing today’s blockbuster titles.” - VG Blogger““With The Art of Tom Clancy’s The Division, Titan Books yet again does a wonderful job of pulling gamers behind the scenes for a look at the painstaking creative process that goes into conceptualizing today’s blockbuster titles. The high-end production paintings combined with the thorough developer commentary brings a greater appreciation for The Division‘s rich depth of detail and visual sense of disorder and wonderment.”” - VG Blogger gift guide

    2 in stock

    £26.99

  • Viz Media, Subs. of Shogakukan Inc The Creative Gene: How books, movies, and music

    7 in stock

    Book SynopsisThe ferociously talented Hideo Kojima, creator of Metal Gear Solid and Death Stranding, shares his perspective on the stories and movies that influence his work!Ever since he was a child, Metal Gear Solid and Death Stranding creator Hideo Kojima was a voracious consumer of movies, music, and books. They ignited his passion for stories and storytelling, and the results can be seen in his groundbreaking, iconic video games. Now the head of independent studio Kojima Productions, Kojima’s enthusiasm for entertainment media has never waned. This collection of essays explores some of the inspirations behind one of the titans of the video game industry, and offers an exclusive insight into one of the brightest minds in pop culture.Ever since he was a child, Metal Gear Solid and Death Stranding creator Hideo Kojima was a voracious consumer of movies, music, and books. They ignited his passion for stories and storytelling, and the results can be seen in his groundbreaking, iconic video games. Now the head of independent studio Kojima Productions, Kojima’s enthusiasm for entertainment media has never waned. This collection of essays explores some of the inspirations behind one of the titans of the video game industry, and offers an exclusive insight into one of the brightest minds in pop culture.

    7 in stock

    £16.14

  • The Art of Assassin's Creed Origins

    Titan Books Ltd The Art of Assassin's Creed Origins

    1 in stock

    Book SynopsisHaving taken players all the way to the gateway to the modern world in Syndicate, Assassin's Creed once again takes fans on an adventure through history. The Art of Assassin's Creed Origins collates hundreds of concept arts, including sketches, final paintings, and 3D Renders, alongside in-depth commentary from the artists and developers, representing the ultimate insight into the design processes behind the game.Trade Review“gorgeously made” - Gamers Sphere “an incredible compilation of images” Adventures In Poor Taste“a comprehensive and breathtaking look at the world Ubisoft has brought to life...It’s a beautiful companion that gives backstory to the living world of Bayek the Medjay” - Gaming Trend“perhaps the best [art of book] I’ve come across” - Nerdspan“The Art of Assassin’s Creed origins will surely give fans a larger appreciation for all of the details within the game, large and small, and is a great gift for fans of the series...the quality Titan Books put into its products is unmatched, and the content within is fascinating, making the purchase absolutely worth it.” - XBox Addict

    1 in stock

    £23.99

  • The Art of Assassin's Creed: Syndicate

    Titan Books Ltd The Art of Assassin's Creed: Syndicate

    2 in stock

    Book SynopsisAssassin's Creed Syndicate takes players into the underbelly of Victorian London at a time when the Industrial Revolution is in full swing. This volume contains hundreds of never-before-seen concept arts, including sketches, final paintings, 3D renders and texture studies, all sitting alongside insightful and comprehensive commentary from the artists and developers. This volume goes deeper into Ubisoft's artistic process than any other art book!Trade Review“Beautifully rendered illustrations that cover characters, elements, and the city itself..flanked by facts and descriptions of the thoughts that went into the designs. If you love behind-the-scenes stuff and Assassin’s Creed, then this book is for you.” - Brutal Gamer gift guide“The Art of Assassin’s Creed Syndicate features a lot of gorgeous painted artwork and will be a delight for lovers of the video game series, painted art, and late 1800s industrial England.” - Die Hard Game Fan“It is a pleasure to read” - Artbook Passion “A beautiful coffee table book” - Irate Gamer"Each of the books’ 192 pages is absolutely covered in gloriously bleak artwork covering the many boroughs that make up the world of Syndicate. You’ll also find plenty of fascinating concept art and early renderings of the iconic Assassin’s gear as it shifted to a fittingly industrialized Steampunk -inspired aesthetic over the course of the game’s two-year development cycle." - Hey Poor Player"Gives us a detailed look at how the visuals of the game came together." - Aint it Cool Gift Guide “Beautifully rendered illustrations that cover characters, elements, and the city itself coat the heavy-stock pages and are flanked by facts and descriptions of the thoughts that went into the designs. If you love behind-the-scenes stuff and Assassin’s Creed, then this book is for you.” - Brutal Gamer "If you are a fan of the game, or just a fan of gorgeous concept art, this book continues a string of amazing collections from Titan Books." - Gaming Trend"A beautiful book that would fit into any gamer’s library." - Gamers Sphere“The overall book is very detailed and interested to read, especially for fans of the AC series. It offers a full view of the major aspects of the game and it’s interesting to see some of the original concept work and how much development went into things many fans may look at as simple minutiae of a hit game” - Entertainment Buddha

    2 in stock

    £23.99

  • The Art of Diablo

    Titan Books Ltd The Art of Diablo

    2 in stock

    Book SynopsisA comprehensive look inside the art of the Diablo series, featuring never-before-seen concept art. The Art of Diablo features more than twenty years worth of stunning concept art from Diablo, Diablo II and Diablo III, plus never-before-seen concept, development, and environmental art. Explore new and familiar nightmares, discover monsters and demons, and descend into the hellish depths of the best-selling action role-playing game series.

    2 in stock

    £28.00

  • The SNES Encyclopedia: Every Game Released for

    Pen & Sword Books Ltd The SNES Encyclopedia: Every Game Released for

    15 in stock

    Book SynopsisFollowing on from the previously released NES Encyclopedia, the SNES Encyclopedia is the ultimate resource for fans of Nintendo's second home video game console, the Super Nintendo Entertainment System. Containing detailed information on all 780 games released for the SNES in the west, this enormous book is full of screenshots, trivia and charmingly bad jokes. It also includes a bonus section covering the entire 22-game library of the Virtual Boy, Nintendo's ill-fated 3D system which was released at the end of the SNES's life.

    15 in stock

    £28.50

  • Saurian: A Field Guide to Hell Creek

    Titan Books Ltd Saurian: A Field Guide to Hell Creek

    3 in stock

    Book SynopsisA gorgeous, scientifically up-to-date exploration of the prehistoric world, written and illustrated by leading palaeontologists. An elegant factual guide to the prehistoric world of Hell Creek from the successful indie survival game Saurian. A beautiful, detailed exploration of the creatures and environment of this stunning game, and perfect for all fans of paleoart.Trade Review"If you have ever loved exploring the possibilities of the past posed by dinosaurs, this book is for you." - Borg.com

    3 in stock

    £23.99

  • The Art of Assassin's Creed: Unity

    Titan Books Ltd The Art of Assassin's Creed: Unity

    1 in stock

    Book SynopsisWith 73 million units sold worldwide, Ubisoft’s Assassin’s Creed franchise is established as one of the best-selling game series ever. Recognized for having some of the richest, most-engrossing art and storytelling in the industry, Assassin’s Creed transcends video games, branching into other entertainment experiences including comic books, novels, short films and an impressive merchandise line-up. The recently announced Assassin’s Creed Unity takes players into the heart of the French Revolution. Marrying intricately detailed environments and next-gen capabilities, Paris comes to life around you and immerses you in the grit and grime of a city in turmoil. Continuing in the footsteps of this already world-renowned franchise, Assassin’s Creed Unity brings to life a time of unrest and disorder in one of the greatest cities in the world, promising to be the biggest and best experience yet. Highlights in the game, and in the book, include the different areas of Paris, each with their own identity and population, towering buildings bigger than any Assassin’s Creed game so far and an amazing range of locations and action.© 2014 Ubisoft Entertainment. All Rights Reserved. Assassin’s Creed, Ubisoft and the Ubisoft logo are trademarks of Ubisoft in the U.S. and/or other countries.Trade Review"When people point to games transcending their medium and revealing the incredible art underneath, it’s books like this that showcase it." - Gaming Trend"The quality of this collection is impeccable." - New Gamer Nation

    1 in stock

    £23.99

  • The Cinematic Art of Starcraft

    Titan Books Ltd The Cinematic Art of Starcraft

    1 in stock

    Book SynopsisFor more than two decades, players have lead the zerg, protoss, and terrans into battle for galactic dominance in StarCraft, StarCraft II, and multiple campaign expansions. The Cinematic Art of StarCraft offers a detailed view into the history and philosophy of Blizzard’s revolutionary cinematics team. Focusing on the craft and storytelling of cinematics and filled with anecdotes from the creators, The Cinematic Art of StarCraft gives fans a unique peek into the cinematics that have wowed millions of fans across the Koprulu sector.

    1 in stock

    £28.00

  • The Rules We Break: Play games. Solve problems.

    Princeton Architectural Press The Rules We Break: Play games. Solve problems.

    5 in stock

    Book SynopsisGames and exercises to help designers understand how people think, how systems work, and how a design process can unfold. Exercises in Play, Systems, and Design is a collection of hands-on, real-world exercises for designers of all kinds. Games and play can help designers understand how people think, how systems work, and how a design process can unfold. The exercises are sometimes played on a tabletop, and sometimes are physical and social games, but they are all thought-provoking and (of course!) very fun to play. The book is divided into three sections, games that can be played in 30 minutes, 2 hours, and a day or more. They are valuable for anyone who wants to know more about how people think, how systems work, how to create meaningful experiences, and how to redesign the world for the better. Short, inspirational essays begin each section, where readers learn about productive collaboration, creative problem solving, how to communicate ideas, and analyzing how systems work.

    5 in stock

    £15.99

  • The The Art of Destiny: Volume 2

    Titan Books Ltd The The Art of Destiny: Volume 2

    2 in stock

    Book SynopsisThe Art of Destiny 2, the follow-up to the successful The Art of Destiny, is a celebration of the dynamic art and visual style that fans have come to love about Destiny. The world of Destiny is expansive and vibrant, encompassing planets within our solar system and those far beyond. Praised for its artistic style and imaginative worlds that paint a complex future of war, exploration, and hope, Destiny is packed with life and colour. Customisable characters make every gaming experience visually unique, with the heroes and villains of Destiny crafted from worlds of science fiction past, yet brimming with their own style. The Art of Destiny 2 features hundreds of pieces of concept art, from early sketches and illustrations of characters to the colourful key art the designers used to help shape the in-game worlds. Each step of the process is meticulously detailed, from building in-game cinematics to crafting the complex universe. This book celebrates the exceptional attention to detail that the developers at Bungie have put into Destiny 2, and continues the high production quality that made The Art of Destiny a best-selling gaming art book. With exclusive, never-before-seen imagery, developer commentary, and more, The Art of Destiny 2 is the perfect gift for fans of The Art of Destiny, and those seeking the companion book to one of the most anticipated game releases of 2017.

    2 in stock

    £31.99

  • Destiny: Grimoire Anthology (volume 3)

    Titan Books Ltd Destiny: Grimoire Anthology (volume 3)

    2 in stock

    Book SynopsisBungie presents the Destiny Grimoire Anthology, a must-have collectible lore compendium designed and assembled for Destiny's devoted and enlightened scholars and lore lovers, as well as fans of fantasy and science fiction storytelling. Until now, the myths, mysteries, and machinations of the Destiny universe were found hidden throughout the worlds - enticing threads that hinted at a greater tapestry. The Destiny Grimoire Anthology weaves tales from multiple sources together for the first time, casting new light on Destiny's most legendary heroes, infamous villains, and their greatest moments of triumph and tragedy. Each unique volume intends to illuminate a facet of the world, and the complete anthology will confirm and challenge players' thoughts and assumptions on what it means to be a Guardian, offering new and differing perspectives on the cosmic war that rages between the Traveler and its ancient enemies.

    2 in stock

    £19.54

  • Itchy, Tasty: An Unofficial History of Resident

    Unbound Itchy, Tasty: An Unofficial History of Resident

    Out of stock

    Book SynopsisThis is the definitive behind-the-scenes account of Capcom’s horror video game series Resident Evil – one of the most popular, innovative and widely influential franchises of all time. Industry expert Alex Aniel spent two years interviewing key former members of Capcom staff, allowing him to tell the inside story of how Resident Evil was envisioned as early as the late 1980s, how its unexpected and unprecedented success saved the company from financial trouble, how the series struggled at the turn of the century and, eventually, how a new generation of creators was born after the release of Resident Evil 4. Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.Trade Review'A valuable insight into the chaos, calamity and resulting magic of Resident Evil in its formative first years' Eurogamer

    Out of stock

    £13.49

  • Assassin's Creed: The Essential Guide

    Titan Books Ltd Assassin's Creed: The Essential Guide

    1 in stock

    Book SynopsisThe ultimate guide to the blockbuster Assassin's Creed game franchise. This richly illustrated guide is the definitive guide to the blockbuster Assassin's Creed game series. Packed with information on characters, technology, locations, historical settings, storylines, organisations, and backstory, this guide encompasses the whole franchise to date and is essential reading for fans and newcomers alike.Trade Review“A must for the diehard Assassin’s Creed fan” - Borg.com

    1 in stock

    £21.24

  • The Cinematic Art of World of Warcraft: Volume 1

    Titan Books Ltd The Cinematic Art of World of Warcraft: Volume 1

    3 in stock

    Book SynopsisFeaturing stunning concept art and visual details, this is the first in the definitive series on the cinematics that bring World of Warcraft vividly to life. World of Warcraft redefined online gaming, and over the last fifteen years each new chapter has delivered new and incredible cinematics. The Cinematic Art of World of Warcraft goes behind the scenes with the Warcraft cinematic team. With never-before-seen concept art and accounts of the creative and technical process, this is the definitive visual gallery of how countless artists brought the world of Azeroth to life in incredible detail and motion.

    3 in stock

    £28.00

  • World of Warcraft: Exploring Azeroth - The

    Titan Books Ltd World of Warcraft: Exploring Azeroth - The

    1 in stock

    Book SynopsisFor over 25 years, World of Warcraft has offered a land rich in mystery and wonder. Now players can get an in-depth look at the artifacts, gear, weaponry, and trinkets they have collected...and some they might not have just yet . With exquisite art and a brand new story, this book covers the continent of the Eastern Kingdom, from Stormwind to Stranglethorn, plaguelands to palaces, and all the lands in between.

    1 in stock

    £21.24

  • The Art of Total War: From the Samurai of Japan

    Titan Books Ltd The Art of Total War: From the Samurai of Japan

    2 in stock

    Book SynopsisThe Art of Total War is a high-end art book based on the bestselling Total War[trademark] franchise, including the latest game in the series Total War[trademark]: ROME II. This volume will include full colour concept and development art throughout, as well as creator and artist commentaries. Total War is known for its cinematic quality and phenomenal attention to detail, admired by gamers and critics alike.Trade Review"The book is constructed extremely well and contains images that would be worthy of framing and displaying in your home." - Steam First"Many of these pieces are true works of art." - Gaming Trend "Titan publishes art books that are often as compelling to read as they are to look at, and The Art of Total War is perhaps the best example of this." - VG Blogger"This art book is not a collage of images thrown together in a hardback book and waved in the faces of fans as collectable merchandise, but instead is a high-end art book that anyone looking for a lot of in depth detail and thought provoking discussion can enjoy" - Entertainment Buddha"This book is a love letter to the iconic franchise that had a major impact in the strategy gaming community." - New Gamer Nation"If you’re an game designer, artist or war history buff, The Art of Total War will be a wonderful addition to your library and reference." - Retrenders

    2 in stock

    £23.99

  • Dice Men: The Origin Story of Games Workshop

    Unbound Dice Men: The Origin Story of Games Workshop

    Out of stock

    Book SynopsisGames Workshop, Warhammer, White Dwarf, Citadel Miniatures and Fighting Fantasy are names which trigger powerful memories for millions of people around the world. The cultural impact of Games Workshop and Fighting Fantasy has been remarkable. But how did it all begin? Since starting out in 1975 as a part-time mail-order business in a modest third-floor flat in West London, Games Workshop has grown from its humble beginnings to become a FTSE 250 company listed on the London Stock Exchange. From distributing Dungeons & Dragons, to living in the back of a van, to opening Games Workshop stores, to creating Fighting Fantasy, to launching Warhammer, co-founders Ian Livingstone and Steve Jackson tell their remarkable story for the first time. Dice Men is the fascinating, never-before-told story of an iconic company which changed the world of tabletop gaming for ever. It's an insight into the rollercoaster first year of Games Workshop and the birth of the industry.Trade Review 'Dice Men feels like the culmination of Games Workshop’s storied publishing past. Less of a history book and more of a coffee table tome, Dice Men manages to do something quite remarkable in under 300 pages: tell a surprisingly deep story, rich with captivating imagery, without ever seeming verbose or vain. You can count the number of text-only double-page spreads on one hand, as Sir Ian, with Jackson’s expert assistance, showcases highs and lows in ways as colorful as their many creations.’ Matt Gardener, Forbes Magazine ‘A treasure trove of nostalgia… Ian Livingstone's background with print media (White Dwarf) also shows in abundance. This book is beautifully laid out. You know the moment you see that striking cover, featuring that original Games Workshop image by Ian McCaig, who would go onto illustrate Fighting Fantasy books forever, that you're in for a visual treat - and you are' Eurogamer 'It’s a wonderfully nostalgic piece of work, part memoir, part full-colour scrapbook, told with infectious enthusiasm and delivered with the pacing you would expect from an international best-selling author' City AM

    Out of stock

    £28.50

  • The Art of XCOM 2

    Titan Books Ltd The Art of XCOM 2

    1 in stock

    Book SynopsisIn The Art of XCOM 2, readers get a behind-the-scenes look at the incredible concept art created for the new game and hear from key developers and artists about the challenges, secrets, and rewards of creating this landmark series. Also covered in the stunning book will be the game's five new classes of resistance fighters and their dynamic weapons, powerful new alien species and their vehicles, and the brave new world of XCOM 2.

    1 in stock

    £23.99

  • The Making of Prince of Persia

    Animal Media Group LLC The Making of Prince of Persia

    3 in stock

    Book Synopsis

    3 in stock

    £16.14

  • ABRAMS Legend of Zelda 2026 Wall Calendar

    15 in stock

    Book Synopsis

    15 in stock

    £12.02

  • The Official Far Cry Survival Manual

    Titan Books Ltd The Official Far Cry Survival Manual

    2 in stock

    Book SynopsisThe Far Cry video game series has taken players on extreme adventures around the world: from untamed tropical islands to towering mountains and beyond, this blockbuster series thrusts players into exciting but deadly scenarios. The Far Cry Survival Manual immerses readers in the Far Cry universe with practical tips on survival, self-defense, extreme sports, stunt driving, and more, inspired by the games they love. The book is narrated by a journalist who will go to any extreme for his story, traveling to the Rook Islands, the Kingdom of Kyrat, Montana's Hope County, and beyond to explore and survive some of the most extreme situations and environments. This guide is his personal record of his perilous adventures and includes tips and instructions on how readers might be able to make it out alive as well. Readers will learn how to face and survive increasingly dramatic and deadly scenarios, from executing tense covert-ops to escaping pirate-filled South Pacific islands, and even surviving the prehistoric past. Packed with applicable real-world advice, this manual will entertain and inform fans of this thrilling franchise and survival enthusiasts alike

    2 in stock

    £19.54

  • Genshin Impact Official Art Book Vol. 2

    HarperCollins Publishers Genshin Impact Official Art Book Vol. 2

    7 in stock

    Book SynopsisExplore the world of Genshin Impact in this stunning keepsake showcasing hundreds of illustrations.Genshin Impact is a free-to-play open-world adventure RPG that brings players to the visually stunning world of Teyvat. Take on the role of the mysterious Traveler, who sets off on a journey to discover the fate of their lost sibling and unveils unique cultures, stories, and vast surrounding landscapes, as well as the mysterious secrets of Teyvat along the way.Genshin Impact: The Official Art Book Vol. 2 features beautiful artwork that celebrates moments, characters, and storylines from Version 2 to Version 2.8 of the hugely successful game. Packed full of character designs, promotional art, character trailer art, and commemorative illustrations, this book is perfect for Genshin Impact fans.

    7 in stock

    £25.50

  • Genshin Impact Official Art Book Vol. 2

    HarperCollins Publishers Genshin Impact Official Art Book Vol. 2

    Out of stock

    Out of stock

    £24.00

  • Shadow of the Tomb Raider The Official Art Book

    Titan Books Ltd Shadow of the Tomb Raider The Official Art Book

    Out of stock

    Book SynopsisExperience Lara Croft's defining moment as she becomes the Tomb Raider. In Shadow of the Tomb Raider, Lara must master a deadly jungle, overcome terrifying tombs, and persevere through her darkest hour. As she races to save the world from a Maya apocalypse, Lara will ultimately be forged into the Tomb Raider she is destined to be. The Shadow of The Tomb Raider Official Art Book features exclusive concept art and developer interviews detailing the climactic conclusion of Lara Croft's origin story where she will experience her defining moment in becoming the Tomb Raider.Trade Review“The artifact designs pictured are fantastic, the Maya ruins seem to come to life, and Lara Croft brings the tension of a skilled survivor on a perilous quest” - Borg.com “an excellent coffee table book with tons of great information” - Adventures in Poor Taste

    Out of stock

    £28.49

  • Pac-Man: Birth of an Icon

    Titan Books Ltd Pac-Man: Birth of an Icon

    1 in stock

    Book SynopsisThis is a gorgeous, hardcover retrospective, the first-ever history of PAC-MAN. Full of historical imagery, concept designs, marketing photos and more, the book examines the game's design philosophy and origins through the artists, designers, developers, and other creative teams who brought PAC-MAN to life. This new non-fiction book will journey from creator Toru Iwatani's "pizza slice" inspiration to the game's incredible success in arcades and beyond. The book also dives into PAC-MAN's unprecedented impact on pop culture, with more than 40 new interviews from key players around the world.Trade Review"2021's Best Gaming Book...the most definitive take on everyone's favorite pill-popping, haunted hero." Matt Gardner, Forbes"[One of the] best gift books to give in 2021."—Chris Borrell, Chicago Tribune"A beautifully designed and immaculately researched visual history of the first rock star video game character!" Ernest Cline, author of Ready Player One"Might be the best video game history yet" - Borg.com

    1 in stock

    £40.00

  • The Cinematic Art of Overwatch, Volume Two

    Titan Books Ltd The Cinematic Art of Overwatch, Volume Two

    1 in stock

    Book SynopsisThe first wave of Overwatch cinematics captured the imagination of millions of fans around the world. After the game released in 2016, Blizzard Entertainment embarked on a new mission to take cinematic storytelling to the next level. From the intense, action-packed rush of “Shooting Star” to the somber, noble ethos of “Honor and Glory,” the creative team wanted to highlight a different side of the game’s beloved heroes. In pursuit of their objectives, the crew added new artists in the mix, devised novel methods for making movies, and ventured into formats they hadn’t tried before, such as in-game cinematics and stop-motion animation. Covering all the official Overwatch cinematics made from 2017–2020, including the Overwatch 2 announcement trailer, The Cinematic Art of Overwatch: Volume II showcases hundreds of pieces of never-before-seen artwork and documents the epic creative journey that Blizzard took to bring these films to life.

    1 in stock

    £27.99

  • Retro Gaming: A Byte-sized History of Video Games

    Michael O'Mara Books Ltd Retro Gaming: A Byte-sized History of Video Games

    15 in stock

    Book Synopsis‘Superb coffee table book’ – Nintendo Life‘A fun read’ – Retro Gamer Take a trip down memory lane with Retro Gaming, and relive the glory days (and not so glory days) of your old retro tech favourites.Published in paperback to tie-in with 50 years of console gaming, Retro Gaming is packed with all the characters, games, consoles and franchises you used to love – and probably still do. This is a compact, conversational compendium of all-time highs – alongside just a handful of humorous (in hindsight) lows – from decades of arcade, computer, console and handheld hits.From Atari’s early arcade classics and home games consoles of the 1970s, through to classics that keep on giving, such as Halo and Tomb Raider, this book summarizes the significant releases, research and revolutions that have made video games a £100 billion (and rising) industry.Evergreen favourites from Nintendo, SEGA and Sony are present and correct – no collection would be complete without entries for Mario and Sonic, Tetris and Crash Bandicoot. But we also give credit to the less-celebrated but utterly vital titles, characters, controllers and systems that have helped the world of gaming expand and evolve.A guide, a companion and a window onto a joyous past, Retro Gaming is a perfect book to dip in and out of, as mood and your current gaming habits dictate.Trade ReviewA fun read that offers a brief snapshot into some of the biggest games and systems from that period. * Retro Gamer *Superb coffee table book. Packed with enlightening nuggets of info and loads of lovely images. The ideal way to quickly get yourself (or a loved one) up to speed on decades of games, systems and much, much more. * Nintendo Life *

    15 in stock

    £9.89

  • Introduction to Game Design Prototyping and

    Pearson Education (US) Introduction to Game Design Prototyping and

    2 in stock

    Book SynopsisJeremy Gibson Bond is a Professor of Practice teaching game design and development at Michigan State University, which in 2022 was ranked the #1 public university for undergraduate game development by Princeton Review three of the last four years. Since 2013, he has served the IndieCade independent game festival and conference as the Chair of Education and Advancement, where he co-chairs the IndieXchange summit each year and has also chaired the GameU summit. In 2013, Jeremy founded the company ExNinja Interactive, through which he develops his independent game projects. Jeremy has spoken several times at the Game Developers Conference. He also created the official Unity Certified Programmer Exam Review specialization on Coursera, which thousands of developers (including several Unity employees) used to prepare for the UCP exam from 2018-2022. Prior to joining the Games faculty at Michigan State, Jeremy taught for three years as a lecturer in the Electrical ETable of ContentsForeword Preface PART I Game Design and Paper Prototyping Chapter 1 Thinking Like a Designer You Are a Game Designer Bartok: A Game Design Exercise The Definition of GameSummary Chapter 2 Game Analysis Frameworks Common Frameworks for Ludology MDA: Mechanics, Dynamics, and Aesthetics Formal, Dramatic, and Dynamic ElementsThe Elemental Tetrad Summary Chapter 3 The Layered Tetrad The Inscribed Layer The Dynamic LayerThe Cultural LayerThe Responsibility of the Designer SummaryChapter 4 The Inscribed Layer Inscribed Mechanics Inscribed AestheticsInscribed NarrativeInscribed TechnologySummary Chapter 5 The Dynamic LayerThe Role of the PlayerEmergenceDynamic Mechanics Dynamic AestheticsDynamic NarrativeDynamic Technology Summary Chapter 6 The Cultural Layer Beyond Play Cultural Mechanics Cultural AestheticsCultural NarrativeCultural Technology Authorized Transmedia Are Not Part of the Cultural Layer The Cultural Impact of a Game Summary Chapter 7 Acting Like a Designer Iterative Design Innovation Brainstorming and Ideation Changing Your MindScoping!Summary Chapter 8 Design Goals Design Goals: An Incomplete List Designer-Centric Goals Player-Centric GoalsSummaryChapter 9 Paper Prototyping The Benefits of Paper Prototyping Paper Prototyping Tools Paper Prototyping for Interfaces A Paper Prototype Example Best Uses for Paper Prototyping Poor Uses for Paper PrototypingSummary Chapter 10 Game Testing Why Playtest?Being a Great Playtester Yourself The Circles of Playtesters Methods of Playtesting Other Important Types of Testing Summary Chapter 11 Math and Game Balance The Meaning of Game Balance The Importance of SpreadsheetsExamining Dice Probability with Sheets The Math of Probability Randomizer Technologies in Paper Games Weighted Distributions Weighted Probability in Google Sheets Permutations Using Sheets to Balance Weapons Positive and Negative FeedbackSummary Chapter 12 Guiding the Player Direct Guidance Indirect GuidanceTeaching New Skills and Concepts Summary Chapter 13 Puzzle Design Scott Kim on Puzzle Design The Steps of Solving a PuzzlePuzzle Examples in Action GamesDesigning and Developing Puzzle GamesSummary Chapter 14 The Agile Mentality The Manifesto for Agile Software Development Scrum Methodology Burndown Chart Example Creating Your Own Burndown Charts Summary Chapter 15 The Digital Game Industry About the Game Industry Game EducationGetting Into the Industry Don't Wait to Start Making Games!Summary PART II Programming C# in Unity Chapter 16 Thinking in Digital Systems Systems Thinking in Board Games An Exercise in Simple InstructionsGame Analysis: Apple PickerSummary Chapter 17 Introducing Unity Hub and the Unity Editor Downloading Unity Introducing Our Development Environment Creating a Unity Account Checking Out a Sample Project Creating Your First Unity ProjectLearning Your Way Around Unity Setting Up the Unity Window Layout Summary Chapter 18 Introducing Our Language: C#Understanding the Features of C#Reading and Understanding C# Syntax Summary Chapter 19 Hello World: Your First Program Creating a New Project Making a New C# ScriptMaking Things More Interesting Summary Chapter 20 Variables and Components Introducing Variables Statically Typed Variables in C#Important C# Variable Types The Scope of Variables Naming Conventions Important Unity Variable Types Unity GameObjects and Components Summary Chapter 21 Boolean Operations and Conditionals Booleans Comparison Operators Conditional StatementsSummary Chapter 22 Loops Types of Loops Set Up a Projectwhile Loops do...while Loops for Loops foreach Loops Jump Statements within Loops Summary Chapter 23 Collections in C#C# Collections Using Generic Collections ListDictionaryArray Multidimensional Arrays Jagged Arrays Jagged ListsChoosing Whether to Use an Array or List Summary Chapter 24 Functions and Parameters Setting Up the Function Examples Project Definition of a Function What Happens When You Call a Function?Function Parameters and Arguments Returning Values Returning void Function Naming Conventions Why Use Functions?Function Overloading Optional ParametersThe params Keyword Recursive Functions Summary Chapter 25 Debugging Getting Started with Debugging Stepping Through Code with the Debugger Summary Chapter 26 Classes Understanding Classes Class Inheritance Summary Chapter 27 Object-Oriented Thinking The Object-Oriented Metaphor An Object-Oriented Boids Implementation Summary Chapter 28 Data-Oriented Design The Theory of Data-Oriented Design DOTS Tutorial and Example The Future of Unity DOTS Summary PART III Game Prototype Tutorials Chapter 29 Apple PickerWhat You Will Learn The Apple Picker Prototype The Purpose of a Digital Prototype Preparing Coding the Apple Picker Prototype GUI and Game Management Summary Chapter 30 Mission Demolition What You Will Learn The Mission Demolition Prototype Getting Started: Mission Demolition Game Prototype Concept Art Assets Coding the Prototype From Prototype to First Playable Summary Chapter 31 Space SHMUP -- Part 1What You Will Learn Getting Started: Space SHMUP Setting the Scene Making the Hero Ship Adding Some EnemiesSpawning Enemies at Random Setting Tags, Layers, and Physics Making the Enemies Damage the Player Restarting the Game Shooting (Finally)Summary Chapter 32 Space SHMUP -- Part 2What You Will Learn Getting Started: Space SHMUP -- Part 2Enemy to Enemy_0 Programming Other Enemies Shooting Revisited Showing Enemy Damage Adding PowerUps and Boosting Weapons Race Conditions & Script Execution OrderMaking Enemies Drop PowerUpsEnemy_4 -- A More Complex EnemyTuning Settings for the Game EntitiesAdding a Scrolling Starfield Background Summary Chapter 33 Prospector Solitaire -- Part 1What You Will Learn The Prospector Game Getting Started: Prospector SolitaireBuild Settings Setting Up the Unity Window Layout Setting Up the Camera and Game PaneImporting Images as Sprites Constructing Cards from SpritesImplementing Prospector in Code Implementing Game Logic Summary Chapter 34 Prospector Solitaire -- Part 2What You Will Learn Getting Started: Prospector -- Part 2Additional Prospector Game Elements Adding GUI Elements to Display the Score Building and Running Your WebGL Build Summary Chapter 35 Dungeon Delver -- Part 1What You Will Learn The Dungeon Delver Game Getting Started: Dungeon Delver Setting Up the Cameras Understanding the Dungeon Data Showing the Map with a Unity Tilemap Adding the Hero Giving Dray an Attack Animation Dray's Sword Programmatic Collision in Unity Tilemap The InRoom Script Enemy: Skeletos Keeping GameObjects in the Room Aligning to the Grid Moving from Room to Room Making the Camera Follow Dray Summary Chapter 36 Dungeon Delver -- Part 2What You Will Learn Getting Started: Dungeon Delver -- Part 2Dungeon Delver -- Part 2 Overview Implementing TileSwaps Swapping in LockedDoor GameObjects Implementing Keys and Unlocking Doors Adding GUI to Track Key Count and Health Enabling Enemies to Damage Dray Making Dray's Attack Damage Enemies Modifying Enemy to Take Damage Picking Up Items Enemies Dropping Items on Death Implementing a New Dungeon -- The Hat Implementing a Grappler Summary Part IV Next Steps Chapter 37 Coding Challenges What Is a Coding Challenge?Getting Started on a Coding Challenge Filling in the Blanks How to Approach Each Challenge Chapter 38 Beyond This Book Continue to Learn Unity Development Build a Classic Game Start a Small Game Project or Prototype Make Games for Lifelong Enrichment Consider Going to School for GameDev Explore Advanced Game Design Finally, Drop Me a Line PART V Online Appendices Appendix A Standard Project Setup ProcedureThe Set Up Sidebar for Tutorial ProjectsSetting Up a New ProjectImporting a Starter UnityPackageSetting the Scene NameSetting the Game Pane to Full HD (1080p)Setting Up a WebGL BuildUnderstanding Unity Version ControlSummaryAppendix B Useful ConceptsTopics CoveredC# and Unity Coding Concepts Attributes Automatic Properties Bitwise Boolean Operators and Layer Masks Coroutines Unity Example--Coroutines Delegates, Events, and UnityEvents UnityEvents Enums Extension Methods Interfaces Unity Example--Interfaces Unity Makes Frequent Use of Interfaces for Observer Pattern JSON (JavaScript Object Notation) in Unity Lambda Expressions => Naming Conventions Object-Oriented Software Design Patterns Component Pattern Observer Pattern Singleton Pattern Strategy Pattern More Information on Design Patterns in Game Programming Operator Precedence and Order of Operations Race Conditions Unity Example--Race Conditions Recursive Functions String Interpolation -- $"" StringBuilder Structs Unity Messages Beyond Start() and Update() Life-Cycle Messages Frame-Based Messages Physics-Based Messages Variable Scope XML XML Documentation in C#Math Concepts Cosine and Sine (Cos and Sin) Unity Example--Sine and Cosine Dice Probability Enumeration Unity Example--Dice Probability Using Data-Oriented Design to Improve the DiceProbability Code Dot Product Interpolation Linear Interpolation Time-Based Linear Interpolations Linear Interpolations Using Zeno's Paradox Interpolating More Than Just Position Linear Extrapolation Easing for Linear Interpolations Bezier Curves Three-Point and Four-Point Bezier Curves A Recursive Bezier Curve Function A Data-Oriented Bezier FunctionPen-and-Paper Roleplaying Games Tips for Running a Good Roleplaying CampaignUser Interface Concepts Complex Game Controller Input Input Manager Mapping for Various Controllers Right-Click on macOS Control-Click = Right-Click Use Any PC Mouse Set Your macOS Mouse to Right-Click Set Your macOS Trackpad to Right-ClickAppendix C Online ReferenceTutorialsUnite ConferenceUnity's YouTube ChannelProgrammingSearching TipsFinding and Creating AssetsOther Tools and Educational DiscountsAppendix D Tips for Teaching from This BookThe Goal of This AppendixTeaching Introduction to Game DesignTeaching Introduction to Game ProgrammingMore Information Is Available

    2 in stock

    £53.99

  • LOVE  Arco Wada Fate Art Works

    Udon Entertainment Corp LOVE Arco Wada Fate Art Works

    7 in stock

    Book SynopsisCollecting the artwork of Arco Wada, the lead artist for the Fate/EX series! LOVE: ARCO WADA FATE ART WORKS gathers works from the Fate/EXTRA and Fate/EXTELLA subseries. Featuring everything from game box artwork, to character art, to rare promo illustrations, this beautiful tome belongs on the shelf of every fan of the Fate franchise.

    7 in stock

    £45.89

  • Watch Dogs Legion: Resistance Report

    Titan Books Ltd Watch Dogs Legion: Resistance Report

    1 in stock

    Book SynopsisDiscover the ultimate companion book to Ubisoft's most highly anticipated game of 2020.Discover the ultimate companion book to Ubisoft's most highly anticipated game of 2020, Watch Dogs Legion (R). In a near-future London on the brink of becoming a complete authoritarian state, the only way to rise up is to recruit everyone in to the resistance. This in-world book gathers the investigative work of an American reporter who has followed DedSec's history, from its emergence in the United States, to its influence around the world, and its sudden disappearance in London. The investigation picks up in the city as new forces emerge to rise up against the surveillance state. Explore the world of Watch Dogs Legion, with research files and information that provide an overview of key aspects of the universe, including images of the transformed city of London, factions, vehicles, weapons, technology, and more. Readers can also examine the roots of London's central conflict by tracking the events that led to this current state of affairs. Packed with immersive text, exclusive artwork, and detailed illustrations, this book is the definitive guide to Watch Dogs lore.

    1 in stock

    £19.54

  • How Games Move Us

    MIT Press How Games Move Us

    1 in stock

    Book Synopsis

    1 in stock

    £15.99

  • Nostalgia and Videogame Music: A Primer of Case

    Intellect Books Nostalgia and Videogame Music: A Primer of Case

    Out of stock

    Book SynopsisThis book, the first multi-disciplinary study of nostalgia and videogame music, allows readers to understand the relationships and memories they often form around games, and music is central to this process. The quest into the past begins with this book, a map that leads to the intersection between nostalgia and videogame music. Informed by research on musicology and memory as well as practices of gaming culture the edited volume discusses different forms of nostalgia, how video games display their relation to those and in what ways theoretically self-conscious positions can be found in games. The perspectives of the new discipline ludmusicology provide the broader framework for this project. This significant new book focuses on an important topic that has not been sufficiently addressed in the field and is clear in its contribution to ludomusicology. An important scholarly addition to the field of ludomusicology, with potential appeal to undergraduate and graduate scholars in many related fields due to its inherent interdisciplinarity, including musicology more broadly, game studies and games design, film studies, as well as cultural and media studies. It could also appeal to practitioners, particularly those nostalgic and self-reflexive artists who already engage in nostalgic practice (chiptune musicians, for instance). Also to those researching and studying in the fields of memory studies and cultural studies. Readership will include researchers, educators, practitioners, undergraduate and graduate students, fans and game players.Table of ContentsDedication and Acknowledgments Introduction – Vincent E. Rone PART 1: ARTICULATING NOSTALGIA AND VIDEOGAME MUSIC 1. A Player’s Guide to the Psychology of Nostalgia and Videogame Music – Michael Vitalino and Vincent E. Rone 2. And the Music Keeps on Playing: Nostalgia in Paraludical Videogame Music Consumption – Sebastian Diaz-Gasca PART 2: OBJECTIFYING NOSTALGIA AND VIDEOGAME MUSIC 3. My Childhood Is in Your Hands: Videogame Concerts as Commodified and Tangible Nostalgic Experiences – Elizabeth Hunt 4. Remembering the Rules: Immersive Nostalgia in Final Fantasy Leitmotifs – Can Aksoy 5. The Sounds of 8-Bit Nostalgia: The Resurgence of Chiptune Music in Contemporary Film-Based Videogames –Jonathan Waxman PART 3: SUBJECTIFYING NOSTALGIA AND VIDEOGAME MUSIC 6. A Link between Worlds: Nostalgia and Liminality in Musical Covers of The Legend of Zelda – Alec Nunes 7. You Unlock This Game with the Key of Imagination: The Twilight Zone: The Game (2014), Musical Parody, and the Sound of Nostalgia – Reba A. Wissner 8. “This Game Stinks”: Musical Parody and Nostalgia in EarthBound – Justin Sextro PART 4: CONFRONTING NOSTALGIA AND VIDEOGAME MUSIC 9. Playing Music Videos: Three Case Studies of Interaction between Performing Videogames and Remembering Music Videos – Brent Ferguson and T. J. Laws-Nicola 10. Remembering Tomorrow: Music and Nostalgia in Fallout’s Retro-Future – Jessica Kizzire 11. Confronting Nostalgia for Racism in American Popular Music via BioShock Infinite – Sarah Pozderac-Chenevey Notes on Contributors Index

    Out of stock

    £28.50

  • Game Sound An Introduction to the History Theory

    MIT Press Ltd Game Sound An Introduction to the History Theory

    10 in stock

    Book SynopsisAn examination of the many complex aspects of game audio, from the perspectives of both sound design and music composition.A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources—including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves—to offer a broad overview of the history, theory, and production practice of video game audio. Game Sound has two underlying the

    10 in stock

    £33.00

  • Angry Birds Hatching a Universe

    Titan Books Ltd Angry Birds Hatching a Universe

    5 in stock

    Book SynopsisIn 2009 Rovio Entertainment wowed the world when it unleashed an unlikely gaming phenomenon: Angry Birds. This coffee table book goes behind the scenes to deliver in-depth insight into the remarkable artistry that goes into creating each game. It also features artwork and revealing interviews with the game's creators.

    5 in stock

    £23.99

  • Advanced Game Design

    Pearson Education (US) Advanced Game Design

    Out of stock

    Book SynopsisMichael Sellers is Director of the Game Design program and a Professor of Practice at Indiana University in Bloomington, Indiana. Sellers has worked as a professional game designer since 1994, with a focus on designing social, mobile, and massively multiplayer online games (MMOs). He has started and run three successful game studios and has also worked for notable game developers such as 3DO, Electronic Arts, Kabam, and Rumble Entertainment as a lead designer, executive producer, general manager, and creative director. His first commercial game was the award-winning Meridian 59, the first 3D MMO, released in 1996. He was also the lead designer on The Sims 2, Ultima Online, Holiday Village, Blastron, and Realm of the Mad God, among other games. In addition to his woTable of ContentsIntroduction Part I: Foundations Chapter 1 Foundations of Systems Chapter 2 Defining Systems Chapter 3 Foundations of Games and Game Design Chapter 4 Interactivity and Fun Part II: Principles Chapter 5 Working as a Systemic Game Designer Chapter 6 Designing the Whole Experience Chapter 7 Creating Game Loops Chapter 8 Defining Game Parts Part III: Practice Chapter 9 Game Balance Methods Chapter 10 Game Balance Practice Chapter 11 Working as a Team Chapter 12 Making Your Game Real Bibliography Index

    Out of stock

    £40.04

  • The Composition of Video Games

    McFarland & Co Inc The Composition of Video Games

    Out of stock

    Book Synopsis Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience. In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don''t work) together to create a cohesive experience and to provide a unified framework for understanding video games.

    Out of stock

    £27.54

  • Video Game Design

    Bloomsbury Publishing Plc Video Game Design

    15 in stock

    Book SynopsisMichael Salmond, Digital Media Design, Florida Gulf Coast University, USA. Michael is a digital interaction designer, video game artist and digital theorist. His work has been exhibited and published nationally, internationally and online. He has been teaching video game design and interaction design for over ten years in the UK and the USA. He is the co-author of The Fundamentals of Interactive Design (2013).Trade ReviewOffers readers a much more comprehensive view of the industry than other books of its kind. Practical game making information, analytic methods, and academic concepts are combined to give game designers a rich toolset for their own work. -- Christopher Totten, Game Artist in Residence, American University, Washington DCAn excellent, comprehensive book that successfully covers all areas of game design and development. It uses a good range of sources and a variety of styles and contexts. Easy to access and dip into. It's an ideal and thorough introduction to game design. * Ros Allen, University of Sunderland, UK *Offers a complete breakdown of the process, context and application of how to make a game based on insightful information from a variety of studios at the cutting edge of game development. For anyone new to the subject area they will be under no illusion as to the depth of complexity and skill levels required to produce a video game for today's market place. From initial concept ideas and pre-production all the way to investment and management, the book goes to great lengths to cover all areas with as much clarity and precise, relevant information as possible. It is one of the best books available on the subject. -- Simon Reed, Course Leader BA Game Art, University of South Wales, UKFrom games we play as kids in the schoolyard to video games we play as adults this well-designed book examines and explains the rules and mechanics that make them historically relevant for us humans. From the conceptual to the technical, dedicated chapters to every aspect of game design will help you understand the structure, depth and complexity of one of the most pervasive storytelling activities of our time. Aided by interviews with game makers, exercises and examples demonstrate how fluidity in a game arises from planning, execution and reiteration. But as the author states, and I could not agree more, “If you want to make games, go make games. Make games, make mistakes and learn from them.” This book helps you do just that. -- Arturo Sinclair, Assistant Professor, Media Arts, Sciences and Studies, Ithaca College, New YorkVery rich in examples and exercises to develop necessary skills: a serious text for serious learners. * Luca Pulvirenti, Accademia di Belle Arti di Palermo, Italy *Table of ContentsChapter 1: Defining Games; What Do We Mean When We Say ‘Game’?; Games Have Rules and Mechanics; Ludology; Games Have Always Been With Us; the Rhetorics of Play; Game Culture; Defining Culture; Beginning the Quest; Interview Adam Saltsman, Game Maker (Gravity Hook, Canabalt); Case Study: Cababalt Chapter 2: World Building (Mechanics, Rules & Behaviors); When You Build a Game, You Construct a Universe; Games, Rules and Mechanics; The Building Blocks of Game Design ; The Field of Play; Game Mechanics, an Overview; Player Numbers as Mechanic; Rules of Play; Video Game Rule Taxonomy; Objects and Concepts; Restricting Actions; Circumstantial Effect; Outcomes of Play; Objectives of Play (Goals); Player Resources; Conflict (Resources); Case Study Kentucky Route Zero, Cardboard Computer Chapter 3: Video game Analysis; Thinking Like a Game Designer; Understanding Bias; Recognising Bias; Starting the Analysis Process; Bias Informs the Mechanic (Cognitive Bias; Priming, Anchoring, Availability); First Order Optimal Strategies; Game Consistency; Becoming a Designer/Player; The Rollercoaster Experience; Interview James Portnow Ceo, Rainmaker Games/Director, Games for Good Chapter 4: Understanding the Motivations for Play; Bartle’s Taxonomy of Play; The Big Five; Personality Traits & Video Game Players; Personality Traits of Players; Translating the OCEAN Model to Game Design; Correlating the Player Models; Patterns of Play; Designing an Experience; Interest Curves; Pacing; Pacing Is Important In Establishing Tone; Pacing: Arc, Scene and Action; A Quick Word on Tutorials and On-Boarding; Interview: Brandon Sheffield Director, Necrosoft Games Chapter 5: The Formal Game Design Concepts; Video Games Are Event-Driven Experiences; Experiences Come From Emotions; Where Do Emotions Come From?; Identify the Emotion; Emotions Triggered Through the Game’s Mechanic; Flow; Getting Into the Zone; Emotions Transmitted Through Story; Emotions Transmitted Through the World; Emotional Experiences; Case Study: Gone Home, Steve Gaynor Co-Founder the Fullbright Company Chapter 6: The Preparation Phase; Lack of Experience; Models for Planning; Planning and Iteration; Iteration; Paper Prototype Phase; Fixing on the Game’s Visuals; There Are No Crystal Balls; The Three Cs: Character Design, Camera Design and Control Design; Play-Testing the Game (Prototype) ; Leave the Ego Outside and Observe; Try Not to Fixate on the Negatives; Audience; Getting What You Need; Common Play-Testing Questions; Early Access as Play-Testing; Interview: Kate Craig, Environment Artist, the Fullbright Company Chapter 7: The Principles of Level Design; Concept Art and Sketches; Creating an Emotional Aesthetic; Level Design Is Storytelling; Planning the Level; Listing the Level Components; Birds Eye View and Environment Flow; The Player Path; Lines of Sight and Paths; Limiting Lines of Sight; Building on Differences; Case Study: Gunpoint Chapter 8: Principles of Level Design Part 2; Invisible Boundaries; Occlusion Culling, Overdraw and Frustum Culling; Bounding the Level; Scale Is Important; Sizing and Field of View; Wayfinding Systems; Modular Models and Textures; Texture Sheets; The Texture Atlas; Silhouette Environment Design; The Principles of Silhouette Design:; Choke Points and Strong Points; Looking Back Is Important; Interview: Creating Games at Media Molecule Kareem Ettouney, Art Director Rex Crowle, Creative Lead Chapter 9: Character Design; What Is a Character?; The Building Blocks of Character Design; Personality and Personification; Characters That Serve a Purpose; What Is In a Name?; Stereotypes: Uses and Misuses; Building the Character ; Generic Characters Vs Stand-Out Characters; Making the Character ‘Real’; Non-Player Characters and Relationship Maps; Further Defining the Character Aesthetic Using Mood Boards and Model Sheets; Conclusion: Game Characters Come In All Shapes and Sizes Chapter 10: Getting Them to Play, Keeping Them Playing; Tutorials, On-Boarding and Rewards; Tutorial Design, Easing the Player In; Unconventional Controls; Win Early, Win Often; On-Boarding; On-Boarding Methods; Rewarding the Player; Designing Rewards; Intrinsic and Extrinsic Rewards; Motivating By Design; Conclusion Engagement and Rewards Are Unique to Games; Interview Kenneth Young Head of Audio Media Molecule Chapter 11: Interface Design and Audio Design; Constrained Choices, How to Think About Interfaces; Pick a Path, Designing Constraints; Interface Design; Invisibility and Feedback; Interface Design Schemes; Interfaces Are Communication; Interface Types; Non-Diegetic; Meta; Spatial; Mapping and Modes; Interface Overload; Audio Design, a Brief Overview; Sound as Manipulation; Designing Sounds That Do Not Exist; Audio for Atmosphere; Conclusion: Interfaces and Audio Complete the Prototype; Interview Tyson Steele, User Interface Artist, Epic Games Chapter 12 Where Next? ; Ethics, Inclusion and Monetization; Ethics and Gaming; Games Are Transformative; Inclusion; Inclusion and Doubt; Be Wary of Hubris; Be Wary of Negative Stereotypes; Game Violence; Copyright and Intellectual Property; Personal Responsibility; Monetization Conclusion: Thanks for Playing; Technical Resources; Industry Standard Software for Non-Programmers; Tools for Programmers (On a Budget); Open Source (Free) Tools and Communities; Overview of Common Industry Terms; Further Reading; Glossary; Index; Acknowledgements

    15 in stock

    £33.24

  • Games Design and Play

    Pearson Education (US) Games Design and Play

    Out of stock

    Book SynopsisColleen Macklin is a game designer and an Associate Professor in the school of Art, Media and Technology at Parsons The New School for Design, where she has been teaching interaction and game design for over 20 years. Macklin is also founder and co-director of PETLab (Prototyping Education and Technology Lab), a lab that develops games for experimental learning and social engagement. PETLab projects include disaster preparedness games and sports with the Red Cross, the urban activist game Re:Activism and the physical/fiscal sport Budgetball. PETLab has also published game design curricula for the Boys & Girls Club. She is a member of the game design collective Local No. 12, best known for their social card game, the Metagame. Her work has been shown at Come Out and Play, UCLA ArtSci Center, The Whitney Museum for American Art and Creative Time. John Sharp is a designer, art historian, curator and educator with over twenty five years of involvTable of ContentsPart IConcepts 1Games, Design and Play 2Basic Game Design Tools 3The Kinds of Play 4The Player Experience Part IIProcess 5The Iterative Game Design Process 6Design Values 7Game Design Documentation 8Collaboration and Teamwork Part IIIPractice 9Conceptualizing Your Game 10Prototyping Your Game 11Playtesting Your Game 12Evaluating Your Game 13Moving from Design to Production Works Cited Glossary Index

    Out of stock

    £32.79

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