Computer games design Books

173 products


  • The Nostalgia Nerd's Retro Tech: Computer,

    Octopus Publishing Group The Nostalgia Nerd's Retro Tech: Computer,

    4 in stock

    Book SynopsisRemember what a wild frontier the early days of home gaming were? Manufacturers releasing new consoles at a breakneck pace; developers creating games that kept us up all night, then going bankrupt the next day; and what self-respecting kid didn't beg their parents for an Atari or a Nintendo? This explosion of computers, consoles, and games was genuinely unlike anything the tech world has seen before or since.This thoroughly researched and geeky trip down memory lane pulls together the most entertaining stories from this dynamic era, and brings you the classic tech that should never be forgotten.

    4 in stock

    £17.09

  • Destiny: Grimoire Anthology - Dark Mirror (Volume

    Titan Books Ltd Destiny: Grimoire Anthology - Dark Mirror (Volume

    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. This volume illuminates a facet of the world of Destiny, and challenges 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

    £21.24

  • The Art  Lore of Dead by Daylight

    £27.99

  • The Art of Death Stranding

    Titan Books Ltd The Art of Death Stranding

    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

    £23.99

  • The Art of Borderlands 4

    Dark Horse Comics The Art of Borderlands 4

    3 in stock

    3 in stock

    £39.99

  • The Cinematic Art of Starcraft

    Titan Books Ltd The Cinematic Art of Starcraft

    Out of 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.

    Out of stock

    £29.75

  • Indie Game Works

    Thames & Hudson Indie Game Works

    Book SynopsisNathan P. Gibson is a freelance writer and editor specializing in videogames and the gaming industry, who has contributed articles to a wide array of outlets covering videogames, movies, and television shows. These include The Independent, Ranker, Screen Rant, Cultured Vultures, Pop Geeks, Looper, SVG and SlashGear.

    £28.00

  • How to Become a Video Game Artist

    Watson-Guptill Publications How to Become a Video Game Artist

    15 in stock

    Book SynopsisStarting with the basics of game creation and a look at the artistic skills necessary to get started, this title offers key roles for creators - from concept artists to character animators to marketing artists and beyond. It also features interviews with video game art professionals who've worked for top gaming companies.

    15 in stock

    £15.19

  • Saurian: A Field Guide to Hell Creek

    Titan Books Ltd Saurian: A Field Guide to Hell Creek

    2 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

    2 in stock

    £23.99

  • Future Gaming: Creative Interventions in Video

    MIT Press Ltd Future Gaming: Creative Interventions in Video

    2 in stock

    Book Synopsis

    2 in stock

    £21.75

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

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

    1 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 *

    1 in stock

    £10.44

  • The Art of Horizon: Zero Dawn

    Titan Books Ltd The Art of Horizon: Zero Dawn

    15 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

    15 in stock

    £23.99

  • The Art of Anno 117 Pax Romana

    Dark Horse Comics,U.S. The Art of Anno 117 Pax Romana

    5 in stock

    5 in stock

    £39.99

  • The Dream Architects: Adventures in the Video

    Little, Brown & Company The Dream Architects: Adventures in the Video

    2 in stock

    Book SynopsisAt Massive Entertainment, a Ubisoft studio, a key division of one of the largest, most influential companies in gaming, Managing Director Polfeldt has had a hand in some of the biggest video game franchises of today, from Assassin's Creed to Far Cry to Tom Clancy's The Division, the fastest-selling new series this generation which revitalized the Clancy brand in gaming.In THE DREAM ARCHITECTS, Polfeldt charts his course through a charmed, idiosyncratic career which began at the dawn of the Sony PlayStation and Microsoft Xbox era--from successfully pitching an Avatar game to James Cameron that will digitally create all of Pandora to enduring a week-long survivalist camp in the Scandinavian forest to better understand the post-apocalyptic future of The Division.Along the way, Polfeldt ruminates on how the video game industry has grown and changed, how and when games became art, and the medium's expanding artistic and storytelling potential. He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, THE DREAM ARCHITECTS is a seminal work about the biggest entertainment medium of today.

    2 in stock

    £13.49

  • Shigeru Miyamoto: Super Mario Bros., Donkey Kong,

    Bloomsbury Publishing Plc Shigeru Miyamoto: Super Mario Bros., Donkey Kong,

    1 in stock

    Book SynopsisVideo games are considered by many to be just entertainment—essentially void of skillful, artistic intervention. But as any gamer knows, there’s incredible technical and graphic talent behind even a flickering Gameboy screen. You may have never heard Shigeru Miyamoto’s name, but you’ve probably spent many a lazy afternoon absorbed in his work. Joining Nintendo as a video game designer in the late 1970s, Miyamoto created the powerhouse franchises Super Mario Bros., The Legend of Zelda, and Donkey Kong—games so ubiquitous that Miyamoto was named one of TIME’s 100 Most Influential People in 2007. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto unveils the artist behind thousands of glowing gaming screens, tracing out his design decisions, aesthetic preferences, and the material conditions that shaped his work. With this incredible (and incredibly unknown) figure, series editors Jennifer DeWinter and Carly Kocurek launch the Influential Video Game Designers series, at last giving these artists the recognition they deserve.Trade ReviewI came to this book knowing very little about Miyamoto, but, like anyone else who’s been playing video games since he was a kid, and having played at least a dozen of his titles, several are permanently burned into my brain. DeWinter lays out his many influences, from his time exploring caves in the rural region where he grew up to his time as a teenage banjo player. There were multiple moments when I came across some new (to me) piece of information about Miyamoto, thought back to a game of his — in some cases, one I haven’t played in years — and felt the cognitive click of recognition. -- Jessie Singal * The Boston Globe *Summing up such a massive career is an unbelievable act of compression, and what is there is incredibly well-researched and well-synthesized to the point that it feels like its own tidy Miyamoto-like object… An incredibly well-rounded resource, brimming with anecdotes, interviews, and any document on-hand to provide a clearer understanding of a public-yet-enigmatic figure. -- Cameron Kunzelman * Paste Magazine *Shigeru Miyamoto: Super Mario Bros., Donkey Kong, The Legend of Zelda really gets at the heart of Miyamoto’s influence on the gaming industry … Providing a great understanding of Shigeru Miyamoto’s role in the gaming industry, it’s a book that also gives readers an understanding of the history of gaming as a whole, as well as the many influences one influential designer can have … it provides a fascinating look at how the gaming industry has evolved through the years. * Games Fiends *As Influential Video Game Designers: Shigeru Miyamoto stands, the book is a must-read for young game designers and those who may be considering entering the field. The book provides the greatest insight I've ever read on the history, philosophy and creative process of perhaps the most beloved game creator in industry history. -- Patrick Scott Patterson * SyFy Games *[R]eadable and informative ... Shigeru Miyamoto is a dedicated exploration of an undeniably important contributor to videogame history and culture ... deWinter presents an accessible but always academic study that could provide design students with fresh inspiration just as quickly as it could provide an academic a fresh perspective from which to approach digital games. * Cultural Sociology *DeWinter expertly sifted through a varied assemblage of critical essays, interviews, biographies, and articles on Miyamoto to deliver one of the most definitive examinations to date of his astonishing career. -- Robert Marrujo * Nintendojo *The Influential Video Game Designers series aims at a gap in interdisciplinary games studies: the game-‘auteur.’ To date, video games are considered goods—produced in economics without authorship. However, a close look shows that the "object" of the video game comprises not only modes of production or economics, but also the perspective of a maker. In this sense, the first volume of the series, about the Japanese game designer Shigeru Miyamoto, is conceptually and theoretically the right decision: Miyamoto is a game designer who is rather unknown to public, but certainly popular and ever-present (at least to a general audience) with his games. To discuss the work, aesthetic preferences, and strategies of production of a man who could be addressed as one of the ‘father figures’ of game design is the right decision. The book itself is not only a must-have for everybody interested in gaming culture, game design or the Japanese gaming industry, but also a great way to remember when you wasted your free time (and your coins) by playing Super Mario Bros. or Donkey Kong. * Rolf Nohr, Professor of Media Aesthetics / Media Culture, The Braunschweig University of Art, Germany *Historians of digital games have until now lacked a critical assessment of the game industry's most famous and influential designer, Shigeru Miyamoto. This certainly held us back, but Jennifer deWinter has at last removed the problem with this balanced account of his achievements. The rest of us will have to get busy and build on her outstanding work. * Henry Lowood, History of Science & Technology Collections and Film & Media Collections, Stanford University Libraries, USA *With this book Jennifer deWinter and Carly Kocurek have made an enormous contribution to the study of videogame history, design and aesthetics. This is not only due to the work's novel focus upon a single designer, but also due to the forensic manner in which they unpack the complex relationship between Miyamoto’s oeuvre and the material conditions which influenced every design decision. Written in an engaging, concise style, this is more than just a book for academics: it is essential reading for any designer or fan of the medium. * Steven Conway, Lecturer in Games & Interactivity, Swinburne University of Technology, Australia *Ultimately, the book is effective in discussing the context and styles of Miyamoto’s influential work as a game designer… And at 184 pages, the relatively brief study should be accessible to scholars and nonscholars alike who are curious about game development. * American Journal of Play *Table of ContentsAcknowledgments List of Figures Foreword Chapter 1: The Father of Modern Video Games Chapter 2: Spatial Narratives: Characters in their Worlds Chapter 3: From Games to Experiences: Designing for User Freedom and Unique Expression Chapter 4: Revolutionizing Gameplay: Casual Games and Mature Audiences Chapter 5: In His Own Words: Transcript of Miyamoto's 1999 Game Developer Conference Keynote Chapter 6: A Continuing Legacy Gameography Works Cited Index

    1 in stock

    £21.84

  • The Cinematic Art of World of Warcraft: Volume 1

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

    1 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.

    1 in stock

    £28.00

  • 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

  • Watch Dogs Legion: Resistance Report

    Titan Books Ltd Watch Dogs Legion: Resistance Report

    2 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.

    2 in stock

    £19.54

  • Sea of Stars Throes of the Watchmaker

    3dtotal Publishing Sea of Stars Throes of the Watchmaker

    1 in stock

    1 in stock

    £14.25

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

    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.

    £15.19

  • Genshin Impact Official Art Book Vol. 1

    HarperCollins Publishers Genshin Impact Official Art Book Vol. 1

    15 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

    15 in stock

    £24.00

  • Drawing Basics and Video Game Art

    Watson-Guptill Publications Drawing Basics and Video Game Art

    Out of stock

    Book SynopsisA guide to learning the basic drawing skills needed to successfully create video game art. It demonstrates how fine art principles like drawing skills, anatomy, values and lighting and colour all apply to the creation of artwork for video games. It features artwork from such hit video games as "Halo Reach", "Zelda", and "Super Mario Galaxy 2".Table of ContentsForeword by Tristan Donovan Preface Introduction Level 01/ Fundamentals Materials Basic Pencil Techniques Basic Perspective Basic Volumes Basic Lighting and Values Visual Measuring Tools Drawing Process Level 02/ Advanced Drawing Concepts Advanced Perspectives and Volumes Advanced Lighting and Values Atmospheric Perspective Landscape Drawing Level 03/ The Human Figure Gravity and Movement Proportions Skeletal Landmarks Level 04/ Anatomy Six Stages for Rendering Anatomy The Foot The Leg The Pelvis The Spine and Ribcage The Shoulder Girdle The Arm The Hand The Head and Neck Facial Expressions Level 05/ Elements of Design Frame Camera Angle Scale Grouping Lighting Line Shapes Subverting Conventions Level 06/ Character Design Good Studio Practice Brainstorming and Character Concept Visual Metaphors Mind-Map, Research, and Mood Board Thumbnail Development Final Character Drawing and Model Sheet Level 07/ Environment Design Character/Environment Shapes Building Construction Character-Centric Environment Design Top-Down Environment Design Gameplay Map Level 08/ Color and Digital Tools Color Adding Color with Digital Tools Professional Portfolio and Getting Work Bibliography Index

    Out of stock

    £17.59

  • Game Changers: The Video Game Revolution

    Phaidon Press Ltd Game Changers: The Video Game Revolution

    Out of stock

    Book Synopsis'A fitting tribute to gaming’s Hall of Fame.' – Esquire As seen in Vanity Fair, Axios Gaming, Esquire, and Polygon An A to Z of video games – 300 entries showcasing the most influential and celebrated games, consoles, publishers, and more A visual history of all things video games, this book will provide the reader with an overview of the gaming industry, from the very first game created around the mid-twentieth century, right through to the present day. Particular focus is given to advances within the industry during this time, such as new technologies, innovative gameplay, never-before-seen graphics, and design. An introduction by Simon Parkin provides an overview of gaming history, and exploring how iconic games have pushed the boundaries of the medium and 300 entries, hand picked by a panel of industry experts, showcase the most influential and celebrated games, consoles, publishers, and more. Each entry is accompanied by text informing the reader about the game and its history, its place in wider popular culture, and including useful information and facts, with exciting and sometimes unexpected pairings provided by the A to Z organisation. A glossary of key words and select biographies of influential creators and developers provides more context and a system of icons and infographics allows readers to see the connections between the book’s 300 entries. Wider gaming culture, and how it has grown from a niche hobby to a worldwide phenomenon, influencing popular culture, is also explored, making this the widest ranging survey of games and gaming available today.Trade Review'This big, fat, shiny book on game-changing video games, from Pac Man to Call of Duty, Donkey Kong to Fortnite and beyond, is big, fat, shiny fun. Informed writing, sharp design, printed on nice heavy paper, a fitting tribute to gaming’s Hall of Fame.' – Esquire‘The book managed to surprise me, a hardened video game journalist.’ – Polygon, Chris Plante, Co-Founder and Editor-in-Chief‘A smart, meaty, mature introductory course to gaming.’ – Polygon, Best Video Game Books of 2023 'Evokes wonder and nostalgia. – Wallpaper* 'An in-depth excavation into the evolution of video game design and technology. – Dazed 'A highly informational tome that provides insight into 300 highly varied games … brings well-deserved attention to some of the more slept-on games that have ever been released. – ONE37pm 'Game geeks, get ready!' – The Media Tourist 'Offers a sweeping view of the video game landscape and showcases its breadth.' – GeekDad 'Gamers of all types will appreciate this detailed history of video games ... If you ever wished they'd take a break from screens to read instead, this is the book to do it.' – Redbook Magazine 'If you have any interest in games, you should definitely check out Game Changers.' – Mobile Syrup 'If you’re looking for an excellent, gorgeous coffee table book that has amazing games throughout history and great art … I definitely recommend it.' – Russ Frushtick, The Besties Podcast

    Out of stock

    £33.96

  • Like a Hurricane An Unofficial Oral History of

    Thames & Hudson Ltd Like a Hurricane An Unofficial Oral History of

    5 in stock

    Book SynopsisThe culmination of several years of research by games writer Matt Leone, Like a Hurricane gathers together over 60 voices, spread across continents, disciplines and companies, speaking candidly on the vision, fearlessness, and bold ambition that made Street Fighter II a household name. A collaboration between Read-Only Memory and Polygon, Like a Hurricane is an extended and enhanced print adaptation of Matt Leoneâs series of in-depth oral histories, published online in serial form by Polygon. This physical version has been extended and enhanced for print, featuring over 50 specially commissioned illustrations and extra research content. Featuring: Takashi âPistonâ Nishiyama, Hiroshi âFinishâ Matsumoto, Noritaka âPooâ Funamizu, Yoko âShimo-Pâ Shimomura, and more than 50 others, including dozens of former Capcom employees, former Gamest magazine editor Zenji Ishii, combo video pioneer Tomotaka âTZWâ Suzuki, U.S. Street Fighter box artist Mick McGinty, Incredible Technologies CEO Trade Review'The history of Street Fighter is hardly shrouded in mystery, but few books tell its story as well as Matt Leone’s … excellent … packed with wonderful detail … Leone has done fans a massive service by capturing the memories of those who were vital to Street Fighter’s creation and success, and has preserved them for future generations to enjoy … a treasure trove for any self-respecting Street Fighter fan' - Time Extension'If you’re eager to discover how Street Fighter II came to dominate early Nineties gaming, author Matt Leone has created an impressively comprehensive account of its impact here' - Retro Gamer'Like a Hurricane is crafted with deep love and an invaluable work for a series that has become synonymous with a genre that is living its most interesting days at this moment... This book will please both the fans who want to know the curiosities behind the development of this legendary game, as well as anyone who wants to know more about how we used to perform hadoukens back in the day, and how much has changed since then' - The GamerTable of ContentsChapter 01 Street Fighter; Chapter 02 Street Fighter II; Chapter 03 Fatal Fury; Chapter 04 Street Fighter II: Champion Edition; Chapter 05 Street Fighter II Turbo: Hyper Fighting; Chapter 06 Bringing the games home; Chapter 07 Ebb and flow; Chapter 08 Super Street Fighter II; Chapter 09 Super Street Fighter II Turbo; Chapter 10 Darkstalkers; Chapter 11 X-Men: Children of the Atom; Chapter 12 Street Fighter Alpha; Chapter 13 Street Fighter: The Movie: The Game; Chapter 14 Street Fighter EX; Chapter 15 Street Fighter III; Chapter 16 Capcom vs. SNK; Chapter 17 Moving on

    5 in stock

    £22.50

  • The Art of Alien: Isolation

    Titan Books Ltd The Art of Alien: Isolation

    2 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

    2 in stock

    £23.99

  • Games Design and Play

    Pearson Education (US) Games Design and Play

    1 in 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

    1 in stock

    £38.94

  • How Games Move Us

    MIT Press How Games Move Us

    1 in stock

    Book Synopsis

    1 in stock

    £16.99

  • Professional Techniques for Video Game Writing

    Taylor & Francis Ltd Professional Techniques for Video Game Writing

    1 in stock

    Book SynopsisThis second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it's still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The book also offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative. Key Features Comprehensive enough for veterans and accessible enough for novices Goes into detail about how to write tutorials, script doctoring, and writing for AAA games Delivers invaluable experiences directly from writers in tTable of ContentsChapter 1 ◾ Getting Writing Jobs in Video Games 1 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 2 ◾ Game Script Formatting 11 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 3 ◾ Documentation for Writers 21 John Feil, Paizo Chapter 4 ◾ Writing Instructions, Helptext, Walkthroughs, and Manuals: Text to Train the Player 37 John Feil, Paizo Chapter 5 ◾ Writing Tutorials: Write “Start” to Start 53 Andrew S. Walsh, Guerrilla Games, Sony Chapter 6 ◾ Practical Techniques for Productivity: Getting the Work Done 89 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 7 ◾ Collaborating with Art, Design, and Engineering 99 Anthony Burch, Santa Monica Studio Chapter 8 ◾ Writing for AAA Games: Playing in the Big Leagues 105 Marek Walton, Crystal Dynamics Chapter 9 ◾ Writing for Indie Games 121 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 10 ◾ Game Writing Remotely: How to Pay the Rent Working from Home 127 Tracy A. Seamster, Independent Contractor Chapter 11 ◾ Game Writing On Staff 139 Samantha Wallschlaeger, Monolith Productions Chapter 12 ◾ Keeping Localization in Mind: When Game Narrative Travels Abroad 153 Ross Berger, Electronic Arts, Amazon Chapter 13 ◾ Writers in the Recording Studio 165 Haris Orkin, Independent Contractor Chapter 14 ◾ Writing for Existing Licenses 185 Heidi McDonald, Independent Contractor Chapter 15 ◾ Writing for New IP 197 Rhianna Pratchett, Independent Contractor Chapter 16 ◾ Script Doctoring 219 Richard Dansky, Central Clancy Writer, Ubisoft Chapter 17 ◾ Writing Compelling Game Characters 235 William Harms, Narrative Director, Hangar 13 Chapter 18 ◾ Hiring Philosophies: We Can Do Better 243 Tom Abernathy, Studio Narrative Director, ArenaNet Chapter 19 ◾ If It Works, Break It: Game Narrative Tropes and Innovation 257 Maurice Suckling, Independent Contractor, Professor of Practice, Rensselaer Polytechnic Institute APPENDIX A ◾ CALL OF JUAREZ: GUNSLINGER SCRIPT SAMPLE–SCREENPLAY FORMAT, 271 APPENDIX B ◾ BRATZ: FOREVER DIAMONDZ SCRIPT SAMPLE–MODIFIED SCREENPLAY FORMAT, 289 APPENDIX C ◾ BARKS AND TASK SPREADSHEET, 291 APPENDIX D ◾ CASTING SIDES FOR CALL OF JUAREZ, 301

    1 in stock

    £44.99

  • Game Anim

    CRC Press Game Anim

    1 in stock

    Book SynopsisGame Anim teaches the technical and artistic fundamentals of video game animation and goes further to provide practical advice and industry insights to help you become a rounded and successful game animator. Covering every stage of game production from the animatorâs perspective, it is packed with the lessons learned from working on a variety of game types in both in-game and cinematic roles in animator, lead, and director positions. These have been successful across multiple studios regardless of team, size and culture.The 2nd edition includes a new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Game Anim provides essential guidance to those looking to break into the industry and successful animators wishing to take the next step in their career. Key Features â 20 Years of Insight: Accumulated knowledge fromTable of ContentsChapter 1 The Video Game Animator What It Means To Be A Video Game AnimatorChapter 2 The Game Development EnvironmentChapter 3 The 12 Animation PrinciplesChapter 4 The Five Fundamentals of Game AnimationChapter 5 What You Need To KnowChapter 6 The Game Animation WorkflowChapter 7 Our Project: Pre-productionChapter 8 Our Project: Technical AnimationChapter 9 Our Project: Gameplay AnimationChapter 10 Our Project: Cinematics & FacialChapter 11 Our Project: Motion CaptureChapter 12 Our Project: Animation Team ManagementChapter 13 Our Project: Polish & DebugChapter 14 2D & Pixel Art AnimationChapter 15 The Future

    1 in stock

    £44.99

  • 500 Years Later An Oral History of Final Fantasy

    Thames & Hudson Ltd 500 Years Later An Oral History of Final Fantasy

    1 in stock

    Book SynopsisTwenty-five years ago, Matt Leone couldn't think of anything better to pad out his birthday thank you notes, so he filled them withMortal Kombat IIfacts and has been writing about games ever since. Currently, he's an editor at Polygon, working with freelancers and reporting on behind the scenes aspects of the game industry.Table of ContentsThe Interviewees: Shigeo Maruyama, Hironobu Sakaguchi, Motonori Sakakibara, Tomoyuki Takechi, Tatsuya Yoshinari, Kyoko Higo, Yoshihiro Maruyama, Hiroshi Kawai, Yoshinori Kitase, Tetsuya Nomura, Kazuyuki Hashimoto, Keith Boesky, Yoshitaka Amano, Shinichiro Kajitani, Darren Smith, Junichi Yanagihara, Shuhei Yoshida, Jun Iwasaki, George Harrison, Hiroki Chiba, Frank Hom, Nobuo Uematsu, Alexander O. Smith, Kazushige Nojima, Seth Luisi, David Bamberger, Elaine Di Iorio, William Chen, Rex Ishibashi, John Riccitiello, Yoichi Wada, Yusuke Naora

    1 in stock

    £24.00

  • This is esports and How to Spell it  LONGLISTED

    Bloomsbury Publishing PLC This is esports and How to Spell it LONGLISTED

    1 in stock

    Book SynopsisPro gaming''s award-winning broadcaster Paul Redeye Chaloner brings us the definitive book on esports, the fastest growing entertainment phenomenon in the world today. Paul Redeye Chaloner is quite simply a legend of the esports scene. And now, he will use all his years of experience to write the definitive book on the modern world of esports. What is it? What is life like in an esports team? Just how much corruption and cheating goes on behind it all? And what''s it like to stand in front of thousands of people, broadcasting to millions over the world, as one team sits on the brink of earning millions? Redeye will reveal all.What is competitive gaming, and where did it come from? What makes it so exciting? The bitter esports team and country rivalries, the scandals, the money, the last-minute Hail Mary plays; it''s all here, brought to you with the trademark wit--and access--of the industry''s most respected and experienced broadcaster. He''ll even tell you hTrade ReviewPaul has been involved with competitive gaming from its earliest days and his knowledge shines through here. This book is full of terrific stories and insights from the inside, not only of the booms and the busts, but the fascinating people who’ve grown the scene. It’s a must read not only for those interested in the rise of esports but gaming history in general. -- T.L. Taylor, Professor Massachusetts Institute of TechnologyPaul Chaloner is a living legend in the esports space. He has seen it all, survived it all and helped build it all. His expertise has created global admiration and his faith and hard work in esports have played integral roles in building a digital sport for a new digital world -- Jason Lake, founder and CEO of Complexity GamingTable of ContentsIntroduction Then and Now PART 1 This is esports (And how to spell it) From coin-ops to icons 1995-2005: Esports 1.0 Boom and Bust From Shooters to MOBAs (and back again) Enter the Internet Are fighting games an esport? Mod Makers vs Game Owners PART 2 Rivalries Life in an esports Team Rags to riches Growing Pains A Global Industry Going Live Game Over: Ready for Retirement Already? Esports Levels up: What next?

    1 in stock

    £11.69

  • Sidemen The Book

    Hodder & Stoughton Sidemen The Book

    1 in stock

    Book SynopsisBillions of you have watched their videos and millions of you have followed them on social media.So here we go; it''s time to back up because YouTube superstars, The Sidemen, are finally here in book form and they''re dishing the dirt on each other as well as the YouTube universe. There''s nowhere to hide as KSI, Miniminter, Behzinga, Zerkaa,Vikkstar123, Wroetoshaw and Tobjizzle go in hard on their living habits, their football ability, and their dodgy clobber, while also talking Fifa, Vegas and superheroes. They''ll also give you their grand house tour, letting you in on a few secrets, before showing you their hall of fame, as well as revealing some of their greatest shames.Along the way you''ll learn how seven of the world''s biggest YouTube stars started off with nothing more than a computer console, a PC and a bad haircut before joining forces to crush the internet. And they''ll tell you just how they did it (because they''re nice like that) with their ulTrade ReviewIt's a brilliant read which is funny and informative all at once. * The Sun *

    1 in stock

    £21.25

  • Marx at the Arcade: Consoles, Controllers, and

    Haymarket Books Marx at the Arcade: Consoles, Controllers, and

    1 in stock

    Book SynopsisIn Marx at the Arcade, acclaimed researcher Jamie Woodcock delves into the hidden abode of the gaming industry. In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies.Trade Review"Rejecting both fanboy boosterism and moralistic denunciations, Marx at the Arcade offers a refreshing approach to video games analysis. Woodcock never loses sight of the fact that the material conditions behind game production shapes the stories games tell and how they tell them, but does not reduce its analysis of the medium to these material conditions. The book highlights how it feels to actually play a game, what makes it fun, and why that participatory aspect matters when discussing what a game communicates as a cultural product." —Jacobin "Marx at the Arcade. Consoles, Controllers, and Class Struggle by Jamie Woodcock is a seminal text if you want to understand the power dynamics behind the production, distribution and consumption of video games, seen as cultural products through a Marxist lens." —Il Manifesto "Jamie Woodcock has written a book as fun and engrossing as any game. Not only does he bring a sharp Marxist analysis to the videogames industry--in turn, he uses games to further our understanding of Marx. Whether you game or not, an indispensable book." —Sarah Jaffe, author of Necessary Trouble: Americans in Revolt "In his delightful Marx at the Arcade, Jamie Woodcock launches an urgently-needed workers’ inquiry into video and computer games—investigating both the work that goes into producing such games and the play in which so many of us seek relief from constant work. Lucid, scholarly, energetic and itself playful, Marx at the Arcade sets a new frontier for radical political understanding of the digital game." —Nick Dyer-Witheford "Marx at the Arcade is an important, brilliant and timely read that reveals the oft-ignored lives of overworked and exploited game workers, as well as the rise of the global Game Workers Unite movement that is fighting for change. Placing games within the context of a wider cultural and political struggle, Woodcock makes a compelling case for combating the toxic and reactionary elements of games culture, and pushing games towards a more positive, radical role in the world." —Karn Bianco, Games Workers Unite "Combining the unalloyed enthusiasm of the gamer with the critical gaze of the historical materialist, Jamie Woodcock's book cracks open the console to reveal the struggles over value, labour and the meaning of play that haunt the world of videogames. Even readers who last played a videogame in an arcade will gain much from this lucid and combative exploration of the industry that organizes the "free time" of countless millions."—Alberto Toscano, Reader in Critical Theory, Goldsmiths, University of London, author of Fanaticism: On the Uses of an Idea “In this highly readable, up-to-the-minute counter-guide to videogame work and play, Jamie Woodcock skillfully breaks play out of the “magic circle,” not only revealing capitalism’s shaping influence on digital game culture but also restoring a political perspective on games as a site of struggle. Whether revisiting game history, analyzing individual games, unpacking the distinctiveness of the game commodity, or reporting on the increasingly contested working conditions of game developers, Woodcock richly illustrates the use value of Marxian concepts to the critical study of game media.” —Greig de Peuter, co-author of Games of Empire: Global Capitalism and Video Games “We, as people broadly on the left, have neglected gaming at our peril. Jamie Woodcock’s Marx at the Arcade represents an important step into that fray—theorizing play, games, and their labour from the left.” –Manchester Gaming Studies Network “On the face of it, Marxists might not seem to have all that much to say about video games and gamers might not necessarily have all that much interest in Marx. But Jamie Woodcock’s brilliant book explains why they both should.” –Morning Star “Jamie Woodcock is perhaps one of England's most interesting researchers right now . . . Marx that the Arcade should . . . be read by anyone who ever controlled a bunch of pixels over a screen.” –Flammen

    1 in stock

    £16.14

  • Slay the Dragon: Writing Great Stories for Video

    Michael Wiese Productions Slay the Dragon: Writing Great Stories for Video

    1 in stock

    Book Synopsis

    1 in stock

    £17.00

  • 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 Art of Total War: From the Samurai of Japan

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

    1 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

    1 in stock

    £23.99

  • 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 Art of Assassin's Creed Origins

    Titan Books Ltd The Art of Assassin's Creed Origins

    3 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

    3 in stock

    £23.99

  • Destiny: Grimoire Anthology (volume 3)

    Titan Books Ltd Destiny: Grimoire Anthology (volume 3)

    4 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.

    4 in stock

    £19.54

  • 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

  • The Official Far Cry Survival Manual

    Titan Books Ltd The Official Far Cry Survival Manual

    1 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

    1 in stock

    £19.54

  • 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

  • Gamish: A Graphic History of Gaming

    Penguin Books Ltd Gamish: A Graphic History of Gaming

    3 in stock

    Book Synopsis*Shortlisted for the British Book Design and Production Award for Graphic Novels*'A love letter to gaming in all its forms - from board games, to role-play, to virtual reality and video games. For fans of gaming, this is the perfect read. For those new to gaming, it is the perfect introduction' The ScotsmanA thrilling illustrated journey through the history of video games and what they really mean to usPac-Man. Mario. Minecraft. Doom.Ever since he first booted up his brother's dusty old Atari, comic artist Edward Ross has been hooked on video games. Years later, he began to wonder: what makes games so special? Why do we play? And how do games shape the world we live in?This lovingly illustrated book takes us through the history of video games, from the pioneering prototypes of the 1950s to the modern era of blockbuster hits and ingenious indie gems. Exploring the people and politics behind one of the world's most exciting art-forms, Gamish is a love letter to something that has always been more than just a game.Trade ReviewGamish is a fascinating read. Insights for anyone who games, and revelations for those who don't -- Val McDermidFascinating, revealing and thoughtful ... Ross constructs loving, pastel-coloured visual narrative around titles such as Metroid, Doom and Papers Please, exploring not just the timeline of games but also the culture that makes and consumes them -- Keith Stuart * Guardian *A love letter to gaming in all its forms - from board games, to role-play, to virtual reality and video games. For fans of gaming, this is the perfect read. For those new to gaming, it is the perfect introduction -- Hannah Sycamore * The Scotsman *A very fast paced and entertaining read * Metro *Gamish is warm, it has a sense of fun and humour and importantly it has a lot of optimism for the media and for the way it can empower all sorts of people (the book takes pains to include a lot of diversity in the characters we see, which again I appreciated greatly), and right now that feels like a wonderful, uplifting notion to leave the readers on -- Joe Gordon * Down the Tubes *I'm adding non-fiction comic book Gamish to my Christmas list. It's a graphical history of gaming, with an emphasis less on the technological beats of the last 40 years, and more on the games themselves and the culture surrounding them -- Colin Campbell

    3 in stock

    £18.70

  • Mastering Game Design with Unity 2021: Immersive

    BPB Publications Mastering Game Design with Unity 2021: Immersive

    1 in stock

    Book Synopsis

    1 in stock

    £34.19

  • Genshin Impact Official Art Book Vol. 2

    HarperCollins Publishers Genshin Impact Official Art Book Vol. 2

    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.

    £24.00

  • The The Art of Destiny: Volume 2

    Titan Books Ltd The The Art of Destiny: Volume 2

    7 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.

    7 in stock

    £31.99

  • The Making of Prince of Persia

    Animal Media Group LLC The Making of Prince of Persia

    7 in stock

    Book Synopsis

    7 in stock

    £16.14

  • Advanced Game Design

    Pearson Education (US) Advanced Game Design

    5 in 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

    5 in stock

    £42.27

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