{"title":"Computer games design Books","description":"","products":[{"product_id":"game-data-science-oxford-9780192897879","title":"Game Data Science Oxford","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eGames Data Science delivers an excellent introduction to this new domain and provides the definitive guide to methods and practices of computer science, analytics, and data science as applied to video games.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003eGame Data Science describes practical techniques to analyze user data, which can be used to drive decision-making at multiple levels. Analyzing user game data can offer designers and publishers useful insights that inform decision-making processes from the very early stages of game design, through the marketing process, to potential patches and updates. * Christopher Bartel, Metascience *\u003cbr\u003eThe book is certainly invaluable. Game Data Science offers a practical guide to the currently available analytical tools. It will establish itself as foundational work in the field. * Christopher Bartel, Metascience *\u003cbr\u003eThe book is certainly invaluable. Game Data Science offers a practical guide to the currently available analytical tools. It will establish itself as a foundational work in the field. * Christopher Bartel, Metascience *\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eChapter 1: Game Data Science: an Introduction Chapter 2: Data Pre-Processing Chapter 3: Introduction to Statistics and Probability Theory Chapter 4: Data Abstraction Chapter 5: Visual Analytics of Game Data Chapter 6: Clustering Methods in Game Data Science Chapter 7: Supervised Learning in Game Data Science Chapter 8: Model Evaluation and Validation Chapter 9: Neural Networks Chapter 10: Sequence Analysis of Game Data Chapter 11: Advanced Sequence Analysis Chapter 12: Social Network Analysis Chapter 13: Conclusions and Final Remarks","brand":"Oxford University Press","offers":[{"title":"Default Title","offer_id":48732614525271,"sku":"9780192897879","price":90.25,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780192897879.jpg?v=1791454101"},{"product_id":"the-wellplayed-game-9780262019170","title":"The WellPlayed Game","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e","brand":"MIT Press Ltd","offers":[{"title":"Default Title","offer_id":48733443424599,"sku":"9780262019170","price":22.5,"currency_code":"GBP","in_stock":false}]},{"product_id":"how-to-become-a-video-game-artist-9780823008094","title":"How to Become a Video Game Artist","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eStarting 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.","brand":"Watson-Guptill Publications","offers":[{"title":"Default Title","offer_id":48737466712407,"sku":"9780823008094","price":15.19,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780823008094.jpg?v=1723811227"},{"product_id":"drawing-basics-and-video-game-art-9780823098477","title":"Drawing Basics and Video Game Art","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eA 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\".\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eForeword by Tristan Donovan   \u003cbr\u003ePreface         \u003cbr\u003e \u003cbr\u003eIntroduction                        \u003cbr\u003e \u003cbr\u003eLevel 01\/ Fundamentals   \u003cbr\u003eMaterials       \u003cbr\u003eBasic Pencil Techniques   \u003cbr\u003eBasic Perspective   \u003cbr\u003eBasic Volumes         \u003cbr\u003eBasic Lighting and Values           \u003cbr\u003eVisual Measuring Tools     \u003cbr\u003eDrawing Process    \u003cbr\u003e \u003cbr\u003eLevel 02\/ Advanced Drawing Concepts        \u003cbr\u003eAdvanced Perspectives and Volumes            \u003cbr\u003eAdvanced Lighting and Values            \u003cbr\u003eAtmospheric Perspective            \u003cbr\u003eLandscape Drawing         \u003cbr\u003e \u003cbr\u003eLevel 03\/ The Human Figure       \u003cbr\u003eGravity and Movement   \u003cbr\u003eProportions  \u003cbr\u003eSkeletal Landmarks            \u003cbr\u003e \u003cbr\u003eLevel 04\/ Anatomy            \u003cbr\u003eSix Stages for Rendering Anatomy       \u003cbr\u003eThe Foot        \u003cbr\u003eThe Leg         \u003cbr\u003eThe Pelvis      \u003cbr\u003eThe Spine and Ribcage   \u003cbr\u003eThe Shoulder Girdle           \u003cbr\u003eThe Arm        \u003cbr\u003eThe Hand      \u003cbr\u003eThe Head and Neck          \u003cbr\u003eFacial Expressions  \u003cbr\u003e \u003cbr\u003eLevel 05\/ Elements of Design      \u003cbr\u003eFrame            \u003cbr\u003eCamera Angle       \u003cbr\u003eScale \u003cbr\u003eGrouping     \u003cbr\u003eLighting         \u003cbr\u003eLine     \u003cbr\u003eShapes          \u003cbr\u003eSubverting Conventions  \u003cbr\u003e \u003cbr\u003eLevel 06\/ Character Design        \u003cbr\u003eGood Studio Practice      \u003cbr\u003eBrainstorming and Character Concept          \u003cbr\u003eVisual Metaphors               \u003cbr\u003eMind-Map, Research, and Mood Board        \u003cbr\u003eThumbnail Development             \u003cbr\u003eFinal Character Drawing and Model Sheet               \u003cbr\u003e \u003cbr\u003eLevel 07\/ Environment Design    \u003cbr\u003eCharacter\/Environment Shapes           \u003cbr\u003eBuilding Construction       \u003cbr\u003eCharacter-Centric Environment Design          \u003cbr\u003eTop-Down Environment Design             \u003cbr\u003eGameplay Map     \u003cbr\u003e \u003cbr\u003eLevel 08\/ Color and Digital Tools           \u003cbr\u003eColor                         \u003cbr\u003eAdding Color with Digital Tools             \u003cbr\u003e \u003cbr\u003eProfessional Portfolio and Getting Work         \u003cbr\u003eBibliography                        \u003cbr\u003eIndex","brand":"Watson-Guptill Publications","offers":[{"title":"Default Title","offer_id":48737467203927,"sku":"9780823098477","price":17.59,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780823098477.jpg?v=1723811228"},{"product_id":"teaching-games-and-game-studies-in-the-literature-classroom-9781350269750","title":"Teaching Games and Game Studies in the Literature","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003ci\u003eTeaching Games and Game Studies in the Literature Classroom \u003c\/i\u003eoffers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula.  Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume  considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology.  They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is g\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003eMy top one recommendation for scholars teaching at the intersection of literature and games. It strikes the perfect balance between theory and practice, and between well-known classics and new explorations. Whether veteran or apprentice, you will keep returning to this book for inspiration, guidelines or resources. I definitely will. * Michal Mochocki, Assistant Professor, Faculty of Literature, Kazimierz Wielki University in Bydgoszcz, Poland *\u003cbr\u003e\u003ci\u003eTeaching Games \u003c\/i\u003ethoughtfully frames how games and literature have always been in play, particularly for 21st century students.  The collection offers meaningful ways to integrate games in humanities classes foregrounding course design, personal reflections, and engaging topics from close reading, ethics, and identity to translation, ludonarratology, even LARP. * Edmond Y. Chang, Assistant Professor of English, Ohio University, USA *\u003cbr\u003eIf any teacher of literature in higher education has doubts about the value and importance of engaging their classes in the study of games, they should read this book. A stimulating exploration of the sometimes-forgotten centrality of ‘play’ in learning. * Andrew Green, Senior Lecturer in Education, Brunel University London, UK *\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eList of Figures Introduction: Ludology and Narratology in the Literature Classroom, \u003ci\u003eTison Pugh (University of Central Florida, USA) and Lynn Ramey (Vanderbilt University, USA)\u003c\/i\u003e \u003cb\u003ePart I: Theories of the Ludic and Literary Classroom\u003c\/b\u003e 1. Developing and Teaching Games-Focused English Courses: A Technological and Curricular Walkthrough, \u003ci\u003eEric Detweiler (Middle Tennessee State University, USA)\u003c\/i\u003e 2. Gaming Literature: Games as an Accessible Entry into the Study of Literature, \u003ci\u003eRegina Mills (Texas A\u0026amp;M University, USA)\u003c\/i\u003e 3. Levelling Up: Transferring the Analytical Gaze from Print Literature to Digital Literature and Digital Games in the Literature Classroom, \u003ci\u003eNolan Bazinet (University of Sherbrooke, Canada)\u003c\/i\u003e 4. Reverse-Engineering Stories in the Literature Classroom: Linking Video Games and Traditional Narratives to Foster Critical Reading Skills, \u003ci\u003eJohn Misak (New York Institute of Technology, USA)\u003c\/i\u003e 5. Pwning Tolkien’s Trilogy: Game Studies in a Massively Open Online Course (MOOC), \u003ci\u003eJay Clayton (Vanderbilt University, USA) and Don Rodrigues (University of Memphis, USA)\u003c\/i\u003e 6. How\/Why We Read\/Play: Conceptualizing Reader Goals in the Game of Literature, \u003ci\u003eMitchell Gunn  (University of Toronto, Canada)\u003c\/i\u003e \u003cb\u003ePart II: Videogames and Interactive Media in the Literature Classroom\u003c\/b\u003e 7. Ready Player Action: Teaching Close Reading and Critical Play in a Ludic Century, \u003ci\u003eCraig Carey (University of Southern Mississippi, USA)\u003c\/i\u003e 8. Teaching Japanese Video Games: Practical Strategies for Analysis and Assessment, \u003ci\u003eBen Whaley (University of Calgary, Canada)\u003c\/i\u003e 9. Intervening in Game Cultures: Video Game Streams and\/as Literature, \u003ci\u003eCody Mejeur (University at Buffalo, USA)\u003c\/i\u003e 10. Ethical Simulation Games in the Liberal Arts Classroom: \u003ci\u003eCivilization V\u003c\/i\u003e, \u003ci\u003eSimEarth\u003c\/i\u003e, and \u003ci\u003eSweatshop, \u003c\/i\u003e\u003ci\u003eHarry Brown and Nicole Lobdell (De Pauw University, USA)\u003c\/i\u003e 11. Thinking Outside the Book: Procedural Bibliography as Textual Pedagogy for Literary Video Games, \u003ci\u003eChloe Anna Milligan (Pennsylvania State University, USA)\u003c\/i\u003e \u003cb\u003ePart III: Gaming Identity and Ideology in the Literature Classroom \u003c\/b\u003e 12. Teaching the Iñupiaq Video Game \u003ci\u003eNever Alone\u003c\/i\u003e and\/as Literature, \u003ci\u003eNatalie Neill (York University, Canada)\u003c\/i\u003e 13. First Person in Translation: Gaming Perspectives on Indigenous Languages and Literature, \u003ci\u003eJillian Sayre (Rutgers University, USA)\u003c\/i\u003e 14. Playing in the Dark: Teaching Representation, Appropriation, and Identification with \u003ci\u003eAssassin’s Creed III, \u003c\/i\u003e\u003ci\u003eJames K. Harris (Bronx Community College, USA)\u003c\/i\u003e 15. Constructing Subjectivities and Teaching Otherness through the \u003ci\u003eSilent Hill \u003c\/i\u003eSeries, \u003ci\u003eKatsuya Izumi (University at Albany, USA)\u003c\/i\u003e \u003cb\u003ePart IV: Gamifying the Literature Classroom\u003c\/b\u003e 16. Film and Literature Instruction through Live-Action Role-Play, \u003ci\u003eEvan Torner (University of Cincinnati, USA)\u003c\/i\u003e 17. How to Develop Gamified Pedagogical Strategies: A Case Study of Classical Japanese Poetry in the Undergraduate Classroom, \u003ci\u003eCatherine Ryu (Michigan State University, USA)\u003c\/i\u003e 18. Designing and Implementing a Roleplaying-Game-Based Course in Advanced Classical Literature: Challenges, Benefits, and Iterations, \u003ci\u003eRoger Travis (University of Connecticut, USA)\u003c\/i\u003e 19. Games We Play on Paper: Understanding the Process of Discovery through Detective Fiction and Behavioral Neuroscience, \u003ci\u003eMichelle Robinson (University of North Carolina at Chapel Hill, USA) and Marsha Penner (University of North Carolina at Chapel Hill, USA)\u003c\/i\u003e 20. Making Feminist Games in the Gender Studies and Literature Classroom, \u003ci\u003eGabi Kirilloff (Texas Christian University, USA)\u003c\/i\u003e Afterword: Confessions of a Game Scholar in an English Department, \u003ci\u003eAnastasia Salter (University of Central Florida, USA)\u003c\/i\u003e Resources Notes on Contributors Selected Bibliography Index","brand":"Bloomsbury Publishing PLC","offers":[{"title":"Default Title","offer_id":48738613068119,"sku":"9781350269750","price":29.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781350269750.jpg?v=1720049654"},{"product_id":"sidemen-the-book-9781473648166","title":"Sidemen The Book","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eBillions of you have watched their videos and millions of you have followed them on social media.\u003cbr\u003e\u003cbr\u003eSo 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. \u003cbr\u003e\u003cbr\u003eThere''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.\u003cbr\u003e\u003cbr\u003eAlong 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 ul\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003eIt's a brilliant read which is funny and informative all at once. * The Sun *\u003c\/p\u003e","brand":"Hodder \u0026 Stoughton","offers":[{"title":"Default Title","offer_id":48739525558615,"sku":"9781473648166","price":21.25,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781473648166.jpg?v=1720052490"},{"product_id":"shigeru-miyamoto-super-mario-bros-donkey-kong-the-legend-of-zelda-9781628923889","title":"Shigeru Miyamoto: Super Mario Bros., Donkey Kong,","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eVideo 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 \u003ci\u003eSuper Mario Bros.\u003c\/i\u003e, \u003ci\u003eThe Legend of Zelda\u003c\/i\u003e, and \u003ci\u003eDonkey Kong\u003c\/i\u003e—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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003eI 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 *\u003cbr\u003eSumming 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 *\u003cbr\u003e\u003ci\u003eShigeru Miyamoto: Super Mario Bros., Donkey Kong, The Legend of Zelda\u003c\/i\u003e 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 *\u003cbr\u003eAs \u003ci\u003eInfluential Video Game Designers: Shigeru Miyamoto\u003c\/i\u003e 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 *\u003cbr\u003e[R]eadable and informative ... \u003ci\u003eShigeru Miyamoto\u003c\/i\u003e 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 *\u003cbr\u003eDeWinter 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 *\u003cbr\u003eThe 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 *\u003cbr\u003eHistorians 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 \u0026amp; Technology Collections and Film \u0026amp; Media Collections, Stanford University Libraries, USA *\u003cbr\u003eWith 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 \u0026amp; Interactivity, Swinburne University of Technology, Australia *\u003cbr\u003eUltimately, 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 *\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eAcknowledgments 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","brand":"Bloomsbury Publishing Plc","offers":[{"title":"Default Title","offer_id":48740689281367,"sku":"9781628923889","price":21.84,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781628923889.jpg?v=1720055359"},{"product_id":"the-nostalgia-nerds-retro-tech-computer-consoles-games-9781781575703","title":"The Nostalgia Nerd's Retro Tech: Computer,","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eRemember 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.\u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003eThis 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.","brand":"Octopus Publishing Group","offers":[{"title":"Default Title","offer_id":48741067686231,"sku":"9781781575703","price":17.09,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781781575703.jpg?v=1720056468"},{"product_id":"fuck-yeah-video-games-the-life-and-extra-lives-of-a-professional-nerd-9781783527878","title":"Fuck Yeah, Video Games: The Life and Extra Lives","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cb\u003e'A labour of undiluted love and enthusiasm' \u003ci\u003eDaily\u003c\/i\u003e \u003ci\u003eTelegraph\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003eAs Daniel Hardcastle careers towards thirty, he looks back on what has really made him happy in life: the friends, the romances… the video games. 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Or pondered the connection between a character’s toned, muscular derrière and their level of dexterity? What about the depth of a crack, the jiggle of a cheek?\u003c\/p\u003e\u003cp\u003eWhen it comes to video game character designs, one of the most overlooked aspects is the buttocks. Sure, we might appreciate a nice toned butt on a character or giggle at GIFs of farts from time to time, but how often do we stop to really think about the meaning of the butt?\u003c\/p\u003e\u003cp\u003eIn \u003ci\u003eThings I Learned from Mario’s Butt\u003c\/i\u003e, video game critic Laura Kate Dale brings backsides to the foreground, analysing dozens of posteriors and asking the important questions: Has Mario let himself go? Do Link’s small buttocks hold him back? 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Advergames' History Chapter 3. Advergames' Effectiveness Part II. Persuading Players though Digital Games Chapter 4. The Procedural School: A Critical Analysis Chapter 5. Persuasion through Digital Games: A Theoretical Model Part III. Advertising through Digital Games Chapter 6. Persuasive Strategies for Advergames Chapter 7. 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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 \u0026amp; Girls Club. She is a member of the game design collective Local No. 12, best known for their social card game, the Metagame. 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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.\u003c\/p\u003e \u003cp style=\"margin:0px;\"\u003e\u003cbr\u003e\u003c\/p\u003e \u003cp style=\"margin:0px;\"\u003eHis first commercial game was the award-winning \u003ci\u003eMeridian 59\u003c\/i\u003e, the first 3D MMO, released in 1996. He was also the lead designer on \u003ci\u003eThe Sims 2\u003c\/i\u003e, \u003ci\u003eUltima Online\u003c\/i\u003e, \u003ci\u003eHoliday Village\u003c\/i\u003e, \u003ci\u003eBlastron\u003c\/i\u003e, and \u003ci\u003eRealm of the Mad God\u003c\/i\u003e, among other games.\u003c\/p\u003e \u003cp style=\"margin:0px;\"\u003e\u003cbr\u003e\u003c\/p\u003e \u003cp style=\"margin:0px;\"\u003eIn addition to his wo\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eIntroduction \u003cbr\u003e \u003cb\u003ePart I:  Foundations\u003c\/b\u003e \u003cbr\u003eChapter 1  Foundations of Systems \u003cbr\u003eChapter 2  Defining Systems \u003cbr\u003eChapter 3  Foundations of Games and Game Design \u003cbr\u003eChapter 4  Interactivity and Fun \u003cbr\u003e \u003cbr\u003e \u003cb\u003ePart II:  Principles\u003c\/b\u003e \u003cbr\u003eChapter 5  Working as a Systemic Game Designer \u003cbr\u003eChapter 6  Designing the Whole Experience \u003cbr\u003eChapter 7  Creating Game Loops \u003cbr\u003eChapter 8  Defining Game Parts \u003cbr\u003e \u003cbr\u003e \u003cb\u003ePart III:  Practice\u003c\/b\u003e \u003cbr\u003eChapter 9  Game Balance Methods \u003cbr\u003eChapter 10  Game Balance Practice \u003cbr\u003eChapter 11  Working as a Team \u003cbr\u003eChapter 12  Making Your Game Real \u003cbr\u003e    Bibliography \u003cbr\u003e    Index\u003c\/p\u003e","brand":"Pearson Education (US)","offers":[{"title":"Default Title","offer_id":48864171262295,"sku":"9780134667607","price":42.27,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780134667607.jpg?v=1791379182"},{"product_id":"educational-game-design-fundamentals-9781138631540","title":"Educational Game Design Fundamentals","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eCan we learn through play? Can we really play while learning?\u003c\/p\u003e\u003cp\u003eOf course! But how?!\u003c\/p\u003e\u003cp\u003eWe all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. \u003c\/p\u003e\u003cp\u003eEducational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. 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This is a must read for anybody interested in taking part in one of the most exciting ventures of human ingenuity and evolution to date; one that stands to fundamentally change the nature of what it means to be a human being alive at the dawn of the 3rd millennium.\"\u003c\/p\u003e\u003cp\u003e- Ryan Gerber, User Experience Designer, Vive Virtual Reality\u003c\/p\u003e\u003cbr\u003e\u003cp\u003e\"The book is essential for game and learning designers alike as it blends learning principles, strategies and models with game elements, mechanics and dynamics in intuitive ways for\u003cb\u003e \u003c\/b\u003eachieving a balance between learning and fun while the player is striving to discover a meaningful purpose through playing.\"\u003c\/p\u003e\u003cp\u003e-Petros Lameras, Senior Lecturer and Researcher in Serious Games at Coventry University, UK.\u003c\/p\u003e\u003cp\u003e\"In his breathtaking book Educational Game Design Fundamentals, George Kalmpourtzis not simply presents a comprehensive how-to guide to designing and building world-class educational experiences, but rather weaves together a culmination of lessons and insights- both from years working within the industry to talking to some of the best and brightest minds pushing the frontiers on how humans continue to evolve and learn. 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Ch 14 14. Game testing and feedback. Ch 15 Game Over\u003c\/p\u003e","brand":"Taylor \u0026 Francis Ltd","offers":[{"title":"Default Title","offer_id":48866448245079,"sku":"9781138631540","price":49.39,"currency_code":"GBP","in_stock":true}]},{"product_id":"this-is-esports-and-how-to-spell-it-longlisted-for-the-william-hill-sports-book-award-2020-9781472977762","title":"This is esports and How to Spell it  LONGLISTED","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cb\u003ePro gaming''s award-winning broadcaster Paul Redeye Chaloner brings us the definitive book on esports, the fastest growing entertainment phenomenon in the world today. \u003c\/b\u003e\u003cbr\u003e\u003cbr\u003ePaul 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? 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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.","brand":"Viz Media, Subs. of Shogakukan Inc","offers":[{"title":"Default Title","offer_id":48869262131543,"sku":"9781974725915","price":15.19,"currency_code":"GBP","in_stock":true}]},{"product_id":"hideo-kojima-progressive-game-design-from-metal-gear-to-death-stranding-9798765101698","title":"Hideo Kojima: Progressive Game Design from Metal","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e","brand":"Bloomsbury Publishing USA","offers":[{"title":"Default Title","offer_id":48869624873303,"sku":"9798765101698","price":18.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9798765101698.jpg?v=1722293715"},{"product_id":"introduction-to-game-design-prototyping-and-development-from-concept-to-playable-game-with-unity-and-c-9780134659862","title":"Introduction to Game Design Prototyping and","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cul\u003e\n\u003cli\u003eP1 Game Design and Paper Prototyping \u003c\/li\u003e\n\u003cli\u003e0 Introduction \u003c\/li\u003e\n\u003cli\u003e1 Thinking Like a Designer \u003c\/li\u003e\n\u003cli\u003e2 Game Analysis Lexicons \u003c\/li\u003e\n\u003cli\u003e3 The Layered Tetrad \u003c\/li\u003e\n\u003cli\u003e4 Acting Like a Designer \u003c\/li\u003e\n\u003cli\u003e5 Design Goals \u003c\/li\u003e\n\u003cli\u003e6 The Inscribed Layer \u003c\/li\u003e\n\u003cli\u003e7 The Dynamic Layer \u003c\/li\u003e\n\u003cli\u003e8 The Cultural Layer \u003c\/li\u003e\n\u003cli\u003e9 Paper Prototyping and Iteration \u003c\/li\u003e\n\u003cli\u003e10 Playtesting and Usability Testing \u003c\/li\u003e\n\u003cli\u003e11 Math \u0026amp; Game Balance \u003c\/li\u003e\n\u003cli\u003e12 Puzzle Design \u003c\/li\u003e\n\u003cli\u003e13 Guiding the Player \u003c\/li\u003e\n\u003cli\u003e14 The Digital Game Industry \u003c\/li\u003e\n\u003cli\u003e15 The Agile Development Prototyping Mentality \u003c\/li\u003e\n\u003cli\u003eP2 Digital Prototyping \u003c\/li\u003e\n\u003cli\u003e16 Thinking in Digital Systems \u003c\/li\u003e\n\u003cli\u003e17 Introducing our Development Environment: Unity \u003c\/li\u003e\n\u003cli\u003e18 Introducing our Language: C# \u003c\/li\u003e\n\u003cli\u003e19 Your First Program: Hello World \u003c\/li\u003e\n\u003cli\u003e20 Debugging \u003c\/li\u003e\n\u003cli\u003e21 Variables and Components \u003c\/li\u003e\n\u003cli\u003e22 Boolean Operations and Conditionals \u003c\/li\u003e\n\u003cli\u003e23 Loops \u003c\/li\u003e\n\u003cli\u003e24 Lists and Arrays \u003c\/li\u003e\n\u003cli\u003e25 Functions and Parameters \u003c\/li\u003e\n\u003cli\u003e26 Classes \u003c\/li\u003e\n\u003cli\u003e27 Object-Oriented Thinking \u003c\/li\u003e\n\u003cli\u003eP3 Game Prototype Examples and Tutorials \u003c\/li\u003e\n\u003cli\u003e28 Prototype 1: Apple Picker \u003c\/li\u003e\n\u003cli\u003e29 Prototype 2: Mission Demolition \u003c\/li\u003e\n\u003cli\u003e30 Prototype 3: Space SHMUP \u003c\/li\u003e\n\u003cli\u003e31 Prototype 4: Prospector Solitaire \u003c\/li\u003e\n\u003cli\u003e32 Prototype 5: Bartok \u003c\/li\u003e\n\u003cli\u003e33 Prototype 6: Word Game \u003c\/li\u003e\n\u003cli\u003e34 Prototype 7: QuickSnap \u003c\/li\u003e\n\u003cli\u003e35 Prototype 8: Omega Mage \u003c\/li\u003e\n\u003cli\u003eP4 Appendices \u003c\/li\u003e\n\u003cli\u003e36 Standard Project Setup Procedure \u003c\/li\u003e\n\u003cli\u003e37 Useful Concepts Reference \u003c\/li\u003e\n\u003cli\u003e38 Online References \u003c\/li\u003e\n\u003c\/ul\u003e","brand":"Pearson Education (US)","offers":[{"title":"Default Title","offer_id":48883796345175,"sku":"9780134659862","price":59.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780134659862.jpg?v=1722529083"},{"product_id":"unity-2018-game-development-in-24-hours-sams-teach-yourself-9780134998138","title":"Unity 2018 Game Development in 24 Hours Sams","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cb\u003eMike Geig\u003c\/b\u003e is the global head of evangelism content at Unity Technologies, where he helps democratize game development by developing and delivering high-impact learning resources. 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Hi, Mom! \u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cul\u003e\n\u003cli\u003e    HOUR 1: Introduction to Unity    \u003c\/li\u003e\n\u003cli\u003e    HOUR 2: Game Objects   \u003c\/li\u003e\n\u003cli\u003e    HOUR 3: Models, Materials, and Textures   \u003c\/li\u003e\n\u003cli\u003e    HOUR 4: Terrain and Environments   \u003c\/li\u003e\n\u003cli\u003e    HOUR 5: Lights and Cameras   \u003c\/li\u003e\n\u003cli\u003e    HOUR 6: Game 1: Amazing Racer   \u003c\/li\u003e\n\u003cli\u003e    HOUR 7: Scripting, Part 1   \u003c\/li\u003e\n\u003cli\u003e    HOUR 8: Scripting, Part 2   \u003c\/li\u003e\n\u003cli\u003e    HOUR 9: Collision   \u003c\/li\u003e\n\u003cli\u003e    HOUR 10: Game 2: Chaos Ball   \u003c\/li\u003e\n\u003cli\u003e    HOUR 11: Prefabs   \u003c\/li\u003e\n\u003cli\u003e    HOUR 12: 2D Game Tools   \u003c\/li\u003e\n\u003cli\u003e    HOUR 13: 2D Tilemap   \u003c\/li\u003e\n\u003cli\u003e    HOUR 14: User Interfaces   \u003c\/li\u003e\n\u003cli\u003e    HOUR 15: Game 3: Captain Blaster   \u003c\/li\u003e\n\u003cli\u003e    HOUR 16: Particle Systems   \u003c\/li\u003e\n\u003cli\u003e    HOUR 17: Animations   \u003c\/li\u003e\n\u003cli\u003e    HOUR 18: Animators   \u003c\/li\u003e\n\u003cli\u003e    HOUR 19: Timeline   \u003c\/li\u003e\n\u003cli\u003eHOUR 20: Game 4: Gauntlet Runner \u003c\/li\u003e\n\u003cli\u003eHOUR 21: Audio \u003c\/li\u003e\n\u003cli\u003e    HOUR 22: Mobile Development   \u003c\/li\u003e\n\u003cli\u003e    HOUR 23: Polish and Deploy   \u003c\/li\u003e\n\u003cli\u003e    HOUR 24: Wrap-up  \u003cbr\u003e   \u003c\/li\u003e\n\u003c\/ul\u003e","brand":"Pearson Education (US)","offers":[{"title":"Default Title","offer_id":48883796803927,"sku":"9780134998138","price":999.99,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780134998138.jpg?v=1722529086"},{"product_id":"introduction-to-game-design-prototyping-and-development-9780136619949","title":"Introduction to Game Design Prototyping and","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cstrong\u003eJeremy Gibson Bond\u003c\/strong\u003e 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.\u003c\/p\u003e \u003cp\u003ePrior to joining the Games faculty at Michigan State, Jeremy taught for three years as a lecturer in the Electrical E\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eForeword \u003cbr\u003ePreface \u003cbr\u003e\u003cstrong\u003ePART I Game Design and Paper Prototyping \u003c\/strong\u003e\u003cbr\u003e\u003cstrong\u003eChapter 1\u003c\/strong\u003e Thinking Like a Designer \u003cbr\u003eYou Are a Game Designer \u003cbr\u003eBartok: A Game Design Exercise \u003cbr\u003eThe Definition of Game\u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 2\u003c\/strong\u003e Game Analysis Frameworks \u003cbr\u003eCommon Frameworks for Ludology \u003cbr\u003eMDA: Mechanics, Dynamics, and Aesthetics \u003cbr\u003eFormal, Dramatic, and Dynamic Elements\u003cbr\u003eThe Elemental Tetrad \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 3\u003c\/strong\u003e The Layered Tetrad \u003cbr\u003eThe Inscribed Layer \u003cbr\u003eThe Dynamic Layer\u003cbr\u003eThe Cultural Layer\u003cbr\u003eThe Responsibility of the Designer \u003cbr\u003eSummary\u003cbr\u003e\u003cstrong\u003eChapter 4\u003c\/strong\u003e The Inscribed Layer \u003cbr\u003eInscribed Mechanics \u003cbr\u003eInscribed Aesthetics\u003cbr\u003eInscribed Narrative\u003cbr\u003eInscribed Technology\u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 5\u003c\/strong\u003e The Dynamic Layer\u003cbr\u003eThe Role of the Player\u003cbr\u003eEmergence\u003cbr\u003eDynamic Mechanics \u003cbr\u003eDynamic Aesthetics\u003cbr\u003eDynamic Narrative\u003cbr\u003eDynamic Technology \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 6\u003c\/strong\u003e The Cultural Layer \u003cbr\u003eBeyond Play \u003cbr\u003eCultural Mechanics \u003cbr\u003eCultural Aesthetics\u003cbr\u003eCultural Narrative\u003cbr\u003eCultural Technology \u003cbr\u003eAuthorized Transmedia Are Not Part of the Cultural Layer \u003cbr\u003eThe Cultural Impact of a Game \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 7\u003c\/strong\u003e Acting Like a Designer \u003cbr\u003eIterative Design \u003cbr\u003eInnovation \u003cbr\u003eBrainstorming and Ideation \u003cbr\u003eChanging Your Mind\u003cbr\u003eScoping!\u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 8\u003c\/strong\u003e Design Goals \u003cbr\u003eDesign Goals: An Incomplete List \u003cbr\u003eDesigner-Centric Goals \u003cbr\u003ePlayer-Centric Goals\u003cbr\u003eSummary\u003cbr\u003e\u003cstrong\u003eChapter 9\u003c\/strong\u003e Paper Prototyping \u003cbr\u003eThe Benefits of Paper Prototyping \u003cbr\u003ePaper Prototyping Tools \u003cbr\u003ePaper Prototyping for Interfaces \u003cbr\u003eA Paper Prototype Example \u003cbr\u003eBest Uses for Paper Prototyping \u003cbr\u003ePoor Uses for Paper Prototyping\u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 10\u003c\/strong\u003e Game Testing \u003cbr\u003eWhy Playtest?\u003cbr\u003eBeing a Great Playtester Yourself \u003cbr\u003eThe Circles of Playtesters \u003cbr\u003eMethods of Playtesting \u003cbr\u003eOther Important Types of Testing \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 11\u003c\/strong\u003e Math and Game Balance \u003cbr\u003eThe Meaning of Game Balance \u003cbr\u003eThe Importance of Spreadsheets\u003cbr\u003eExamining Dice Probability with Sheets \u003cbr\u003eThe Math of Probability \u003cbr\u003eRandomizer Technologies in Paper Games \u003cbr\u003eWeighted Distributions \u003cbr\u003eWeighted Probability in Google Sheets \u003cbr\u003ePermutations \u003cbr\u003eUsing Sheets to Balance Weapons \u003cbr\u003ePositive and Negative Feedback\u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 12\u003c\/strong\u003e Guiding the Player \u003cbr\u003eDirect Guidance \u003cbr\u003eIndirect Guidance\u003cbr\u003eTeaching New Skills and Concepts \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 13 \u003c\/strong\u003ePuzzle Design \u003cbr\u003eScott Kim on Puzzle Design \u003cbr\u003eThe Steps of Solving a Puzzle\u003cbr\u003ePuzzle Examples in Action Games\u003cbr\u003eDesigning and Developing Puzzle Games\u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 14 \u003c\/strong\u003eThe Agile Mentality \u003cbr\u003eThe Manifesto for Agile Software Development \u003cbr\u003eScrum Methodology \u003cbr\u003eBurndown Chart Example \u003cbr\u003eCreating Your Own Burndown Charts \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 15 \u003c\/strong\u003eThe Digital Game Industry \u003cbr\u003eAbout the Game Industry \u003cbr\u003eGame Education\u003cbr\u003eGetting Into the Industry \u003cbr\u003eDon't Wait to Start Making Games!\u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003ePART II Programming C# in Unity \u003c\/strong\u003e\u003cbr\u003e\u003cstrong\u003eChapter 16\u003c\/strong\u003e Thinking in Digital Systems \u003cbr\u003eSystems Thinking in Board Games \u003cbr\u003eAn Exercise in Simple Instructions\u003cbr\u003eGame Analysis: Apple Picker\u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 17 \u003c\/strong\u003eIntroducing Unity Hub and the Unity Editor \u003cbr\u003eDownloading Unity \u003cbr\u003eIntroducing Our Development Environment \u003cbr\u003eCreating a Unity Account \u003cbr\u003eChecking Out a Sample Project \u003cbr\u003eCreating Your First Unity Project\u003cbr\u003eLearning Your Way Around Unity \u003cbr\u003eSetting Up the Unity Window Layout \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 18 \u003c\/strong\u003eIntroducing Our Language: C#\u003cbr\u003eUnderstanding the Features of C#\u003cbr\u003eReading and Understanding C# Syntax \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 19 \u003c\/strong\u003eHello World: Your First Program \u003cbr\u003eCreating a New Project \u003cbr\u003eMaking a New C# Script\u003cbr\u003eMaking Things More Interesting \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 20 \u003c\/strong\u003eVariables and Components \u003cbr\u003eIntroducing Variables \u003cbr\u003eStatically Typed Variables in C#\u003cbr\u003eImportant C# Variable Types \u003cbr\u003eThe Scope of Variables \u003cbr\u003eNaming Conventions \u003cbr\u003eImportant Unity Variable Types \u003cbr\u003eUnity GameObjects and Components \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 21 \u003c\/strong\u003eBoolean Operations and Conditionals \u003cbr\u003eBooleans \u003cbr\u003eComparison Operators \u003cbr\u003eConditional Statements\u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 22 \u003c\/strong\u003eLoops \u003cbr\u003eTypes of Loops \u003cbr\u003eSet Up a Project\u003cbr\u003ewhile Loops \u003cbr\u003edo...while Loops \u003cbr\u003efor Loops \u003cbr\u003eforeach Loops \u003cbr\u003eJump Statements within Loops \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 23\u003c\/strong\u003e Collections in C#\u003cbr\u003eC# Collections \u003cbr\u003eUsing Generic Collections \u003cbr\u003eList\u003cbr\u003eDictionary\u003cbr\u003eArray \u003cbr\u003eMultidimensional Arrays \u003cbr\u003eJagged Arrays \u003cbr\u003eJagged Lists\u003cbr\u003eChoosing Whether to Use an Array or List \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 24 \u003c\/strong\u003eFunctions and Parameters \u003cbr\u003eSetting Up the Function Examples Project \u003cbr\u003eDefinition of a Function \u003cbr\u003eWhat Happens When You Call a Function?\u003cbr\u003eFunction Parameters and Arguments \u003cbr\u003eReturning Values \u003cbr\u003eReturning void \u003cbr\u003eFunction Naming Conventions \u003cbr\u003eWhy Use Functions?\u003cbr\u003eFunction Overloading \u003cbr\u003eOptional Parameters\u003cbr\u003eThe params Keyword \u003cbr\u003eRecursive Functions \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 25 \u003c\/strong\u003eDebugging \u003cbr\u003eGetting Started with Debugging \u003cbr\u003eStepping Through Code with the Debugger \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 26 \u003c\/strong\u003eClasses \u003cbr\u003eUnderstanding Classes \u003cbr\u003eClass Inheritance \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 27 \u003c\/strong\u003eObject-Oriented Thinking \u003cbr\u003eThe Object-Oriented Metaphor \u003cbr\u003eAn Object-Oriented Boids Implementation \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 28 \u003c\/strong\u003eData-Oriented Design \u003cbr\u003eThe Theory of Data-Oriented Design \u003cbr\u003eDOTS Tutorial and Example \u003cbr\u003eThe Future of Unity DOTS \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003ePART III Game Prototype Tutorials \u003c\/strong\u003e\u003cbr\u003e\u003cstrong\u003eChapter 29 \u003c\/strong\u003e\u003cem\u003eApple Picker\u003c\/em\u003e\u003cbr\u003eWhat You Will Learn \u003cbr\u003eThe \u003cem\u003eApple Picker\u003c\/em\u003e Prototype \u003cbr\u003eThe Purpose of a Digital Prototype \u003cbr\u003ePreparing \u003cbr\u003eCoding the \u003cem\u003eApple Picker \u003c\/em\u003ePrototype \u003cbr\u003eGUI and Game Management \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 30 \u003c\/strong\u003e\u003cem\u003eMission Demolition \u003c\/em\u003e\u003cbr\u003eWhat You Will Learn \u003cbr\u003eThe \u003cem\u003eMission Demolition \u003c\/em\u003ePrototype \u003cbr\u003eGetting Started: \u003cem\u003eMission Demolition \u003c\/em\u003e\u003cbr\u003eGame Prototype Concept \u003cbr\u003eArt Assets \u003cbr\u003eCoding the Prototype \u003cbr\u003eFrom Prototype to First Playable \u003cbr\u003eSummary \u003cbr\u003e\u003cstrong\u003eChapter 31 \u003c\/strong\u003e\u003cem\u003eSpace SHMUP 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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 \u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e'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\u003cbr\u003e'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\u003cbr\u003e'\u003ci\u003eLike a Hurricane\u003c\/i\u003e 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... 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