Computer games design Books
How2become Ltd How To Become A Game Designer: The Ultimate Guide
Book Synopsis
£11.70
V & A Publishing Videogames
Book SynopsisVideogames explores the design and culture of videogames since the mid-2000s, investigating the ground-breaking contemporary design work, creative and rebellious player communities and the political conversations that contribute to the defining genre of our time. A star-studded cast of contributors consider the wide spectrum of gaming life, from blockbusters The Last of Us and Overwatch through to cultural phenomena such as Minecraft, and alongside less mainstream productions like Consume Me.Trade Review"Visitors to the Victoria & Albert Museum gallery will be able to immerse themselves in the Game of Thrones land of Westeros while watching people splatter each other with ink when a video games exhibition opens this year. Announcing details of the show on Friday, Tristram Hunt, director of the V&A, said video games were "one of the most important design disciplines of our time". He added that he was confident the museum's founding director, Henry Cole, would also have staged the show. "Contemporary video games are strikingly innovative, uniquely creative and commercially successful - making a huge social and cultural impact across the globe," Hunt said." The Guardian The V&A exhibition will focus on video game design from the mid-2000s, [...] there will be plenty [...] to feast the eyes on, from concept art to moving footage, prototypes, character design sketches, and interactive installations. Highlights will include glimpses into the creative process Nintendo's Splatoon (2015), and of The Last of Us (2013) - a breathtaking post-apocalyptic marvel from Naughty Dog (a sequel is currently in the works). Also on view will be the painstakingly accurate recreation of the continent of Westeros from Game of Thrones in Minecraft, and a section exploring DIY arcade games and grassroots gaming culture." Wallpaper.com "Game Of Thrones and the art of Magritte are among the unlikely inspirations behind hit videogames explored in a new exhibition at the Victoria & Albert Museum. Director Tristram Hunt said it was "the right time" for the museum to be looking at a global business that reaches 2.2 billion people across the world." Evening Standard "From September the world famous V&A will be giving gamers a rare glimpse into the creative process of developing games such as The Last of Us to Kentucky Route Zero including original prototypes, early character designs, and notebooks." Mirror "Now the controversial world of videogames is to be at the centre of a major exhibition at the Victoria & Albert Museum. The exhibition, to open next September, will examine all aspects of videogames - from ground breaking contemporary design to `player communities' and the imbalance between the male dominated industry and the growing numbers of women gamers. Large scale installations and hands-on interactive experiences will allow visitors to explore the rapidly changing design and technology of today's videogames." TelegraphTable of Contents006 DIRECTOR'S FOREWORD, Tristram Hunt 010 INTRODUCTION, Marie Foulston and Kristian Volsing 012 THE ROAD TO JOURNEY, Jordan Erica Webber 032 STREET STYLE IN SPLATOON, Gita Jackson 044 STORYTELLING ON SUMMONER'S RIFT, Philippa Warr 058 PUSHING BUTTONS, Marie Foulston 066 A POUND OF FLESH, Seth Killian 080 CONSIDER THE GUNSHOT, Pippin Barr 088 THE REALTIME ART MANIFESTO: 12 YEARS LATER, Auriea Harvey and Michaël Samyn 098 HOW TO GET LOST IN A CAVE, Jake Elliot, Tamas Kemenczy and Ben Babbitt 112 TO THE EDGE OF THE UNIVERSE: THE LAST OF US AND THE POST-APOCALYPSE, Darran Anderson 126 SKIN IN THE GAME, Evan Narcisse 138 PROTOTYPING PERSONAL EXPERIENCE, Jenny Jiao Hsia 148 A CONVERSATION ON SEX AND INTIMACY IN GAMES, Nina Freeman and Robert Yang 160 WHO WATCHES THE OVERWATCHMEN, Kat Brewster 170 MADE IN MINECRAFT, Alex Wiltshire 188 SCI-FI DREAMS AND PROCEDURAL WORLDS, Kristian Volsing 204 CONTRIBUTORS / ACKNOWLEDGEMENTS
£22.10
Watson-Guptill Publications How to Become a Video Game Artist
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.
£15.19
Titan Books Ltd Assassin's Creed: The Essential Guide
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
£21.24
Pearson Education (US) Games Design and Play
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
£38.94
Oxford University Press Games User Research
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£55.46
MIT Press The Media Snatcher
Book SynopsisAn in-depth exploration of a neglected video game platform of the 1990s and a reflection on the way we construct the cultural history of video games.In The Media Snatcher, Carl Therrien offers an in-depth exploration of NEC's PC Engine/TurboGrafx-16, a little-studied video game platform released in the late 1980s. The PC Engine was designed to bring technological expandability to the world of game consoles; The Media Snatcher's subtitle evokes some of the expansions and the numerous rebranded versions of the system released by NEC, including the first CD-ROM add-on in video game history. The platform makers hoped that expandability would allow its console to remain at the cutting edge and even catch up with such perceptually rich media as cinema and anime. More than a simple shape-shifter, the PC Engine became a media snatcher.Therrien examines the multidirectional interactions of video game technologies, commercial structures, and cultural dynamics. He consider
£24.30
Apple Academic Press Inc. GPU Pro 6
Book SynopsisThe latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 45 experts who cover the latest developments in graphics programming for games and movies.The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices.The bTable of ContentsGeometry Manipulation. Rendering. Global Illumination Effects. Shadows. 3D Engine Design. GPGPU.
£74.09
IGI Global Ethics and Game Design: Teaching Values Through
Book SynopsisEthics and Game Design: Teaching Values through Play is the first book in its field to challenge scholars and researchers to answer questions such as: How can game design be improved to foster ethical thinking and discourse? What are the theories and methodologies that will help us understand, model, and assess ethical thinking in games? How do we use games in classrooms and informal educational settings to support moral development? This distinguished publication approaches such questions from a multidisciplinary perspective with the ultimate goal of inspiring further interdisciplinary dialogue and research in order to continue building the ethics and games community.
£134.25
Bloomsbury Publishing Plc Shigeru Miyamoto: Super Mario Bros., Donkey Kong, The Legend of Zelda
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
£60.00
Springer Nature Switzerland AG Interactivity, Game Creation, Design, Learning, and Innovation: 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings
Book SynopsisThis book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.Table of ContentsInterfaces for Science: Conceptualizing An Interactive Graphical Interface.- ArtsIT/DLI History, Research and Network development Segmentation of Panels in d-Comics.- Co-designing Gaming Experiences for Museums with Teenagers.- Moderate Recursion: A Digital Artifact of Interactive Dance.- Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces.- Oscillating Sound Installation.- Art-based User Research: combining Art-based Research and User Research to inform the design of a technology to improve emotional wellbeing.- A Framework for Branched Storytelling and Matchmaking in Multiplayer Games.- Interactive Evolution of Swarms for the Visualisation of Consumptions.- Using Motion Expressiveness and Human Pose Estimation for Collaborative Surveillance art.- Creative approaches on interactive visualization and characterization at the nanoscale.- Contemporary Installation Art and phenomenon of digital interactivity: Aha experiences – recognition and related creating with and for affordances.- Memorial Design Pattern Catalogue– Design issues for Digital Remembrance.- Cyberella – Design issues for Interactive 360 degree film.- Smart, Affective, and Playable Cities.- Serious Game for Teaching Statistics in Higher Education: storyboard design.- Speculative Design for Development of Serious Games: A case study in the context of anorexia nervosa Multidisciplinary experience in the creation of pervasive games for Interactive Spaces Scentgraphy - Interactive Installation of Scent Communication.- The use of 360-degree video to provide an alternative media approach to Paralympic sports.- “I didn’t know, you could do that” - Affordance Signifiers for Touch Gestures on Mobile Devices.- A Social App That Combines Dating and Museum.- Visiting Experiences.- Effects of Vibrotactile Feedback in Commercial Virtual Reality Systems Evolving Virtual Ecology.- A Serious Game for Hemophobia Treatment Phobos: first Insights.- Inside the Geometry - double language Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation.- To design with strings for playability in cities.- A storytelling smart-city approach to further cross-regional.- Tourism.- Re-interpreting cities with play Urban semiotics and Gamification.- Fostering Social Interaction in Playful Cities.- Saving Face: Play-full design for social engagement, in public smart city spaces.- Exploring Requirements for Joint Information Sharing in Neighbourhoods: Local Playgrounds in The Hague Infusing Creativity and Technology through Repurposing Existing Digital Tools and Social Media Apps for Educational Purposes.- GLOBE – Cognitive and social competence development by virtual collaboration and simulation games.- Makerspaces promoting students’ design thinking and collective knowledge creation: Examples from Canada and Finland.- Spatial Asynchronous Visuo-Tactile Stimuli influence Ownership of Virtual Wings.- Developing Production-Oriented, Problem-Based and Project-work Courses - The Case of Game Development in a Video Conference Setting.- Dynamic Lighting in Classrooms: A new interactive tool for teaching.- Designing a Playful Robot Application for Second Language Learning.- Study on the Optimal Usage of Active and Passive Technology-Based Teaching Resources.- An Interactive Multisensory Virtual Environment for Developmentally Disabled.- Making Puppet Circuits.- From Stigma to Objects of Desire: Interactive Jewellery For Deaf Women.- Design, learning and innovation in developing a physical activity training network: L.U.C.A.S project,. Head-Mounted Display-Based Virtual Reality as a Tool to Teach Money Skills to Adolescents Diagnosed with Autism Spectrum Disorder,. A theory based dialogic learning architecture for sus-tained innovative collaborative learning across diversity and professional borders.- What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools?.- Evolving Playful and Creative Activities When School Children Develop Game-based Designs.
£62.99
Titan Books Ltd The The Art of Destiny: Volume 2
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.
£31.99
HarperCollins Publishers Genshin Impact Official Art Book Vol. 2
£27.00
Pearson Education (US) Introduction to Game Design Prototyping and
Book SynopsisJeremy Gibson Bond is a Professor of Practice teaching game design and development at Michigan State University, which in 2022 was ranked the #1 public university for undergraduate game development by Princeton Review three of the last four years. Since 2013, he has served the IndieCade independent game festival and conference as the Chair of Education and Advancement, where he co-chairs the IndieXchange summit each year and has also chaired the GameU summit. In 2013, Jeremy founded the company ExNinja Interactive, through which he develops his independent game projects. Jeremy has spoken several times at the Game Developers Conference. He also created the official Unity Certified Programmer Exam Review specialization on Coursera, which thousands of developers (including several Unity employees) used to prepare for the UCP exam from 2018-2022. Prior to joining the Games faculty at Michigan State, Jeremy taught for three years as a lecturer in the Electrical ETable of ContentsForeword Preface PART I Game Design and Paper Prototyping Chapter 1 Thinking Like a Designer You Are a Game Designer Bartok: A Game Design Exercise The Definition of GameSummary Chapter 2 Game Analysis Frameworks Common Frameworks for Ludology MDA: Mechanics, Dynamics, and Aesthetics Formal, Dramatic, and Dynamic ElementsThe Elemental Tetrad Summary Chapter 3 The Layered Tetrad The Inscribed Layer The Dynamic LayerThe Cultural LayerThe Responsibility of the Designer SummaryChapter 4 The Inscribed Layer Inscribed Mechanics Inscribed AestheticsInscribed NarrativeInscribed TechnologySummary Chapter 5 The Dynamic LayerThe Role of the PlayerEmergenceDynamic Mechanics Dynamic AestheticsDynamic NarrativeDynamic Technology Summary Chapter 6 The Cultural Layer Beyond Play Cultural Mechanics Cultural AestheticsCultural NarrativeCultural Technology Authorized Transmedia Are Not Part of the Cultural Layer The Cultural Impact of a Game Summary Chapter 7 Acting Like a Designer Iterative Design Innovation Brainstorming and Ideation Changing Your MindScoping!Summary Chapter 8 Design Goals Design Goals: An Incomplete List Designer-Centric Goals Player-Centric GoalsSummaryChapter 9 Paper Prototyping The Benefits of Paper Prototyping Paper Prototyping Tools Paper Prototyping for Interfaces A Paper Prototype Example Best Uses for Paper Prototyping Poor Uses for Paper PrototypingSummary Chapter 10 Game Testing Why Playtest?Being a Great Playtester Yourself The Circles of Playtesters Methods of Playtesting Other Important Types of Testing Summary Chapter 11 Math and Game Balance The Meaning of Game Balance The Importance of SpreadsheetsExamining Dice Probability with Sheets The Math of Probability Randomizer Technologies in Paper Games Weighted Distributions Weighted Probability in Google Sheets Permutations Using Sheets to Balance Weapons Positive and Negative FeedbackSummary Chapter 12 Guiding the Player Direct Guidance Indirect GuidanceTeaching New Skills and Concepts Summary Chapter 13 Puzzle Design Scott Kim on Puzzle Design The Steps of Solving a PuzzlePuzzle Examples in Action GamesDesigning and Developing Puzzle GamesSummary Chapter 14 The Agile Mentality The Manifesto for Agile Software Development Scrum Methodology Burndown Chart Example Creating Your Own Burndown Charts Summary Chapter 15 The Digital Game Industry About the Game Industry Game EducationGetting Into the Industry Don't Wait to Start Making Games!Summary PART II Programming C# in Unity Chapter 16 Thinking in Digital Systems Systems Thinking in Board Games An Exercise in Simple InstructionsGame Analysis: Apple PickerSummary Chapter 17 Introducing Unity Hub and the Unity Editor Downloading Unity Introducing Our Development Environment Creating a Unity Account Checking Out a Sample Project Creating Your First Unity ProjectLearning Your Way Around Unity Setting Up the Unity Window Layout Summary Chapter 18 Introducing Our Language: C#Understanding the Features of C#Reading and Understanding C# Syntax Summary Chapter 19 Hello World: Your First Program Creating a New Project Making a New C# ScriptMaking Things More Interesting Summary Chapter 20 Variables and Components Introducing Variables Statically Typed Variables in C#Important C# Variable Types The Scope of Variables Naming Conventions Important Unity Variable Types Unity GameObjects and Components Summary Chapter 21 Boolean Operations and Conditionals Booleans Comparison Operators Conditional StatementsSummary Chapter 22 Loops Types of Loops Set Up a Projectwhile Loops do...while Loops for Loops foreach Loops Jump Statements within Loops Summary Chapter 23 Collections in C#C# Collections Using Generic Collections ListDictionaryArray Multidimensional Arrays Jagged Arrays Jagged ListsChoosing Whether to Use an Array or List Summary Chapter 24 Functions and Parameters Setting Up the Function Examples Project Definition of a Function What Happens When You Call a Function?Function Parameters and Arguments Returning Values Returning void Function Naming Conventions Why Use Functions?Function Overloading Optional ParametersThe params Keyword Recursive Functions Summary Chapter 25 Debugging Getting Started with Debugging Stepping Through Code with the Debugger Summary Chapter 26 Classes Understanding Classes Class Inheritance Summary Chapter 27 Object-Oriented Thinking The Object-Oriented Metaphor An Object-Oriented Boids Implementation Summary Chapter 28 Data-Oriented Design The Theory of Data-Oriented Design DOTS Tutorial and Example The Future of Unity DOTS Summary PART III Game Prototype Tutorials Chapter 29 Apple PickerWhat You Will Learn The Apple Picker Prototype The Purpose of a Digital Prototype Preparing Coding the Apple Picker Prototype GUI and Game Management Summary Chapter 30 Mission Demolition What You Will Learn The Mission Demolition Prototype Getting Started: Mission Demolition Game Prototype Concept Art Assets Coding the Prototype From Prototype to First Playable Summary Chapter 31 Space SHMUP -- Part 1What You Will Learn Getting Started: Space SHMUP Setting the Scene Making the Hero Ship Adding Some EnemiesSpawning Enemies at Random Setting Tags, Layers, and Physics Making the Enemies Damage the Player Restarting the Game Shooting (Finally)Summary Chapter 32 Space SHMUP -- Part 2What You Will Learn Getting Started: Space SHMUP -- Part 2Enemy to Enemy_0 Programming Other Enemies Shooting Revisited Showing Enemy Damage Adding PowerUps and Boosting Weapons Race Conditions & Script Execution OrderMaking Enemies Drop PowerUpsEnemy_4 -- A More Complex EnemyTuning Settings for the Game EntitiesAdding a Scrolling Starfield Background Summary Chapter 33 Prospector Solitaire -- Part 1What You Will Learn The Prospector Game Getting Started: Prospector SolitaireBuild Settings Setting Up the Unity Window Layout Setting Up the Camera and Game PaneImporting Images as Sprites Constructing Cards from SpritesImplementing Prospector in Code Implementing Game Logic Summary Chapter 34 Prospector Solitaire -- Part 2What You Will Learn Getting Started: Prospector -- Part 2Additional Prospector Game Elements Adding GUI Elements to Display the Score Building and Running Your WebGL Build Summary Chapter 35 Dungeon Delver -- Part 1What You Will Learn The Dungeon Delver Game Getting Started: Dungeon Delver Setting Up the Cameras Understanding the Dungeon Data Showing the Map with a Unity Tilemap Adding the Hero Giving Dray an Attack Animation Dray's Sword Programmatic Collision in Unity Tilemap The InRoom Script Enemy: Skeletos Keeping GameObjects in the Room Aligning to the Grid Moving from Room to Room Making the Camera Follow Dray Summary Chapter 36 Dungeon Delver -- Part 2What You Will Learn Getting Started: Dungeon Delver -- Part 2Dungeon Delver -- Part 2 Overview Implementing TileSwaps Swapping in LockedDoor GameObjects Implementing Keys and Unlocking Doors Adding GUI to Track Key Count and Health Enabling Enemies to Damage Dray Making Dray's Attack Damage Enemies Modifying Enemy to Take Damage Picking Up Items Enemies Dropping Items on Death Implementing a New Dungeon -- The Hat Implementing a Grappler Summary Part IV Next Steps Chapter 37 Coding Challenges What Is a Coding Challenge?Getting Started on a Coding Challenge Filling in the Blanks How to Approach Each Challenge Chapter 38 Beyond This Book Continue to Learn Unity Development Build a Classic Game Start a Small Game Project or Prototype Make Games for Lifelong Enrichment Consider Going to School for GameDev Explore Advanced Game Design Finally, Drop Me a Line PART V Online Appendices Appendix A Standard Project Setup ProcedureThe Set Up Sidebar for Tutorial ProjectsSetting Up a New ProjectImporting a Starter UnityPackageSetting the Scene NameSetting the Game Pane to Full HD (1080p)Setting Up a WebGL BuildUnderstanding Unity Version ControlSummaryAppendix B Useful ConceptsTopics CoveredC# and Unity Coding Concepts Attributes Automatic Properties Bitwise Boolean Operators and Layer Masks Coroutines Unity Example--Coroutines Delegates, Events, and UnityEvents UnityEvents Enums Extension Methods Interfaces Unity Example--Interfaces Unity Makes Frequent Use of Interfaces for Observer Pattern JSON (JavaScript Object Notation) in Unity Lambda Expressions => Naming Conventions Object-Oriented Software Design Patterns Component Pattern Observer Pattern Singleton Pattern Strategy Pattern More Information on Design Patterns in Game Programming Operator Precedence and Order of Operations Race Conditions Unity Example--Race Conditions Recursive Functions String Interpolation -- $"" StringBuilder Structs Unity Messages Beyond Start() and Update() Life-Cycle Messages Frame-Based Messages Physics-Based Messages Variable Scope XML XML Documentation in C#Math Concepts Cosine and Sine (Cos and Sin) Unity Example--Sine and Cosine Dice Probability Enumeration Unity Example--Dice Probability Using Data-Oriented Design to Improve the DiceProbability Code Dot Product Interpolation Linear Interpolation Time-Based Linear Interpolations Linear Interpolations Using Zeno's Paradox Interpolating More Than Just Position Linear Extrapolation Easing for Linear Interpolations Bezier Curves Three-Point and Four-Point Bezier Curves A Recursive Bezier Curve Function A Data-Oriented Bezier FunctionPen-and-Paper Roleplaying Games Tips for Running a Good Roleplaying CampaignUser Interface Concepts Complex Game Controller Input Input Manager Mapping for Various Controllers Right-Click on macOS Control-Click = Right-Click Use Any PC Mouse Set Your macOS Mouse to Right-Click Set Your macOS Trackpad to Right-ClickAppendix C Online ReferenceTutorialsUnite ConferenceUnity's YouTube ChannelProgrammingSearching TipsFinding and Creating AssetsOther Tools and Educational DiscountsAppendix D Tips for Teaching from This BookThe Goal of This AppendixTeaching Introduction to Game DesignTeaching Introduction to Game ProgrammingMore Information Is Available
£53.99
MIT Press How Games Move Us
Book Synopsis
£16.99
MIT Press Ltd Game Sound An Introduction to the History Theory
Book SynopsisAn examination of the many complex aspects of game audio, from the perspectives of both sound design and music composition.A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources—including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves—to offer a broad overview of the history, theory, and production practice of video game audio. Game Sound has two underlying the
£33.00
Titan Books Ltd Angry Birds Hatching a Universe
Book SynopsisIn 2009 Rovio Entertainment wowed the world when it unleashed an unlikely gaming phenomenon: Angry Birds. This coffee table book goes behind the scenes to deliver in-depth insight into the remarkable artistry that goes into creating each game. It also features artwork and revealing interviews with the game's creators.
£25.49
Bloomsbury Publishing Plc Video Game Design
Book SynopsisMichael Salmond, Digital Media Design, Florida Gulf Coast University, USA. Michael is a digital interaction designer, video game artist and digital theorist. His work has been exhibited and published nationally, internationally and online. He has been teaching video game design and interaction design for over ten years in the UK and the USA. He is the co-author of The Fundamentals of Interactive Design (2013).Trade ReviewOffers readers a much more comprehensive view of the industry than other books of its kind. Practical game making information, analytic methods, and academic concepts are combined to give game designers a rich toolset for their own work. -- Christopher Totten, Game Artist in Residence, American University, Washington DCAn excellent, comprehensive book that successfully covers all areas of game design and development. It uses a good range of sources and a variety of styles and contexts. Easy to access and dip into. It's an ideal and thorough introduction to game design. * Ros Allen, University of Sunderland, UK *Offers a complete breakdown of the process, context and application of how to make a game based on insightful information from a variety of studios at the cutting edge of game development. For anyone new to the subject area they will be under no illusion as to the depth of complexity and skill levels required to produce a video game for today's market place. From initial concept ideas and pre-production all the way to investment and management, the book goes to great lengths to cover all areas with as much clarity and precise, relevant information as possible. It is one of the best books available on the subject. -- Simon Reed, Course Leader BA Game Art, University of South Wales, UKFrom games we play as kids in the schoolyard to video games we play as adults this well-designed book examines and explains the rules and mechanics that make them historically relevant for us humans. From the conceptual to the technical, dedicated chapters to every aspect of game design will help you understand the structure, depth and complexity of one of the most pervasive storytelling activities of our time. Aided by interviews with game makers, exercises and examples demonstrate how fluidity in a game arises from planning, execution and reiteration. But as the author states, and I could not agree more, “If you want to make games, go make games. Make games, make mistakes and learn from them.” This book helps you do just that. -- Arturo Sinclair, Assistant Professor, Media Arts, Sciences and Studies, Ithaca College, New YorkVery rich in examples and exercises to develop necessary skills: a serious text for serious learners. * Luca Pulvirenti, Accademia di Belle Arti di Palermo, Italy *Table of ContentsChapter 1: Defining Games; What Do We Mean When We Say ‘Game’?; Games Have Rules and Mechanics; Ludology; Games Have Always Been With Us; the Rhetorics of Play; Game Culture; Defining Culture; Beginning the Quest; Interview Adam Saltsman, Game Maker (Gravity Hook, Canabalt); Case Study: Cababalt Chapter 2: World Building (Mechanics, Rules & Behaviors); When You Build a Game, You Construct a Universe; Games, Rules and Mechanics; The Building Blocks of Game Design ; The Field of Play; Game Mechanics, an Overview; Player Numbers as Mechanic; Rules of Play; Video Game Rule Taxonomy; Objects and Concepts; Restricting Actions; Circumstantial Effect; Outcomes of Play; Objectives of Play (Goals); Player Resources; Conflict (Resources); Case Study Kentucky Route Zero, Cardboard Computer Chapter 3: Video game Analysis; Thinking Like a Game Designer; Understanding Bias; Recognising Bias; Starting the Analysis Process; Bias Informs the Mechanic (Cognitive Bias; Priming, Anchoring, Availability); First Order Optimal Strategies; Game Consistency; Becoming a Designer/Player; The Rollercoaster Experience; Interview James Portnow Ceo, Rainmaker Games/Director, Games for Good Chapter 4: Understanding the Motivations for Play; Bartle’s Taxonomy of Play; The Big Five; Personality Traits & Video Game Players; Personality Traits of Players; Translating the OCEAN Model to Game Design; Correlating the Player Models; Patterns of Play; Designing an Experience; Interest Curves; Pacing; Pacing Is Important In Establishing Tone; Pacing: Arc, Scene and Action; A Quick Word on Tutorials and On-Boarding; Interview: Brandon Sheffield Director, Necrosoft Games Chapter 5: The Formal Game Design Concepts; Video Games Are Event-Driven Experiences; Experiences Come From Emotions; Where Do Emotions Come From?; Identify the Emotion; Emotions Triggered Through the Game’s Mechanic; Flow; Getting Into the Zone; Emotions Transmitted Through Story; Emotions Transmitted Through the World; Emotional Experiences; Case Study: Gone Home, Steve Gaynor Co-Founder the Fullbright Company Chapter 6: The Preparation Phase; Lack of Experience; Models for Planning; Planning and Iteration; Iteration; Paper Prototype Phase; Fixing on the Game’s Visuals; There Are No Crystal Balls; The Three Cs: Character Design, Camera Design and Control Design; Play-Testing the Game (Prototype) ; Leave the Ego Outside and Observe; Try Not to Fixate on the Negatives; Audience; Getting What You Need; Common Play-Testing Questions; Early Access as Play-Testing; Interview: Kate Craig, Environment Artist, the Fullbright Company Chapter 7: The Principles of Level Design; Concept Art and Sketches; Creating an Emotional Aesthetic; Level Design Is Storytelling; Planning the Level; Listing the Level Components; Birds Eye View and Environment Flow; The Player Path; Lines of Sight and Paths; Limiting Lines of Sight; Building on Differences; Case Study: Gunpoint Chapter 8: Principles of Level Design Part 2; Invisible Boundaries; Occlusion Culling, Overdraw and Frustum Culling; Bounding the Level; Scale Is Important; Sizing and Field of View; Wayfinding Systems; Modular Models and Textures; Texture Sheets; The Texture Atlas; Silhouette Environment Design; The Principles of Silhouette Design:; Choke Points and Strong Points; Looking Back Is Important; Interview: Creating Games at Media Molecule Kareem Ettouney, Art Director Rex Crowle, Creative Lead Chapter 9: Character Design; What Is a Character?; The Building Blocks of Character Design; Personality and Personification; Characters That Serve a Purpose; What Is In a Name?; Stereotypes: Uses and Misuses; Building the Character ; Generic Characters Vs Stand-Out Characters; Making the Character ‘Real’; Non-Player Characters and Relationship Maps; Further Defining the Character Aesthetic Using Mood Boards and Model Sheets; Conclusion: Game Characters Come In All Shapes and Sizes Chapter 10: Getting Them to Play, Keeping Them Playing; Tutorials, On-Boarding and Rewards; Tutorial Design, Easing the Player In; Unconventional Controls; Win Early, Win Often; On-Boarding; On-Boarding Methods; Rewarding the Player; Designing Rewards; Intrinsic and Extrinsic Rewards; Motivating By Design; Conclusion Engagement and Rewards Are Unique to Games; Interview Kenneth Young Head of Audio Media Molecule Chapter 11: Interface Design and Audio Design; Constrained Choices, How to Think About Interfaces; Pick a Path, Designing Constraints; Interface Design; Invisibility and Feedback; Interface Design Schemes; Interfaces Are Communication; Interface Types; Non-Diegetic; Meta; Spatial; Mapping and Modes; Interface Overload; Audio Design, a Brief Overview; Sound as Manipulation; Designing Sounds That Do Not Exist; Audio for Atmosphere; Conclusion: Interfaces and Audio Complete the Prototype; Interview Tyson Steele, User Interface Artist, Epic Games Chapter 12 Where Next? ; Ethics, Inclusion and Monetization; Ethics and Gaming; Games Are Transformative; Inclusion; Inclusion and Doubt; Be Wary of Hubris; Be Wary of Negative Stereotypes; Game Violence; Copyright and Intellectual Property; Personal Responsibility; Monetization Conclusion: Thanks for Playing; Technical Resources; Industry Standard Software for Non-Programmers; Tools for Programmers (On a Budget); Open Source (Free) Tools and Communities; Overview of Common Industry Terms; Further Reading; Glossary; Index; Acknowledgements
£34.99
Read-Only Memory Britsoft An Oral History
Book SynopsisA collective story of the early British games industry. Composed of interviews with 35 people who shaped the modern videogame, including David Braben (Elite), Peter Molyneux (Populous), Rob Hubbard (Commando) and Jeff Minter (Attack of the Mutant Camels), it documents a vibrant period of invention in Britain's cultural history.Table of ContentsPart 1 First Contact 29; Part 2 Money Makers 75; Photo Scrapbook 113; Part 3 Going Pro 129 Part 4 Booming Business 169; Press Clippings 209; Part 5 Game Press 225; Part 6 The Coming of 16-Bit 261; Game Artworks 305; Part 7 Maturing Industry 321; Part 8 End of the Era
£24.00
Nova Science Publishers Inc Advances in Game Design and Development Research
Book SynopsisLearning games have long been used in adult education, and are particularly common in business education. This has brought up the question on how to design effective learning games to be continuously readdressed, often to emphasize some particular aspect as key to designing effective, game-based learning. Despite famous game-designer Costikyan''s characterization of game-design as an art, rather than an engineering discipline, such studies all seem to look for a recipe for unraveling how to design effective learning games. This book discusses topics on game design and developmental research. Some of the topics include game design and development curricula for digital literacies and 21st century learning; the role of metaphors in game-based learning processes; illustrative, iterative, interdisciplinary and design-oriented use of learning games in university teaching; the relationship between game volatility, house edge and prize structure of gambling games and what it tells us about gambling game design; and a gaming system for shoulder rehabilitation.
£182.99
MIT Press Ltd Future Gaming: Creative Interventions in Video
Book Synopsis
£21.75
MIT Press Critical Play Radical Game Design The MIT Press
Book SynopsisAn examination of subversive games like The Sims—games designed for political, aesthetic, and social critique.For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture.Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-bas
£27.00
Bloomsbury Publishing (UK) Life Is a Game What Game Design Says about the Human Condition
Book SynopsisEdward Castronova is Professor of Media at Indiana University, USA. He is the author of Synthetic Worlds: The Business and Culture of Online Games (2006), Exodus to the Virtual World (2008) and Wildcat Currency: The Virtual Transformation of the Economy (2014). He specializes in Games, Technology, and Society, and has served in the past as Director of the BS degree program in Game Design, and Chair of the Department of Media Arts and Production.Trade ReviewLife Is a Game goes beyond the new field of game design – beyond game theory and beyond the neurobiology of games ... Instead, the book centers on the human condition as it is reflected in game thinking ... Life Is a Game is inherently interdisciplinary, bringing together content from across academic fields, and appealing to any scholarly and lay readers with interests in politics, philosophy, economics, sociology, and of course, game design. * Popular Culture Studies Journal *Edward Castranova is one of the most brilliant minds ever to study games, so it's no surprise that his latest book, Life is a Game, is fascinating and wise. But it's more than that. It's also a hell of a lot of fun to entertain these mindblowing ideas - I couldn't put it down. This is must-reading for anyone who wants a a fresh philosophy on life, and a profound look at the deepest meaning of games. This book is grounded in history and centuries of wisdom, but at the same time bursts into the future with a visionary view of how we are all playing together, every human, every day. I truly love this book. * Jane McGonigal, author of Reality is Broken: Why Games Make Us Happy and How They Can Change the World (2011), USA *Can we win at the game of life? As Castronova writes with wisdom and humor, the game of life is not only about winning and losing, victories and defeats, but most of all why we play the game. For pleasure? Excellence? Faith? No matter what our life goal, Castronova brings strategic lessons learned from the field of game design and his own experience in the game of life to help us choose the kinds of games we play, and how to play hard for our victory conditions, quest, thrive, and win. * Joshua A.T. Fairfield, William Donald Bain Family Professor of Law, Washington and Lee University School of Law, USA *Table of ContentsIntroduction a. Stances and the Strategic Layer b. Concepts and Examples c. Is there a Game Designer? d. Life’s Important; So Are Games e. We Can Only Write From Who We Are Part I: The Strategic Turn 1. Why Do Great Thinkers Keep Saying That Life is a Game? a. The Many Similarities Between Living, Gaming, and Playing b. Focus: Four Books that Come Close to Life, the Game i. Hugo Rahner: Man at Play (1967/1949) ii. Bernard Suits: The Grasshopper (1978) iii. Michel de Certeau: The Practice of Everyday Life (1984) iv. James Carse: Finite and Infinite Games (1987) c. What is the Game of Life, Really? d. The Present Moment: An Insufferable Boredom e. How Game Design Responds to Boredom 2.The Environment of Decision a. The natural world b. Meaning and mind c. Boredom and Suffering d. The Immaterial World 3. Is this a game? a. First features of the game of everything i. Life as an idle game ii. Life as Minesweeper iii. Life as Role-Playing Game b. What explains the similarity of life to a game? c. How game design illuminates social processes d. How to play 4. The Strategic Layer a. Layers b. Strategy and tactics c. The strategic layer d. On victory conditions e. Operational goals 5. Stances a. Choosing stances b. Four strategic comments about philosophical commitments c. How to evaluate a stance d. How stances change Part II. A Catalog of Stances 6. The Hedonistic Stance a. Commitments b. Victory conditions c. Strategies d. Assessment 7. The Excellence Stance a. Commitments b. Victory conditions c. Strategies d. Assessment 8. The Heroic Stance a. Commitments b. Victory conditions c. Strategies d. Assessment 9. The Orthodox Stance a. Commitments b. Victory conditions c. Strategies d. Assessment 10. The Mystic Stance a. Commitments b. Victory conditions c. Strategies d. Assessment Part III. Conclusion Bibliography Index
£110.00
Packt Publishing Limited Unreal Engine 5 Character Creation, Animation, and Cinematics: Create custom 3D assets and bring them to life in Unreal Engine 5 using MetaHuman, Lumen, and Nanite
Book SynopsisGet to grips with the base workflow and create your own cinematic scenes in UE5 by learning to develop the main elements, animate, and combine them into a complete rendered movie scene with the help of key images printed in color Key Features Perform your entire rigging and animation workflow inside Unreal Engine 5 using Control Rig tools Create hand-keyed animations and clean up motion capture natively in Unreal Engine Learn the basics of creating 3D assets and customizing a MetaHuman for your movie needs Book DescriptionUnreal Engine 5 (UE5) offers beginners and seasoned professionals the ability to create detailed movie scenes with realistic human characters using MetaHuman and combine it with custom props and environments. It also comes with built-in industry standard animation tools to develop such scenes in a fraction of the time compared to old methods. This book takes you through the entire 3D movie production pipeline using free (open - source) software. By following the step-by-step, beginner-friendly tutorials in this book, you'll learn how to create your own custom 3D assets in Blender and texture these 3D assets in Quixel Mixer. Next, you'll take these completed 3D assets into Unreal Engine 5 and use them to build a virtual 3D movie set for your 3D movie. You'll also populate your 3D movie set by using Quixel MegaScans assets and create and customize your own photorealistic human character using MetaHuman Creator and UE5. As you advance, you'll discover how to rig, skin, and animate these 3D assets and characters using Blender and UE5's new Control Rig. Finally, you'll explore the process of setting up your movie cameras and animation sequences and rendering your 3D movie using UE5's Sequencer. By the end of this Unreal Engine book, you'll have learned how to combine different elements in UE5 to make your own movies and cinematics.What you will learn Create, customize, and use a MetaHuman in a cinematic scene in UE5 Model and texture custom 3D assets for your movie using Blender and Quixel Mixer Use Nanite with Quixel Megascans assets to build 3D movie sets Rig and animate characters and 3D assets inside UE5 using Control Rig tools Combine your 3D assets in Sequencer, include the final effects, and render out a high-quality movie scene Light your 3D movie set using Lumen lighting in UE5 Who this book is forThis book is for beginners to Unreal Engine or 3D animation and art in general who want to learn the entire process of creating 3D movies with Unreal Engine 5. Experienced 3D artists and animators new to UE5 will also find this book invaluable as it covers cutting-edge techniques for making real-time 3D movies using Unreal Engine, Blender, Quixel Mixer, and Quixel Bridge. Although prior experience with 3D software is not necessary, it will be helpful in understanding the concepts more easily.Table of ContentsTable of Contents An Introduction to Blender's 3D Modeling and Sculpting Tools Modeling a Robot Drone Character Let's Sculpt an Alien Plant! UV Maps and Texture Baking Texturing Your Models inside Quixel Mixer Exploring Unreal Engine 5 Setting Up Materials in UE 5 Using MetaHuman to Create a Photorealistic Human for UE5 Building a Virtual 3D Movie Set in UE5 Adding Lighting and Atmospheric Visual Effects in UE5 Alien Plant Joint Setup in Blender Alien Plant Skinning in Blender Robot Joint Setup and Skinning in Blender Making a Custom Rig for Our Alien Plant with Control Rig Creating a Control Rig with Basic IK Controls for a Robot in UE5 Creating a Simple Swaying Animation Cycle in UE5 Sequencer Create Three Simple Animations for the Robot in UE5 Sequencer Importing Motion Capture onto the MetaHuman Control Rig Motion Capture Editing and Cleanup Using Control Rig and Sequencer Using Sequencer to Construct Your Final Scene
£59.99
Sonola & Jones Ltd Game Artist: The Ultimate Career Guide: 2021
£14.99
Springer Nature Switzerland AG Simulation Gaming Through Times and Disciplines: 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26–30, 2019, Revised Selected Papers
Book SynopsisThis book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.Table of ContentsSimulation gaming in the science space.- A Journey to the Role of Facilitator: Personal stories unfolding alongside world trends.- Differences between Facilitator-guided and Self-guided Debriefing on the Attitudes of University Students.- Evaluation of a pilot game to change civil servants’ willingness towards open data policy making.- Structuring game design with active learning benefits: insights from logistical skills training in managing an emergency department.- Playing (in) a Crisis Simulation: What is the playful engagement in a serious simulation made of.- Through a Mirror Darkly – On the Obscurity of Teaching Goals in Game-Based Learning in IT Security.- The Tacit Knowledge in Games: From Validation to Debriefing.- Educational Escape Room – Challenges and Obstacles.-Simulation gaming design and implementation.- Simulated Construction of State`s Intersubjective Reality in Virtual Games: An Emerging Tool of Social Power.- A Review of Game-Based Research for English Language Learning in S&G Interdiscipline Journal.- Accuracy in Business Simulations.- Group-based learning and group composition on the provision of public goods: Incorporating agent-based simulation and gaming.- Can the Veil of Ignorance Create Consensus? A Qualitative Analysis Using the Siting for a Contaminated Waste Landfill Game.- The Development of the 3D Role-Playing Game on PC with an Assistive System for Deuteranopia.- The Trust Game: The influence of Trust on: Collaboration in the light of Technological Innovations.- The funnel of game design - Proposing a new way to address a problem definition using the IDEAS approach.- Little Things Mean a Lot in Simulations.- Impact of Competition in Energy Market on Promotion of Renewables: an Agent-Based Model Approach.- The perception of business wargaming practices among strategic and competitive intelligence professionals.- Managing Competing Values in Sustainable Urban Tourism: a Simulation-Gaming Approach.- Simulation games as a framework to conduct scientific experiments – the example of prospect theory research.- Study on occurrence mechanism of quality scandal in enterprises by ”Sontaku”, ”air” and ”water” theory using business game.- Interpersonal Competitiveness in a Cohesive Team: Insights from a Business Simulation Game.- Simulation games for current challenges.- Review of Haptic and Computerized (Simulation) Games on Climate Change.- Food-web modeling in the Maritime Spatial Planning Challenge Simulation Platform: Results from the Baltic Sea Region.- Unpacking, Overconfidence, and Game Design.- Authentic Learning in Entrepreneurship Education.- Learning from a Business Simulation Game: A Factor-Analytic Study.- Gamification and gaming cultures.- Resolving Migrant Issues in Thailand Using the Framework of ‘Simulation Game – Project PAL’.- Gamification Design Strategies - summary of research project.- Fostering Adaptive Organizations: Some Practical Lessons From Space Pirates.- Comparison of Experience of Using Business Games in University of Lodz and Kaunas University of Technology.- Board perspective on simulation gaming.- Video game monetization mechanisms in triple A (AAA) video games.- Learning with Location-Based Gaming.- Methodological challenges of creating a next-generation machine learning-based game engine for generating maps and vehicle behavior.- Agent-based Simulation for Sustainable Management of Supply Chain and Natural Resources: Basic Model.- Wonders of the World Simulation Program by Virtual Reality.- Framework and application of live video streaming as a virtual reality gaming technology: a study of function and performance.
£71.24
De Gruyter Delicious Pixels: Food in Video Games
Book SynopsisDelicious Pixels: Food in Video Games introduces critical food studies to game scholarship, showing the unique ways in which food is utilized in both video game gameplay and narrative to show that food is never just food but rather a complex means of communication and meaning-making. It aims at bringing the academic attention to digital food and to show how significant it became in the recent decades as, on the one hand, a world-building device, and, on the other, a crucial link between the in-game and out-of-game identities and experiences. This is done by examining specifically the examples of games in which food serves as the means of creating an intimate, cozy, and safe world and a close relationship between the players and the characters.
£14.00
Independently Published Microsoft Flight Simulator 2024 Guidebook
£15.59
Amazon Digital Services LLC - Kdp Blender User Guide for Beginners 2026
£39.89
Independently Published Hyrule Warriors
£16.99
Amazon Digital Services LLC - Kdp Dragon Age the Veilguard Game Guide
£14.27
Independently Published Sniper Elite
£15.05
Pearson Education (US) Unity 2018 Game Development in 24 Hours Sams
Book SynopsisMike Geig is the global head of evangelism content at Unity Technologies, where he helps democratize game development by developing and delivering high-impact learning resources. Mike has experience as an indie game developer, a university educator, and an author. A gamer at heart, Mike works to make the development of interactive entertainment fun and accessible for all skill sets. Hi, Mom! Table of Contents HOUR 1: Introduction to Unity HOUR 2: Game Objects HOUR 3: Models, Materials, and Textures HOUR 4: Terrain and Environments HOUR 5: Lights and Cameras HOUR 6: Game 1: Amazing Racer HOUR 7: Scripting, Part 1 HOUR 8: Scripting, Part 2 HOUR 9: Collision HOUR 10: Game 2: Chaos Ball HOUR 11: Prefabs HOUR 12: 2D Game Tools HOUR 13: 2D Tilemap HOUR 14: User Interfaces HOUR 15: Game 3: Captain Blaster HOUR 16: Particle Systems HOUR 17: Animations HOUR 18: Animators HOUR 19: Timeline HOUR 20: Game 4: Gauntlet Runner HOUR 21: Audio HOUR 22: Mobile Development HOUR 23: Polish and Deploy HOUR 24: Wrap-up
£29.59
Bloomsbury Publishing PLC Teaching Games and Game Studies in the Literature
Book SynopsisTeaching Games and Game Studies in the Literature Classroom offers 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 gTrade ReviewMy 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 *Teaching Games thoughtfully 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 *If 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 *Table of ContentsList of Figures Introduction: Ludology and Narratology in the Literature Classroom, Tison Pugh (University of Central Florida, USA) and Lynn Ramey (Vanderbilt University, USA) Part I: Theories of the Ludic and Literary Classroom 1. Developing and Teaching Games-Focused English Courses: A Technological and Curricular Walkthrough, Eric Detweiler (Middle Tennessee State University, USA) 2. Gaming Literature: Games as an Accessible Entry into the Study of Literature, Regina Mills (Texas A&M University, USA) 3. Levelling Up: Transferring the Analytical Gaze from Print Literature to Digital Literature and Digital Games in the Literature Classroom, Nolan Bazinet (University of Sherbrooke, Canada) 4. Reverse-Engineering Stories in the Literature Classroom: Linking Video Games and Traditional Narratives to Foster Critical Reading Skills, John Misak (New York Institute of Technology, USA) 5. Pwning Tolkien’s Trilogy: Game Studies in a Massively Open Online Course (MOOC), Jay Clayton (Vanderbilt University, USA) and Don Rodrigues (University of Memphis, USA) 6. How/Why We Read/Play: Conceptualizing Reader Goals in the Game of Literature, Mitchell Gunn (University of Toronto, Canada) Part II: Videogames and Interactive Media in the Literature Classroom 7. Ready Player Action: Teaching Close Reading and Critical Play in a Ludic Century, Craig Carey (University of Southern Mississippi, USA) 8. Teaching Japanese Video Games: Practical Strategies for Analysis and Assessment, Ben Whaley (University of Calgary, Canada) 9. Intervening in Game Cultures: Video Game Streams and/as Literature, Cody Mejeur (University at Buffalo, USA) 10. Ethical Simulation Games in the Liberal Arts Classroom: Civilization V, SimEarth, and Sweatshop, Harry Brown and Nicole Lobdell (De Pauw University, USA) 11. Thinking Outside the Book: Procedural Bibliography as Textual Pedagogy for Literary Video Games, Chloe Anna Milligan (Pennsylvania State University, USA) Part III: Gaming Identity and Ideology in the Literature Classroom 12. Teaching the Iñupiaq Video Game Never Alone and/as Literature, Natalie Neill (York University, Canada) 13. First Person in Translation: Gaming Perspectives on Indigenous Languages and Literature, Jillian Sayre (Rutgers University, USA) 14. Playing in the Dark: Teaching Representation, Appropriation, and Identification with Assassin’s Creed III, James K. Harris (Bronx Community College, USA) 15. Constructing Subjectivities and Teaching Otherness through the Silent Hill Series, Katsuya Izumi (University at Albany, USA) Part IV: Gamifying the Literature Classroom 16. Film and Literature Instruction through Live-Action Role-Play, Evan Torner (University of Cincinnati, USA) 17. How to Develop Gamified Pedagogical Strategies: A Case Study of Classical Japanese Poetry in the Undergraduate Classroom, Catherine Ryu (Michigan State University, USA) 18. Designing and Implementing a Roleplaying-Game-Based Course in Advanced Classical Literature: Challenges, Benefits, and Iterations, Roger Travis (University of Connecticut, USA) 19. Games We Play on Paper: Understanding the Process of Discovery through Detective Fiction and Behavioral Neuroscience, Michelle Robinson (University of North Carolina at Chapel Hill, USA) and Marsha Penner (University of North Carolina at Chapel Hill, USA) 20. Making Feminist Games in the Gender Studies and Literature Classroom, Gabi Kirilloff (Texas Christian University, USA) Afterword: Confessions of a Game Scholar in an English Department, Anastasia Salter (University of Central Florida, USA) Resources Notes on Contributors Selected Bibliography Index
£29.99
Titan Books Ltd The Art of Mafia III
Book SynopsisThe Art of Mafia III showcases the innovative designs and stunning art behind the latest installment in the Mafia series. In Mafia III, game developer 2K has players join Lincoln Clay as he builds his own criminal organization in 1968 New Bordeaux. Featuring the striking art behind Mafia III, explorations of the characters and locations and commentary from art director Dave Smith, this is an incredible behind-the-scenes look at this landmark title.
£25.49
Titan Books Ltd Call of Duty WWII: Field Manual
Book SynopsisA wholly immersive in-world take on the blockbuster Call of Duty® series. Acclaimed for its immersive gameplay and thrilling storylines, Call of Duty® has captivated millions of players worldwide since the release of its first game in 2003. Call of Duty®: Field Manual is an engrossing collector's item for fans of the series. Presented as an official combat-issued handbook that has been misplaced by its owner, the book pairs stunning original illustrations with an engaging narrative that showcases the statistics and history of the essential units, vehicles, weapons, and battlegrounds.
£17.99
University of Minnesota Press Games of Empire
Book SynopsisTable of ContentsAcknowledgments Introduction: Games in the Age of Empire Part I. Game Engine: Labor, Capital, Machine 1. Immaterial Labor: A Workers' History of Videogaming 2. Cognitive Capitalism: Electronic Arts 3. Machinic Subjects: The Xbox and Its Rivals Part II. Gameplay: Virtual/Actual 4. Banal War: Full Spectrum Warrior 5. Biopower Play: World of Warcraft 6. Imperial City: Grand Theft Auto Part III. New Game? 7. Games of Multitude 8. Exodus: The Metaverse and the Mines Notes Bibliography Index
£15.19
John Wiley and Sons Ltd The Art of Videogames
Book SynopsisVideogames aren't just for children anymore. In fact, their fictional worlds now inspire us to judgments of perceptual beauty, involve us in interpretation, and arouse our emotions. Reflecting the increasing technical and moral sophistication of the genre, The Art of Videogames presents a unique philosophical approach to the art of videogaming.Table of ContentsAcknowledgments. 1 The New Art of Videogames. 2 What Are Videogames Anyway? 3 Videogames and Fiction. 4 Stepping into Fictional Worlds. 5 Games through Fiction. 6 Videogames and Narrative. 7 Emotion in Videogaming. 8 The Morality of Videogames. 9 Videogames as Art. Glossary. References. Index.
£25.60
John Wiley and Sons Ltd The Art of Videogames
Book SynopsisVideogames aren't just for children anymore. In fact, their fictional worlds now inspire us to judgments of perceptual beauty, involve us in interpretation, and arouse our emotions. Reflecting the increasing technical and moral sophistication of the genre, The Art of Videogames presents a unique philosophical approach to the art of videogaming.Table of ContentsAcknowledgments. 1 The New Art of Videogames. 2 What Are Videogames Anyway? 3 Videogames and Fiction. 4 Stepping into Fictional Worlds. 5 Games through Fiction. 6 Videogames and Narrative. 7 Emotion in Videogaming. 8 The Morality of Videogames. 9 Videogames as Art. Glossary. References. Index.
£65.50
O'Reilly Media Writing Games Centre Apps in iOS
Book SynopsisLearn how to integrate Game Center features directly into your iPhone and iPad apps with the recipes in this short and concise cookbook. Each recipe gives you the solution and the code for adding features such as leaderboards, user authentication, achievements, multiplayer games and many others, using Apple's GameKit framework in the iOS SDK.
£14.39
Springer Nature Switzerland AG Enhancing Video Game Localization Through Dubbing
Book SynopsisThis book addresses the hot topic in audiovisual translation (AVT) of video game localization through the unique perspective of dubbing, an area which has so far received relatively little scholarly focus. The author analyses the main characteristics of video game localization within the context of English-Spanish dubbing, and emphasizes the implications for research and localization as a professional practice. The book will appeal to translation studies scholars and students, as well as AVT professionals looking to understand localization processes from a systematized approach.Table of ContentsChapter 1: Videogames as Modern Multimodal Products.- Chapter 2: The History of Localization and Dubbing in Video Games.- Chapter 3: Game Localization: Stages and Particularities.- Chapter 4: Dubbing in Video Games.- Chapter 5: Dubbing Analysis through Game Situations: Four Case Studies.- Chapter 6: Conclusion
£85.49
Springer International Publishing AG Computers and Games: International Conference, CG
Book SynopsisThis book constitutes the refereed proceedings of the International Conference on Computers and Games, CG 2022, held virtually, during November 22–24, 2022.The 15 full papers included in this book were carefully reviewed and selected from 23 submissions. They were organized in topical sections as follows: classic games, multi-player and multi-action games, solving games, measuring games, decision making in games and puzzles.Table of ContentsClassic Games: FairKalah: Towards Fair Mancala Play.- Improving Search in Go Using Bounded Static Safety.- Chinese Checkers Bitboards for Move Generation and Ranking Using Bitboards. Multi-Player and Multi-Action Games: Solving Chainmail Jousting.- An Algorithm for Multiplayer Games Exploiting Opponents' Interactions with the Player.- Incentivizing Information Gain in Hidden Information Multi-Action Games. Solving Games: QBF Solving using Best First Search.- Oware is Strongly Solved.- Solving Impartial SET using Knowledge and Combinatorial Game Theory. Measuring Games: Which Rules for Mu Torere?.- Measuring Board Game Distance. Decision Making in Games and Puzzles: Improving Computer Play in Skat with Hope Cards.- Batch Monte Carlo Tree Search.- Human and Computer Decision-Making in Chess with Applications to Online Cheat Detection.- Procedural Generation of Rush Hour Levels.
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