Computer games design Books
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.
£42.74
Taylor & Francis Ltd Maya for Games
a huge range and FREE tracked UK delivery on ALL orders.
£44.64
Taylor & Francis Ltd Game Art Complete
a huge range and FREE tracked UK delivery on ALL orders.
£50.34
Taylor & Francis Ltd Game AI Pro 360
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£40.84
Taylor & Francis Ltd Game AI Pro 360 Guide to Architecture
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£123.50
Taylor & Francis Ltd Creating Games with Unity Substance Painter Maya
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£54.14
Taylor & Francis Ltd The Craft and Science of Game Design
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£42.74
Taylor & Francis Ltd The Craft and Science of Game Design
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£78.84
Taylor & Francis Ltd Game Usability
a huge range and FREE tracked UK delivery on ALL orders.
£123.50
Taylor & Francis Ltd Environment Art in the Game Industry
a huge range and FREE tracked UK delivery on ALL orders.
£42.74
Taylor & Francis Ltd Environment Art in the Game Industry
a huge range and FREE tracked UK delivery on ALL orders.
£109.25
Taylor & Francis Ltd Game Anim
a huge range and FREE tracked UK delivery on ALL orders.
£123.50
Taylor & Francis Video Games
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£39.99
Taylor & Francis Ltd Digital Gaming Reimagines the Middle Ages
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£137.75
Taylor & Francis Ltd Sports Videogames
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£142.50
Taylor & Francis Ltd Sports Videogames
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£46.99
Taylor & Francis Ltd Rigging for Games
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£46.54
Taylor & Francis Wordplay and the Discourse of Video Games
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£39.99
Taylor & Francis Wordplay and the Discourse of Video Games
a huge range and FREE tracked UK delivery on ALL orders.
£137.75
Cambridge University Press Interactivity and MetaEngagement in Digital Mystery Narratives
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£58.40
Pearson Education (US) Introduction to Game Design Prototyping and
Book SynopsisTable of Contents P1 Game Design and Paper Prototyping 0 Introduction 1 Thinking Like a Designer 2 Game Analysis Lexicons 3 The Layered Tetrad 4 Acting Like a Designer 5 Design Goals 6 The Inscribed Layer 7 The Dynamic Layer 8 The Cultural Layer 9 Paper Prototyping and Iteration 10 Playtesting and Usability Testing 11 Math & Game Balance 12 Puzzle Design 13 Guiding the Player 14 The Digital Game Industry 15 The Agile Development Prototyping Mentality P2 Digital Prototyping 16 Thinking in Digital Systems 17 Introducing our Development Environment: Unity 18 Introducing our Language: C# 19 Your First Program: Hello World 20 Debugging 21 Variables and Components 22 Boolean Operations and Conditionals 23 Loops 24 Lists and Arrays 25 Functions and Parameters 26 Classes 27 Object-Oriented Thinking P3 Game Prototype Examples and Tutorials 28 Prototype 1: Apple Picker 29 Prototype 2: Mission Demolition 30 Prototype 3: Space SHMUP 31 Prototype 4: Prospector Solitaire 32 Prototype 5: Bartok 33 Prototype 6: Word Game 34 Prototype 7: QuickSnap 35 Prototype 8: Omega Mage P4 Appendices 36 Standard Project Setup Procedure 37 Useful Concepts Reference 38 Online References
£59.49
MIT Press Ltd Elements of Game Design
Book SynopsisAn introduction to the basic concepts of game design, focusing on techniques used in commercial game production.This textbook by a well-known game designer introduces the basics of game design, covering tools and techniques used by practitioners in commercial game production. It presents a model for analyzing game design in terms of three interconnected levels—mechanics and systems, gameplay, and player experience—and explains how novice game designers can use these three levels as a framework to guide their design process. The text is notable for emphasizing models and vocabulary used in industry practice and focusing on the design of games as dynamic systems of gameplay.The book first introduces the core model and framework for analyzing and designing games. It then discusses the three levels in detail, explaining player experience and identifying design goals; introducing low-level structural analysis of gameplay in terms of basic mechanics; descr
£27.00
MIT Press Ltd Ambient Play Playful Thinking
Book SynopsisHow mobile games are part of our day-to-day lives and the ways we interact across digital, material, and social landscapes.We often play games on our mobile devices when we have some time to kill—waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. Mobile games become conduits for what the authors call ambient play, pervading much of our social and communicative terrain. We become digital wayfarers, moving constantly among digital, social, and social worlds.Hjorth and Richardson explore how households are transformed by media—how idiosyncratic media use can
£17.99
No Starch Press,US Make Your Own Twine Games!
Book SynopsisMake Your Own Twine Games! shows you how to make interactive fiction games using Twine, a beginner-friendly online tool for creating non-linear stories. Readers use basic web scripting to design choose-your-own-adventure games using author's games as examples. Anthropy walks readers through game development process from start to finish, covering everything from mapping out a game's structure and story to debugging the end product. Readers will understand what makes designing video games challenging and fun, and will feel ready to bring their own game ideas to life.
£15.29