Computer games design Books

173 products


  • Unbound Fuck Yeah, Video Games: The Life and Extra Lives

    Out of stock

    Book Synopsis'A labour of undiluted love and enthusiasm' Daily TelegraphAs Daniel Hardcastle careers towards thirty, he looks back on what has really made him happy in life: the friends, the romances… the video games. Told through encounters with the most remarkable – and the most mind-boggling – games of the last thirty-odd years, Fuck Yeah, Video Games is also a love letter to the greatest hobby in the world.From God of War to Tomb Raider, Pokémon to The Sims, Daniel relives each game with countless in-jokes, obscure references and his signature wit, as well as intricate, original illustrations by Rebecca Maughan. Alongside this march of merriment are chapters dedicated to the hardware behind the games: a veritable history of Sony, Nintendo, Sega and Atari consoles.Joyous, absurd, personal and at times sweary, Daniel's memoir is a celebration of the sheer brilliance of video games.Trade Review'A labour of undiluted love and enthusiasm' Sam Leith, Daily Telegraph

    Out of stock

    £12.34

  • Unbound Things I Learned from Mario's Butt

    Out of stock

    Book SynopsisHave you ever wondered why some video game characters wear trousers and others don’t? 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?When 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?In Things I Learned from Mario’s Butt, 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? When he dies, is Pac-Man eaten by his own caboose?Wedged full of original artwork by Zack Flavin, and featuring interviews with game developers and guest butt reviews from gaming favourites such as Jim Sterling, Stuart Ashen, Brentalfloss and more, this book is a deep dive into why butts are downright integral to the games we play. So, crack it open and have a cheeky look inside at some of the most interesting bottoms the world of video games has to offer.Trade Review"The weirdest thing I have ever written" Justin McElroy

    Out of stock

    £23.75

  • Unbound Region Locked

    Out of stock

    Book SynopsisNot all games are released equal.The barriers of language and culture can leave our world divided, and this includes the video games that we get the chance to play. Matt Barnes, Dazz Brown and Greg Seago-Curl of DidYouKnowGaming? created the YouTube series Region Locked to offer an insight into the weird and wonderful titles that never left their home countries, and now they bring their expertise to you, the gaming reader.Encounter masterpieces you never knew existed from your favourite series and developers, as well as some utterly bizarre creations that seem so outlandish you might wonder how on earth they were released in the first place, from the trippy, meandering dreamscapes of 1998’s LSD: Dream Emulator to The Mysterious Murasame Castle, released in 1986 by Nintendo, and the intergalactic adventures of Crime Crackers (1994). The authors explore what it’s like to play these games, and investigate the fascinating characters and maverick designers behind them to discover why such remarkable creations never enjoyed international exposure.For the casual gamer, keen developer, intrigued reader and hardcore fan alike, Region Locked is the key to a surreal and adventurous journey through the lost world of video games.

    Out of stock

    £19.00

  • Unbound Fuck Yeah, Video Games: The Life and Extra Lives

    Out of stock

    Book Synopsis'A labour of undiluted love and enthusiasm' Daily TelegraphAs Daniel Hardcastle careers towards thirty, he looks back on what has really made him happy in life: the friends, the romances… the video games. Told through encounters with the most remarkable – and the most mind-boggling – games of the last thirty-odd years, Fuck Yeah, Video Games is also a love letter to the greatest hobby in the world.From God of War to Tomb Raider, Pokémon to The Sims, Daniel relives each game with countless in-jokes, obscure references and his signature wit, as well as intricate, original illustrations by Rebecca Maughan. Alongside this march of merriment are chapters dedicated to the hardware behind the games: a veritable history of Sony, Nintendo, Sega and Atari consoles.Joyous, absurd, personal and at times sweary, Daniel's memoir is a celebration of the sheer brilliance of video games.Trade Review'A labour of undiluted love and enthusiasm' Sam Leith, Daily Telegraph

    Out of stock

    £11.91

  • Shadow of the Tomb Raider The Official Art Book

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

    Out of stock

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

    Out of stock

    £28.49

  • The Art of Diablo

    Titan Books Ltd The Art of Diablo

    Out of stock

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

    Out of stock

    £28.00

  • Nostalgia and Videogame Music: A Primer of Case

    Intellect Books Nostalgia and Videogame Music: A Primer of Case

    Out of stock

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

    Out of stock

    £81.00

  • Nostalgia and Videogame Music: A Primer of Case

    Intellect Books Nostalgia and Videogame Music: A Primer of Case

    Out of stock

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

    Out of stock

    £999.99

  • Unbound Dice Men: The Origin Story of Games Workshop

    Out of stock

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

    Out of stock

    £28.50

  • Unbound Itchy, Tasty: An Unofficial History of Resident

    Out of stock

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

    Out of stock

    £13.49

  • Hands-On Unity 2022 Game Development: Learn to

    Packt Publishing Limited Hands-On Unity 2022 Game Development: Learn to

    1 in stock

    Book SynopsisCreate, customize, and optimize your own professional games from scratch with Unity 2022Includes invitation to join the online Unity Game Development community to read the book alongside Unity developers/C# programmers and Nicolas Borromeo.Purchase of the print or Kindle book includes a free eBook in PDF format.Key Features Create the game prototype and learn the fundamentals of Unity editor to build scenes, objects and import objects Add interactivity, win/lose conditions, sound, graphics and artificial intelligence using C# and visual scripting Improve the game graphics, user interface, add visual effects and animations using Animator, Cinemachine, and Timeline Book DescriptionUnity is a cross-platform game engine that provides you with powerful but simple-to-use features to solve the most common problems in Game Development, such as rendering, animation, physics, sound, and effects. You'll learn to use these features to create simple but complete games (and all the nuances needed to handle Unity).Complete with hands-on tutorials and projects, this book will teach you to use the Unity game engine, create C# and visual scripts, integrate graphics, sound, and animations, and manipulate physics to create interesting mechanics for your game. You'll then code a simple AI agent to challenge the user and work with profiling tools to ensure code efficiency.Finally, you'll work with Unity's AR tools to create AR experiences for 3D apps and games before publishing them to the world.If you are interested in creating impressive, commercial-quality games that are playable on a variety of platforms, then you've come to the right place.What you will learn Build a game prototype that includes gameplay, player and non-player characters, assets, animations, and more Set up and navigate the game engine to dive into the Unity Editor and discover unique and new features released in 2022 Learn both C# and Visual Scripting to customize player movements, the user interface, and game physics Apply shaders to improve your game graphics using Shader Graph and Universal Render Pipeline (URP) Create win-lose conditions for the game by using design patterns such as Singleton and Event Listeners Implement Game AI to build a fully functional enemy capable of detecting and attacking the player Debug, test, optimize, and create an executable version of the game to share with your friends Who this book is forBoth game and non-game developers who wish to migrate or start building 3D games in Unity will find this book useful. While you'll still able to follow along if you don't have any programming experience, knowing the fundamentals of C# programming will help you get the most out of this book.Table of ContentsTable of Contents Creating a Unity Project Editing Scenes and GameObjects Grayboxing with Terrain and ProBuilder Importing and Integrating Assets Introduction to C# and Visual Scripting Implementing Movement and Spawning Physics Collisions and Health System Win and Lose Conditions Implementing Game AI for Building Enemies Materials and Effects with URP and Shader Graph Visual Effects with Particle Systems and Visual Effect Graph Lighting Using the Universal Render Pipeline Full-Screen Effects with Post-Processing Sound and Music Integration User Interface Design Creating a UI with the UI Toolkit Creating Animations with Animator, Cinemachine, and Timeline Optimization with Profiler, Frame Debugger, and Memory Profiler Generating and Debugging an Executable Augmented Reality in Unity

    1 in stock

    £48.55

  • World War Two Simulated: Digital Games and

    University of Exeter Press World War Two Simulated: Digital Games and

    Out of stock

    Book SynopsisThis book examines how World War Two is simulated through serious computer games, such as first-person shooters, flight and tank simulators, and grand strategy games. It argues that a particular dynamic emerges in these ‘simgames’, especially when curious players begin to look beyond gameplay for how to understand the past. This points them toward a wide range of ‘simtexts’—anything from game manuals or online resources such as YouTube, to published material in the popular sphere or even monographs by professional historians. This is important because major events like World War Two continue to feature in a wide range of game genres, and this engagement demonstrates how we are learning about the past outside of traditional mechanisms such as classrooms, teachers or textbooks. Utilizing interdisciplinary methods, this volume foregrounds the experience that simgames provide to players, especially in how they reconfigure and reimagine history. Despite its visceral power and instructive potential, the simulated digital experience created by simgames curates World War Two and other global events of similar magnitude within constrained frames that ignore much of what actually happened in the past. This suggests that as computer games continue to increase in power and fidelity—as seen with the expanding scope of virtual reality—then the range of what can be simulated will grow too. This will raise concerns about what is morally acceptable to be simulated, and what should remain unplayable.

    Out of stock

    £76.00

  • Pearson Education Limited BTEC Level 3 National IT Student Book 2

    Out of stock

    Book SynopsisResources designed to support learners of the 2010 BTEC Level 3 National IT specification*. Extensive unit coverage: Student Book 2 covers 14 units including all the mandatory units, giving learners the breadth to tailor the course to their needs and interests, when combined with Student Book 1. Functional Skills and Personal Learning and Thinking Skills are embedded in activities throughout the book. WorkSpace case studies take learners into the real world of work, showing them how they can apply their knowledge in a real-life context.

    Out of stock

    £34.59

  • How To Become A Game Designer: The Ultimate Guide

    How2become Ltd How To Become A Game Designer: The Ultimate Guide

    Out of stock

    Book Synopsis

    Out of stock

    £999.99

  • Burtons Media Group AI For Game Developers

    Out of stock

    Out of stock

    £999.99

  • Blizzard Entertainment The Art of Hearthstone: Year of the Kraken: Year

    Out of stock

    Book SynopsisSomething stirs in the dark . . . The second volume of The Art of Hearthstonedives deep into the depths of the Year of the Kraken, the first year of Hearthstone’s standard format. Consisting of hundreds of illustrations from the corruptive cults of Whispers of the Old Gods, the glamorous disco of One Night in Karazhan, and the turf wars of Means Streets of Gadgetzan, this book goes into detail about the Hearthstone team’s artistic process for card art, game boards, and other visual designs, while also exploring the challenges and triumphs of creating a game enjoyed by millions upon millions of players around the globe.

    Out of stock

    £21.99

  • Blizzard Entertainment The Cinematic Art of Overwatch Volume Two

    Out of stock

    Book Synopsis

    Out of stock

    £31.99

  • Computers and Games: International Conference, CG

    Springer International Publishing AG Computers and Games: International Conference, CG

    Out of stock

    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.

    Out of stock

    £999.99

  • HCI in Games: 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II

    Springer International Publishing AG HCI in Games: 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II

    Out of stock

    Book SynopsisThis two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark.The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.

    Out of stock

    £53.99

  • Delicious Pixels: Food in Video Games

    De Gruyter Delicious Pixels: Food in Video Games

    Out of stock

    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.

    Out of stock

    £999.99

  • Gamedesign für Dummies Junior

    Wiley-VCH Verlag GmbH Gamedesign für Dummies Junior

    Out of stock

    Book SynopsisSpiele zu entwickeln ist dein Traum? Worauf wartest du? Mit der Programmiersprache Scratch ist es sehr einfach, die Zutaten für ein Spiel zu erstellen. Mit Scratch kannst du zeichnen, animieren, musizieren, programmieren, Sounds aufnehmen und Texte als Sprache ausgeben. Wie du dann daraus ein cooles Spiel machst, erklärt dir dieses Buch. In den Kapiteln werden verschiedene Projekte beschrieben, die du nur nachmachen musst. Nichts kann schief gehen. Schritt für Schritt steigst du immer tiefer ins Programmieren und Designen ein. Und je mehr Tipps und Tricks du kennst, desto einfacher kannst du deine eigenen Ideen umsetzen. Bestens geeignet für Kinder und Jugendliche ab 10 Jahren.Table of ContentsEinführung 8 Hallo, zukünftige Gamedesign-Profis! 8 Über Gamedesign 8 Über Scratch 9 Über dieses Buch 10 Über dich 10 Über die Symbole, die wir in diesem Buch verwenden 11 Kapitel 1: Auf die Plätze 13 Erstelle deinen Scratch-Account 13 Erste Schritte mit Scratch – die Benutzeroberfläche 14 Der Zaubertrick 16 Die Spielfigur 17 Der Soundeffekt 20 Das Hintergrundbild 21 Fühler, wechsle dich! 23 Ordnung ist das halbe Leben 26 Das Projekt speichern 26 Das Projekt laden 26 Dein Projekt veröffentlichen 27 Andere Projekte entdecken 28 Zauber-Fangspiel 30 Kapitel 2: Spaß beim Fensterputzen 35 Das Projekt vorbereiten 36 Einen Fleck zeichnen 36 Den Countdown für den Spielstart zeichnen 37 Die Auswertung für das Spielende zeichnen 40 Die Figuren zurechtrücken 40 Jubelschreie finden 42 Variablen anlegen 43 Die Variablen zurechtrücken 46 Mehr Möglichkeiten dank Erweiterungen 47 Das Spiel programmieren 48 3 2 1 Los! 48 Alles vollklecksen 51 Die Flecken wegwischen 54 Spielende 56 Eine neue Bestzeit erreichen 57 Ideen zum Gamedesign 59 Spielspaß durch Zahlen 59 Balancing-Werte 60 Die Spielidee verändern 61 Kapitel 3: Höhlenexpedition 63 Die Spielfigur 64 Steuerung für die Spielfigur 65 Animieren der Spielfigur 69 Begrenzen der Spielfigurbewegung 71 Helm hinzufügen 72 Die Höhle 73 Vorsicht, Stalaktiten! 75 Die Stalaktiten spüren 80 Helme zählen 81 Betreten der nächsten Höhle 83 Neue Höhlenhintergründe für die Bühne 84 Höhlen mitzählen und Spiel mit der Zeit schwieriger machen 85 Game Over! 86 Ideen zum Gamedesign 87 Balancing 87 Gehen oder Rennen? 88 Noch mehr Balancingwerte 90 Zugänglichkeit und Spielspaß 91 Was mache ich hier eigentlich?! 92 Die Spielmechanik verändern 92 Geräusche hinzufügen 93 Nett sein oder auslachen? 93 Kapitel 4: Virtuelles Haustier 95 Das Projekt vorbereiten 96 Hast du ʽnen Vogel? 96 Zeichne den Vogel 96 Entferne den Hintergrund 97 Zeichne das Hintergrundbild für die Bühne 98 Wir haben da etwas vorbereitet 100 Das Bühnenbild hochladen 100 Die Vogelbilder hochladen 101 Den Vogel zurechtrücken 102 Es dem Vogel gemütlich machen 105 Die Objekte zurechtrücken 106 Geheime Orte einfügen 107 Dem Vogel durch Programmieren »Leben« einhauchen 108 Den Vogel kitzeln 108 Eigene Blöcke für eigene Ideen 110 Dem Vogel beibringen zu schlafen 111 Dem Vogel das Fliegen beibringen 113 Dem Vogel noch mehr beibringen 114 Den Vogel selbst entscheiden lassen 118 Musik programmieren und kombinieren 119 Ideen zum Gamedesign 121 Der Vogelsimulator 121 Selbst kreativ werden 122 Ein kleines Spiel hinzufügen 123 Kapitel 5: Notarzt, ein 3D-Projekt! 126 Projekt anlegen und Bühnenbild zeichnen 128 Straße 129 Unser Fahrzeug 133 Berge und Himmel am Horizont einbauen 136 Die Straße verschiebbar machen 138 Andere Fahrzeuge hinzufügen 139 Der Unfall 142 Ideen zum Gamedesign 145 Punkte sammeln 145 Das Fahrzeug ändern 146 Spurwechsel des anderen Fahrzeugs 148 Kapitel 6: Weltraum-Abenteuer 149 Springen und Laufen 150 Vorbereitung des Spiels 150 Dein Hunde-Astronaut 150 Der Weltraum – unendliche Weiten 153 Die Plattformen 154 Hindernisse 155 Sterne 157 Steuerung deines Astronauts 159 Starteinstellungen 159 Lauf, Hund, Lauf! 161 Hoch hinaus! 164 Schwerkraft 165 Plattform-Berührung 168 Berührung von Hindernissen und Fall in Schluchten 170 Ordentlich punkten! 171 Sterne erzeugen 171 Sterne sammeln 173 Von Level zu Level 174 Bereite die Level vor 174 Nächstes Level aufrufen 176 Ideen zum Gamedesign 178 Tipps fürs Leveldesign 178 Ziel und Endsequenz einbauen 179 Kapitel 7: Eigene Projekte entwickeln 183 Eine Idee entwickeln 184 Nutze deine Erfahrung 184 Der Zufall kann dir helfen 184 Andere fragen 185 Gamedesign-Fragen beantworten 185 Dein Spiel entwickeln 188 Fange klein an 188 Die »Einkaufsliste« schreiben 189 Bilder und Geräusche von anderen 189 Testen, testen und noch mehr testen 191 Selber testen 191 Mit anderen testen 191 Macht’s Spaß? 191 Wenn mal etwas schiefgeht 192 Detektivarbeit 192 Mach mal Pause 193 Einen Schritt zurückgehen 194 Fehler passieren auch den Besten 194 Mache Sicherheitskopien 194 Man lernt nie aus 195 Noch mehr Anleitungen 195 Remixen, Verändern, Lernen 196 Andere um Hilfe bitten 197 Das Scratch-Wiki 198 Dein Spiel veröffentlichen 198 Aufmerksamkeit für das Spiel bekommen 199 Zwei Tipps zum Schluss 200 Bleib dran 200 Niemand ist perfekt 200 Zum Wiederfinden 201 Über die Autoren 205

    Out of stock

    £999.99

  • Peter Lang AG Contemporary Topics in Computer Graphics and

    Out of stock

    Book SynopsisThis book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games. The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.Table of ContentsComputer games – Computer graphics – Simulation – Virtual reality – Game design – Game experience – User experience – Human computer interaction – 3D modeling – Rendering – Visualization – Animation

    Out of stock

    £41.36

  • Digital Gaming and the Advertising Landscape

    Amsterdam University Press Digital Gaming and the Advertising Landscape

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    Book SynopsisThe evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited. Digital Gaming and the Advertising Landscape explores the different ways advertising messages can be embedded within digital games. An interdisciplinary approach is used to help explain how persuasive communication works within digital games. It does so by forging new links within the area of game studies where the emphasis of this book clearly lies, while also taking up new subjects such as design theories and their relation to games as well as how this relationship may be used in a practical context.Table of ContentsAcknowledgements Preliminary Notes ii Preface v Introduction Part I: Digital Games as an Advertising Medium Chapter 1: Advergames' Definition Chapter 2. 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. A Case Study: Tem de Tank Conclusions References Ludography Index

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  • Game Production Studies

    Amsterdam University Press Game Production Studies

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    Book SynopsisVideo games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routines, or monetization, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what cost.Trade Review"The outstanding collection Game Production Studies, edited by Sotamaa and Svelch (2021), exemplifies critical games' studies potential to speak to wider sociocultural, political, and economic contexts, to leverage diverse methodologies and theoretical frameworks, and to work across disciplinary boundaries."- Felan Parker, Creative Industries Journal, December 2021 "A long-awaited and deeply important collection of original studies, theoretical framings and reflective pieces on the economic, cultural and political structures that influence game making practices around the globe. [...] Sotamaa and Svelch's book Game Production Studies is in open access, so there are absolutely no excuses for not visiting these works and building (critically) on top of them. Congratulations to the authors and editors! It is good to continue from here."- Annakaisa Kultima, Game Studies, Volume 21, Issue 4 (2021) "An excellent and much-needed collection exploring the politics, economics, and cultures of the contexts of games production. Essential reading for anyone interested in the making of games, with chapters engaging in theoretically and methodologically innovative studies spanning diverse geographic contexts and sites of production."- Alison Harvey, York University "This timely, authoritative and accessible volume is underpinned by a collective concern not only to describe and analyse game production, but also to identify and suggest more equitable and sustainable alternatives to current labour and production practices. As such it will prove a key text in study of games and games production, and the digital cultural industries more generally."- Seth Giddings, University of SouthamptonTable of ContentsIntroduction: Olli Sotamaa & Jan †velch: Why Game Production Matters? LABOUR Chapter 1: Brendan Keogh: Hobbyist Gamemaking between Self-Exploitation and Self-Emancipation Chapter 2: Aleena Chia: Self-Making and Game Making in the Future of Work Chapter 3: Vinciane Zabban & Hovig Ter Minassian: Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a "Global Games" Era Chapter 4: Pierson Browne & Brian R. Schram: Intermediating the Everyday: Indie Game Development and the Labour of Co-Working Spaces DEVELOPMENT Chapter 5: Olli Sotamaa: Game Developers Playing Games: Instrumental Play, Game Talk, and Preserving the Joy of Play Chapter 6: Mia Consalvo & Andrew Phelps: Performing Game Development Live on Twitch Chapter 7: Chris J. Young: Unity Production: Capturing the Everyday Gamemaker Market Chapter 8: John Banks & Brendan Keogh: More than One Flop from Bankruptcy: Rethinking Sustainable Independent Game Development PUBLISHING & MONETIZATION Chapter 9: David B. Nieborg: How to Study Game Publishers: Activision Blizzard's Corporate History Chapter 10: Lies van Roessel & Jan †velch: Who Creates Microtransactions: The Production Context of Video Game Monetization Chapter 11: Matthew E. Perks: Regulating In-Game Monetization: Implications of Regulation on Games Production MARGINS Chapter 12: Jaroslav †velch: Promises of the Periphery: Producing Games in the Communist and Transformation-Era Czechoslovakia Chapter 13: Anna M. Ozimek: Construction and Negotiation of Entrepreneurial Subjectivities in the Polish Video Game Industry Chapter 14: Akinori Nakamura & Hanna Wirman: The Development of China's Games Industry - From Copying to Imitation to Innovation Afterword: Aphra Kerr: Before and After: Towards Inclusive Production Studies, Theories, and Methods Complete Bibliography Index

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    £111.15

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