Games development and programming Books
APress Accelerating Unity Through Automation
Book SynopsisBuilding games with Unity is hard enough without having to stand up and go and make a coffee each time you want to just build your project or find out days/weeks down the line that some change you made while building your dream has incurred a debt that means your project cannot be built for one of your target platforms without a lot of rework. Through automation, many of these hardships can be detected early and free up time and stress by monitoring your project as it is being created, identify risks and issues as you write the code, and free up your machine while lengthy build processes are running. The change might be hard, but once setup, it will give you peace of mind that everything you create will run, updates will be automatically managed, and your players are less likely to be drafting one-star reviews on your next publication. What You Will Learn Build the automation of your dreams to accelerate your projectGet detailed examples for generating workflows tailored to your neTable of ContentsChapter 1: What is Automation?.- Chapter 2: What is Gained Through Automation, the Highlights.- Chapter 3: Services Covered by This Title.- Chapter 4: Automation Hosting.- Chapter 5: Structure of Automation.- Chapter 6: Validation, Checking Your Code.- Chapter 7: Testing, Making Sure It Runs.- Chapter 8: Building and Publishing.- Chapter 9: Setting Up Unity Game Services Automation.- Chapter 10: Setting up Azure DevOps.- Chapter 11: Setting up GitHub Actions.- Chapter 12: Final Notes.
£42.49
APress Game Programming with Unity and C
Book SynopsisLearn the essentials of the Unity game engine, the C# programming language, and the art of object-oriented programming. This book is aimed at beginners with no knowledge or experience in game development or programming.Packed with examples, this Second Edition is up-to-date with the latest Unity standards and features as of 2023, and includes manyadjustments to improve your experience. Starting with an introduction to Unity, you will learn the essentials of the engine: navigating the various windows, managing the objects that make up your game, and understanding the concepts that are fundamental to the engine. After that, you will gain a solid foundation in the concepts of object-oriented programming and the syntax of the C# language. Then the fun really begins, as you get hands-on experience building three playable example projects that drill you on the concepts you've learned until they stick.Guided at each step by author Casey Hardman, you will outline and implement bare-bones, simpTable of Contents
£46.74
APress Lean Game Development
Book SynopsisMaster Lean UX and Lean Startup techniques to improve your agile game development experience beyond Scrum. This updated version of the book focuses on applying lean and agile methodologies to the game development process and features improved examples, applied techniques, and a whole new section explaining how to test a game in Unity with CI.You'll see how to define a minimum viable product (MVP) for games with Lean Canvas, allowing customers to iterate over it and collect feedback for improvement at every cycle. All of these are achieved while still using standard Agile techniques. The first part of the book explains the ideation process of a game and how lean methodologies allow developers, especially small studios, to avoid scope creep. Next, it it provides guidance on creating MVPs and using player feedback to iterate and improve games. The book then discusses continual improvement (CI) methods. A crucial part of CI is generation of Lean Canvas.LeanGame Development, Second Edition Table of ContentsChapter 1: IntroductionSub –Topics• Why lean game development, not agile game development?• How do lean and agile relate to the game world?• Games and software relate much more deeply.• What kind of game is software development?• Where did it go wrong?• SummaryChapter 2: First steps with LeanSub – Topics• Seven key principles of lean• Lean inception• Lean PMO• Lean DevOps• Kanban• How can you take advantage of Scrum• Continuous integration• Going from build-measure-learn to lean game• Looking deeper at the inception• Test driven development• Lean and Games• SummaryChapter 3: An Inception in practiceSub - Topics: • How and why, we did an Inception• How was our inception?• Prioritizing ideas• Persona development• Next Steps with lean• How does the game look like from the inception perspective• SummaryChapter 4: Do we really need a MVPSub - Topics: • MVP and MVG Defined• Building Prototypes• The Product Owner role in MVP/prototype• Getting more from less• Recognizing when a game is not viable• Thinking simpler first• From MVP Canvas to Lean Game Development• MVGs and prototypes of Super Jujuba Sisters• SummaryChapter 5: Examples of MVGsSub - Topics: • Guerrilla Games: From Killzone FPS to open world Horizon Zero Dawn - Conception - Thunderjaw (core mechanic example) - Open World - Vegetation System - Proof of Concept - Pre-production - Production• Archero: Casual Games as a Great Lean Process• Dead cells: Quick feedback loop - Dead cells Core Concept - Expanding to multiplayer - Pivoting Tower Defense - MVPChapter 6: Generating HypothesisSub - Topics:• When hypothesis are not created from the InceptionChapter 7: Test Driven DeveopmentSub - Topics:• TDD defined• Tests are good, but then why there is so much poorly tested code?• Applying TDD to games• Next steps to improve TDDChapter 8: Continuous IntegrationSub - Topics:• Why continuous integration• Using continuous integration• Code versioning• Automated build• SummaryChapter 9: The world between Design and BuildSub - Topics:• A little bit about Design• A little bit about Build• Pretty Beautiful, but how is it done?• SummaryChapter 10: Test, Code, TestSub - Topics:• Testing types• Test cases• Coding game art work• Coding the game software• Test automation• SummaryChapter 11: Measuring and AnalyzingSub - Topics:• Ways of measuring• Feedback• More on feedback• Other ways of measuring• Measuring through hypothesis• Analyzing • SummaryChapter 12: Creating ideas for iteratingSub - Topics:• Action Items• The features are OK, but the game is not fun• The Game is fun but very difficult to play• Rethink the limitations on Game Development• Tying things together• SummaryChapter 13: Consolidating Knowledge before Expanding Sub - Topics• Automated testing • Agile methodologies • Art and Iteration process • Avoiding Time Waste • Continuous Delivery • SummaryChapter 14: More about games Chapter 15: Example game using Automated testing for game developmentSub - Topics• Setting up Unity for testing. • Creating testing scenes and objects • Setting up a CI for Unity • Testing Gameplay, how to test character controllers • More testing scenarios for games • How to test ECS with Bevy Engine• Summary
£42.74
O'Reilly Media Mobile Game Development with Unity
Book SynopsisDo you want to build mobile games, but lack game development experience? No problem. This practical guide shows you how to create beautiful, interactive content for iOS and Android devices with the Unity game engine.
£29.99
Cornell University Press A Precarious Game
Book SynopsisA Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalitiTrade ReviewBuilding on "critical political economy, feminist theory, and autonomist Marxism" (p. 11), this book is a much-needed contribution to critical game studies by breaking the glamorous spell over the contemporary forms of immaterial and creative media labor. Theoretical discussions are clear enough to engage with and vividly illustrated in ethnographic research. The language makes the book a fluent read not only for academics but for anyone interested in current modes of capitalism and videogame production. * Critical Studies in Media Communication *Bulut transports readers inside of video game production to gain a better perspective on the gestalt of the video game industry. This book is a thought-provoking example of media ethnography and would captivate anyone interested in a critical approach to employment relations in any industry where technology and creativity intersect. * ILR Review *By providing a nuanced analysis of this creative workforce, A Precarious Game challenges us to rethink the broader implications of the precarization of the professional management class. It thus makes insightful contributions to the debates on video games, digital labor, and the future of work. * WORK AND OCCUPATIONS *Table of ContentsIntroduction: For Whom the Love Works in Video Game Production? 1. The Unequal Ludopolitical Regime of Game Production: Who Can Play, Who Has to Work? 2. The End of the Garage Studio as a Technomasculine Space: Financial Security, Streamlined Creativity, and Signs of Friction 3. Gaming the City: How a Game Studio Revitalized a Downtown Space in the Silicon Prairie 4. The Production of Communicative Developers in the Affective Game Studio 5. Reproducing Technomasculinity: Spouses' Classed Femininities and Domestic Labor 6. Game Testers as Precarious Second-Class Citizens: Degradation of Fun, Instrumentalization of Play 7. Production Error: Layoffs Hit the Core Creatives Conclusion: Reimagining Labor and Love in and beyond Game Production
£97.20
Morgan & Claypool Publishers A Framework for Scientific Discovery through
Book SynopsisAs science becomes increasingly computational, the limits of what is computationally tractable become a barrier to scientific progress. Many scientific problems, however, are amenable to human problem solving skills that complement computational power. By leveraging these skills on a larger scale---beyond the relatively few individuals currently engaged in scientific inquiry-there is the potential for new scientific discoveries. This book presents a framework for mapping open scientific problems into video games. The game framework combines computational power with human problem solving and creativity to work toward solving scientific problems that neither computers nor humans could previously solve alone. To maximize the potential contributors to scientific discovery, the framework designs a game to be played by people with no formal scientific background and incentivizes long-term engagement with a myriad of collaborative or competitive reward structures. The framework allows for the continual coevolution of the players and the game to each other: as players gain expertise through gameplay, the game changes to become a better tool. The framework is validated by being applied to proteomics problems with the video game Foldit. Foldit players have contributed to novel discoveries in protein structure prediction, protein design, and protein structure refinement algorithms. The coevolution of human problem solving and computer tools in an incentivized game framework is an exciting new scientific pathway that can lead to discoveries currently unreachable by other methods.
£42.46
Plunkett Research, Ltd Plunkett's Games, Apps & Social Media Industry
Book SynopsisThree of the most exciting areas in the world of information technology have tremendous synergies and are closely connected in the worlds of information and entertainment: electronic games, mobile apps and social media. Competition continues to heat up as mergers and acquisitions create international mega-firms, and hundreds of millions of people connect worldwide via online gaming platforms and social media such as Facebook. As social media grows more global, it is also being incorporated in virtually all online activities, from business collaboration to online retailing. Games are growing in two channels at once: online and offline. While multi-player games online are vastly popular, game machine manufacturers such as Microsoft, Sony and Nintendo continue to introduce big breakthroughs in handsets that keep players excited, including the new move towards 3D. Meanwhile, apps are changing the shape of the mobile and wireless industry. This carefully researched book is a complete market research and business intelligence tool--everything you need to know about the business of games, apps and social media. The book includes our analysis of games, apps and social media industry trends; dozens of statistical tables; an industry glossary; a database of industry associations and professional organizations; and our in-depth profiles of more than 200 of the world's leading companies, both in the U.S. and abroad. You'll find a complete overview, industry analysis and market research report in one superb, value-priced package.Table of Contents How To Use This Book Chapter 1: Major Trends Affecting the Games, Apps & Social Media Industry 1) Introduction to the Games, Apps and Social Media Industry 2) Overview of the Electronic Games Industry 3) Overview of the Mobile Apps Industry 4) Overview of the Social Media Industry 5) Social Media Rakes in Global Online and Mobile Ad Revenues 6) Streaming Apps Take Over TVs 7) New Video Game Console Technologies and Features Boost Sales 8) Online (Cloud Gaming) & Mobile Games Compete with Consoles 9) Virtual Reality/Augmented Reality and 3-D Technologies Create Opportunities for the Tech Industry/Immersion Games to Grow 10) The Metaverse Attracts Investment 11) Fantasy Sports Post Growth, with 60 Million Players 12) eSports: Electronic Games Become Spectator Sports 13) Virtual Worlds Provide Revenue for Games Publishers 14) Global Mobile Apps Revenues Hit $167 Billion Yearly 15) Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems 16) Gamification: Games Technology Boosts Education and Training 17) Sports Equipment and Social Media Converge 18) Digital Assistants Include Amazon's Echo and Google's Home/Alexa and Similar Software Power Third-Party Developers 19) The Future of Games, Apps & Social Media Chapter 2: Games, Apps & Social Media Industry Statistics Games, Apps & Social Media Industry Statistics and Market Size Overview Internet Usage Demographics, U.S.: 2021 Use of Different Online Platforms: 2022 Social Media Usage Demographics, U.S.: 2021 Home Broadband Adoption Demographics, U.S.: 2021 Smartphone Adoption Demographics, U.S.: 2021 Number of Business & Residential High Speed Internet Lines, U.S.: 2018-2023 Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2017-2022 Software Publishing Industry, U.S.: Estimated Selected Expenses: 2017-2022 Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2018-2021 Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2017-2022 Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2017-2022 Internet Access Technologies Compared Chapter 3: Games, Apps & Social Media Industry Contacts Addresses, Telephone Numbers and Internet Sites Chapter 4: THE GAMES, APPS & SOCIAL MEDIA 200: Who They Are and How They Were Chosen Index of Companies Within Industry Groups Alphabetical Index Index of U.S. Headquarters Location by State Index of Non-U.S. Headquarters Location by Country Individual Profiles on each of THE GAMES, APPS & SOCIAL MEDIA 200 Additional Indexes Index of Hot Spots for Advancement for Women/Minorities Index by Subsidiaries, Brand Names and Affiliations A Short Games, Apps & Social Media Industry Glossary
£297.00
ISTE Ltd and John Wiley & Sons Inc Decision-Making in Crisis Situations: Research
Book SynopsisThis book presents concepts and methods for optimal training for decision making in crisis situations. After presenting some general concepts of decision-making during crisis situations, it presents various innovations for optimal training, such as serious games, scenario design, adapted animation of crisis exercises, observation and debriefing of exercises related to pedagogical objectives.Table of ContentsIntroduction xiSophie SAUVAGNARGUES Chapter 1. Concepts, Tools and Methods for Crisis Management Training 1Sophie SAUVAGNARGUES, Dimitri LAPIERRE, Philippe LIMOUSIN, Noémie FRÉALLE, Florian TENA-CHOLLET, Pierre-Alain AYRAL, Aurélia BONY-DANDRIEUX and Jérôme TIXIER 1.1. The crisis unit at the heart of the process 1 1.2. Training for crisis units 6 1.3. Simulation of critical situations 10 1.4. The construction of crisis simulation exercises 14 1.5. The simulation and research platform of the Institute of Risk Sciences (IMT Mines Alès) 19 1.6. Conclusion 22 1.7. References 23 Chapter 2. Towards A Serious Game Within the Frame of Major Crisis Simulations for Decision-makers: How Do We Connect the DOTs? 35Florian TENA-CHOLLET, Aurélia BONY-DANDRIEUX, and Jérôme TIXIER 2.1. Introduction 35 2.2. State of the art 38 2.2.1. Teaching strategy 38 2.2.2. Simulation strategy 39 2.2.3. Training environment 40 2.3. Methodology 41 2.3.1. Definition of “Degrees of Training” 41 2.3.2. Connecting the DOTs with a definition of the skills required 42 2.3.3. Skills activation by a crisis scenario 44 2.3.4. Scenario execution through a simulation 45 2.3.5. Simulation execution through a semi-virtual training environment (SVTE) 46 2.3.6. Towards serious gaming in a real infrastructure for crisis management training 49 2.4. Discussion 51 2.5. Conclusion 54 2.6. References 55 Chapter 3. Improving Crisis Exercises and Managers’ Skills through the Development of Scenario Design 59Philippe LIMOUSIN, Aurélia BONY-DANDRIEUX, Jérôme TIXIER and Sophie SAUVAGNARGUES 3.1. What is a pedagogical scenario for a crisis exercise? 59 3.2. Why and for whom the script is crucial? 60 3.2.1. Stakes of scriptwriting for participants 61 3.2.2. Stakes of scriptwriting for animators 61 3.2.3. Stakes of scriptwriting for observers 62 3.3. How can we improve the pedagogical scripting of crisis exercises? 62 3.4. Methodology to develop a crisis exercise scenario 64 3.4.1. Prepare the scriptwriting 65 3.4.2. Better define the objectives to achieve 65 3.4.3. Develop the crisis scene and construct the initial spatio-temporal structure of the scenario 67 3.4.4. Insert learning levers to solicit training objectives: the obstacles 68 3.4.5. Insert stimuli to not solicit unselected objectives: support stimuli 69 3.4.6. Adjust the number of stimuli to the level and objectives of the participants 70 3.4.7. Recreate a crisis universe: crisis stimuli 70 3.4.8. Verify and validate the pedagogical scriptwriting 72 3.4.9. Prepare the scenario for animators and observers 72 3.5. Conclusion 73 3.6. References 74 Chapter 4. Elaboration of Tools to Facilitate the Scenario Development of Crisis Management Training 79Noémie FRÉALLE, Florian TENA-CHOLLET and Sophie SAUVAGNARGUES 4.1. Introduction 79 4.2. State of the art 80 4.2.1. The limitations encountered 80 4.2.2. Analogy with interactive narratives 84 4.3. Method 87 4.3.1. Facilitation form 87 4.3.2. Management of facilitation data 90 4.4. Results 93 4.4.1. Facilitation form for the technical field team leader 93 4.4.2. The “lockdown” mission’s information flow diagram used in a simulation exercise at the communal level 96 4.5. Conclusion and perspectives 97 4.6. References 98 Chapter 5. How Can We Evaluate the Participants of a Crisis Management Training Exercise? 103Dimitri LAPIERRE, Florian TENA-CHOLLET, Jérôme TIXIER, Aurélia BONY-DANDRIEUX and Karine WEISS 5.1. Introduction 103 5.2. Review 105 5.3. Methodology 108 5.4. Results 116 5.5. Conclusion 120 5.6. References 121 Chapter 6. Managing the Game Within Crisis Exercises 125David GOUTX, Sophie SAUVAGNARGUES and Laurent MERMET 6.1. Introduction 125 6.1.1. The concept of Ludicity: a definition 126 6.2. Key components of Ludicity 128 6.2.1. The span of the game space 128 6.2.2. Magic circle and rabbit hole 130 6.2.3. Characters and persona 132 6.2.4. Game master 134 6.3. Manifestations of Ludicity 135 6.3.1. Engagement and pedagogy 135 6.3.2. Style of play 137 6.4. Managing Ludicity 139 6.4.1. Observing and detecting Ludicity 139 6.4.2. Using Ludicity to augment the simulation 141 6.5. Conclusions 143 6.5.1. Using Ludicity to mend the simulation 143 6.5.2. Crisis exercise or crisis simulacrum: does the exercise imitate life or does life imitate the exercise? 144 6.6. References 145 Chapter 7. Digital Training for Authorities: What is the Best Way to Communicate During a Crisis? 149Clément LAVERDET, Karine WEISS, Aurélia BONY-DANDRIEUX, Jérôme TIXIER and Serge CAPAROS 7.1. What is a good crisis communication? 150 7.2. Information dissemination 153 7.3. Behavioral communication 154 7.4. Method 155 7.5. Results 156 7.5.1. Situation report 156 7.5.2. Editorial line: normal and crisis times 157 7.5.3. Quality of communication 160 7.5.4. Defining a crisis editorial line 163 7.5.5. Behavior, dissemination orders and crisis storytelling 164 7.6. Summary 167 7.7. Limits 167 7.8. Conclusion 168 7.9. References 169 Chapter 8. Some Perspectives Moving Forward 175Sophie SAUVAGNARGUES, Dimitri LAPIERRE, Philippe LIMOUSIN, Noémie FRÉALLE, Florian TENA-CHOLLET, David GOUTX, Pierre-Alain AYRAL, Aurélia BONY-DANDRIEUX and Jérôme TIXIER 8.1. Introduction 175 8.2. Understanding what is played out in a crisis unit 177 8.2.1. From the observation and debriefing point of view 177 8.2.2. From the physiological and behavioral point of view 179 8.3. Developing new methods to improve learner immersion 180 8.3.1. Getting closer to reality, or modifying it 180 8.3.2. Encouraging learner engagement 181 8.3.3. Developing credible, pedagogical and interactive exercise scenarios 183 8.4. Implementing innovative complementary tools 183 8.5. Conclusion 185 8.6. References 186 List of Authors 189 Index 191
£125.06
Springer Infinite Playgrounds
Book Synopsis Chapter 1. The Evolution of Gaming.- Chapter 2: Web3, Digital Property Rights and the NextGen Internet.- Chapter 3. Digital Assets and Tokenisation.- Chapter 4. Building the New Gaming Economy.- Chapter 5. Bridging the Digital Divide Through Play.- Chapter 6. Gamifying Life, Learning, Health, and Consumer Behaviours.- Chapter 7. “Ethics and Gaming.- Chapter 8. AI and Adaptive Worlds.- Chapter 9. Neural Gaming and the Brain Computer Interface Frontier.- Chapter 10. The Gamer’s Edge: Skills for the Digital Century.- Chapter 11. Infinite Playgrounds: Gaming and the Architecture of Tomorrow.- Technical Companion.
£44.99
Springer Vieweg Das ultimative Buch über Point ClickAdventures
Book SynopsisEinleitung.- Designprinzipien - Wie Point & Click-Adventures funktionieren.- Eine kurze Geschichte der Point & Click-Adventures.- Lucasarts vs. Sierra on-line.- Die Underdogs.- 2D oder 3D - Warum das Genre (fast) starb.- Escape Room vs. Point & Click-Adventure.- Weibliche Protagonisten in Point & Click Adventures.- Vorher / Nachher - Remakes von Point & Click-Adventures.- Kurioses und Skurriles.- Die wichtigsten Point & Click-Adventures.- Zwischen Retro und Rennaissance.- Glossar mit Begriffen rund um Point & Click-Adventures.
£26.59
Springer Verlag, Singapore Simulation and Gaming for Social Design
Book SynopsisThis book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy–food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The “human dimension” aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.Table of ContentsChapter 1. Simulation and Gaming as Instruments for Social Design.- Chapter 2. A Learning Process Analysis on Hypergames for Understanding Cognitive Conflict.- Chapter 3. Designing a Right-Conversion Game for Affordable Housing in Addis Ababa.- Chapter 4. Games to Change Perceptions of Social Norms: What Constitutes Serious Games?.- Chapter 5. Towards Explicating Gamification Types for Motivating Sustainability Action.- Chapter 6. Towards Explicating Gamification Types for Motivating Sustainability Action.- Chapter 7. The Unique Value of Gaming Simulation as a Research Method for Sustainability-Related Issues.- Chapter 8. Fish & Chips: Simulation of a Simple Problem That Is Not Easy to Solve.- Chapter 9. Gaming for Arctic Sustainability.- Chapter 10. Serious Board Game Jam as an Exercise for Transdisciplinary Research.- Chapter 11. Amalgamating Agent and Gaming Simulation to Understand Social-Technical Systems.- Chapter 12. Sharing tacit knowledge by playing Supply Chain Collaboration Games.- Chapter 13. Diversity of views on food: A Gaming Simulation to Promote Food-Related Communication.- Chapter 14. Project PAL: Development of Simulation Games for Solving Social Problems of Indigenous People.
£104.49
Springer Verlag, Singapore Entertainment Computing – ICEC 2023: 22nd IFIP TC 14 International Conference, ICEC 2023, Bologna, Italy, November 15–17, 2023, Proceedings
Book SynopsisThis book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers, 5 short papers, 8 work-in-progress papers, 7 interactive entertainment demonstrations, 2 student competition papers, 5 workshop papers and tutorials, and 10 papers from a special section on aesthetics and empowerment were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. . Table of ContentsGame Experience.- Player Engagement and Analysis.- Serious Gameplay.- Entertainment Methods and Tools.- Extended Reality.- Game Design.- Interactive Entertainment.- Student Game Competition.- Workshops and Tutorials.- Aesthetics and Empowerment.
£85.49
Packt Publishing Limited Elevating Game Experiences with Unreal Engine 5: Bring your game ideas to life using the new Unreal Engine 5 and C++
Book SynopsisGet hands-on with game development tools and techniques in this illustrated guide to build a game project using the latest version of Unreal Engine and C++, two of the most widely used tools in the game industry Key Features Kickstart your career or develop a new hobby by learning game development with Unreal Engine 5 and C++ Learn techniques to prototype and develop your own ideas with key images printed in color Reinforce your skills with project-based learning by building a series of games from scratch Book DescriptionImmerse yourself in the Unreal game projects with this book, written by four highly experienced industry professionals with many years of combined experience with Unreal Engine. Elevating Game Experiences with Unreal Engine 5 will walk you through the latest version of Unreal Engine by helping you get hands-on with the game creation projects. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects, building a dodgeball game, where you'll learn the concepts of line traces, collisions, projectiles, user interface, and sound effects. You’ll also discover how to combine these concepts to showcase your new skills. The second project, a side-scroller game, will help you implement concepts such as animation blending, enemy AI, spawning objects, and collectibles. And finally, you'll cover the key concepts in creating a multiplayer environment as you work on the third project, an FPS game. By the end of this Unreal Engine book, you'll have a broad understanding of how to use the tools that the game engine provides to start building your own games.What you will learn Create a fully functional third-person character and enemies Implement navigation with keyboard, mouse, and gamepad Program logic and game mechanics with collision and particle effects Explore AI for games with Blackboards and behavior trees Build character animations with animation blueprints and montages Polish your game with stunning visual and sound effects Explore the fundamentals of game UI using a heads-up display Discover how to implement multiplayer in your games Who this book is forThis book is for game developers looking to get started with using Unreal Engine 5 for their game development projects. Anyone who has used Unreal Engine before and wants to consolidate, improve, and apply their skills will find this book useful. To better grasp the concepts explained in this book, prior knowledge of C++ basics such as variables, functions, classes, polymorphism, and pointers is required. For full compatibility with the IDE used in this book, a Windows system is recommendedTable of ContentsTable of Contents Introduction to Unreal Engine Working with Unreal Engine Character Class Components and Blueprint Setup Getting Started with Player Input Query with Line Traces Setting Up Collision Objects Working with UE5 Utilities Creating User Interfaces with UMG Adding Audio-Visual Elements Creating the SuperSideScroller Game Working with Blend Space 1D, Key Bindings, and State Machines Animation Blending and Montages Creating and Adding the Enemy Artificial Intelligence Spawning the Player Projectile Exploring Collectibles. Power-Ups, and Pickups Getting Started with Multiplayer Basics Using Remote Procedure Calls Using Gameplay Framework Classes in Multiplayer
£83.79
Taylor & Francis Ltd Maya for Games
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Taylor & Francis Ltd Unity Game Audio Implementation
Book SynopsisUnity Game Audio Implementation offers a unique, practical, project-based approach to learning about aspects of Interactive Game Audio for those who have never used a game engine before and don't want to learn computer programming right now.The book offers insight into the skills needed to design game-ready sounds in current Digital Audio Workstation (DAW) and shows how to implement these sounds within the Unity game engine. The reader will also learn about interactive music and how to set this up to respond to a variety of events in the game, with the option of adding in their own story and dialogue.All the information is presented in a practical working context from an established Game Audio Sound Designer with AAA games experience. The chapters are accompanied by several game levels teaching all about the techniques and theories before offering instructive steps for how to put them into action. After completing the practical tasks in this bookTable of Contents1 Introduction to Game Audio and the Unity game engine 2 Game Audio Sound Design and creation 3 Game sound editing techniques 4 Importing assets into Unity and placing sounds in gameworld 5 Understanding basic game mechanics and generic Unity tools 6 Set up main game project, creating a project plan and Game Audio Design documentation 7 Trigger Areas and Reverb Zones 8 Recording, processing, and implementing dialogue 9 Audio Implementation of character and enemy SFX 10 Audio Implementation of game mechanics and cutscenes 11 Interactive music 12 Unity Mixer routing and effects and additional audio scripts13 Bonus chapter – expanding/improving upon existing implementation 14 What to do next
£52.24
Taylor & Francis Ltd Unity Game Audio Implementation
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£128.25
Taylor & Francis Ltd Forms and Functions of Endings in Narrative
Book SynopsisThis book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media. While narrative digital games share many representational strategies for signalling their upcoming end with more traditional narrative media such as novels or movies they also show many forms of endings that often radically differ from our conventional understanding of conclusion and closure. From vast game worlds that remain open for play after a story's finale, to multiple endings that are often hailed as a means for players to create their own stories, to the potentially tragic endings of failure and game over, digital games question the traditional singularity and finality of endings. Using a broad range of examples, this book delves deeply into these and other forms and their functions, both to reveal the closural specificities Table of ContentsIntroduction ; 1. Transmedial Narratology and the Multimodality of Narrative Digital Games ; 2. What Makes an Ending an Ending? Point of Departure ; 2. Ending and Closure as Part of the Narrative Frame ; 3. Ludic and Narrative Micro Forms – The Ending in Isolation ; 4. Ludic and Narrative Macro Functions – The Ending as Part of the Entire Playing Process ; What Makes an Ending an Ending? Conclusion ; References
£38.99
Taylor & Francis Evolutionary Psychology and Digital Games
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£39.99
Taylor & Francis Ltd Game Usability
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£123.50
Taylor & Francis Ltd AI for Games
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£114.00
Taylor & Francis Ltd RealTime Volume Graphics
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£42.74
Taylor & Francis Ltd Game Anim
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£123.50
Taylor & Francis Qualitative Research in Gambling
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£128.25
Taylor & Francis Ltd Designing Gamified Systems
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£34.19
Taylor & Francis Ltd Designing Gamified Systems
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£99.75