A Composer's Guide to Game Music Winifred Phillips 2017-08-11 A comprehensive, practical guide to composing video game music, from acquiring the necessary skills to finding work in the field. Music in video games is often a sophisticated, complex composition that serves to engage the player, set the pace of play, and aid interactivity. Composers of video game music must master an array of specialized skills not taught in the conservatory, including the creation of linear loops, music chunks for horizontal resequencing, and compositional fragments for use within a generative framework. In A Composer's Guide to Game Music, Winifred Phillips—herself an award-winning composer of video game music—provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the field. Musicians and composers may be drawn to game music composition because the game industry is a multibillion-dollar, employment-generating economic powerhouse, but, Phillips writes, the most important qualification for a musician who wants to become a game music composer is a love of video games. Phillips offers detailed coverage of essential topics, including musicianship and composition experience; immersion; musical themes; music and game genres; workflow; working with a development team; linear music; interactive music, both rendered and generative; audio technology, from mixers and preamps to software; and running a business. A Composer's Guide to Game Music offers indispensable guidance for musicians and composers who want to deploy their creativity in a dynamic and growing industry, protect their musical identities while working in a highly technical field, and create great music within the constraints of a new medium.
Trigger Happy Steven Poole 2011-11-07 The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.
Game Design Workshop Tracy Fullerton 2014-03-05 Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.
Expressive Space Gregory Whistance-Smith 2022-01-19 Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.
The Art of Game Design Jesse Schell 2008-08-04 Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Game Programming Algorithms and Techniques Sanjay Madhav 2014 Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav's game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today's wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology
The Birchbark House Louise Erdrich 2021-11-16 This National Book Award finalist by Pulitzer Prize-winning novelist Louise Erdrich is the first installment in an essential nine-book series chronicling 100 years in the life of one Ojibwe family, and includes beautiful interior black-and-white artwork done by the author. She was named Omakayas, or Little Frog, because her first step was a hop. Omakayas and her family live on an island in Lake Superior. Though there are growing numbers of white people encroaching on their land, life continues much as it always has. But the satisfying rhythms of their life are shattered when a visitor comes to their lodge one winter night, bringing with him an invisible enemy that will change things forever—but that will eventually lead Omakayas to discover her calling. By turns moving and humorous, this novel is a breathtaking tour de force by a gifted writer. The beloved and essential Birchbark House series by Louise Erdrich includes The Birchbark House, The Game of Silence, The Porcupine Year, Chickadee, and Makoons.
Game Balance Ian Schreiber 2021-08-16 Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
Better Game Characters by Design Katherine Isbister 2018-04-30 Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.
Super Mario Encyclopedia: The Official Guide to the First 30 Years Nintendo 2018-10-23 Power Up! Super Mario Bros. Encyclopedia: The Official Guide to the First 30 Years is jam-packed with content from all seventeen Super Mario games--from the original Super Mario Bros. to Super Mario 3D World. Track the evolution of the Goomba, witness the introduction of Yoshi, and relive your favorite levels. This tome also contains an interview with producer Takashi Tezuka, tips to help you find every coin, star, sun, and mushroom--even explanations of glitches! With information on enemies, items, obstacles, and worlds from over thirty years of Mario, Super Mario Bros. Encyclopedia is the definitive resource for everything Super Mario!
Do It Like a Woman Caroline Criado-Perez 2015-05-07 Doing anything 'like a woman' used to be an insult. Now, as the women in this book show, it means being brave, speaking out, and taking risks, changing the world one step at a time. Here, campaigner and journalist Caroline Criado-Perez introduces us to a host of pioneers, including a female fighter pilot in Afghanistan; a Chilean revolutionary; the Russian punks who rocked against Putin; and the Iranian journalist who uncovered her hair.
Game Usability Katherine Isbister 2008-08-12 Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively.
Invisible Women Caroline Criado Perez 2019-03-12 Data is fundamental to the modern world. From economic development, to healthcare, to education and public policy, we rely on numbers to allocate resources and make crucial decisions. But because so much data fails to take into account gender, because it treats men as the default and women as atypical, bias and discrimination are baked into our systems. And women pay tremendous costs for this bias, in time, money, and often with their lives. Celebrated feminist advocate Caroline Criado Perez investigates shocking root cause of gender inequality and research in Invisible Women†‹, diving into women’s lives at home, the workplace, the public square, the doctor’s office, and more. Built on hundreds of studies in the US, the UK, and around the world, and written with energy, wit, and sparkling intelligence, this is a groundbreaking, unforgettable exposé that will change the way you look at the world.
Levelling Up: The Cultural Impact of Contemporary Videogames Brittany Kuhn 2019-01-04
Game Programming in C++ Sanjay Madhav 2018-03-06 Program 3D Games in C++: The #1 Language at Top Game Studios Worldwide C++ remains the key language at many leading game development studios. Since it’s used throughout their enormous code bases, studios use it to maintain and improve their games, and look for it constantly when hiring new developers. Game Programming in C++ is a practical, hands-on approach to programming 3D video games in C++. Modeled on Sanjay Madhav’s game programming courses at USC, it’s fun, easy, practical, hands-on, and complete. Step by step, you’ll learn to use C++ in all facets of real-world game programming, including 2D and 3D graphics, physics, AI, audio, user interfaces, and much more. You’ll hone real-world skills through practical exercises, and deepen your expertise through start-to-finish projects that grow in complexity as you build your skills. Throughout, Madhav pays special attention to demystifying the math that all professional game developers need to know. Set up your C++ development tools quickly, and get started Implement basic 2D graphics, game updates, vectors, and game physics Build more intelligent games with widely used AI algorithms Implement 3D graphics with OpenGL, shaders, matrices, and transformations Integrate and mix audio, including 3D positional audio Detect collisions of objects in a 3D environment Efficiently respond to player input Build user interfaces, including Head-Up Displays (HUDs) Improve graphics quality with anisotropic filtering and deferred shading Load and save levels and binary game data Whether you’re a working developer or a student with prior knowledge of C++ and data structures, Game Programming in C++ will prepare you to solve real problems with C++ in roles throughout the game development lifecycle. You’ll master the language that top studios are hiring for—and that’s a proven route to success.
Real Time Cameras Mark Haigh-Hutchinson 2009-04-02 The control of cameras is as important in games as it is in cinema. How the camera tracks and moves determines our point of view and influences our attitude towards the content. A poorly designed camera system in a game can disrupt a users experience, while a well-designed one can make a good game into a great one. The challenge in games is that th
Chinese Education Models in a Global Age Chuing Prudence Chou 2016-04-06 China’s rise, an increasing emphasis on international education benchmarking, and a global recognition of East Asian countries’ success in this regard have brought the issue of Chinese education to the forefront of public consciousness. In particular, the concept of a “Chinese education model” is one that has sparked debate and quickly become a major focus of education research around the world, especially in light of regional achievements vis-à-vis university rankings, bibliometric indices, the Programme for International Student Assessment (PISA), Trends in International Mathematics and Science Study (TIMSS), and other such benchmarks. Chinese Education Models in a Global Age tackles this controversial issue head on by synthesizing a diversity of analyses from a world-class team of twenty-seven authors. It reveals that Chinese education models, which are present in many different geographic and institutional contexts, have an important influence on social and institutional norms as well as individual belief systems and behaviors in China and beyond. The first of its kind, this edited volume establishes a foundation for future research while providing a nuanced and tightly integrated compilation of differing perspectives on the role and impact of Chinese education models worldwide. It is essential reading for all scholars, policymakers, students, parents, and educators interested in the rising demographic and economic influence of people of Chinese descent on education around the world.
Media Essentials Richard Campbell 2019-10-02 A concise and affordable resource for the mass communication course, Media Essentials provides a flexible, informative, and relevant breakdown of what the media is, how it works, and how it impacts today's most talked-about subjects. From #metoo to content streaming to social media and politics, students learn how a wide variety of recent developments have impacted the mass-media landscape--and how past innovation and change have informed our current media world. Media Essentials is available with LaunchPad, a robust online platform designed to help students fully engage with course content--and with the world of mass media. From our acclaimed LearningCurve adaptive quizzing, which helps students learn and retain concepts, to compelling features like an interactive e-book and a variety of entertaining and thought-provoking video clips, LaunchPad gets students connected with--and interested in--the information they need to succeed in class.
Well Played 1.0 Drew Davidson 2009-01-01 Video games can be "well played" in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of "well played." The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis
Metagaming Stephanie Boluk 2017-04-04 The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.
Gaming and the Arts of Storytelling Darshana Jayemanne 2019-07-12 This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative
Playing with Videogames James Newman 2008-08-18 Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.
Games Without Frontiers Aki Järvinen 2009
Fun with Algorithms Alfredo Ferro 2014-05-28 This book constitutes the refereed proceedings of the 7th International Conference, FUN 2014, held in July 2014 in Lipari Island, Sicily, Italy. The 29 revised full papers were carefully reviewed and selected from 49 submissions. They feature a large variety of topics in the field of the use, design and analysis of algorithms and data structures, focusing on results that provide amusing, witty but nonetheless original and scientifically profound contributions to the area. In particular, algorithmic questions rooted in biology, cryptography, game theory, graphs, the internet, robotics and mobility, combinatorics, geometry, stringology, as well as space-conscious, randomized, parallel, distributed algorithms and their visualization are addressed.
Breakcore Andrew Whelan 2009-05-27 Peer-to-peer music exchange, sampling, and digital distribution have garnered much attention in recent years, notably in debates about authorship, intellectual property, media control, and ‘Web 2’. However, empirical scholarship on how these technologies are used creatively by musicians and fans is still sparse. In this interdisciplinary ethnography of ‘bedroom producer’ culture, Andrew Whelan examines interaction and exchange within a specific online milieu: peer-to-peer chatrooms dedicated to electronic music, focusing on a genre known as ‘breakcore’. The author draws on semantic anthropology, ethnomethodology, sociolinguistics, and critical musicology to explore the activity afforded by this controversial and criminalised environment. Through in-depth analysis of often ritually vituperative text-based interaction, discussions of music, and the samples used in that music, Whelan describes the cultural politics and aesthetics of bedroom producer identity, highlighting the roles gender and ethnicity play in the constitution of subcultural authenticity. Empirically driven throughout, this book also engages with a spectrum of social theory; in doing so, it highlights the intersections between gender, interaction, technology and music. This book will prove valuable for students and scholars with interests in gender and language use, computer-mediated communication, online subcultures and virtual community, and the evolution, production and distribution of electronic music.
The Challenges of the Humanities, Past, Present, and Future Albrecht Classen 2018-10-08 This book is a printed edition of the Special Issue "The Challenges of the Humanities, Past, Present, and Future - Volume 1" that was published in Humanities
Glued to Games Scott Rigby 2011 With video game sales in the billions and anxious concerns about their long-term effects growing louder, "Glued to Games: How Video Games Draw Us In and Hold Us Spellbound" brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, "Glued to Games" gets to the heart of gaming's powerful psychological and emotional allure--the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.
Killer Facebook Ads Marty Weintraub 2011-07-13 Expert Facebook advertising techniques you won't find anywhereelse! Facebook has exploded to a community of more than half a billionpeople around the world, making it a deliciously fertile playgroundfor marketers on the cutting edge. Whether you want to leverageFacebook Ads to generate "Likes," promote events, sell products,market applications, deploy next-gen PR, ,this unique guide is theultimate resource on Facebook's wildly successful pay-per-clickadvertising platform. Featuring clever workarounds, unprecedentedtricks, and little-known tips for triumphant Facebook advertising,it’s a must-have on the online marketer’s bookshelf.Facebook advertising expert Marty Weintraub shares undocumentedhow-to advice on everything from targeting methods, advancedadvertising techniques, writing compelling ads, launching acampaign, monitoring and optimizing campaigns, and tons more. Killer Facebook Ads serves up immediately actionable tips &tactics that span the gambit. Learn what Facebook ads are good for, how to set goals,and communicate clear objectives to your boss and stakeholders. Master highly focused demographic targeting on Facebook'ssocial graph. Zero in on relevant customers now. Get extraordinary advice for using each available adelement—headline, body text, images, logos, etc.—formaximum effect How to launch a Facebook advertising campaign and crucialmonitoring and optimizing techniques Essential metrics and reporting considerations Captivating case studies drawn from the author's extensiveFacebook advertising experience, highlighting lessons fromchallenges and successes Tasty bonus: a robust targeting appendix jam-packed withamazing targeting combos Packed with hands-on tutorials and expert-level techniquesand tactics for executing an effective advertising campaign, thisone-of-a-kind book is sure to help you develop, implement, measure,and maintain successful Facebook ad campaigns.
Sid Meier's Memoir!: A Life in Computer Games Sid Meier 2020-09-08 The life and career of the legendary developer celebrated as the “godfather of computer gaming” and creator of Civilization, featuring his rules of good game design. "Sid Meier is a foundation of what gaming is for me today." — Phil Spencer, head of Xbox Over his four-decade career, Sid Meier has produced some of the world’s most popular video games, including Sid Meier’s Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond. Articulating his philosophy that a video game should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his rules of good game design.
Players Making Decisions Zack Hiwiller 2015-12-09 Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it
The Legend of Zelda: Art & Artifacts Nintendo 2017-02-21 Make sure to check out the other installments in this unparalleled collection of historical information on The Legend of Zelda franchise with the New York Times best selling The Legend of Zelda: Hyrule Historia and The Legend of Zelda: Encyclopedia. Also look for The Legend of Zelda: Breath of the Wild — Creating a Champion for an indepth look at the art, lore, and making of the best selling video game! The Legend of Zelda™: Art and Artifacts contains over four hundred pages of fully realized illustrations from the entire thirty-year history of The Legend of Zelda™ including artwork from the upcoming The Legend of Zelda™: Breath of the Wild! Every masterwork is printed on high-quality paper in an oversized format so you can immerse yourself in the fine details of each piece. This book includes rare promotional pieces, game box art, instruction booklet illustrations, official character illustrations, sprite art, interviews with the artists, and much, much more! The Legend of Zelda™: Art and Artifacts collects many of your favorite masterpieces from the storied franchise, as well as rare and never before seen content, presented in one handsome hardcover. Select artwork from the entirety of the franchise! A nostalgic look at the past! An exciting look at the future! Interviews with some of the artists behind The Legend of Zelda™ series!
EarthBound Handbook Dan Moore 2016-11-24 Much like we did with the MOTHER 3 Handbook, we're producing an obsessively-designed guide which is a companion to the game, rather than a collection of to-do lists and maps. Our goal is to flesh out the world of EarthBound by collecting and shedding light on the tiny details, tricks, and ideas that fans have spent the last 20 years developing.Remember how the game loved to break the fourth wall? We thought the idea of EarthBound being released in Eagleland was fun, so we ran with it: the conceit of the Handbook is that it is a relic from the EarthBound universe, where it was produced by a company as a sightseeing guide for tourists (similar to "Lord of the Rings" tours of New Zealand). Thus the subtitle: "Travel Eagleland the EarthBound Way!"The book features the design work of Audrey Waner, writing by Dan Moore, and illustration/photography from a huge team of talented EarthBound fans (plus a few 90's era stock photography discs we bought on eBay). AUDREY SEZ: "The EarthBound Handbook is a spiritual successor to both the MOTHER 3 Handbook and the EarthBound Player's Guide. We're taking inspiration from a huge variety of sources - mid-90s advertising, elementary schoolbooks, travel brochures - and meshing them together to create a really rich reading experience. The finished handbook will be a natural companion to the game itself."
Bear, Otter, and the Kid Tj Klune 2015-11-26 Three years ago, Bear McKenna s mother took off for parts unknown with her new boyfriend, leaving Bear to raise his six-year-old brother Tyson, aka the Kid. Somehow they ve muddled through, but since he s totally devoted to the Kid, Bear isn t actually doing much living with a few exceptions, he s retreated from the world, and he s mostly okay with that. Until Otter comes home. Otter is Bear s best friend s older brother, and as they ve done for their whole lives, Bear and Otter crash and collide in ways neither expect. This time, though, there s nowhere to run from the depth of emotion between them. Bear still believes his place is as the Kid s guardian, but he can t help thinking there could be something more for him in the world... something or someone. "
Icons of Horror and the Supernatural S. T. Joshi 2007 Offers entries on 24 of the significant archetypes of horror and the supernatural, from the classical epics of Homer to the novels of Stephen King.
Introduction to Game Design, Prototyping, and Development Jeremy Gibson 2014 This hands-on guide covers both game development and design, and both Unity and C♯. This guide illuminates the basic tenets of game design and presents a detailed, project-based introduction to game prototyping and development, using both paper and the Unity game engine.
The Power of Education Colin Power 2014-10-23 This book is about the power of education: the kind of education that simultaneously improves the quality of life both of individuals and the wider society. It explains why education must be viewed as a basic human right, as a value in and of itself, and reviews the evidence on how education builds the human resources that individuals and nations need to be productive, to continue to learn, to solve problems, to be creative, and to live together and with nature in peace and harmony. When nations ensure that such an education is accessible to all throughout their lives, education becomes the engine of sustainable development – economic, social, moral and cultural. The book is unique in that it covers the development of education at all levels in all countries of the Asia-Pacific region and beyond, using the latest international data bases, while blending in analyses of both quantitate and qualitative research.
The Volcano Under the City William O. Stoddard 1887 An account of the draft-riot of 1863, New York.
Circuits, Devices and Systems Ralph J. Smith 1991-10-17 This book is also available through the Introductory Engineering Custom Publishing System. If you are interested in creating a course-pack that includes chapters from this book, you can get further information by calling 212-850-6272 or sending email inquiries to engineerjwiley.com. The authors offer a set of objectives at the beginning of each chapter plus a clear, concise description of abstract concepts. Focusing on preparing students to solve practical problems, it includes numerous colorful illustrative examples. Along with updated material on MOSFETS, the CRO for use in lab work, a thorough treatment of digital electronics and rapidly developing areas of electronics, it contains an expansive glossary of new terms and ideas.
Game Feel Steve Swink 2008-10-13 "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
The Video Game Theory Reader Mark J.P. Wolf 2013-10-08 In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

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