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Game Theory A Modeling Approach

Building a Game Pitch How to Bottle Lightning

Building a Game Pitch How to Bottle Lightning

Based on the PocketGamer MasterClass Building a Pitch: From Concept to Document (2021) a decade’s worth of industry experience and numerous industry-level pitches for a variety of organisations including Mediatonic Epic Games and GDC this book will equip you with methodologies best practices and insights around video game pitch design. It will guide you through a step-by-step process from initial conceptualisation and idea validation to communicating your pitches on paper clearly and effectively –as well as illustrating why such a process can be highly valuable. In a day and age where video game development is more competitive than ever the value and importance of lightning in a bottle pitches has never been higher: foundational visions capable of delivering video games that stand apart from the crowd as industry-renowned titles generating immense critical or commercial success which (after the awe has abated) usually triggers the same internal question –why didn’t I think of that!? As such this book will cover: How video game pitches can determine the success potential of a video game How to conceptualise unique and compelling ideas for a video game How to validate your ideas to better determine whether they are capable of becoming lightning in a bottle experiences –or even worth prototyping How to structure format and write a video game pitch in a manner that not only helps you better expand upon and understand your own pitch but also makes it easier for others to understand and buy into This book will be of great interest to both seasoned and early-career game designers students studying game design courses and start-up founders seeking investment. | Building a Game Pitch How to Bottle Lightning

GBP 32.99
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Game Design Deep Dive: Horror

Game Design Deep Dive: Horror

The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples including the differences between survival action-horror and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s Bendy and the Ink Machine and recent Resident Evil titles the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series Joshua Bycer will go over the evolution of horror in video games and game design and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre anyone who wants to understand game design or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time through Game-Wisdom he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series. | Game Design Deep Dive: Horror

GBP 42.99
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Game Dev Stories Volume 2 More Interviews About Game Development and Culture

Game Design Tools Cognitive Psychological and Practical Approaches

The Multiplayer Classroom Game Plans

The Multiplayer Classroom Game Plans

The Multiplayer Classroom: Game Plans is a companion to The Multiplayer Classroom: Designing Coursework as a Game now in its second edition from CRC Press. This book covers four multiplayer classroom projects played in the real world in real time to teach and entertain. They were funded by grants or institutions collaborations between Lee Sheldon as writer/designer and subject matter experts in various fields. They are written to be accessible to anyone-designer educator or layperson-interested in game-based learning. The subjects are increasingly relevant in this day and age: physical fitness Mandarin cybersecurity and especially an online class exploring culture and identity on the internet that is unlike any online class you have ever seen. Read the annotated often-suspenseful stories of how each game with its unique challenges thrills and spills was built. Lee Sheldon began his writing career in television as a writer-producer eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than forty commercial and applied video games Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute. He is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game the award-winning The Lion’s Song is currently on Steam. For the past two years he consulted on an escape room in a box funded by NASA that gives visitors to hundreds of science museums and planetariums the opportunity to play colonizers on the moon. He is currently writing his second mystery novel. | The Multiplayer Classroom Game Plans

GBP 39.99
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Freelance Video Game Writing The Life & Business of the Digital Mercenary for Hire

Game Design Deep Dive Role Playing Games

Game AI Pro 360: Guide to Character Behavior

Game AI Pro 360: Guide to Movement and Pathfinding

The Pocket Mentor for Video Game Writers

The Pocket Mentor for Game Community Management

The Board Game Designer's Guide to Careers in the Industry

One-Week Dungeons Diaries of a Seven-Day Roguelike Challenge

GBP 28.99
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The Science of Soccer

The Pocket Mentor for Video Game Testing

Gravitational Waves A History of Discovery

Gravitational Waves A History of Discovery

The historic detection of gravitational waves on September 14 2015 prompted by the highly energetic fusion of two black holes has made events in the universe audible for the first time. This expansion of the scientific sensorium has opened a new chapter in astronomy and already led to among others fascinating new insights about the abundance of black holes the collision of neutron stars and the origin of heavy chemical elements. The history of this event which is epochal for physics is reconstructed in this book along with a walk-through of the main principles of how the detectors operate and a discussion of how the search for gravitational waves is conducted. The book concludes with an update of the latest detections and developments to date and a brief look into the future of this exciting research field. This book is accessible to non-specialist readers from a general audience and is also an excellent introduction to the topic for undergraduates in physics. Features: Provides an introduction to the historic discovery of gravitational waves Explains the inner workings of the detectors and the search to find the waves hidden in the data Authored by a renowned specialist involved in the ground-breaking discovery Hartmut Grote is a Professor of physics at Cardiff University UK. His main expertise is in experimental gravitational-wave physics and he has worked on building and improving gravitational wave detectors for over 20 years. From 2009 to 2017 he was the scientific leader of the British-German gravitational-wave detector: GEO600. | Gravitational Waves A History of Discovery

GBP 31.99
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The Basics of Investigating Forensic Science A Laboratory Manual

The Basics of Investigating Forensic Science A Laboratory Manual

The Basics of Investigating Forensic Science: A Laboratory Manual Second Edition presents foundational concepts in forensic science through hands-on laboratory techniques and engaging exercises. The text offers numerous lab projects on a range of subjects including fingerprinting shoeprint analysis firearms pathology anthropology forensic biology and DNA drugs trace evidence analysis and more. This Second Edition is fully updated to include extensive full-color photos and diagrams to reflect current best-practices focussing on laboratory procedure techniques and interpretation of results. Each laboratory illustrates processes and concepts and how the equipment should be set up for a given exercise. Many of the exercises can be done with minimal laboratory equipment and material while certain exercises also have additional options and advanced lab exercises—for those education institutions with access to more specialized or advance laboratory equipment. While the sequencing of laboratory exercises in the book is designed to follow The Basics textbook the lab exercises are intentionally modular can be performed in any sequence desired by an instructor. The Basics of Investigating Forensic Science Second Edition is an excellent resource for introduction to forensic sciences courses including the companion textbook it was designed to accompany Forensic Science: The Basics Fourth Edition (ISBN: 9780367251499). The book can be used alongside any textbook and even serve as a stand-alone text for two- and four-year college programs as well as course at the high school level. | The Basics of Investigating Forensic Science A Laboratory Manual

GBP 35.99
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Dungeon Hacks How NetHack Angband and Other Rougelikes Changed the Course of Video Games

Concise Textbook of Small Animal Handling A Practical Handbook

Cardiovascular Physiology A Text and E-Resource for Active Learning

Making Sense of Sleep Medicine A Hands-On Guide

Tackling Causes and Consequences of Health Inequalities A Practical Guide

Concise Textbook of Large Animal Handling A Practical Handbook