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Game Anim Video Game Animation Explained

Building Blocks of Tabletop Game Design An Encyclopedia of Mechanisms

Game Audio Programming 3: Principles and Practices

Game Audio Programming 3: Principles and Practices

Welcome to the third volume of Game Audio Programming: Principles and Practices—the first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG RTS FPS etc. ) and from low-level topics such as DSP to high-level topics like using influence maps for audio. The techniques in this book are targeted at game audio programmers of all abilities from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games so they are all very practical and immediately applicable. There are chapters about split-screen audio dynamic music improvisation dynamic mixing ambiences DSPs and more. This book continues the tradition of collecting modern up-to-date knowledge and wisdom about game audio programming. So whether you’ve been a game audio programmer for one year or ten years or even if you’ve just been assigned the task and are trying to figure out what it’s all about this book is for you! Key Features Cutting-edge advanced game audio programming concepts with examples from real game audio engines Includes both high-level and low-level topics Practical code examples math and diagrams that you can apply directly to your game audio engine. Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London Bioshock 2 The Sims 4 and Torchlight 3 as well as smaller titles like Minion Master Tales from the Borderlands and Game of Thrones. Guy has also given several talks at the Game Developer Conference the Audio Developer Conference and CppCon. When he’s not programming or writing game audio programming books he can be found at home reading playing video games and playing the flute. | Game Audio Programming 3: Principles and Practices

GBP 56.99
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The Game Production Toolbox

Pattern Language for Game Design

Pattern Language for Game Design

Chris Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students teachers and game development professionals how to derive best practices in all aspects of game design. Using a series of practical rigorous exercises designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design. From an in-depth look at Alexander’s work to a critique of pattern theory in various fields to a new approach that will challenge your knowledge and put it to work this book seeks to transform how we look at building the interactive experiences that shape us. Key Features: Background on the architectural concepts of patterns and a Pattern Language as defined in the work of Christopher Alexander including his later work on the Fifteen Properties of Wholeness and Generative Codes. Analysis of other uses of Alexander’s work in computer science and game design and the limitations of those efforts. A comprehensive set of example exercises to help the reader develop their own patterns that can be used in practical day-to-day game design tasks. Exercises that are useful to designers at all levels of experience and can be completed in any order allowing students to select exercises that match their coursework and allowing professionals to select exercises that address their real-world challenges. Discussion of common pitfalls and difficulties with the pattern derivation process. A guide for game design teachers studio leaders and university departments for curating and maintaining institutional Pattern Languages. An Interactive Pattern Language website where you can share patterns with developers throughout the world (patternlanguageforgamedesign. com). Comprehensive games reference for all games discussed in this book. Author Chris Barney is an industry veteran with more than a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences including GDC DevCom and PAX on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed Barney built his own undergraduate and graduate curricula out of offerings in sociology computer science and independent study. In pursuit of a broad understanding of games he has worked on projects spanning interactive theater live-action role-playing game (LARP) design board games and tabletop role-playing games (RPGs). An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign. com.

GBP 56.99
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The Advanced Game Narrative Toolbox

Meaningful Game Design The Methodology and Psychology of Tabletop Games

Environment Art in the Game Industry A Guide to Rich and Realistic Environments Using Substance Designer

The Game Design Toolbox

2D Game Development with Unity

2D Game Development with Unity

This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020 including 2D game development prefabs cameras animation character controllers lighting and sound. Includes a step-by-step introduction to Unity 2019. 3. Extensive coverage of GIMP Audacity and MuseScore for the creation of 2D graphics sound effects and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio an independent game development and music studio in Sunnyvale California. He started his career in game programming in 1982 at Atari Games Inc. where he designed and programmed the classic arcade game Crystal Castles. In 1989 he joined Tengen where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters where he designed and coded games including Rampart and Championship Pool for the NES and SNES and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996 he founded Actual Entertainment publisher and developer of the Gubble video game series. He has a B. Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author game developer accompanist and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender. | 2D Game Development with Unity

GBP 56.99
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Game Audio Programming Principles and Practices

Game Audio Programming Principles and Practices

Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry this book contains more knowledge and wisdom about game audio programming than any other volume in history. One of the goals of this book is to raise the general level of game audio programming expertise so it is written in a manner that is accessible to beginners while still providing valuable content for more advanced game audio programmers. Each chapter contains techniques that the authors have used in shipping games with plenty of code examples and diagrams. There are chapters on the fundamentals of audio representation and perception; advanced usage of several different audio middleware platforms (Audiokinetic Wwise CRI ADX2 and FMOD Studio); advanced topics including Open Sound Control Vector-Based Amplitude Panning and Dynamic Game Data; and more! Whether you’re an audio programmer looking for new techniques an up-and-coming game developer looking for an area to focus on or just the one who got saddled with the audio code this book has something for you. Cutting-edge advanced game audio programming concepts with examples from real games and audio enginesIncludes perspectives of both audio programmers and sound designers on working and communicating togetherCoverage not just on game audio engine design but also on implementing audio tools and working with sound designers providing a comprehensive perspective on being an audio programmer | Game Audio Programming Principles and Practices

GBP 44.99
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Game Audio Programming 4 Principles and Practices

They Create Worlds The Story of the People and Companies That Shaped the Video Game Industry Vol. I: 1971-1982

They Create Worlds The Story of the People and Companies That Shaped the Video Game Industry Vol. I: 1971-1982

They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century Alexander Smith’s text comprehensively highlights and examines individuals companies and market forces that have shaped the development of the video game industry around the world. Volume one places an emphasis on the emerging ideas concepts and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written They Create Worlds charts the technological breakthroughs design decisions and market forces in the United States Europe and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications personal papers collections and oral history interviews with designers and executives many of whom have never told their stories before. Spread over three volumes They Create Worlds focuses on the creative designers shrewd marketers and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history. | They Create Worlds The Story of the People and Companies That Shaped the Video Game Industry Vol. I: 1971-1982

GBP 69.99
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The Game Narrative Toolbox

Holistic Game Development with Unity 3e An All-in-One Guide to Implementing Game Mechanics Art Design and Programming

Holistic Game Development with Unity 3e An All-in-One Guide to Implementing Game Mechanics Art Design and Programming

Master game design and digital art principles simultaneously with this all-in-one guide to creating games in the cutting-edge game engine Unity. Reworked for C# and Unity 2018 & 2019 and bursting with images and tutorials Penny de Byl’s Holistic Game Development with Unity will help the reader gain the multidisciplinary skills needed to succeed in the independent game industry. Holistic Game Development with Unity includes new coverage on Augmented Reality Networking and Virtual Reality such as the Oculus Rift. Supplementary material including instructional videos discussion forums and art assets are provided in the companion website located at www. holistic3d. com. Learn to combine the beauty of art and the functionality of programming in de Byl’s third edition for Unity game development. Key features: Art and programming in Unity the only one-stop shop for individual developers and small teams looking to tackle both tasks. Proven step-by-step tutorials show you how to design and structure an entire game in Unity with art assets. Revised to cover the Unity game engine versions 2018 and 2019. New coverage of Nav Meshes Augmented Reality Mobile Builds and Mecanim. An introduction to essential two- and three-dimensional mathematical and physics concepts. A portfolio of royalty free reusable game mechanics. Revamped and expanded accompanying website www. holistic3d. com features project source code instructional videos art assets author blog and discussion forums. Additional challenge questions and lesson plans are available online for an enhanced learning experience. | Holistic Game Development with Unity 3e An All-in-One Guide to Implementing Game Mechanics Art Design and Programming

GBP 48.99
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The Gamer's Brain How Neuroscience and UX Can Impact Video Game Design

The Gamer's Brain How Neuroscience and UX Can Impact Video Game Design

Making a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That’s why makers of successful video games like Fortnite and Assassin’s Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game regardless of its budget scope or ambition. The game UX accounts for the whole experience players have with a video game from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver including shipping higher quality games (whether indie triple-A or serious games) and meeting business goals - all while staying true to design vision and artistic intent. At its core UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived the emotions it will elicit how players will interact with it and how engaging the experience will be. This book is designed to equip readers of all levels from student to professional with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games empowering them to develop their own unique game recipe more efficiently while providing a better experience for their audience. The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design Is written by Celia Hodent - a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years including at prominent companies such as Epic Games (Fortnite) Ubisoft and LucasArts. Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: neuromyths perception memory attention motivation emotion and learning. Includes numerous examples from released games of how scientific knowledge translates into game design and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge implementing human-computer interaction principles and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good engage-ability (the ability of the game to be fun and engaging) translated into a practical checklist. Covers design thinking game user research game analytics and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today. | The Gamer's Brain How Neuroscience and UX Can Impact Video Game Design

GBP 48.99
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Game Usability Advice from the Experts for Advancing UX Strategy and Practice in Videogames

Story Structure and Development A Guide for Animators VFX Artists Game Designers and Virtual Reality

Narrative Design The Craft of Writing for Games

Narrative Design The Craft of Writing for Games

Narrative designers and game designers are critical to the development of digital and analog games. This book provides a detailed look at the work writers and designers perform every day on game development projects. It includes practical advice on how to break into the game industry as a writer or game designer. Readers can use the templates and detailed instructions provided here to create lively portfolios that will help open the door to jobs in the game industry. Key features of this book: • An intimate look at the workings of AAA game development from someone who has spent decades embedded on teams at well-known companies. • An insider’s look at the game industry including advice on breaking into the industry. • Detailed instructions for creating a portfolio to demonstrate narrative design and game design skills to prospective employers. • Lessons and exercises to help students develop narrative design and game design skills. • A how-to guide for college instructors teaching classes in narrative design and game design. Detailed assignments and syllabi are included. Author Bio: Michael Breault is a 35-year industry veteran who has contributed his writing and game design skills to over 130 published games. He currently teaches narrative design and game design courses at Webster University in St. Louis. The courses he creates and teaches are based on the tasks narrative designers and game designers undertake every day while developing games. These classes provide his students with a real-world view of the work they will be doing as writers and designers in the game industry. | Narrative Design The Craft of Writing for Games

GBP 48.99
1

Set Valued Mappings with Applications in Nonlinear Analysis

Handbook of Visual Optics Two-Volume Set

Fish Swimming in Turbulent Waters Hydraulic Engineering Guidelines to assist Upstream Passage of Small-Bodied Fish Species in Standard Box

Fish Swimming in Turbulent Waters Hydraulic Engineering Guidelines to assist Upstream Passage of Small-Bodied Fish Species in Standard Box

Low-level river crossings including culverts are important for delivering a range of valuable socioeconomic services including transportation and hydrological control. These structures are also known to have negative impacts on freshwater river system morphology and ecology including the blockage of upstream fish passage particularly small-body-mass fish species. Given the enormous environmental problems created by road crossings new hydraulic engineering guidelines are proposed for fish-friendly multi-cell box culvert designs. The focus of these guidelines is on smooth box culverts without appurtenance with a novel approach based upon three basic concepts: (I) the culvert design is optimized for fish passage for small to medium water discharges and for flood capacity for larger discharges (II) low-velocity zones are provided along the wetted perimeter in the culvert barrel and quantified in terms of a fraction of the wetted flow area where the local longitudinal velocity is less than a characteristic fish speed linked to swimming performances of targeted fish species and (III) the culvert barrel is smooth without any other form of boundary treatment and appurtenance. The present monograph develops a number of practical considerations in particular relevant to box culvert operations for less-than-design discharges. It is argued that upstream fish passage capabilities would imply a revised approach to maintenance in part linked to the targeted fish species. This reference work is authored for civil and environmental engineers as well as biology and ecology scientists interested in culvert design. While the book is aimed to professionals the material is also lectured in postgraduate courses and in professional short courses. | Fish Swimming in Turbulent Waters Hydraulic Engineering Guidelines to assist Upstream Passage of Small-Bodied Fish Species in Standard Box

GBP 44.99
1

Medical Image Processing Advanced Fuzzy Set Theoretic Techniques

Medical Image Processing Advanced Fuzzy Set Theoretic Techniques

Medical image analysis using advanced fuzzy set theoretic techniques is an exciting and dynamic branch of image processing. Since the introduction of fuzzy set theory there has been an explosion of interest in advanced fuzzy set theories—such as intuitionistic fuzzy and Type II fuzzy set—that represent uncertainty in a better way. Medical Image Processing: Advanced Fuzzy Set Theoretic Techniques deals with the application of intuitionistic fuzzy and Type II fuzzy set theories for medical image analysis. Designed for graduate and doctorate students this higher-level text:Provides a brief introduction to advanced fuzzy set theory fuzzy/intuitionistic fuzzy aggregation operators and distance/similarity measuresCovers medical image enhancement using advanced fuzzy sets including MATLAB®-based examples to increase contrast of the imagesDescribes intuitionistic fuzzy and Type II fuzzy thresholding techniques that separate different regions/leukocyte types/abnormal lesionsDemonstrates the clustering of unwanted lesions/regions even in the presence of noise by applying intuitionistic fuzzy clusteringHighlights the edges of poorly illuminated images and uses intuitionistic fuzzy edge detection to find the edges of different regionsDefines fuzzy mathematical morphology and explores its application using the Lukasiewicz operator t-norms and t-conormsMedical Image Processing: Advanced Fuzzy Set Theoretic Techniques is useful not only for students but also for teachers engineers scientists and those interested in the field of medical image analysis. A basic knowledge of fuzzy set is required along with a solid understanding of mathematics and image processing. | Medical Image Processing Advanced Fuzzy Set Theoretic Techniques

GBP 44.99
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Load Testing of Bridges: Two Volume Set

Load Testing of Bridges: Two Volume Set

Load Testing of Bridges featuring contributions from almost fifty authors from around the world across two interrelated volumes deals with the practical aspects the scientific developments and the international views on the topic of load testing of bridges. Volume 12 Load Testing of Bridges: Current practice and Diagnostic Load Testing starts with a background to bridge load testing including the historical perspectives and evolutions and the current codes and guidelines that are governing in countries around the world. The second part of the book deals with preparation execution and post-processing of load tests on bridges. The third part focuses on diagnostic load testing of bridges. Volume 13 Load Testing of Bridges: Proof Load Testing and the Future of Load Testing focuses first on proof load testing of bridges. It discusses the specific aspects of proof load testing during the preparation execution and post-processing of such a test (Part 1). The second part covers the testing of buildings. The third part discusses novel ideas regarding measurement techniques used for load testing. Methods using non-contact sensors such as photography- and video-based measurement techniques are discussed. The fourth part discusses load testing in the framework of reliability-based decision-making and in the framework of a bridge management program. The final part of the book summarizes the knowledge presented across the two volumes as well as the remaining open questions for research and provides practical recommendations for engineers carrying out load tests. This work will be of interest to researchers and academics in the field of civil/structural engineering practicing engineers and road authorities worldwide. | Load Testing of Bridges: Two Volume Set

GBP 44.99
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A Dictionary of the History of Medicine

A Dictionary of the History of Medicine

This is a unique extensively illustrated dictionary of terms people events and dates spanning the entire history of medicine. It is a monumental work of scholarship totaling some 700 double-column pages with a large number of rare and exceptional illustrations from many original sources painstakingly compiled over years of far-searching inquiry involving more than 5 000 books and hundreds of journals. It is a major resource of hard-to-find information about notable medical figures instruments conditions procedures and dates and a storehouse of captivating anecdotes and background material. The book contains a wealth of material for concise historical introductions to a broad range of subjects and is the sine qua non authority on both well and little known facts of medical history. With this single volume-an unprecedented tour de force representing more than 7 000 hours of exhaustive research-clinicians and researchers from all fields of medicine can quickly and easily find authoritative detailed definitions and descriptions with dates of medical terms and of the people and events contributing to the development of medicine from earliest times to the present day. The entries range widely from such as abacterial pyuria to zygote including Latin and Greek origins of terms compact biographies with dates eponymic information of all kinds and rarely seen drawings and photographs of antique medical instruments and little-known conditions. | A Dictionary of the History of Medicine

GBP 59.99
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