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Game Feel A Game Designer's Guide to Virtual Sensation

Game Feel A Game Designer's Guide to Virtual Sensation

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. | Game Feel A Game Designer's Guide to Virtual Sensation

GBP 180.00
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Game Theory A Modeling Approach

Game Anim Video Game Animation Explained

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
1

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
1

The Game Production Toolbox

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
1

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
1

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

The Advanced Game Narrative Toolbox

Game Design Tools Cognitive Psychological and Practical Approaches

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

Meaningful Game Design The Methodology and Psychology of Tabletop Games

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
1

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
1

Game Audio Programming 4 Principles and Practices

The Game Narrative Toolbox

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
1

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