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The Art of Game Design A Book of Lenses Third Edition

Basics of Game Design

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
1

Game AI Pro 2 Collected Wisdom of Game AI Professionals

Game AI Pro 2 Collected Wisdom of Game AI Professionals

Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips tricks and techniques for artificial intelligence (AI) in games drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge advice hard-earned wisdom and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. In this book 47 expert developers and researchers have come together to bring you their newest advances in game AI along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews while intermediate to expert professional game developers will find focused deeply technical chapters on specific topics of interest to them. Covers a wide range of AI in games with topics applicable to almost any gameTouches on most if not all of the topics necessary to get started in game AIProvides real-life case studies of game AI in published commercial gamesGives in-depth technical solutions from some of the industry’s best-known gamesIncludes downloadable demos and/or source code available at http://www. gameaipro. com | Game AI Pro 2 Collected Wisdom of Game AI Professionals

GBP 68.99
1

Game Anim Video Game Animation Explained

Game Theory A Modeling Approach

GDPR: A Game of Snakes and Ladders How Small Businesses Can Win at the Compliance Game

GDPR: A Game of Snakes and Ladders How Small Businesses Can Win at the Compliance Game

For many small businesses organisations clubs artists faith groups voluntary organisations/charities and sole traders applying the General Data Protection Regulation (GDPR) has been like playing a game of Snakes and Ladders. As soon as you move along the board and climb a ladder a snake appears which takes you right back to where you started. Conflicting advice abounds and there is nowhere for these individuals to go for simple answers all in one place. With the threat of fines seeming around every corner now more than ever is the time for smaller organisations to get to grips with GDPR so that they can demonstrate their compliance. GDPR: A Game of Snakes and Ladders is an easy to read reference tool which uses simple language in bite size easily signposted chapters. Adopting a no-nonsense approach the Regulation is explained so that organisations can comply with the minimum of fuss and deliver this compliance in the shortest timeframe without the need to resort to expensive consultants or additional staff. The book is supported by a variety of easy to follow case studies example documents and fact sheets. The author signposts warnings and important requirements (snakes) and hints and suggestions (ladders) and also provides a section on staff training and a Game of Snakes and Ladders training slide pack. Additional resources are available on the companion website. This user-friendly book written by a Data Protection Officer and business management specialist will help you understand the Regulation where it applies in your organisation and how to achieve compliance (and win at the compliance game). | GDPR: A Game of Snakes and Ladders How Small Businesses Can Win at the Compliance Game

GBP 31.99
1

Game Anim Video Game Animation Explained

Situational Game Design

Interactive Stories and Video Game Art A Storytelling Framework for Game Design

The Indie Game Developer Handbook

C# and Game Programming A Beginner's Guide

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

Cricket: A Political History of the Global Game 1945-2017

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 of Humor A Comprehensive Theory of Why We Laugh

The Game of Humor A Comprehensive Theory of Why We Laugh

Humor wit and laughter surround each person. From everyday quips to the carefully contrived comedy of literature newspapers and television we experience humor in many forms yet the impetus for our laughter is far from innocuous. Misfortune stupidity and moral or cultural defects however faintly revealed in others and ourselves seem to make us laugh. Although discomforting such negative terms as superiority aggression hostility ridicule or degradation can be applied to instances of humor. According to scholars Thomas Hobbes's superiority theory that humor arises from mischances infirmities and indecencies where there is no wit at all applies to most humor. With the exception of good-natured play Charles R. Gruner claims that humor is rarely as innocent as it first appears. Gruner's proposed superiority theory of humor is all-encompassing. In The Game of Humor he expands the scope of Hobbes's theory to include and explore the contest aspect of good-natured play. As such the author believes all instances of humor can be examined as games in terms of competition and keeping score winners and losers. Gruner draws on a broad spectrum of thought-provoking examples. Holocaust jokes sexual humor the racialist dialogue of such comic characters as Stepin Fetchit and Archie Bunker simple puns and many of the author's own encounters with everyday humor. Gruner challenges the reader to offer a single example of humor that cannot be de-humorized by its agonistic nature. The Game of Humor makes intriguing and enjoyable reading for people interested in humor and the aspects of human motivation. This book will also be valuable to professionals in communication and information studies sociologists literary critics and linguists and psychologists concerned with the conflicts and tensions of everyday life. | The Game of Humor A Comprehensive Theory of Why We Laugh

GBP 130.00
1

Procedural Generation in Game Design

Game Audio Implementation A Practical Guide Using the Unreal Engine

3D Game Environments Create Professional 3D Game Worlds

The Game Changer How Leading Organisations in Business and Sport Changed the Rules of the Game

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

Game Development Tools

The Game Audio Strategy Guide A Practical Course