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Master Game UI system by creating captivating user interface components with Unity 5 through Unity 2018 and C#. Learn about UI texts, images, world space UI, mobile-specific UI and much more. Key Features Develop a game UI with both technical and aesthetic considerations Use all the UI elements provided by ...
Mastering UI Development with Unity: An in-depth guide to developing engaging user interfaces with Unity 5, Unity 2017, and Unity 2018
Master Game UI system by creating captivating user interface components with Unity 5 through Unity 2018 and C#. Learn about UI texts, images, world space UI, mobile-specific UI and much more. Key Features Develop a game UI with both technical and aesthetic considerations Use all the UI elements provided by Unity's UI system Step-by-step examples of creating user interface components in the top game genres Book DescriptionA functional UI is an important component for player interaction in every type of video game. Along with imparting crucial statistical information to the player, the UI is also the window through which the player engages with the world established by the game. Unity's tools give you the opportunity to create complex and attractive UIs to make your game stand out. This book helps you realize the full potential of Unity's powerful tools to create the best UI for your games by walking you through the creation of myriad user interface components. Learn how to create visually engaging heads-up-displays, pause menus, health bars, circular progress bars, animated menus, and more. This book not only teaches how to lay out visual elements, but also how to program these features and implement them across multiple games of varying genres. While working through the examples provided, you will learn how to develop a UI that scales to multiple screen resolutions, so your game can be released on multiple platforms with minimal changes. What you will learn Design principles and patterns for laying out elements in your UI Techniques that allow your UI to scale appropriately in different resolutions How to use automatic layouts to streamline your UI building process Properties of the Event System and how to appropriately hook events to your UI elements Access the components and properties of UI elements via code Implement all of Unity's built-in UI elements as well as those provided by TextMeshPro Develop key UI components that are popularly used in multiple game genres Add visual flare to user interfaces with the use of animation and particle effects Create a UI that displays in the Screen Space as well as World Space Who this book is forThis book is for anyone keen to improve their games via a great user interface with Unity's UI system. If you're looking for a book that explains how to develop specific user interfaces or that thoroughly explains how each of the individual Unity components work, this book is for you.
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47.240000 USD

Mastering UI Development with Unity: An in-depth guide to developing engaging user interfaces with Unity 5, Unity 2017, and Unity 2018

by Ashley Godbold
Paperback
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In Advanced Game Design, pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a ...
Advanced Game Design: A Systems Approach
In Advanced Game Design, pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a deep unifying framework in which practical game design best practices and proven systems thinking theory reinforce each other, helping game designers understand what they are trying to accomplish and the best ways to achieve it. Drawing on 20+ years of experience designing games, launching game studios, and teaching game design, Sellers explains: * What games are, and how systems thinking can help you think about them more clearly * How to systematically promote engagement, interactivity, and fun * What you can learn from MDA and other game design frameworks * How to create gameplay and core loops * How to design the entire player experience, and how to build game mechanics that work together to create that experience * How to capture your game's big idea and Unique Selling Proposition * How to establish high-level and background design and translate it into detailed design * How to build, playtest, and iterate early prototypes * How to build your game design career in a field that keeps changing at breakneck speed
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81.89 USD

Advanced Game Design: A Systems Approach

by Michael Sellers
Paperback
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Apply the Processing language to tasks involved in computer vision--tasks such as edge and corner detection, recognition of motion between frames in a video, recognition of objects, matching of feature points and shapes in different frames for tracking purposes, and more. You will manipulate images through creative effects, geometric transformation, ...
Pro Processing for Images and Computer Vision with OpenCV: Solutions for Media Artists and Creative Coders
Apply the Processing language to tasks involved in computer vision--tasks such as edge and corner detection, recognition of motion between frames in a video, recognition of objects, matching of feature points and shapes in different frames for tracking purposes, and more. You will manipulate images through creative effects, geometric transformation, blending of multiple images, and so forth. Examples are provided. Pro Processing for Images and Computer Vision with OpenCV is a step-by-step training tool that guides you through a series of worked examples in linear order. Each chapter begins with a basic demonstration, including the code to recreate it on your own system. Then comes a creative challenge by which to engage and develop mastery of the chapter's topic. The book also includes hints and tips relating to visual arts, interaction design, and industrial best practices. This book is intended for any developer of artistic and otherwise visual applications, such as in augmented reality and digital effects, with a need to manipulate images, and to recognize and manipulate objects within those images. The book is specifically targeted at those making use of the Processing language that is common in artistic fields, and to Java programmers because of Processing's easy integration into the Java programming environment. What You'll Learn* Make use of OpenCV, the open source library for computer vision in the Processing environment * Capture live video streams and examine them frame-by-frame for objects in motion * Recognize shapes and objects through techniques of detecting lines, edges, corners, and more * Transform images by scaling, translating, rotating, and additionally through various distortion effects * Apply techniques such as background subtraction to isolate motion of objects in live video streams * Detect and track human faces and other objects by matching feature points in different images or video frames Who This Book Is For Media artists, designers, and creative coders
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41.990000 USD

Pro Processing for Images and Computer Vision with OpenCV: Solutions for Media Artists and Creative Coders

Paperback
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Game Programming in C++: Creating 3D Games
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52.490000 USD

Game Programming in C++: Creating 3D Games

by Sanjay Madhav
Paperback
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Having taken players all the way to the gateway to the modern world in Syndicate, Assassin's Creed once again takes fans on an adventure through history. The Art of Assassin's Creed Origins collates hundreds of concept arts, including sketches, final paintings, and 3D Renders, alongside in-depth commentary from the artists ...
The Art of Assassin's Creed Origins
Having taken players all the way to the gateway to the modern world in Syndicate, Assassin's Creed once again takes fans on an adventure through history. The Art of Assassin's Creed Origins collates hundreds of concept arts, including sketches, final paintings, and 3D Renders, alongside in-depth commentary from the artists and developers, representing the ultimate insight into the design processes behind the game.
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51.18 USD

The Art of Assassin's Creed Origins

by Paul Davies
Hardback
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This instructional drawing book is intended to guide the reader through a story-telling based approach to gesture drawing, utilizing different techniques and exercises that encourage and develop creative problem solving as it relates to observational studies. This book clearly outlines a work flow and process with a simple exercise program ...
Gesture Drawing: A Story-Based Approach
This instructional drawing book is intended to guide the reader through a story-telling based approach to gesture drawing, utilizing different techniques and exercises that encourage and develop creative problem solving as it relates to observational studies. This book clearly outlines a work flow and process with a simple exercise program that encourages the artist to ask questions and create work that engages not only their audience but themselves. Rich illustrations are included throughout that depict this workflow and also different drawing and mark-making techniques, and how to apply the exercises throughout the course of the book. Included are video drawing tutorials and examples.
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66.53 USD

Gesture Drawing: A Story-Based Approach

by April Connors
Paperback
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Game Programming for Artists provides a foundation for artists and other creatives to jumpstart learning to program their own games. It is an accessible, conversational and practical guide focused on three areas: programming, understanding game engines and recipes for commonly employed game systems. The best way to get into games ...
Game Programming for Artists
Game Programming for Artists provides a foundation for artists and other creatives to jumpstart learning to program their own games. It is an accessible, conversational and practical guide focused on three areas: programming, understanding game engines and recipes for commonly employed game systems. The best way to get into games is to make one, and this book will help artists do that!
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66.53 USD

Game Programming for Artists

by Hanna Brady, Jarryd Huntley
Paperback
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Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that it is delivering. The game user experience accounts for the whole experience players have with a ...
The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that it is delivering. The game user experience 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 experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or serious game ), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, 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 neuroscience knowledge and user experience guidelines and methodologies. This knowledge 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.
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66.53 USD

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

by Celia Hodent
Paperback
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The Art of Destiny 2, the follow-up to the successful The Art of Destiny, is a celebration of the dynamic art and visual style that fans have come to love about Destiny. The world of Destiny is expansive and vibrant, encompassing planets within our solar system and those far beyond. ...
The Art of Destiny 2
The Art of Destiny 2, the follow-up to the successful The Art of Destiny, is a celebration of the dynamic art and visual style that fans have come to love about Destiny. The world of Destiny is expansive and vibrant, encompassing planets within our solar system and those far beyond. Praised for its artistic style and imaginative worlds that paint a complex future of war, exploration, and hope, Destiny is packed with life and colour. Customisable characters make every gaming experience visually unique, with the heroes and villains of Destiny crafted from worlds of science fiction past, yet brimming with their own style. The Art of Destiny 2 features hundreds of pieces of concept art, from early sketches and illustrations of characters to the colourful key art the designers used to help shape the in-game worlds. Each step of the process is meticulously detailed, from building in-game cinematics to crafting the complex universe. This book celebrates the exceptional attention to detail that the developers at Bungie have put into Destiny 2, and continues the high production quality that made The Art of Destiny a best-selling gaming art book. With exclusive, never-before-seen imagery, developer commentary, and more, The Art of Destiny 2 is the perfect gift for fans of The Art of Destiny, and those seeking the companion book to one of the most anticipated game releases of 2017.
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59.70 USD

The Art of Destiny 2

by Bungie
Hardback
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This book critically analyses user-firm technology relationships and socioeconomic structures at the crossroads of community and commerce. It investigates businesses that let users participate in platform development on the internet. An empirical study of the online world Second Life is used as an early illustration of the pivotal role of ...
ComMODify: User Creativity at the Intersection of Commerce and Community
This book critically analyses user-firm technology relationships and socioeconomic structures at the crossroads of community and commerce. It investigates businesses that let users participate in platform development on the internet. An empirical study of the online world Second Life is used as an early illustration of the pivotal role of user participation in design, development and sustainability of digital platforms. Van der Graaf sheds light on aspects of the ongoing platformization of the internet and on new norms and mechanisms for user participation which are linked to values of creativity, community and labour. ComMODify makes clear that robust theoretical and empirical investigation of the integration of user participation into mainstream business models and its implications for platform development is key to understanding contemporary businesses like Facebook, that sustain the internet of today. This book will be of interest to those wanting to learn more about the socio-economic implications of user participation associated with user-generated content, particularly within the 3D software and game industry.
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115.490000 USD

ComMODify: User Creativity at the Intersection of Commerce and Community

by Shenja Van Der Graaf
Hardback
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How the Super Nintendo Entertainment System embodied Nintendo's resistance to innovation and took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of ...
Super Power, Spoony Bards, and Silverware: The Super Nintendo Entertainment System
How the Super Nintendo Entertainment System embodied Nintendo's resistance to innovation and took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the 16-bit console wars of 1989-1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo's market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the ReNESsance ) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo's conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony's PlayStation. Extending the notion of platform to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo's Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform's architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres.
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42.58 USD

Super Power, Spoony Bards, and Silverware: The Super Nintendo Entertainment System

by Dominic Arsenault
Hardback
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In arenas ranging from enterprise development to Android app programming to game development, Java remains one of the world's most popular programming languages. Sams Teach Yourself Java in 24 Hours helps Java beginners gain true mastery over the new Java 9. In this book's straightforward, step-by-step approach, each lesson builds ...
Java in 24 Hours, Sams Teach Yourself (Covering Java 9)
In arenas ranging from enterprise development to Android app programming to game development, Java remains one of the world's most popular programming languages. Sams Teach Yourself Java in 24 Hours helps Java beginners gain true mastery over the new Java 9. In this book's straightforward, step-by-step approach, each lesson builds on everything that's come before, helping readers learn Java's core features and techniques from the ground up. Friendly, accessible, and conversational, this book offers a practical grounding in the language, without ever becoming overwhelming or intimidating. Coverage includes: learning programming basics; working with data and objects; programming graphical user interfaces; creating interactive web programs; handling errors; writing Internet and mobile apps; and much more.
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47.76 USD

Java in 24 Hours, Sams Teach Yourself (Covering Java 9)

by Rogers Cadenhead
Paperback
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Let Hannes Rall guide you through the fascinating world of animated film. Whether script and storyboarding, figure drawing or character design: the successful animator uses numerous exclusive Illustrations to explain each step of the conception - from the creative building blocks to modern animation and production techniques. In order to ...
Animation: From Concept to Production
Let Hannes Rall guide you through the fascinating world of animated film. Whether script and storyboarding, figure drawing or character design: the successful animator uses numerous exclusive Illustrations to explain each step of the conception - from the creative building blocks to modern animation and production techniques. In order to breathe life into each idea, design and movement must be persuasively presented. Hannes Rall uses many practical tips and case studies to show how visual storytelling functions. Includes interviews with German animation legends, Hans Bacher, Andreas Deja and Volker Engel.
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66.53 USD

Animation: From Concept to Production

by Hannes Rall
Paperback
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Learn how to build games that work on several mobile devices, including phones and tablets powered by iOS, Android, and Blackberry. This practical book shows you how to get started with the Unity game development ecosystem for creating beautiful, interactive 3D and 2D content. You'll get a top-to-bottom overview of ...
Mobile Game Development with Unity: Build Once, Deploy Anywhere
Learn how to build games that work on several mobile devices, including phones and tablets powered by iOS, Android, and Blackberry. This practical book shows you how to get started with the Unity game development ecosystem for creating beautiful, interactive 3D and 2D content. You'll get a top-to-bottom overview of Unity's features - including its game engine, integrated development environment (IDE), and ready-made assets - with specific, project-oriented guidance on how to use those features in real games that will hook and delight players on any mobile platform.
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68.24 USD

Mobile Game Development with Unity: Build Once, Deploy Anywhere

by Paris Buttfield-Addison, Jon Manning
Paperback
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The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage ...
I Am Error: The Nintendo Family Computer / Entertainment System Platform
The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of My Name is Error, a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the translation problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
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42.58 USD

I Am Error: The Nintendo Family Computer / Entertainment System Platform

by Nathan Altice
Paperback
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Minecraft, Second Edition
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25.150000 USD

Minecraft, Second Edition

by Daniel Goldberg
Hardback
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Master the most important skills and techniques you need to know for professional HTML5 and JavaScript 2D game development. This book delves into many of the great classic techniques of video game design. You'll discover how to develop games and game levels using Tiled Editor, how to implement tile-based collision, ...
The Advanced Game Developer's Toolkit: Create Amazing Web-Based Games with JavaScript and HTML5: 2017
Master the most important skills and techniques you need to know for professional HTML5 and JavaScript 2D game development. This book delves into many of the great classic techniques of video game design. You'll discover how to develop games and game levels using Tiled Editor, how to implement tile-based collision, how to design advanced pathfinding and enemy AI systems, the fundamentals of broad-phase collision, and how to make isometric games. All the techniques and supporting code are explained in an easy-to-understand manner and written in a general way so that they can be applied to any game engine or technology that you're comfortable using. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own projects. All the math and programming techniques are elaborately explained and examples are open-ended to encourage you to think of original ways to use these techniques in your own games. You can use what you learn in this book as the basis for making games for desktops, mobile phones, tablets, or the Web. The Advanced Game Developer's Toolkit is a great next step if you already have some JavaScript game-making- experience, or a great continuation if you've already read Advanced Game Design with HTML5 and JavaScript by the same author. What You'll Learn * Work with advanced tile-based design techniques for puzzle, platform and maze games * Use Tiled Editor to build game worlds * Build path-finding and AI systems using Line of Sight and A* (A-Star) * Make isometric games * Manage complexity to build games of any size that scale seamlessly Who This Book Is For Video game developers with some experience who want to learn the essential techniques they need to know to take their skills to the next level and for readers who want to understand and fine-tune every line of code they write, without resorting to quick fixes.
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51.18 USD

The Advanced Game Developer's Toolkit: Create Amazing Web-Based Games with JavaScript and HTML5: 2017

by Rex Van Der Spuy
Paperback
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Raspberry Pi is the most versatile and affordable computer ever made - and you don't even need any coding skills to use it. Showing the many different ways to use Raspberry Pi, the projects in this book will appeal to creatives from all walks of life.The Raspberry Pi was designed ...
Creative Projects with Raspberry Pi: Build gadgets, cameras, tools, games and more with this guide to Raspberry Pi: Foreword by David Braben OBE FREng co-founder of Raspberry Pi Foundation
Raspberry Pi is the most versatile and affordable computer ever made - and you don't even need any coding skills to use it. Showing the many different ways to use Raspberry Pi, the projects in this book will appeal to creatives from all walks of life.The Raspberry Pi was designed expressly to make computer programming fun and enjoyable. The size of a credit card, the little circuit board computer is cheap and simple enough for anyone, anywhere in the world, to learn how to create computer programs easily. Learn step by step how to complete simple projects with your Raspberry Pi and explore the most innovative inventions ever made with the little computer that could. These amazing 'Pideas' show how easy it is to develop fantastic homebrew electronics. With tips from master Pi engineers you can create anything you can think of, from your own video games and robots to expressing yourself artistically, and even performing scientific experiments.25 of these projects are sourced from the greatest makers in the world, and are designed to showcase the ultimate possibilities with Pi. These are accompanied by 10 'inspired-by' projects that even a novice could make, including full step-by-step building instructions. Every project includes a web link to pick up extra apps and coding to make the projects even easier.
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22.17 USD

Creative Projects with Raspberry Pi: Build gadgets, cameras, tools, games and more with this guide to Raspberry Pi: Foreword by David Braben OBE FREng co-founder of Raspberry Pi Foundation

by Will Freeman, Kirsten Kearney
Paperback
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Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their ...
Procedural Generation in Game Design
Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short's and Tarn Adams' Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.
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62.950000 USD

Procedural Generation in Game Design

Paperback
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Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their ...
Procedural Generation in Game Design
Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short's and Tarn Adams' Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.
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196.22 USD

Procedural Generation in Game Design

Hardback
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Bring your games to fruition by mastering pro game development patterns and best practices About This Book * Untangle your game development workflow, make cleaner code, and create structurally solid games * Implement key programming patterns that will enable you to make efficient AI and remove duplication * Optimize your ...
Game Development Patterns & Best Practices
Bring your games to fruition by mastering pro game development patterns and best practices About This Book * Untangle your game development workflow, make cleaner code, and create structurally solid games * Implement key programming patterns that will enable you to make efficient AI and remove duplication * Optimize your game using memory management techniques Who This Book Is For If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed. What you will learn * Implement key data interaction techniques to enable seamless online gaming * Reduce the maintenance burden with well-tested, cleaner code * Employ the singleton pattern effectively to reduce your compiler workload * Use the factory pattern to help you create different objects with the same creation logic and reduce coding time * Improve game performance with Object Pools * Allow game play to interact with physics or graphics in an abstract way * Refractor your code to remove common code smells In Detail You've learned how to program, and you've probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that's what this book is all about. You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable. To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we'll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices.
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47.240000 USD

Game Development Patterns & Best Practices

by John P. Doran
Paperback
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Successful storyboards and poignant characters have the power to make elusive thoughts and emotions tangible for audiences. Packed with illustrations that illuminate and a text that entertains and informs, Prepare to Board, 3rd edition presents the methods and techniques of animation master, Nancy Beiman, with a focus on pre-production, story ...
Prepare to Board! Creating Story and Characters for Animated Features and Shorts, Third Edition
Successful storyboards and poignant characters have the power to make elusive thoughts and emotions tangible for audiences. Packed with illustrations that illuminate and a text that entertains and informs, Prepare to Board, 3rd edition presents the methods and techniques of animation master, Nancy Beiman, with a focus on pre-production, story development and character design. As one of the only storyboard titles on the market that explores the intersection of creative character design and storyboard development, the third edition is an invaluable resource for both beginner and intermediate artists.
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54.59 USD

Prepare to Board! Creating Story and Characters for Animated Features and Shorts, Third Edition

by Nancy Beiman
Paperback
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Learn the art of making Android games and turn your game development dreams into reality About This Book * Leverage the latest features of Android N to create real-world 2D games * Architect a 2D game from scratch and level up your Android game development skill * Transition from developing ...
Learning Android Game Development
Learn the art of making Android games and turn your game development dreams into reality About This Book * Leverage the latest features of Android N to create real-world 2D games * Architect a 2D game from scratch and level up your Android game development skill * Transition from developing simple 2D games to 3D games using basic Java code Who This Book Is For If you are a mobile developer who has basic Java programming knowledge, then this book is ideal for you. Previous Android development experience is not needed; however, basic mobile development knowledge is essential. What You Will Learn * Understand the nuts and bolts of developing highly interactive and interesting games for Android N * Link the interface to the code used in games through simple methods * Interact with the images on the screen and also learn to animate them * Set and save the game state and save high scores, hit points, and so on for your games * Get a grasp of various collision techniques and implement the bounding box technique * Convert your 2D games to 3D games using Android N * Get an understanding of the process of UI creation using Android Studio In Detail In this book, we'll start with installing Android studio and its components, and setting it up ready for Android N. We teach you how to take inputs from users, create images and interact with them, and work with sprites to create animations. You'll then explore the various collision detection methods and use sprites to create an explosion. Moving on, you'll go through the process of UI creation and see how to create buttons as well as display the score and other parameters on screen. By the end of the book, you will have a working example and an understanding of a 2D platform game like Super Mario and know how to convert your 2D games to 3D games. Style and approach This easy-to-understand guide follows a step-by-step approach to building games, and contains plenty of graphical examples for you to follow and grasp quickly, giving you the chance to implement the concepts practically.
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36.740000 USD

Learning Android Game Development

by Havard Kindem, Nikhil Malankar
Paperback
Book cover image
Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#
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109.19 USD

Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#

by Jeremy Gibson Bond
Paperback / softback
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3D Character Development Workshop is designed to fast-track comprehension of the concepts, tools, and methods of character rigging so that you can get past the technical hurdles and on to animating! This comprehensive guide is simple enough for non-technical artists to follow, yet presented in a holistic, comprehensive, best-practices approach ...
3D Character: Development Workshop
3D Character Development Workshop is designed to fast-track comprehension of the concepts, tools, and methods of character rigging so that you can get past the technical hurdles and on to animating! This comprehensive guide is simple enough for non-technical artists to follow, yet presented in a holistic, comprehensive, best-practices approach so professional and student animators and artists can begin designing and animating their own fully-functioning characters.
57.700000 USD

3D Character: Development Workshop

Paperback
Book cover image
Designing and Developing Robust Instructional Apps advances the state of instructional app development using three learning paradigms for building knowledge foundations, problem-solving, and experimentation. Drawing on research and development lessons gleanedã from noted educational technologists, time-tested systematic instructional design processes, and results from user experience design, the book considers the ...
Designing and Developing Robust Instructional Apps
Designing and Developing Robust Instructional Apps advances the state of instructional app development using three learning paradigms for building knowledge foundations, problem-solving, and experimentation. Drawing on research and development lessons gleanedã from noted educational technologists, time-tested systematic instructional design processes, and results from user experience design, the book considers the planning and specification of instructional apps that blend media (text, images, sound, and moving pictures) and instructional method. Further, for readers with little to no programming experience, introductory treatments of JavaScript and Python, along with data fundamentals and machine learning techniques, offer a guided journey that produces robust instructional apps andã concludes with next steps for advancing the state of instructional app development.
147.000000 USD

Designing and Developing Robust Instructional Apps

by Kenneth J. Luterbach
Hardback
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This book provides readers with an introductory resource for learning how to create compelling games using the open source Python programming language and Pygame games development library. Authored by industry veteran and Python expert Will McGugan, readers are treated to a comprehensive, practical introduction to games development using these popular ...
Beginning Game Development with Python and Pygame: From Novice to Professional
This book provides readers with an introductory resource for learning how to create compelling games using the open source Python programming language and Pygame games development library. Authored by industry veteran and Python expert Will McGugan, readers are treated to a comprehensive, practical introduction to games development using these popular technologies. They can also capitalize upon numerous tips and tricks the author has accumulated over his career creating games for some of the world's largest gaming developers.
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47.240000 USD

Beginning Game Development with Python and Pygame: From Novice to Professional

by Will McGugan
Paperback
Book cover image
This book introduces standard and new HTML5 elements and attributes and CSS3 properties commonly used in Web design as well as design guidelines for their effective use. Its approach of explaining every line of code in the examples it uses to show the usage of the HTML elements and CSS ...
Introduction to Web Interaction Design: With HTML and CSS
This book introduces standard and new HTML5 elements and attributes and CSS3 properties commonly used in Web design as well as design guidelines for their effective use. Its approach of explaining every line of code in the examples it uses to show the usage of the HTML elements and CSS properties introduced makes it an invaluable Web design resource for beginners as well as intermediates looking to fill in gaps in their knowledge. In addition, the inclusion of user-centered design process stages and how they are best managed in website development makes the book unique in its area. Also, the book's approach of including challenges after each topic to help refresh readers' knowledge, as well as make them think, ensures that there are ample activities to keep learners motivated and engaged. Michael Macaulay is a freelance educator, developer, and user-experience designer and evaluator. Formerly, he was a senior lecturer and course director for multimedia courses at London South Bank University, United Kingdom. He earned his PhD in 2000 in the effects of human-computer interaction and multimedia in learning from Loughborough University, United Kingdom. In the past, he had also been a computer systems administrator, computer systems programmer and analyst, and desktop publisher. ã ã ã ã
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73.450000 USD

Introduction to Web Interaction Design: With HTML and CSS

by Michael Macaulay
Paperback
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From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source ...
3D Game Environments: Create Professional 3D Game Worlds
From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments.
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59.64 USD

3D Game Environments: Create Professional 3D Game Worlds

by Luke Ahearn
Paperback
Book cover image
The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded ...
Storytelling for Interactive Digital Media and Video Games
The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can't. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them interactive. Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs from previous incarnations of mediums for stories Key Features: * Explores the necessary elements of a story (setting, character, events, sequence, and perspective) and how they affect the viewer of the story * Discusses media and its role in storytelling, including images, art, sound, video, and animation * Explores the effect of interactivity on the story, such as contest TV, web-based storytelling, kiosks, and games * Shows the different types of story themes in gaming and how they are interwoven * Describes how to make games engaging and rewarding intrinsically and extrinsically
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66.53 USD

Storytelling for Interactive Digital Media and Video Games

by Nicholas Bernhardt Zeman
Paperback
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