Author:
Publisher:
ISBN: 9780590602853
Category : Computer art
Languages : en
Pages : 36
Book Description
Garfield's Magic Eye
Author:
Publisher:
ISBN: 9780590602853
Category : Computer art
Languages : en
Pages : 36
Book Description
Publisher:
ISBN: 9780590602853
Category : Computer art
Languages : en
Pages : 36
Book Description
Characteristics of Games
Author: George Skaff Elias
Publisher: MIT Press
ISBN: 0262542692
Category : Games & Activities
Languages : en
Pages : 331
Book Description
Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.
Publisher: MIT Press
ISBN: 0262542692
Category : Games & Activities
Languages : en
Pages : 331
Book Description
Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.
Garfield's Magic Eye
Author:
Publisher:
ISBN: 9781853048647
Category : Stereograms
Languages : en
Pages : 32
Book Description
Publisher:
ISBN: 9781853048647
Category : Stereograms
Languages : en
Pages : 32
Book Description
Generation Decks
Author: Titus Chalk
Publisher: Solaris
ISBN: 1786180677
Category : Games
Languages : en
Pages : 288
Book Description
Publisher: Solaris
ISBN: 1786180677
Category : Games
Languages : en
Pages : 288
Book Description
The Magic Eye, Volume I
Author: N.E. Thing Enterprises
Publisher: Andrews McMeel Publishing
ISBN: 0836270061
Category : Design
Languages : en
Pages : 37
Book Description
People worldwide are adding another dimension to their lives: the third dimension! Thanks to the 3D wonder of Magic Eye, people of all ages find themselves spellbound by the hidden images that suddenly are leaping from book pages, greeting cards, calendars, even T-shirts and mugs. This colorful Magic Eye book guides gazers through 23 different 3D, computer-generated illustrations. Complete instructions, including two detailed viewing techniques, will have them searching for visual surprises through beautifully executed, full-page designs. Expand your Magic Eye vision and watch the wonderful happen!
Publisher: Andrews McMeel Publishing
ISBN: 0836270061
Category : Design
Languages : en
Pages : 37
Book Description
People worldwide are adding another dimension to their lives: the third dimension! Thanks to the 3D wonder of Magic Eye, people of all ages find themselves spellbound by the hidden images that suddenly are leaping from book pages, greeting cards, calendars, even T-shirts and mugs. This colorful Magic Eye book guides gazers through 23 different 3D, computer-generated illustrations. Complete instructions, including two detailed viewing techniques, will have them searching for visual surprises through beautifully executed, full-page designs. Expand your Magic Eye vision and watch the wonderful happen!
Garfield's Magic Eye
Author: N. E. Thing Enterprises Staff
Publisher:
ISBN: 9780140253832
Category : Optical illusions
Languages : en
Pages : 32
Book Description
The answers to 26 riddles, posed by popular cartoon cat Garfield, are shown in pictures containing 3-D 'magic eye' images. Riddles include old favourites such as 'What has four legs and flies?' Includes solutions and instructions for viewing images.
Publisher:
ISBN: 9780140253832
Category : Optical illusions
Languages : en
Pages : 32
Book Description
The answers to 26 riddles, posed by popular cartoon cat Garfield, are shown in pictures containing 3-D 'magic eye' images. Riddles include old favourites such as 'What has four legs and flies?' Includes solutions and instructions for viewing images.
Creative Dreaming
Author: Patricia Garfield
Publisher: Simon and Schuster
ISBN: 0684801728
Category : Body, Mind & Spirit
Languages : en
Pages : 276
Book Description
With more than 250,000 copies sold, this classic exploration of dreams and how to use them has been updated to reflect recent research on dreams and dreaming.
Publisher: Simon and Schuster
ISBN: 0684801728
Category : Body, Mind & Spirit
Languages : en
Pages : 276
Book Description
With more than 250,000 copies sold, this classic exploration of dreams and how to use them has been updated to reflect recent research on dreams and dreaming.
Magic Eye
Author: Magic Eye Inc
Publisher: Andrews McMeel Pub
ISBN: 9780836213324
Category : Photography
Languages : en
Pages : 32
Book Description
Computer-generated 3D images of Spider-man emerge when the viewer "decodes" the drawings
Publisher: Andrews McMeel Pub
ISBN: 9780836213324
Category : Photography
Languages : en
Pages : 32
Book Description
Computer-generated 3D images of Spider-man emerge when the viewer "decodes" the drawings
Ninja on the Farm (Moby Shinobi: Scholastic Reader, Level 1)
Author: Luke Flowers
Publisher: Scholastic Inc.
ISBN: 0545945054
Category : Juvenile Fiction
Languages : en
Pages : 36
Book Description
You've never met a helpful ninja like Moby Shinobi before! In the first book in this fun Level 1 reader series, Moby Shinobi heads to the farm! Moby tries to collect eggs, gather hay, and feed the pigs, but each try ends in a funny mess. Moby wants to help Farmer Bob, but what if his ninja skills aren't right for the job? Then the cows break down the gate-can Moby use his ninja tricks to save the day before the runaway cows ruin the farm? Rhyming text and energetic full-color artwork make this the perfect book for young readers!
Publisher: Scholastic Inc.
ISBN: 0545945054
Category : Juvenile Fiction
Languages : en
Pages : 36
Book Description
You've never met a helpful ninja like Moby Shinobi before! In the first book in this fun Level 1 reader series, Moby Shinobi heads to the farm! Moby tries to collect eggs, gather hay, and feed the pigs, but each try ends in a funny mess. Moby wants to help Farmer Bob, but what if his ninja skills aren't right for the job? Then the cows break down the gate-can Moby use his ninja tricks to save the day before the runaway cows ruin the farm? Rhyming text and energetic full-color artwork make this the perfect book for young readers!
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.