Author: Michael Salmond
Publisher: Bloomsbury Publishing
ISBN: 1350015733
Category : Games & Activities
Languages : en
Pages : 192
Book Description
Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.
Video Game Level Design
Author: Michael Salmond
Publisher: Bloomsbury Publishing
ISBN: 1350015733
Category : Games & Activities
Languages : en
Pages : 192
Book Description
Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.
Publisher: Bloomsbury Publishing
ISBN: 1350015733
Category : Games & Activities
Languages : en
Pages : 192
Book Description
Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.
Zi, Video Game Developer
Author: Aubre Andrus
Publisher:
ISBN: 9781639460069
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9781639460069
Category :
Languages : en
Pages :
Book Description
Zi, Video Game Developer
Author: Aubre Andrus
Publisher:
ISBN: 9781639460052
Category :
Languages : en
Pages :
Book Description
Meet Zi, a creator and artist who doesn't work with paint, clay, or pencils? she works with code! As a video game developer, Zi uses technology to transform ideas into games that entertain people around the world. In this book, you'll: - discover how video game developers like Zi use art and science to express themselves-and how you can, too. - find out how Zi turns an idea into a game then follow a step-by-step process to create your very own video game concept. - learn why video games are still a new art form and how gaming is changing the world.The Look Up Series is a nonfiction biography series inviting 8 to 12-year-old girls into the world of Science, Technology, Engineering, Art, and Math while celebrating diverse female role models in S.T.E.A.M. careers today.
Publisher:
ISBN: 9781639460052
Category :
Languages : en
Pages :
Book Description
Meet Zi, a creator and artist who doesn't work with paint, clay, or pencils? she works with code! As a video game developer, Zi uses technology to transform ideas into games that entertain people around the world. In this book, you'll: - discover how video game developers like Zi use art and science to express themselves-and how you can, too. - find out how Zi turns an idea into a game then follow a step-by-step process to create your very own video game concept. - learn why video games are still a new art form and how gaming is changing the world.The Look Up Series is a nonfiction biography series inviting 8 to 12-year-old girls into the world of Science, Technology, Engineering, Art, and Math while celebrating diverse female role models in S.T.E.A.M. careers today.
Gaming Representation
Author: Jennifer Malkowski
Publisher: Indiana University Press
ISBN: 0253026601
Category : Games & Activities
Languages : en
Pages : 281
Book Description
Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.
Publisher: Indiana University Press
ISBN: 0253026601
Category : Games & Activities
Languages : en
Pages : 281
Book Description
Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.
Creative Industries and Digital Transformation in China
Author: Sabine Chrétien-Ichikawa
Publisher: Springer Nature
ISBN: 981193049X
Category : Education
Languages : en
Pages : 167
Book Description
As China gains momentum in economic terms, its technological transformation, cultural confidence, and creative influence also grow steadily. This book explores socio-cultural context, in which new trends, enabled by the power of digital technology, emerge. Focused on the urban context, in China's large cities like Shanghai, and through the lens of art, design, fashion, gaming, and media industries, this book highlights innovation processes in the making, as well as ongoing shifts in Chinese identities and narratives. This collaborative work written by European authors based in China offer new insights from within. Their shared, yet multi-faceted, engagement with China and its creative industries culminates in this book written for international scholars, students, and industry players.
Publisher: Springer Nature
ISBN: 981193049X
Category : Education
Languages : en
Pages : 167
Book Description
As China gains momentum in economic terms, its technological transformation, cultural confidence, and creative influence also grow steadily. This book explores socio-cultural context, in which new trends, enabled by the power of digital technology, emerge. Focused on the urban context, in China's large cities like Shanghai, and through the lens of art, design, fashion, gaming, and media industries, this book highlights innovation processes in the making, as well as ongoing shifts in Chinese identities and narratives. This collaborative work written by European authors based in China offer new insights from within. Their shared, yet multi-faceted, engagement with China and its creative industries culminates in this book written for international scholars, students, and industry players.
Rating Video Games
Author: United States. Congress. Senate. Committee on the Judiciary. Subcommittee on Juvenile Justice
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 258
Book Description
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 258
Book Description
Playing Utopia
Author: Benjamin Beil
Publisher: transcript Verlag
ISBN: 3839450500
Category : Social Science
Languages : en
Pages : 333
Book Description
Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.
Publisher: transcript Verlag
ISBN: 3839450500
Category : Social Science
Languages : en
Pages : 333
Book Description
Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.
New Happy
Author: Stephanie Harrison
Publisher: Penguin
ISBN: 0593541383
Category : Self-Help
Languages : en
Pages : 289
Book Description
INTERNATIONAL BESTSELLER A NEXT BIG IDEA CLUB MUST-READ Well-being expert and social media sensation Stephanie Harrison of @newhappyco reveals the counterintuitive secrets to happiness and provides a practical guide to help us all learn how to live a happy life. We all want to be happy, but happiness always seems to be out of reach — until now. In New Happy, happiness expert Stephanie Harrison draws upon hundreds of studies to offer a life-changing guide to finding the happiness you have been looking for, all based on a decade of research and brought to life with beautiful artwork. It’s not your fault if you are unhappy. You have been told three lies: you’re not good enough; you need to achieve fame, wealth, and power; and you need to do it all on your own. This is Old Happy, our society’s false definition of happiness, and it’s making us miserable. In this book, you’ll learn the truth: you are enough, you have unique and important gifts, and using them to help other people leads to your happiness. New Happy is your step-by-step guide to building the life you want. Accompanied by revelatory artwork that explains key concepts, Harrison takes you through the process of unwinding Old Happy, uncovering your own gifts, and using them to both improve your life and the world at the same time. If you have ever asked yourself, “Who am I really?” “When will I be happy?” or “What am I supposed to do with my life?” this book is for you. Through an inspiring blend of art and science, New Happy will forever change the way that you see yourself and the world. Whether you’re wondering what career you should choose, navigating a life transition, going through a difficult time, teaching your kids what matters most, or simply hoping to experience more joy every day, New Happy offers the proven path to a happier life and a better world.
Publisher: Penguin
ISBN: 0593541383
Category : Self-Help
Languages : en
Pages : 289
Book Description
INTERNATIONAL BESTSELLER A NEXT BIG IDEA CLUB MUST-READ Well-being expert and social media sensation Stephanie Harrison of @newhappyco reveals the counterintuitive secrets to happiness and provides a practical guide to help us all learn how to live a happy life. We all want to be happy, but happiness always seems to be out of reach — until now. In New Happy, happiness expert Stephanie Harrison draws upon hundreds of studies to offer a life-changing guide to finding the happiness you have been looking for, all based on a decade of research and brought to life with beautiful artwork. It’s not your fault if you are unhappy. You have been told three lies: you’re not good enough; you need to achieve fame, wealth, and power; and you need to do it all on your own. This is Old Happy, our society’s false definition of happiness, and it’s making us miserable. In this book, you’ll learn the truth: you are enough, you have unique and important gifts, and using them to help other people leads to your happiness. New Happy is your step-by-step guide to building the life you want. Accompanied by revelatory artwork that explains key concepts, Harrison takes you through the process of unwinding Old Happy, uncovering your own gifts, and using them to both improve your life and the world at the same time. If you have ever asked yourself, “Who am I really?” “When will I be happy?” or “What am I supposed to do with my life?” this book is for you. Through an inspiring blend of art and science, New Happy will forever change the way that you see yourself and the world. Whether you’re wondering what career you should choose, navigating a life transition, going through a difficult time, teaching your kids what matters most, or simply hoping to experience more joy every day, New Happy offers the proven path to a happier life and a better world.
Essential Mathematics for Games and Interactive Applications
Author: James M. Van Verth
Publisher: CRC Press
ISBN: 0123742978
Category : Art
Languages : en
Pages : 706
Book Description
Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.
Publisher: CRC Press
ISBN: 0123742978
Category : Art
Languages : en
Pages : 706
Book Description
Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.