Playtesting Best Practices: Real World and Online covers the complete journey of playtesting - the iterative journey to shape and refine tabletop games from raw ideas to balanced and fun games.
While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations.
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.
Ever since Lorensen and Cline published their paper on the Marching Cubes algorithm, isosurfaces have been a standard technique for the visualization of 3D volumetric data.
Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering.
Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues.
Written for game programmers and developers, this book covers GPU techniques and supporting applications that are commonly used in games and similar real-time 3D applications.
Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering.
This book addresses the new interaction modalities that are becoming possible with new devices by looking at user interfaces from an input perspective.
This book explores the influential work of Eugene Jarvis, designer of the wildly-successful arcade games Defender, Robotron: 2084, NARC, Smash TV, and Cruis'n USA, among others.
GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.
This book unveils the secrets of extraordinarily successful games and hands you a smarter way to create exceptional engagement and convert it into revenue.
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.
** Buy this book today and create your first platformer game with Unity in no time **In this book, the first in the "e;Beginner's Guide"e; series, you will create a simple 2D platform game, create challenging gameplay and learn techniques to code more in less time.
It can be intimidating to start with Unity, and while several books can provide comprehensive information, you may, like many other readers, just want to focus on a particular topic and get started fast.
Make More Immersive and Engaging Magic Systems in GamesGame Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief.
Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics.