Heritage, Memory and Identity in Postcolonial Board Games is a unique edited collection that explores the interplay of heritage, memory, identity and history within postcolonial board games and their surrounding paratexts.
This book presents a contextualized overview of the history of Chinese animated film, pointing out the most influential self-definitions of Chinese culture employed in animation art of Mao Zedong's rule (1949-1976) but largely focusing on the representation strategies created in the times of reforms and opening-up under Deng Xiaoping (1978-1989/1992).
The World Politics of Disco Elysium analyzes the distinctive political claims and original arguments on a wide range of international political issues of the highly-acclaimed Marxist video game Disco Elysium (2019), which takes place in a speculative fictional world anchored in a post-Soviet Estonian perspective.
Gegenwärtig lassen sich für unser medialisiertes Leben unter anderem zwei besondere Phänomene beobachten: Eine Omnipräsenz animierter Bilder sowie eine Flut an Körperbildern.
Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world.
This book provides readers with a solid understanding of game development, design, narrative, charaterization, plot, back story and world creation elements that are crucial for game writers and designers as they create a detailed world setting, adventure, characters, narrative and plot suitable for possible publication.
This book addresses the new interaction modalities that are becoming possible with new devices by looking at user interfaces from an input perspective.
The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design.
The Metaverse: A Critical Introduction provides a clear, concise, and well-grounded introduction to the concept of the Metaverse, its history, the technology, the opportunities, the challenges, and how it is having an impact on almost every facet of society.
BlenderTM is a free Open-Source 3D Computer Modeling and Animation Suite incorporating Character Rigging, Particles, Real World Physics Simulation, Sculpting, Video Editing with Motion Tracking and 2D Animation within the 3D Environment.
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.
Wolfgang Engel's GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics.
Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "e;roguelikes.
Talented animation artists often neglect successful storytelling in favor of strong visuals, but now you can have both with this complete guide to adaptation for animation.
This foundational resource on the topic of tabletop game accessibility provides actionable guidelines on how to make games accessible for people with disabilities.
V-Ray My Way: A Practical Designers Guide to Creating Realistic Imagery Using V-Ray & 3ds Max is a practical, hands-on guide to creating some of the most stunning computer-generated images possible.
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world.
A continuation of 1994's groundbreaking Cartoons, Giannalberto Bendazzi's Animation: A World History is the largest, deepest, most comprehensive text of its kind, based on the idea that animation is an art form that deserves its own place in scholarship.
Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development.
The fitness industry is experiencing a new boom characterized by the proliferation of interactive and customizable technology, from exercise-themed video games to smartphone apps to wearable fitness trackers.
The Craft and Science of Game Design: A Video Game Designer's Manual goes into the nuts and bolts of video game development from the perspective of a veteran designer with more than 20 years of experience in the industry.
Learn How to Create Immersive Virtual EnvironmentsWritten by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling.
This book is a comprehensive step by step guide tailored for designers seeking to elevate their visualization skills using the powerful combination of Corona 11 in 3ds Max 2024.
Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems - from cities and corporations to schools and the military.