Welcome to the fourth volume of Game Audio Programming: Principles and Practices - the first series of its kind dedicated to the art, science, and craft of game audio programming.
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.
Discussing the state of play in contemporary popular culture, specifically the role of crime and crime control in the video game medium, this book discusses the criminological importance of video games.
This is the third edition of Character Development and Storytelling for Games, a standard work in the field that brings all of the teaching from the first two books up to date and tackles the new challenges of today.
Multiplayer Gaming and Engine Coding for the Torque Game Engine shows game programmers how to get the most out of the Torque Game Engine (TGE), which is an inexpensive professional game engine available from GarageGames.
This book examines the practices of writers in the AAA video game industry, to provide a model for game writing pedagogy that highlights the roles and skills utilized by these innovative storytellers.
As technology becomes an ever more prevalent part of everyday life and population-based physical activity programmes seek new ways to increase lifelong engagement with physical activity, so the two have become increasingly linked.
With the increase in computing speed and due to the high quality of the optical effects it achieves, ray tracing is becoming a popular choice for interactive and animated rendering.
Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective.
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions.
In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming.
In Game Design Deep Dive: Trading and Collectible Card Games, game design analyst Joshua Bycer is back to discuss the deck-building genre, from the original success of Magic: The Gathering to today's market with online card games like Hearthstone and Gwent.
This book offers a thorough investigation of the recent surge of webtoons and manga/animation as the sources of transmedia storytelling for popular culture, not only in East Asia but in the wider global context.
Supported with code examples and the authors' real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind.
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.
Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections.
This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya.
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.
Using the new OpenCL (Open Computing Language) standard, you can write applications that access all available programming resources: CPUs, GPUs, and other processors such as DSPs and the Cell/B.
Make your WebAssembly journey fun while making a game with itKey FeaturesCreate a WebAssembly game that implements sprites, animations, physics, particle systems, and other game development fundamentalsGet to grips with advanced game mechanics in WebAssemblyLearn to use WebAssembly and WebGL to render to the HTML5 canvas elementBook DescriptionWithin the next few years, WebAssembly will change the web as we know it.
Take your game development skills to the next level with one of the best engines on the marketAbout This BookBuild an entire AAA game level throughout the bookTake your C++ scripting skills to the next level and use them extensively to build the gameAn advanced practical guide with a tutorial style approach that will help you make the best of Unreal engine 4Who This Book Is ForThis book is for game developers who have a basic knowledge of Unreal Engine and C++ scripting knowledge.
This book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open-world designs to virtual reality experiences.
Building Science Graphics: An illustrated guide to communicating science through diagrams and visualizations is a practical guide for anyone-regardless of previous design experience and preferred drawing tools-interested in creating science-centric illustrated explanatory diagrams.
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.
This book brings the insights of game professionals, DCC creators, hardware vendors, and current researchers together into a collection that focuses on the most underrepresented and critical part of game production: tools development.
Teach Your Students How to Create a Graphics ApplicationIntroduction to Computer Graphics: A Practical Learning Approach guides students in developing their own interactive graphics application.
Discover the power of Unreal Engine 5 and the MetaHuman Creator to develop realistic digital characters, infusing them with full body and facial animationKey FeaturesCreate realistic characters using the MetaHuman Creator using a mixture of preset and custom toolsImport your character into Unreal Engine 5 to access more editing options and begin animating itCombine face and body motion capturing to fully animate your digital humansBook DescriptionMetaHuman Creator (MHC) is an online, user-friendly 3D design tool for creating highly realistic digital humans that can be animated within Unreal Engine (UE) and enhanced with motion capture technology.
"e;In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional.