This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life.
Game Design Deep Dive: Free-to-Play (F2P) continues the series' focus on examining genres with a look at the history and methodology behind free-to-play and mobile games.
Game Design Deep Dive: Free-to-Play (F2P) continues the series' focus on examining genres with a look at the history and methodology behind free-to-play and mobile games.
Taking the reader on a journey through queer manifestations in games, this book advocates for video games as a rich, political and cultural medium, which provides us with tools to navigate the future of gaming.
Taking the reader on a journey through queer manifestations in games, this book advocates for video games as a rich, political and cultural medium, which provides us with tools to navigate the future of gaming.
This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making.
This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making.
Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today's youth.
Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today's youth.
COMPREHENSIVE COVERAGE OF SHADERS, THE PROGRAMMABLE PIPELINE AND WEBGLFrom geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL(R): From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts.
COMPREHENSIVE COVERAGE OF SHADERS, THE PROGRAMMABLE PIPELINE AND WEBGLFrom geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL(R): From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts.
This book considers the four essential cores of game design: Mechanics, the interactive elements that allow players to be part and interact with the game itself; Economy, the resources and numerical concepts that will enable players to evaluate and consider the options in the game, creating strategy, risk, and fun; Narrative, the textual features that enable players to create and generate meaning for the game and its parts; and the Aesthetics, the audiovisual elements that allow players to experience the game through their senses and feelings.
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day.
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day.
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.
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.
In the competitive world of video game writing and narrative design, developers are losing permanent positions while freelancing careers are on the rise.
In the competitive world of video game writing and narrative design, developers are losing permanent positions while freelancing careers are on the rise.
Making the Cut at Pixar is an interactive book written by industry insiders Bill Kinder and Bobbie O'Steen about the central role the Pixar editor plays in some of the most critically acclaimed and successful movies of all time.
Making the Cut at Pixar is an interactive book written by industry insiders Bill Kinder and Bobbie O'Steen about the central role the Pixar editor plays in some of the most critically acclaimed and successful movies of all time.
This volume provides an in-depth examination of the video game Death Stranding, focusing on the game's exploration of ruin, nostalgia, and atonement as its primary symbolic, narrative, and mechanical language.
This volume provides an in-depth examination of the video game Death Stranding, focusing on the game's exploration of ruin, nostalgia, and atonement as its primary symbolic, narrative, and mechanical language.
One of the most stylistically original and provocative writers in animation returns with this informal sequel to his previous books on indie animation, Unsung Heroes of Animation and Animators Unearthed.
One of the most stylistically original and provocative writers in animation returns with this informal sequel to his previous books on indie animation, Unsung Heroes of Animation and Animators Unearthed.
This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends.