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.
Computing is revolutionizing the creative process, transforming how designers approach ideation, prototyping, fabrication, communication, and representation.
This fascinating new book lifts the lid on the rapidly growing esports industry to examine its human dimension, exploring the career paths, performance, and wellbeing of esports players, as well as the marketing, media, and venue strategies that can keep fans engaged across the life course.
This book, the third volume in the popular Game Engine Gems series, contains 22 new chapters that concisely present particular techniques, describe clever tricks, or offer practical advice within the subject of game engine development.
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.
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.
This book provides an industry professional's first-hand perspective on narrative design's practical usage, day-to-day roles and responsibilities, and keys to breaking in and succeeding.
People have played games forever, but it's only in the past few decades that people really started thinking about what games are, how they work, and how to make them better.
Adobe Creative 3D Workflows brings a practical approach to understanding not only how to begin working with 3D assets but how each of the relevant Adobe apps interact through the creation and application of 3D materials, models, and effects across different workflows.
Since his debut in the 1980s, Lewis Klahr has built a mesmerizing and influential body of work, establishing himself as one of the foremost collage animators-or, as he prefers, a "e;re-animator.
The Routledge Handbook of Esports offers the first fully comprehensive, interdisciplinary study of esports, one of the fastest growing sectors of the contemporary sports and entertainment industries.
Completely updated, this second edition explains how to use the interconnectedness of social networks to make stickier, more compelling games on all types of devices.
Music and Sonic Environments in Video Games brings together a range of perspectives that explore how music and sound in video games interact with virtual and real environments, often in innovative and unexpected ways.
Every animated film and video game production spends a large percentage of its resources and time on advancing the quality of the digital characters inhabiting the world being created.
Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are.
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 book invites the reader to expand their idea of esports as an independent niche and consider it an integral part of a growing multi and transmedia ecosystem that includes the global entertainment industry, where music plays an essential role.
This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume.
May 11, 1997, was a watershed moment in the history of artificial intelligence (AI): the IBM supercomputer chess engine, Deep Blue, beat the world Chess champion, Garry Kasparov.
This book talks about the importance of social mechanics in games and how these mechanics evolved over time to accommodate new technologies and new social contexts.
The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming.
The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming.
Blender 2D Animation: The Complete Guide to the Grease Pencil, Second Edition describes how to access the Grease Pencil component in Blender and create 2D animation within the Blender 3D environment.
Shadow Algorithms Data Miner provides a high-level understanding of the complete set of shadow concepts and algorithms, addressing their usefulness from a larger graphics system perspective.
Adobe Creative 3D Workflows brings a practical approach to understanding not only how to begin working with 3D assets but how each of the relevant Adobe apps interact through the creation and application of 3D materials, models, and effects across different workflows.