Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class, power, race, sexuality, gender, animals, nature, and ability.
Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class, power, race, sexuality, gender, animals, nature, and ability.
Questioning essentialist forms of feminist discourse, this work develops an innovative approach to gender and feminist theory by drawing together the work of key feminist and gender theorists, such as Judith Butler and Donna Haraway, and the biopolitical philosophy of Giorgio Agamben and Gilles Deleuze.
Questioning essentialist forms of feminist discourse, this work develops an innovative approach to gender and feminist theory by drawing together the work of key feminist and gender theorists, such as Judith Butler and Donna Haraway, and the biopolitical philosophy of Giorgio Agamben and Gilles Deleuze.
CAD/CAM systems are perhaps the most crucial advancement in the field of new technology relating to engineering, design and drawing in all technical domains.
Based on the PocketGamer MasterClass Building a Pitch: From Concept to Document (2021), a decade's worth of industry experience and numerous industry-level pitches for a variety of organisations, including Mediatonic, Epic Games and GDC, this book will equip you with methodologies, best practices and insights around video game pitch design.
Based on the PocketGamer MasterClass Building a Pitch: From Concept to Document (2021), a decade's worth of industry experience and numerous industry-level pitches for a variety of organisations, including Mediatonic, Epic Games and GDC, this book will equip you with methodologies, best practices and insights around video game pitch design.
Description:Many new games are from first-time designers or are self-published, so there is a tremendous thirst for information about the nuts and bolts of tabletop game design.
Description:Many new games are from first-time designers or are self-published, so there is a tremendous thirst for information about the nuts and bolts of tabletop game design.
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.
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.
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.
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.
Description: 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 Maya, Substance Painter, and Unreal Engine.
Description: 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 Maya, Substance Painter, and Unreal Engine.
Adobe Photoshop 2020 for Photographers by acclaimed digital imaging professional Martin Evening has been revamped to include detailed instruction for all of the updates to Photoshop on Adobe's Creative Cloud, including significant new features such as Cloud document saving, the new Content-Area Fill and the Texture slider and Depth Range Mask for Camera Raw.
Adobe Photoshop 2020 for Photographers by acclaimed digital imaging professional Martin Evening has been revamped to include detailed instruction for all of the updates to Photoshop on Adobe's Creative Cloud, including significant new features such as Cloud document saving, the new Content-Area Fill and the Texture slider and Depth Range Mask for Camera Raw.
Chris Barney's Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design.
Chris Barney's Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design.
Comics: An Introduction provides a clear and detailed introduction to the Comics form - including graphic narratives and a range of other genres - explaining key terms, history, theories, and major themes.
Comics: An Introduction provides a clear and detailed introduction to the Comics form - including graphic narratives and a range of other genres - explaining key terms, history, theories, and major themes.
First published in 1980, Steel-Engraved Book Illustration in England is a detailed and comprehensive survey of the steel engravings that were so popular in the nineteenth century.
This book offers critical perspectives on the digital 'iconic', exploring how the notion of the iconic is re-appropriated and re-made online, and the consequences for humanity and society.
This book offers critical perspectives on the digital 'iconic', exploring how the notion of the iconic is re-appropriated and re-made online, and the consequences for humanity and society.
First published in 1980, Steel-Engraved Book Illustration in England is a detailed and comprehensive survey of the steel engravings that were so popular in the nineteenth century.
This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media.
This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media.
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.