Love and Electronic Affection: A Design Primer brings together thought leadership in romance and affection games to explain the past, present, and possible future of affection play in games.
Develop AI-powered apps and games for HoloLens and mixed reality headsets This is a complete guide to programming AI-powered mixed reality apps with the Windows Mixed Reality platform.
Solving Critical Design Problems demonstrates both how design is increasingly used to solve large, complex, modern-day problems and, as a result, how the role of the designer continues to develop in response.
Solving Critical Design Problems demonstrates both how design is increasingly used to solve large, complex, modern-day problems and, as a result, how the role of the designer continues to develop in response.
This book argues for the importance of sketching as a mode of thinking, and the relevance of sketching in the design process, design education, and design practice.
This book argues for the importance of sketching as a mode of thinking, and the relevance of sketching in the design process, design education, and design practice.
This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children's designers.
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.
This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children's designers.
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.
In his latest book, Michael Betancourt explores the nature and role of typography in motion graphics as a way to consider its distinction from static design, using the concept of the 'reading-image' to model the ways that motion typography dramatizes the process of reading and audience recognition of language on-screen.
In his latest book, Michael Betancourt explores the nature and role of typography in motion graphics as a way to consider its distinction from static design, using the concept of the 'reading-image' to model the ways that motion typography dramatizes the process of reading and audience recognition of language on-screen.
A polished and professional portfolio-including both print pieces and an online presence-is more important than ever for photographers, graphic designers, and other creative professionals to make a great first impression and secure employment.
Steve Rabin's Game AI Pro 360: Guide to Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering movement and pathfinding in game AI.
Steve Rabin's Game AI Pro 360: Guide to Tactics and Strategy gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers game AI strategy and tactics.
Steve Rabin's Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture.
Steve Rabin's Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI.
Steve Rabin's Game AI Pro 360: Guide to Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering movement and pathfinding in game AI.
Steve Rabin's Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI.
Steve Rabin's Game AI Pro 360: Guide to Tactics and Strategy gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers game AI strategy and tactics.
Steve Rabin's Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture.
This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it's still a no-nonsense guide to the professional craft of writing for video games.
We Deserve Better Villains is a highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live.
This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it's still a no-nonsense guide to the professional craft of writing for video games.
We Deserve Better Villains is a highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live.
The emergence of affordable micro sensors, such as MEMS Inertial Measurement Systems, which are being applied in embedded systems and Internet-of-Things devices, has brought techniques such as Kalman Filtering, capable of combining information from multiple sensors or sources, to the interest of students and hobbyists.
The emergence of affordable micro sensors, such as MEMS Inertial Measurement Systems, which are being applied in embedded systems and Internet-of-Things devices, has brought techniques such as Kalman Filtering, capable of combining information from multiple sensors or sources, to the interest of students and hobbyists.
Computer Architectures is a collection of multidisciplinary historical works unearthing sites, concepts, and concerns that catalyzed the cross-contamination of computers and architecture in the mid-20th century.
This collection explores the cultural fascination with social media forms of self-portraiture, "e;selfies,"e; with a specific interest in online self-imaging strategies in a Western context.
Computer Architectures is a collection of multidisciplinary historical works unearthing sites, concepts, and concerns that catalyzed the cross-contamination of computers and architecture in the mid-20th century.
This collection explores the cultural fascination with social media forms of self-portraiture, "e;selfies,"e; with a specific interest in online self-imaging strategies in a Western context.
This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games.