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Characteristics of Games, Elias George Skaff


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Цена: 30650.00T
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Автор: Elias George Skaff   (Элиас Джордж Скафф)
Название:  Characteristics of Games
Перевод названия: Элиас Джордж Скафф: Характеристики игр
ISBN: 9780262017138
Издательство: Random House (USA)
Классификация:



ISBN-10: 026201713X
Обложка/Формат: Hardback
Страницы: 320
Вес: 0.80 кг.
Дата издания: 14.09.2012
Серия: The mit press
Язык: English
Иллюстрации: 88 figures, 10 tables; 98 illustrations, unspecified
Размер: 263 X 195 X 37
Читательская аудитория: General (us: trade)
Ссылка на Издательство: Link
Рейтинг:
Поставляется из: США
Описание:

Understanding games -- whether computer games, card games, board games, or sports -- by analyzing certain common traits.

Characteristics of Games offers a new way to understand games: by focusing on certain traits -- including number of players, rules, degrees of luck and skill needed, and reward/effort ratio -- and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games -- board games, card games, computer games, and sports -- have to teach each other. Todays game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.

Characteristics of Games -- written by three of the most prominent game designers working today -- will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.



Designing Games

Автор: Sylvester Tynan
Название: Designing Games
ISBN: 1449337937 ISBN-13(EAN): 9781449337933
Издательство: Wiley
Рейтинг:
Цена: 50570.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: How do video games resonate with players to become worldwide hits? This practical book shows you how the right combination of story elements, psychology, and game theory can generate emotionally charged experiences that take players beyond mindless entertainment.

Procedural Content Generation in Games

Автор: Noor Shaker; Julian Togelius; Mark J. Nelson
Название: Procedural Content Generation in Games
ISBN: 3319427148 ISBN-13(EAN): 9783319427140
Издательство: Springer
Рейтинг:
Цена: 55890.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.

The Art of Game Design

Автор: Schell
Название: The Art of Game Design
ISBN: 1466598646 ISBN-13(EAN): 9781466598645
Издательство: Taylor&Francis
Рейтинг:
Цена: 51030.00 T
Наличие на складе: Нет в наличии.
Описание: Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Production Pipeline Fundamentals for Film and Games

Автор: Dunlop
Название: Production Pipeline Fundamentals for Film and Games
ISBN: 0415812291 ISBN-13(EAN): 9780415812290
Издательство: Taylor&Francis
Рейтинг:
Цена: 51030.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Learn how to design an efficient, flexible pipeline to create a successful product; whether you are producing a cutting-edge video game or an animated film, a solid pipeline will arm you against lost time and wasted money.

Pixel Art for Game Developers

Автор: Silber
Название: Pixel Art for Game Developers
ISBN: 1482252309 ISBN-13(EAN): 9781482252309
Издательство: Taylor&Francis
Рейтинг:
Цена: 58170.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft.

The book provides an introduction to Pixel Art, its utility, foundational elements, and concepts such as light and shadow. It offers tutorials on creating animations and serves as a functional guide for the most common methodology in 2D game development.

Gamers love the retro feel of Pixel Art, and lucky for you it is easy to create. You'll love the tiny file sizes that will reduce compile times and help your game run faster. Providing you with the skills to create the characters and environments needed for 2D games, this book will help you:

  • Create tilesets to build game environments
  • Understand light and shadow
  • Work efficiently with pixels
  • Use atmospheric and linear perspective
  • Create professional-quality Pixel Art

This book has chapters dedicated to theory as well as step-by-step tutorials, both of which describe the process explicitly. Whether you are an artist, programmer, indie developer, or certified public accountant, after reading this book, you'll understand the steps necessary to create production-quality Pixel Art graphics.

Praise for the Book:

Pixel Art and Pixel Art games are very popular and the technique is a great way for independent creators to create very good-looking games with limited resources. It's frankly shocking that there hasn't been a resource like this before ... a very timely book.
--Chris Totten, George Mason University, Washington, DC, USA


How Games Move Us: Emotion by Design

Автор: Isbister Katherine
Название: How Games Move Us: Emotion by Design
ISBN: 0262034263 ISBN-13(EAN): 9780262034265
Издательство: MIT Press
Рейтинг:
Цена: 14590.00 T
Наличие на складе: Нет в наличии.
Описание:

This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In " How Games Move Us," Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.

Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's "Little Big Planet" to the much-praised indie game "Journey "to art games like Brenda Romero's "Train."

Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Card games for one

Автор: Arnold, Peter
Название: Card games for one
ISBN: 0550104070 ISBN-13(EAN): 9780550104076
Издательство: Hodder Arnold
Рейтинг:
Цена: 6330.00 T
Наличие на складе: Нет в наличии.
Описание: great games of patience

Essential Mathematics for Games and Interactive Applications

Автор: Van Verth James M.
Название: Essential Mathematics for Games and Interactive Applications
ISBN: 1482250926 ISBN-13(EAN): 9781482250923
Издательство: Taylor&Francis
Рейтинг:
Цена: 112290.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

Expert Guidance on the Math Needed for 3D Game Programming
Developed from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.

New to the Third Edition
Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.

The Foundation for Successful 3D Programming
The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.

An Introduction to Creating Real and Active Virtual Worlds
This updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.

Web Resource
A supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.


Card games for gambling

Автор: Arnold, Peter
Название: Card games for gambling
ISBN: 0550104089 ISBN-13(EAN): 9780550104083
Издательство: Hodder Arnold
Рейтинг:
Цена: 6330.00 T
Наличие на складе: Нет в наличии.
Описание: great games for pleasure and profit

Teach yourself card games

Автор: Parlett, David
Название: Teach yourself card games
ISBN: 0340927283 ISBN-13(EAN): 9780340927281
Издательство: Hodder Arnold
Рейтинг:
Цена: 10550.00 T
Наличие на складе: Нет в наличии.
Описание: Contains several card games to appeal to different tastes - from Bridge to poker. This book includes the classics and games from abroad.

Uncertainty in Games

Автор: Costikyan Greg
Название: Uncertainty in Games
ISBN: 0262018969 ISBN-13(EAN): 9780262018968
Издательство: MIT Press
Рейтинг:
Цена: 10740.00 T
Наличие на складе: Нет в наличии.

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

Автор: Pearce, Celia
Название: Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
ISBN: 026251673X ISBN-13(EAN): 9780262516730
Издательство: MIT Press
Рейтинг:
Цена: 18480.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.

Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself.

In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds -- actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora -- a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as "refugees"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the "play turn" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.



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