With game players expecting greater intelligence, efficiency, and realism with non-player characters, AI plays an ever-increasing important role in game development. This is a tremendous challenge for game developers in methodology, software design, and programming. Creating autonomous synthetic creatures that can adapt in games requires a different kind of understanding of AI than the classical approach used by current game programmers. The Nouvelle Game AI approach presented in this book focuses on creating embodied "animats" that behave in an intelligent and realistic manner. In particular, learning AI is generating much interest among the game development community, as these modern techniques can be used to optimize the development process. Book jacket.
Every year, more than 5 million Americans get married. But how much do the bride and groom really know about each other? The Bride & Groom Challenge is a creative and entertaining game that couples can play to foster communication. The game consists of
The Game Boy Advance platform as computational system and cultural artifact, from its 2001 release through hacks, mods, emulations, homebrew afterlives. In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan "Who Are You?"--asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players' nostalgic connections to earlier ones. Today, nearly two decades after its release, and despite the development of newer and more powerful systems, Nintendo's Game Boy Advance lives on, through a community that continues to hack, modify, emulate, make, break, remake, redesign, trade, use, love, and play with the platform. In this book Alex Custodio traces the network of hardware and software afterlives of the Game Boy Advance platform.
The Business of Indie Games provides exceptional insight into how the video games industry works. It shares valuable information on how to successfully self-publish and secure publisher support. Whether you’re making your first game or tenth, this book is a must read." – Paul Baldwin, Curve Digital "The video game industry is a tough business and anyone looking to succeed in indie development should give The Business of Indie Games a read." – Graham Smith, Co-Founder of DrinkBox Studios "This book is a fast track to success for anyone managing a game launch and looking to raise funding for their projects. It shares knowledge that you only learn after years of triumphs and failures within this industry." – Scott Drader, Co-Founder of Metalhead Software "There’s nothing like The Business of Indie Games taught in school. You learn how to make a game, but not how to conduct business, market, and launch a game. This book dives into topics that every indie developer should know." – Yukon Wainczak, Founder of Snoozy Kazoo "I’ve seen no better guide for understanding how the video game industry really works. An important read for anyone whose work touches games, including those of us looking to engage the community." – Carla Warner, Director of STREAM for No Kid Hungry The Business of Indie Games explores what many universities forget to cover: how to sell and market your own indie game to potential publishers and developers. While many classes help students on their way to designing and programming their own games, there are few classes that equip students with the skills to sell their own product. In essence, this means future indie game developers are not equipped to talk to investors, negotiate with publishers, and engage with major platforms like Steam and Nintendo. Authors Alex Josef, Alex Van Lepp, and Marshal D. Carper are looking to rectify this problem by helping indie game developers and companies level up their business acumen. With detailed chapters and sections that deal with different engines, negotiation tactics, and marketing, The Business of Indie Games is the perfect omnibus for up-and-coming indie game developers. The future of gaming curriculums is not just in teaching students how to create games but also in preparing them for the business of games.
With game players expecting greater intelligence, efficiency, and realism with non-player characters, AI plays an ever-increasing important role in game development. This is a tremendous challenge for game developers in methodology, software design, and programming. Creating autonomous synthetic creatures that can adapt in games requires a different kind of understanding of AI than the classical approach used by current game programmers. The Nouvelle Game AI approach presented in this book focuses on creating embodied "animats" that behave in an intelligent and realistic manner. In particular, learning AI is generating much interest among the game development community, as these modern techniques can be used to optimize the development process. Book jacket.
Using Unreal Engine 3, the authors teach aspiring game makers the fundamentals of designing a computer game. The only prerequisite is a basic working knowledge of computers and a desire to build an original game.This book mirrors the curriculum used at CampGame, a six week summer program organized for high school students at The New York University and Arizona State University. Students enter with no prior knowledge of game making, and through the course of six intensive weeks, they finish as teams of budding game developers.
The sharing of information and knowledge is essential in the processes and negotiations involved in planning. In this book, Alex Lord sets out a new way of looking at the transfer of information and the cooperation of groups in planning by exploring the strand of economics known as information economics, including game theory. He starts by discussing theories of information economics, then moves into actual accounts of bargaining in planning practice.
Game Audio Mixing offers a holistic view of the mixing process for games, from philosophical and psychological considerations to the artistic considerations and technical processes behind acoustic rendering, interactive mixing, mastering, and much more. This book includes a comprehensive overview of many game audio mixing techniques, processes, and workflows, with advice from audio directors and sound supervisors. Through a series of accessible insights and interviews, the reader is guided through cutting-edge tips and tricks to equip them to improve their own mixing practice. As well as covering how to plan and create a mix that is clear, focused, and highly interactive, this book provides information about typical mixing tools and techniques, such as dealing with bus structure, frequency spectrum, effects, dynamic, volume, 2D and 3D spaces, and automations. Key information about how to deal with a large number of sounds and their prioritization in the mix is also included, from high-level mixing visions to in-depth designs with sound categorizations at the core. Game Audio Mixing is essential reading for all game audio professionals, including those new to the industry, as well as experienced professionals working on AAA and indie titles, in addition to aspiring professionals and hobbyists.
If you are a developer who is experienced with Cocos2d and Objective-C, and want to take your game development skills to the next level, this book is going to help you achieve your goal.
Skateboarding and videogames are the best things in the world according to Niki. So when the biggest esports tournament announces they will hold a junior comp in her town, Niki is the first to enter. It’s not an easy road and Niki is thrown a challenge, but with her girl gang by her side – it’s game on!
The rich history of Egypt has provided famous examples of board games played in antiquity. Each of these games provides evidence of contact between Egypt and its neighbours. From pre-dynastic rule to Arab and Ottoman invasions, Egypt's past is visible on game boards. This volume starts by introducing the reader to board games as well as instruments of chance and goes on to trace the history and distribution of ancient Egyptian games, looking particularly at how they show contact with other cultures and civilizations. Game practices, which were also part of Egyptian rituals and divination, travelled throughout the eastern Mediterranean. This book explores the role of Egypt in accepting and disseminating games during its long history. Over the last few years, the extent and the modes of contact have become better understood through museum and archival research projects as well as surveys of archaeological sites in Egypt and its surrounding regions. The results allow new insight into ancient Egypt's international relations and the role of board games research in understanding its extent. Written by three authors known internationally for their expertise on this topic, this will be the first volume on Ancient Egyptian games of its kind and a much-needed contribution to the field of both Egyptology and board games studies.
Board games have long fascinated as mirrors of intelligence, skill, cunning, and wisdom. While board games have been the topic of many scientific studies, and have been studied for more than a century by psychologists, there was until now no single volume summarizing psychological research into board games. This book, which is the first systematic study of psychology and board games, covers topics such as perception, memory, problem solving and decision making, development, intelligence, emotions, motivation, education, and neuroscience. It also briefly summarizes current research in artificial intelligence aiming at developing computers playing board games, and critically discusses how current theories of expertise fare with board games. Finally, it shows that the information provided by board game research, both data and theories, have a wider relevance for the understanding of human psychology in general.
Are you looking for a journey that will take you through this amazing obok, along with funny comments and a word puzzle? Then this book is for you. Whether you are looking at this book for curiosity, choices, options, or just for fun; this book fits any criteria. Writing this book did not happen quickly. It is thorough look at accuracy and foundation before the book was even started. This book was created to inform, entertain and maybe even test your knowledge. By the time you finish reading this book you will want to share it with others.
Alex Blackwell lived and breathed our national sport of cricket for thirty years. Starting as a kid, she spent her childhood and teen years playing and competing with her identical twin, Kate, who was equally devoted to the bat and ball. But it was Alex who went on to consolidate a spot in the national side, eventually rising to the captaincy, notching up an eye-watering list of sporting achievements and earning her a name as one of the greats of the game. But life off field brought challenges of its own. From her professional debut, Alex was unafraid to call out hypocrisy and go in to battle against the traditional hierarchies of the game. Speaking out and becoming a passionate advocate for women and LGBTIQ+ people in sport won her many fans and much respect, but it didn't come without a price. Fair Game is an unflinching account of life in Australia's most loved sporting team, told by one of its most lauded members. It reveals not only the extreme dedication and skill it takes to be the best, but also how it feels to be on the outer - even as one of the game's most decorated players. Representing Australia 251 times across Tests, one day internationals and T20 matches, no woman in history has played more matches for the Australian Women's cricket team than Alex Blackwell. And no one knows better both the extreme highs and devastating lows that come with playing this majestic but at times brutal game at the highest level.
The Business of Indie Games provides exceptional insight into how the video games industry works. It shares valuable information on how to successfully self-publish and secure publisher support. Whether you’re making your first game or tenth, this book is a must read." – Paul Baldwin, Curve Digital "The video game industry is a tough business and anyone looking to succeed in indie development should give The Business of Indie Games a read." – Graham Smith, Co-Founder of DrinkBox Studios "This book is a fast track to success for anyone managing a game launch and looking to raise funding for their projects. It shares knowledge that you only learn after years of triumphs and failures within this industry." – Scott Drader, Co-Founder of Metalhead Software "There’s nothing like The Business of Indie Games taught in school. You learn how to make a game, but not how to conduct business, market, and launch a game. This book dives into topics that every indie developer should know." – Yukon Wainczak, Founder of Snoozy Kazoo "I’ve seen no better guide for understanding how the video game industry really works. An important read for anyone whose work touches games, including those of us looking to engage the community." – Carla Warner, Director of STREAM for No Kid Hungry The Business of Indie Games explores what many universities forget to cover: how to sell and market your own indie game to potential publishers and developers. While many classes help students on their way to designing and programming their own games, there are few classes that equip students with the skills to sell their own product. In essence, this means future indie game developers are not equipped to talk to investors, negotiate with publishers, and engage with major platforms like Steam and Nintendo. Authors Alex Josef, Alex Van Lepp, and Marshal D. Carper are looking to rectify this problem by helping indie game developers and companies level up their business acumen. With detailed chapters and sections that deal with different engines, negotiation tactics, and marketing, The Business of Indie Games is the perfect omnibus for up-and-coming indie game developers. The future of gaming curriculums is not just in teaching students how to create games but also in preparing them for the business of games.
Kick the Bucket and Swing the Cat takes a humorous tour through the fascinating, sometimes tragic, and often surprising history of the English language and its etymology. Author, humorist and word-sleuth Alex Games uncovers the trends, innovations and scandals that have shaped the meanings of our most popular words and expressions, from Chaucer to Internet jargon and Ancient Greek to American slang. Who was the original Jack the Lad, Gordon Bennett or Bloody Mary? Where do dodgy geezers and hooligans come from? What are skeldering, dithering and sabre-rattling? This amusing but rigorously researched account of English words and their origins combines the findings of the major BBC TV series and the nationwide Wordhunt, and is an entertaining treasure trove for English-language lovers everywhere.
Using Unreal Engine 3, the authors teach aspiring game makers the fundamentals of designing a computer game. The only prerequisite is a basic working knowledge of computers and a desire to build an original game.This book mirrors the curriculum used at CampGame, a six week summer program organized for high school students at The New York University and Arizona State University. Students enter with no prior knowledge of game making, and through the course of six intensive weeks, they finish as teams of budding game developers.
The world is a mess. It’s constantly at war, things cost too much, and the average person struggles to survive against powers they can barely see, let alone control. It appears so at odds with common sense, in fact, that it begs a fundamental question: Who runs the world? This book looks at the conspiracies in everyday life, both hidden and not-so-hidden. It examines actual people, businesses, social networks, corporate alliances, and the dark forces of conspiracy and secret history that hold them together. The conclusions reached may shock and scandalize some people—especially those who fervently believe in democracy—but will fascinate everyone.
This is the definitive behind-the-scenes account of Capcom’s horror video game series Resident Evil – one of the most popular, innovative and widely influential franchises of all time. Industry expert Alex Aniel spent two years interviewing key former members of Capcom staff, allowing him to tell the inside story of how Resident Evil was envisioned as early as the late 1980s, how its unexpected and unprecedented success saved the company from financial trouble, how the series struggled at the turn of the century and, eventually, how a new generation of creators was born after the release of Resident Evil 4. Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.
If you are a developer who is experienced with Cocos2d and Objective-C, and want to take your game development skills to the next level, this book is going to help you achieve your goal.
Before Call of Duty, before World of Warcraft, before even Super Mario Bros., the video game industry exploded in the late 1970s with the advent of the video arcade. Leading the charge was Atari Inc., the creator of, among others, the iconic game Missile Command. The first game to double as a commentary on culture, Missile Command put the players’ fingers on “the button,†? making them responsible for the fate of civilization in a no-win scenario, all for the price of a quarter. The game was marvel of modern culture, helping usher in both the age of the video game and the video game lifestyle. Its groundbreaking implications inspired a fanatical culture that persists to this day.As fascinating as the cultural reaction to Missile Command were the programmers behind it. Before the era of massive development teams and worship of figures like Steve Jobs, Atari was manufacturing arcade machines designed, written, and coded by individual designers. As earnings from their games entered the millions, these creators were celebrated as geniuses in their time; once dismissed as nerds and fanatics, they were now being interviewed for major publications, and partied like Wall Street traders. However, the toll on these programmers was high: developers worked 120-hour weeks, often opting to stay in the office for days on end while under a deadline. Missile Command creator David Theurer threw himself particularly fervently into his work, prompting not only declining health and a suffering relationship with his family, but frequent nightmares about nuclear annihilation. To truly tell the story from the inside, tech insider and writer Alex Rubens has interviewed numerous major figures from this time: Nolan Bushnell, founder of Atari; David Theurer, the creator of Missile Command; and Phil Klemmer, writer for the NBC series Chuck, who wrote an entire episode for the show about Missile Command and its mythical “kill screen.†? Taking readers back to the days of TaB cola, dot matrix printers, and digging through the couch for just one more quarter, Alex Rubens combines his knowledge of the tech industry and experience as a gaming journalist to conjure the wild silicon frontier of the 8-bit ’80s. 8-Bit Apocalypse: The Untold Story of Atari's Missile Command offers the first in-depth, personal history of an era for which fans have a lot of nostalgia.
When games are this lifelike, who needs reality? It's a question Tau Ceti private eye Rich Weed has never wrestled with. He prefers his handshakes firm and his women fleshy, not pixilated. But when a missing persons case takes an unexpected turn, Rich is forced to dive into the digital world of fully immersive Brain games--and fend for his life therein. Luckily, the games aren't real, but the nefarious scheme he finds himself mired in upon logging out certainly is. With a fellow detective at his side, Rich must untangle the threads of a twisted conspiracy in pursuit of an interplanetary con artist, all while putting his neck squarely on the line. The difference is, in the real world--there are no respawns.
Seize the Initiative Right from the Start! Are you bored with slow maneuvering in systems such as the the Italian game with d2-d3 and the anti-Berlin? Do you enjoy confrontation in the center and sharp, tactical play? Alex Fishbein shows how the Scotch Gambit can give you exciting yet sound positions where you aim at the enemy king. In the Scotch Gambit, White immediately strikes in the center and attacks the f7-pawn, provoking concessions from Black. An imbalance typically results, where White has attacking chances on the kingside. The Scotch Gambit will help you develop a finer feeling for the initiative and improve your combinational vision. You will also better understand strategic concepts, such as weak squares of one color and pawn structure nuances. Fishbein, an experienced player and author, takes you into a modern grandmaster’s research lab. Here, all ideas are scrutinized and prepared for use against an opponent who is similarly armed with the latest theory and technology. The most critical responses for Black receive special emphasis. Alex Fishbein is an American grandmaster. His peak world ranking was #150. He was competitive in each of his four U.S. Championship appearances, including in 2004 when he won the Bent Larsen prize for the most uncompromising chess. A lifelong 1.e4 player, Fishbein is known for interesting and creative play.
Jessica Watkins Presents The Game of Love by K. Alex Walker How was it possible that everything about this woman, every single damn thing he encountered, was so wonderful? Professional Quarterback Austin Riley has always been smitten with the lovely Sommer Hayes. Having known each other their entire lives, the majority of their relationship exchanges were sneers, insults, smirks, and jeers. Now, ten years have past since he last stepped foot in his hometown. He and Sommer run into each other again, only to find out that they both share the same secret: their hatred towards each other had merely been a cover-up for the true feelings that they'd kept hidden. However, another hidden secret is also lying in wait, waiting to tear them apart.
A tale of vampires and revenge.... "Listen to what I tell you, son, every word is true / The sisters haunt the night, and might fight over you Nothing can steal your soul and stamp it in the mud / Like being the new play-pretty for the girls with the games of blood
Sometimes, love is akin to standing hand-in-hand in front of a firing squad." With the events from the past few months finally dying down, the only thing that Austin Riley and Sommer Hayes want to do is plan the details of their upcoming wedding that will be set in Malaga, Spain. However, unbeknownst to the couple, a birthday party is being thrown at the Dallas Zoo for a little boy with olive skin, dark hair, and the rare golden eyes for which Austin Riley is well known.
The Vibrant Exchange French – No Longer Your Dull Draw! In the first book ever exclusively devoted to the Exchange French Variation, American grandmaster Alex Fishbein recognizes that the Exchange French is an opening for a player who likes active piece play, fights for the initiative, excels in positions with possibilities on both sides of the board, and finds strategic and tactical nuances that arise out of almost nothing. And if you play the French as Black, then this book will help you deal with White’s 3.exd5. Authors of French Defense books from the black perspective have recognized for a while that there is no draw here at all and have proposed lines where Black can create interesting play. Indeed, both sides can create complications. The author shows that playing “boring” moves is actually risky with both White and Black. The Exchange French is a vibrant opening, just like any other, and yet there has been very little literature showing how to play it from the white side. That void is filled with this book. While the main point of this book is to build a White repertoire, any player of the Black side of the French will benefit by reading it. A good number of the sample games end well for Black, whereas in the games in which White gains the upper hand, Fishbein is careful to note improvements for the second player. I have been playing and writing about the French Defense, including this variation, for many years, but I came across a lot that I hadn’t known in nearly every sub-variation. “I suspect that most readers of this book will be pleasantly surprised to find out how rich the play can become in the French Exchange Variation. That alone is enough to reward a careful reading, and Fishbein’s careful exposition of lines and strategies will undoubtedly translate into extra points over the board. – from the Foreword by John Watson
Secular Games is Alex Wylie's debut collection. Formally exploratory and inventive, its poems range across subjects and settings: ninth-century Japan, Renaissance Italy, the surface of Venus, focusing afresh our own historical moment. Written over eleven years, this book is a poetic testament of our era in exacting, sensuous, restless language.
Provides basic background on different aspects of making games. Seventeen chapters discuss the ins and outs of the industry and aspects of designing games, financing, getting a job, console development, creating game content, dealing with software publishers, marketing, legal issues, and resources for developer tools and programs. The CD-ROM contains tools such as the source code to Abuse, demos from Animatek, Goldwave, IForce2.0 SDK, Miles Sound System, demos from RTime and RAD, Open GL, Sound Forge, and a searchable database of industry resources. Annotation copyrighted by Book News, Inc., Portland, OR
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