Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!
This new edition of one of the most influential self-help books of the 20th century includes study questions, meditations, and action items for a whole new generation. Designed for personal reflection and group study, it will become the essential edition of this classic text for the 21st century. Shinn begins with the following: “Most people consider life a battle. It’s not a battle, though; it’s a game. And like most games, it can’t be played successfully without understanding the rules.” She explores the six essential rules of the game: The Laws of Expectancy, Substitution, Karma, Non-Resistance, Use, and Love. This essential user’s manual provides a roadmap for making informed decisions and fully embracing a life of success and happiness.
You have to love your family. You do, even if you don't, right? You don't have to understand them or play tennis with them, but you have to love them. It's a rule, and it's the kind of rule you don't break unless you're some kind of animal. My brother happens to be some kind of animal. My sister rides this sweet gold Honda scooter and has amazing hair. You'd hate her. My parents are vegetarian let-the-sunshine-in freaks. Lovable freaks, but freaks all the same. My grandfather possesses a shocking comb-over, a kilt, about half of his original marbles, and his own golf complex. This summer, we are all working for him. It is going to be two hot, lucrative, carefree months of paradise. Or, possibly something else.
“... (the) lessons, words, vision, and inspirational stories not only impacted me in the NFL, but as a man. I am grateful for his significance in my life... we either ‘move’ or we ‘die.’”—Russell Wilson, NFL Quarterback Chris Carlisle, former Super Bowl Champion Performance Coach, has written a book that blazes a clear path from where you presently are to where you expect to be. There are two kinds of people in the world: those who are stuck and those who are moving towards accomplishing their grandest dreams. Which one are you? On one hand, there are people who became stuck behind life’s barriers and eventually stagnated because they had no idea how to move on. Without a plan to move forward, these people will eventually face their professional death. On the other hand, there are people who were confronted with similar issues but had the tools to find a way to continue moving towards their dreams and goals. They kept on moving down the line, and so can you. Chris’s ideas come from his own experience and work shaping the ideals of the highly motivated. From dealing with his own hardships to helping others battle through intense competitions, Carlisle has found a way to break through barriers. This book helps paint the picture that great things are being done by common people. Why not you? Have you been told you weren’t good enough? Have you been pigeonholed in a job? Are you watching people live the life you know was meant for you? Step by step, Move or Die will put in motion a simple plan to move forward in your life, including: Understanding who you are and where you want to be Recognizing that the “grind” is not a bad thing, but essential to being successful Realizing the power in being a non-linear thinker And much more! Everything that you have always hoped you could be is not just a pipe dream—it can be a reality. You just have to keep moving.
A complete guide to creating usable, realistic game characters with two powerful tools Creating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. It presents a step-by-step approach to modeling, texturing, and animating a character using the popular Blender software, with emphasis on low polygon modeling and an eye for using sculpting and textures, and demonstrates how to bring the character into the Unity game engine. Game creation is a popular and productive pursuit for both hobbyists and serious developers; this guide brings together two effective tools to simplify and enhance the process Artists who are familiar with Blender or other 3D software but who lack experience with game development workflow will find this book fills important gaps in their knowledge Provides a complete tutorial on developing a game character, including modeling, UV unwrapping, sculpting, baking displacements, texturing, rigging, animation, and export Emphasizes low polygon modeling for game engines and shows how to bring the finished character into the Unity game engine Whether you're interested in a new hobby or eager to enter the field of professional game development, this book offers valuable guidance to increase your skills.
Discover what video games are worth playing and why in this comprehensive guide by a video game expert. From pixelated pioneer adventures to stunning space odysseys, the boundaries of the video game world are expanding every day. Grand epics and gritty mysteries. Fierce competition and friendly cooperation. Powerful emotions and uproarious laughter. Video games are fantastically diverse and wonderfully creative, but not all games are created equal. With so many games out there on so many different consoles, computers, and devices, how do you decide which games are worth playing? Backed by years of writing about games professionally and decades spent playing them, Chris Watters lays out a list of 50 games to entertain and enlighten you. Whether you’re trying to learn more about the world of gaming or strengthening your claim to true gaming fluency, these are the games you’ll want to play, and why you’ll want to play them. Praise for The Gamer’s Bucket List “A comprehensive starter’s guide to the wonderful world of video games. Watters’s punchy prose is a delight; his brief, informal summaries perfectly capture the best of what the art form has to offer. The perfect book for anyone who’s never played Minecraft, but is too ashamed to admit it.” —Laura Parker, contributing writer, The Economist “We are all going to die. You can’t avoid it. But you can choose how you go. Outside, in the sunshine, like some sort of animal, or inside your darkened living room, playing games? If you want to get through the 50 excellent games in this book, then the choice is clear.” —Tim Schafer, President and CEO of Double Fine Productions
From establishing goals to selecting games, prizes and spiffs, Chris walks you through the tools and techniques developed to enhance production, employee morale, and much more - no matter your business or industry.
The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.
ANKUR - Kingdom of the Gods is a new sci-fi/fantasy tabletop role-playing game by Chris Miller Games. The 332 page core rules book is a complete stand-alone game incorporating original game mechanics. Inside players will find five unique player character species, seven character castes, a game master's section, and a bestiary.
Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.
Can you find your way out of what James Patterson calls the "coolest library in the world"? Kyle Keeley and his friends face their biggest challenge yet when Mr. Lemoncello goes LIVE with his first-ever televised BREAKOUT game! From the coauthor of I Funny and Max Einstein--and with 100+ weeks on the New York Times bestseller list--the LEMONCELLO books are laugh-out-loud, puzzle-packed MUST-READS for homes and classrooms across America. Mr. Lemoncello is leaving the library and going LIVE across the nation with his latest game. Kyle can't wait to audition, but only a lucky few will get to compete in front of millions of viewers in a completely immersive new breakout game--with real kids as the playing pieces! Nothing is ever as it seems with Mr. Lemoncello, and the clock is ticking! Can Kyle and his friends crack the codes in time to win it all? Don't miss the bonus puzzle in the back! Look for the rest of the puzzle-packed series--Escape from Mr. Lemoncello's Library, Mr. Lemoncello's Library Olympics, Mr. Lemoncello's Great Library Race, and Mr. Lemoncello and the Titanium Ticket! PRAISE FOR THE SERIES: 44 STATE AWARD LISTS AND COUNTING 100+ WEEKS ON THE NEW YORK TIMES BESTSELLER LIST * "A worthy successor to the original madman puzzle-master himself, Willy Wonka." --Booklist, starred review
Before Mr. Lemoncello became everyone’s favorite game maker, he was a kid who liked to roll the dice . . . Discover the origins of what James Patterson calls “the coolest library in the world” in this PREQUEL to the New York Times bestselling Escape from Mr. Lemoncello’s Library. Go back to the START and meet thirteen-year-old, PUZZLE-obsessed Luigi Lemoncello! Luigi has a knack for games and puzzles. But sometimes it feels like the cards are stacked against him. UNTIL a carnival arrives in town and Luigi gets the CHANCE OF A LIFETIME—the opportunity to work for the world-famous Professor Marvelmous--a dazzling, banana-hat-wearing barker who puts the SHOW in SHOWMAN! When the carnival closes, Professor Marvelmous leaves behind a mysterious puzzle box along with a clue. A clue that will lead Luigi and his friends on a fantastical treasure hunt to a prize beyond anything they could imagine--if they can find it! Can Luigi crack the codes and unlock the box's secrets? Will there be puzzles? Of course! Balloons? You bet! Will it be fun? Hello! It’s a Lemon-cello! BONUS! Can YOU crack the hidden puzzle inside?!
This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement. Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games.
Maybe it was the recent Atari 2600 milestone anniversary that fueled nostalgia for the golden days of computer and console gaming. Every Game Boy must ponder his roots from time to time. But whatever is driving the current retro gaming craze, one thing is certain: classic games are back for a big second act, and they're being played in both old and new ways. Whether you've just been attacked by Space Invaders for the first time or you've been a Pong junkie since puberty, Chris Kohler's Retro Gaming Hacks is the indispensable new guide to playing and hacking classic games. Kohler has complied tons of how-to information on retro gaming that used to take days or weeks of web surfing to track down and sort through, and he presents it in the popular and highly readable Hacks style. Retro Gaming Hacks serves up 85 hard-nosed hacks for reviving the classic games. Want to game on an original system? Kohler shows you how to hack ancient hardware, and includes a primer for home-brewing classic software. Rather adapt today's equipment to run retro games? Kohler provides emulation techniques, complete with instructions for hacking a classic joystick that's compatible with a contemporary computer. This book also teaches readers to revive old machines for the original gaming experience: hook up an Apple II or a Commodore 64, for example, and play it like you played before. A video game journalist and author of Power Up: How Japanese Video Games Gave the World an Extra Life, Kohler has taught the history of video games at Tufts University. In Retro Gaming Hacks, he locates the convergence of classic games and contemporary software, revealing not only how to retrofit classic games for today's systems, but how to find the golden oldies hidden in contemporary programs as well. Whether you're looking to recreate the magic of a Robotron marathon or simply crave a little handheld Donkey Kong, Retro Gaming Hacks shows you how to set the way-back dial.
Can games be art? When film critic Roger Ebert claimed in 2010 that videogames could never be art it was seen as a snub by many gamers. But from the perspective of philosophy of art this question was topsy turvey, since according to one of the most influential theories of representation all art is a game. Kendall Walton's prop theory explains how we interact with paintings, novels, movies and other artworks in terms of imaginary games, like a child's game of make-believe, wherein the artwork acts as a prop prescribing specific imaginings, and in this view there can be no question that games are indeed a strange and wonderful form of art. In Imaginary Games, game designer and philosopher Chris Bateman expands Walton's prop theory to videogames, board games, collectible card games like Pokémon and Magic: the Gathering, and tabletop role-playing games like Dungeons & Dragons. The book explores the many different fictional worlds that influence the modern world, the ethics of games, and the curious role the imagination plays in everything from religion to science and mathematics.
This book supports my own 30-year crusade to demonstrate that games are an art form that undeniably rivals traditional arts. It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc. "Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf." — Marc Mason, Comics Waiting Room Video games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium. Also available as an eBook
In The Art of a Beautiful Game, Chris Ballard, the award-winning Sports Illustrated writer who has covered the NBA for the past decade, goes behind the scenes to examine basketball in ways that will surprise even die-hard fans. An inveterate hoops junkie who played some college ball, Ballard sits down with the NBA's most passionate, cerebral players to find out their tricks of the trade and to learn what drives them, taking readers away from the usual sports talk radio fodder and deep into the heart of the game. Ballard talks to Dwight Howard, a prolific shot-blocker, about the enervating feeling of meeting another man at the height of his leap; challenges Steve Kerr to a game of H-O-R-S-E to understand the mentality of a pure shooter; reveals the roots of Kobe Bryant's unmatched killer instinct; and spends time with LeBron James to better understand both his mental game and his seemingly unlimited physical skills. He tracks down renowned dunkers from Dominique to Shaq to explore the impact of the dunk on the modern game, shadows Shane Battier during his preparations to defend LeBron, takes lessons from a freethrow shooting guru who once hit 2,750 in a row, and attends an elite NBA training camp to feel the pain that turns a prospect into a pro. Packed with lively characters and basketball history, and grounded in superb writing and the reportage that is the hallmark of Sports Illustrated, The Art of a Beautiful Game is an often witty, always insightful look at the men like Steve Nash, Yao Ming, and Alonzo Mourning who devote themselves to this elegant and complicated sport. It ultimately provides basketball fans what they all want: an inside read on the game they love.
The forty-year history of the video game industry, the medium has undergone staggering development, fueled not only by advances in technology but also by an insatiable quest for richer play and more meaningful experiences. From the very beginning, with the introduction of the Magnavox Odyssey in 1972, countless individuals became enthralled by a new world opened before them, one in which they could control and create, as well as interact and play. Even in their rudimentary form, video games held forth a potential and promise that inspired a generation of developers, programmers, and gamers to pursue visions of ever more sophisticated interactive worlds. As a testament to the game industry's stunning evolution, and to its cultural impact worldwide, the Smithsonian American Art Museum and curator Chris Melissinos conceived the 2012 exhibition The Art of Video Games. Along with a team of game developers, designers, and journalists, Melissinos selected an initial group of 240 games in four different genres to represent the best of the game world. Selection criteria included visual effects, creative use of technologies, and how world events and popular culture influenced the games. The Art of Video Games offers a revealing look into the history of the game industry, from the early days of Pac-Man and Space Invaders to the vastly more complicated contemporary epics such as BioShock and Uncharted. Melissinos examines each of the eighty winning entries, with stories and comments on their development, innovation, and relevance to the game world's overall growth. Visual images, composed by Patrick O'Rourke, are all drawn directly from the games themselves, and speak to the evolution of games as an artistic medium, both technologically and creatively"-- Provided by publisher.
Willie Weaver used to be a hero. Now he's nothing. Willie is a top athlete, the star of the legendary game against Crazy Horse Electric. Then a freak accident robs him of his once-amazing physical talents. Betrayed by his family, his girlfriend, and his own body, Willie's on the run, penniless and terrified on the streets, where he must fight to rebuild both his body and his life.
Master performance optimization for Unity3D applications with tips and techniques that cover every aspect of the Unity3D Engine About This Book Optimize CPU cycles, memory usage, and GPU throughput for any Unity3D application Master optimization techniques across all Unity Engine features including Scripting, Asset Management, Physics, Graphics Features, and Shaders A practical guide to exploring Unity Engine's many performance-enhancing methods Who This Book Is For This book is intended for intermediate and advanced Unity developers who have experience with most of Unity's feature-set, and who want to maximize the performance of their game. Familiarity with the C# language will be needed. What You Will Learn Use the Unity Profiler to find bottlenecks anywhere in our application, and discover how to resolve them Implement best-practices for C# scripting to avoid common pitfalls Develop a solid understanding of the rendering pipeline, and maximize its performance through reducing draw calls and avoiding fill rate bottlenecks Enhance shaders in a way that is accessible to most developers, optimizing them through subtle yet effective performance tweaks Keep our scenes as dynamic as possible by making the most of the Physics engine Organize, filter, and compress our art assets to maximize performance while maintaining high quality Pull back the veil on the Mono Framework and the C# Language to implement low-level enhancements that maximize memory usage and avoid garbage collection Get to know the best practices for project organization to save time through an improved workflow In Detail Competition within the gaming industry has become significantly fiercer in recent years with the adoption of game development frameworks such as Unity3D. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This has led to an enormous explosion of talent, which has made it critical to ensure our games stand out from the crowd through a high level of quality. A good user experience is essential to create a solid product that our users will enjoy for many years to come. Nothing turns gamers away from a game faster than a poor user-experience. Input latency, slow rendering, broken physics, stutters, freezes, and crashes are among a gamer's worst nightmares and it's up to us as game developers to ensure this never happens. High performance does not need to be limited to games with the biggest teams and budgets. Initially, you will explore the major features of the Unity3D Engine from top to bottom, investigating a multitude of ways we can improve application performance starting with the detection and analysis of bottlenecks. You'll then gain an understanding of possible solutions and how to implement them. You will then learn everything you need to know about where performance bottlenecks can be found, why they happen, and how to work around them. This book gathers a massive wealth of knowledge together in one place, saving many hours of research and can be used as a quick reference to solve specific issues that arise during product development. Style and approach This book is organized based on the major features of Unity engine and should be treated as a reference guide. It is written as a series of investigations into both common and unusual performance pitfalls, each including a study on why the bottleneck is causing us problems, and a list of enhancements or features that can be used to work around them. Differences in effectiveness, behaviors, or feature-sets between Unity 4.x and Unity 5.x will be highlighted.
This work looks at the good, the bad, and the ugly in the range of the Latin American football experience - from the giants of Brazil and Argentina to Colombia and Bolivia. It also covers the 1998 World Cup and includes the furore over Ronaldo's appearance in the final.
Moneyball meets Freakonomics in this myth-busting guide to understanding—and winning—the most popular sport on the planet. Innovation is coming to soccer, and at the center of it all are the numbers—a way of thinking about the game that ignores the obvious in favor of how things actually are. In The Numbers Game, Chris Anderson, a former professional goalkeeper turned soccer statistics guru, teams up with behavioral analyst David Sally to uncover the numbers that really matter when it comes to predicting a winner. Investigating basic but profound questions—How valuable are corners? Which goal matters most? Is possession really nine-tenths of the law? How should a player’s value be judged?—they deliver an incisive, revolutionary new way of watching and understanding soccer.
A fun, fast paced, easy-to-learn horror-comedy roleplaying game, Horror Rules is a great way to lose your marbles (or your life) and keep your sense of humor! Based on popular horror movies such as Tremors, The Evil Dead and 8-Legged Freaks and packed with all your favorite characters, cliches and cut-ups, it's great for experienced and novice gamers alike. Liven up any party or just kill a few hours with your friends. Even non-gamers will find it a fun read and an excellent addition to any horror collection. The basic rulebook is packed with cool artwork, sample Bad Guys, Character Sheets, a free adventure and 100pgs of scare-your-pants-off fun... everything you need to play and more! With plenty of action, scares and tongue-in-cheek fun, it's guaranteed to make you DIE laughing.
Revisits the classic 1992 RPG based on original interviews with the game's creator. When Final Fantasy V was released for the Japanese Super Famicom in 1992, the game was an instant hit, selling two million copies in the first two months. But the game was dubbed 'too hardcore' for a Western audience and was swapped with the more simplistic Final Fantasy Mystic Quest. That didn't stop teenager Chris Kohler from tracking down a Japanese copy, using it to teach himself Japanese, and, with the help of some internet companions, created the first-ever comprehensive English-language FAQ of the game.
Whether it's the hacker who caught his own ricocheted drive, the pro who stripped down to his shorts to play a shot, or the caddie who lost a golf bag during a round, one thing is certain: Golf is a funny game." -From the introduction From bogies and birdies to par shots and eagles, Zullo offers outrageously funny golf tales certain to entertain golf's millions of enthusiasts. More Golf Is a Funny Game From Arnie's infamous run-in with the ninth tee at Rancho Park Golf Course to the amateur hacker who was hit in the head by his own ricocheting golf ball, Allan Zullo presents more than 100 sidesplitting anecdotes of life on the green for linksmen and women in dire need of a laugh and a lower handicap. Recounting mulligans and master strokes from the days hickory shafts ruled the fairways to the 2006 PGA, Champions, and LPGA Tours, this comical compendium is executed with the precision of a flawless bunker shot into the cup.
An in-depth look into the origins of how each NHL team was named, received their logo and design, with interviews by those responsible. Written by those most knowledgeable, you'll learn why every hockey team to every play in the National Hockey League looks the way it does. Nothing unites or divides a random assortment of strangers quite like the hockey team for which they cheer. The passion they hold within them for the New York Rangers, Toronto Maple Leafs, Montreal Canadiens, or Boston Bruins allows them to look past any differences which would have otherwise disrupted a perfectly fine Thanksgiving dinner and channels it into a powerful, shared admiration for their team. We decorate our lives with their logos, stock our wardrobe with their jerseys, and, in some cases, even tattoo our bodies with their iconography and colors. They’re so ingrained in our lives we don’t even think to ask ourselves why Los Angeles celebrates royalty; why Buffalo cheers for not one, but two massive cavalry swords; or why the Broadway Blueshirts named themselves for a law enforcement agency in Texas (or why they even wear blue shirts, for that matter). All that and more is explored in Fabric of the Game, authored by two of the sports world’s leading experts in team branding and design: Chris Creamer and Todd Radom. Tapping into their vast knowledge of the whys and hows, Creamer and Radom explore and share the origin stories behind these and more, talking directly to those involved in the decision processes and designs of the National Hockey League’s team names, logos, and uniforms, pouring through historical accounts to find and deliver the answers to these questions. Learn more about the historied Detroit Red Wings and Chicago Blackhawks, as well as the lost but not forgotten Hartford Whalers and Quebec Nordiques, all the way to the lesser-known Kansas City Scouts and Philadelphia Quakers. Whichever team you pledge allegiance, Fabric of the Game covers them in-depth with research and knowledge for any hockey fan to enjoy.
A wide range of activities put together by teachers to help teachers focus on specific skills, including listening, following directions, communication, problem-solving, interacting, using teamwork, practicing diversity, and so much more! The activities are fun and easy to understand. Sample questions provide a basis for discussion, and variations help teachers adjust skill levels.
Perfect the art of creating CRYENGINE games through exciting, hands-on game development projects About This Book Create CRYENGINE games from scratch with CRYENGINE Blank Game Starter-kit Discover good working practices and tips to quickly jump into making a new level in the game Build practical game projects and discover advanced concepts of CRYENGINE game development using the examples in the book Who This Book Is For This book is intended for CRYENGINE game developers, wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed, to allow efficient programming of core elements and applications. What You Will Learn Create a CRYENGINE game from scratch with the Game Starter-kit Add custom methods to allow the player/AI to use a weapon Create complete “start” and “end” game menus using Scaleform and C++ Discover how to use highpoly modeling workflow and techniques within the pipeline for the SDK to use Use the Crytiff exporter from Photoshop Export the CHR—the format the engine needs to read the skeleton Integrate the character in the engine using the character tool Better understand the rules to create and author skeletons to rig characters designed for CRYENGINE Debug common setup issues that might appear during production with useful tools In Detail CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development. In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++. Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine. In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues. Style and approach An easy-to-follow, practical guide covering three exciting projects. As you work through each project you will explore new topics including complex animation, advanced scripting, and complex character motion. All the code used in each project is explained in detail.
Create the next generation of gaming titles for Windows Phone 7! Providing an overview of developing games for Windows Phone 7 while working within XNA Game Studio 4, this comprehensive resource covers such essential topics as device/emulator, development tools, device orientation, tilt and accelerometer sensors, multi-touch, working with Cloud and Web services, and more. Three complete games are included within the book plus hands-on explanations and clear example codes help you gain a deeper understanding of the Windows Phone 7 features so that you can start building a game right away. Serves as a comprehensive reference on Windows Phone 7 game development with XNA Game Studio 4 Includes real-world examples and anecdotes, making this book a popular choice for those taking their first steps into the game development industry Demonstrates how to program for device orientation, incorporate Touch Input, add music to a game, work with 3D, and take your game to the marketplace Put your game face on and start designing games for Windows Phone 7 with Professional Windows Phone 7 Game Development!
Celebrate the return of Rash, Zitz, and Pimple in this immense, 192-page art book for Rare Ltd. and Dlala Studios’ thrashing beat-em-up adventure, Battletoads! Drop into vibrant illustrations of the game’s heroes, villains, and environments that evoke nineties cartoon nostalgia! Hop in and race through a wealth of production materials from early concept art to finely tuned combat and mission structure throughout late development stages. This book is filled to the brim with unique development insights and also revisits the franchise’s classic titles, which informed an all new, battle-ready era of ‘Toad! Rare Ltd., Dlala Studios, and Dark Horse Books are elated to present The Art of Battletoads, an essential art book whether you’re a brand new brawlin’ tadpole or Turbo Tunnel champion of old!
There is an entire generation that grew up on Nickelodeon. The network started to get its footing in the '80s and in the '90s became the defining voice in entertainment for kids. For the first time ever, in this book, the entire expanse of '90s Nickelodeon has been collected in one place. A mix of personal reflection and media criticism, it delves into the history of each show with humor and insight. It revisits shows such as Rugrats, Clarissa Explains It All, and Legends of the Hidden Temple, one by one. More than an act of nostalgia, this book looks critically at the '90s Nick catalog, covering the good, the bad, and the weird.
Designing Online Information Literacy Games Students Want to Play sets the record straight with regard to the promise of games for motivating and teaching students in educational environments. The authors draw on their experience designing the BiblioBouts information literacy game, deploying it in dozens of college classrooms across the country, and evaluating its effectiveness for teaching students how to conduct library research. The multi-modal evaluation of BiblioBouts involved qualitative and quantitative data collection methods and analyses. Drawing on the evaluation, the authors describe how students played this particular information literacy game and make recommendations for the design of future information literacy games. You’ll learn how the game’s design evolved in response to student input and how students played the game including their attitudes about playing games to develop information literacy skills and concepts specifically and playing educational games generally. The authors describe how students benefited as a result of playing the game. Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play. Best practices topics covered include pre-game instruction, rewards, feedback, the ability to review/change actions, ideal timing, and more. The final section of the book covers important concepts for future information literacy game design.
Provides information on creating video game concepts and stories, covering the components of structure, process, characters, player desire, and outcomes.
A project based guides to learn animation, advanced shaders, environments, particle rendering, and networked games with Godot 3.0 Key Features Learn the art of developing cross-platform games Leverage Godot’s node and scene system to design robust, reusable game objects Integrate Blender easily and efficiently with Godot to create powerful 3D games Book Description Godot Engine Game Development Projects is an introduction to the Godot game engine and its new 3.0 version. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to expensive commercial game engines. For beginners, Godot offers a friendly way to learn game development techniques, while for experienced developers it is a powerful, customizable tool that can bring your visions to life. This book consists of five projects that will help developers achieve a sound understanding of the engine when it comes to building games. Game development is complex and involves a wide spectrum of knowledge and skills. This book can help you build on your foundation level skills by showing you how to create a number of small-scale game projects. Along the way, you will learn how Godot works and discover important game development techniques that you can apply to your projects. Using a straightforward, step-by-step approach and practical examples, the book will take you from the absolute basics through to sophisticated game physics, animations, and other techniques. Upon completing the final project, you will have a strong foundation for future success with Godot 3.0. What you will learn Get started with the Godot game engine and editor Organize a game project Import graphical and audio assets Use Godot’s node and scene system to design robust, reusable game objects Write code in GDScript to capture input and build complex behaviors Implement user interfaces to display information Create visual effects to spice up your game Learn techniques that you can apply to your own game projects Who this book is for Godot Engine Game Development Projects is for both new users and experienced developers, who want to learn to make games using a modern game engine. Some prior programming experience in C and C++ is recommended.
As experienced teachers of novice game designers, the authors have discovered patterns in the way that students grasp game design - the mistakes they make as well as the methods to help them to create better games. Each exercise requires no background in programming or artwork, releasing beginning designers from the intricacies of electronic game production and allowing them to learn what works and what doesn't work in a game system. Additionally, these exercises teach important skills in system design: the processes of prototyping, playtesting, and redesigning.
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