Author: Tracy Fullerton
Publisher: CRC Press
ISBN: 1482217163
Category : Computers
Languages : en
Pages : 540
Book Description
Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.
Game Design Workshop
Author: Tracy Fullerton
Publisher: CRC Press
ISBN: 1482217163
Category : Computers
Languages : en
Pages : 540
Book Description
Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.
Publisher: CRC Press
ISBN: 1482217163
Category : Computers
Languages : en
Pages : 540
Book Description
Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.
Introducing Game Theory and its Applications
Author: Elliott Mendelson
Publisher: CRC Press
ISBN: 1482285878
Category : Mathematics
Languages : en
Pages : 272
Book Description
The mathematical study of games is an intriguing endeavor with implications and applications that reach far beyond tic-tac-toe, chess, and poker to economics, business, and even biology and politics. Most texts on the subject, however, are written at the graduate level for those with strong mathematics, economics, or business backgrounds. In
Publisher: CRC Press
ISBN: 1482285878
Category : Mathematics
Languages : en
Pages : 272
Book Description
The mathematical study of games is an intriguing endeavor with implications and applications that reach far beyond tic-tac-toe, chess, and poker to economics, business, and even biology and politics. Most texts on the subject, however, are written at the graduate level for those with strong mathematics, economics, or business backgrounds. In
Statistical Thought
Author: Shoutir Kishore Chatterjee
Publisher: Oxford University Press, USA
ISBN: 9780198525318
Category : Mathematics
Languages : en
Pages : 450
Book Description
In this unique monograph, based on years of extensive work, Chatterjee presents the historical evolution of statistical thought from the perspective of various approaches to statistical induction. Developments in statistical concepts and theories are discussed alongside philosophical ideas on the ways we learn from experience.
Publisher: Oxford University Press, USA
ISBN: 9780198525318
Category : Mathematics
Languages : en
Pages : 450
Book Description
In this unique monograph, based on years of extensive work, Chatterjee presents the historical evolution of statistical thought from the perspective of various approaches to statistical induction. Developments in statistical concepts and theories are discussed alongside philosophical ideas on the ways we learn from experience.
Hearings
Author: United States. Congress. House. Committee on Interstate and Foreign Commerce
Publisher:
ISBN:
Category :
Languages : en
Pages : 1230
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 1230
Book Description
Congressional Record
Author: United States. Congress
Publisher:
ISBN:
Category : Law
Languages : en
Pages : 1146
Book Description
The Congressional Record is the official record of the proceedings and debates of the United States Congress. It is published daily when Congress is in session. The Congressional Record began publication in 1873. Debates for sessions prior to 1873 are recorded in The Debates and Proceedings in the Congress of the United States (1789-1824), the Register of Debates in Congress (1824-1837), and the Congressional Globe (1833-1873)
Publisher:
ISBN:
Category : Law
Languages : en
Pages : 1146
Book Description
The Congressional Record is the official record of the proceedings and debates of the United States Congress. It is published daily when Congress is in session. The Congressional Record began publication in 1873. Debates for sessions prior to 1873 are recorded in The Debates and Proceedings in the Congress of the United States (1789-1824), the Register of Debates in Congress (1824-1837), and the Congressional Globe (1833-1873)
Billboard
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 80
Book Description
In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.
Publisher:
ISBN:
Category :
Languages : en
Pages : 80
Book Description
In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.
How They Started Digital
Author: David Lester
Publisher: Crimson Publishing
ISBN: 1780591616
Category : Business & Economics
Languages : en
Pages : 231
Book Description
Bringing to life the stories behind the world's most successful digital businesses, How They Started Digital showcases profiles from gaming companies to social media brands. Giving insight and inspiration, each profile reveals how each idea originated and became the success it is today.
Publisher: Crimson Publishing
ISBN: 1780591616
Category : Business & Economics
Languages : en
Pages : 231
Book Description
Bringing to life the stories behind the world's most successful digital businesses, How They Started Digital showcases profiles from gaming companies to social media brands. Giving insight and inspiration, each profile reveals how each idea originated and became the success it is today.
Fundamentals of Game Design
Author: Ernest Adams
Publisher: New Riders
ISBN: 013210475X
Category : Computers
Languages : en
Pages : 697
Book Description
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
Publisher: New Riders
ISBN: 013210475X
Category : Computers
Languages : en
Pages : 697
Book Description
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
Depravity Online
Author: Steve R.R. Carpenter
Publisher: Dog Ear Publishing
ISBN: 1457560895
Category : Fiction
Languages : en
Pages : 168
Book Description
Playing computer games is a way of life for Steve R. R. Carpenter, a thirty-six-year-old virgin who still lives in the basement of his parents’ house. But he’s had it with all the lame multiplayer online role-playing fantasy games pumped out by gaming companies, so he decides to create one of his own. Needless to say, it’s an instant success and a moneymaker to fund his real dream: To use one billion dollars to create another game that would redefine the genre and put all its competitors out of their misery. It’s also a way to have revenge on the greedy corporate assholes who are responsible for the state the fantasy MMORPG industry is in today, which is a welcome side-effect for our protagonist. If you never played (and stopped playing) a fantasy MMORPG before, then this book is most likely not for you. If you did, you might enjoy this fun and crazy revenge story, although if you were really pressed for time, an easy fix would be to just read a random forum rant instead … If on the other hand you couldn’t care less about this whole MMORPG shebang, but have a friend or a relative who hasn’t read a book in as long as you can remember because he is playing MMORPGs all the time, well then this book is your best chance to make him read something again, because if he won’t read this, then there is no chance he would read anything else (strategy compendiums for online games are a thing of the past now, right?).
Publisher: Dog Ear Publishing
ISBN: 1457560895
Category : Fiction
Languages : en
Pages : 168
Book Description
Playing computer games is a way of life for Steve R. R. Carpenter, a thirty-six-year-old virgin who still lives in the basement of his parents’ house. But he’s had it with all the lame multiplayer online role-playing fantasy games pumped out by gaming companies, so he decides to create one of his own. Needless to say, it’s an instant success and a moneymaker to fund his real dream: To use one billion dollars to create another game that would redefine the genre and put all its competitors out of their misery. It’s also a way to have revenge on the greedy corporate assholes who are responsible for the state the fantasy MMORPG industry is in today, which is a welcome side-effect for our protagonist. If you never played (and stopped playing) a fantasy MMORPG before, then this book is most likely not for you. If you did, you might enjoy this fun and crazy revenge story, although if you were really pressed for time, an easy fix would be to just read a random forum rant instead … If on the other hand you couldn’t care less about this whole MMORPG shebang, but have a friend or a relative who hasn’t read a book in as long as you can remember because he is playing MMORPGs all the time, well then this book is your best chance to make him read something again, because if he won’t read this, then there is no chance he would read anything else (strategy compendiums for online games are a thing of the past now, right?).
Game After
Author: Raiford Guins
Publisher: MIT Press
ISBN: 0262019981
Category : Games & Activities
Languages : en
Pages : 371
Book Description
A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history.
Publisher: MIT Press
ISBN: 0262019981
Category : Games & Activities
Languages : en
Pages : 371
Book Description
A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history.