Author: Steven Schwartz
Publisher: Greensboro, NC : Compute Books
ISBN: 9780874552348
Category : Games & Activities
Languages : en
Pages : 204
Book Description
By the author of the bestselling Compute!'s Guide to Nintendo Games, this book includes super secrets for the hottest Nintendo games--Super Mario Bros. 3, Batman, and Ninja Garden II--and an eight-page color section of ultra secrets.
Compute's Nintendo Secrets
Author: Steven Schwartz
Publisher: Greensboro, NC : Compute Books
ISBN: 9780874552348
Category : Games & Activities
Languages : en
Pages : 204
Book Description
By the author of the bestselling Compute!'s Guide to Nintendo Games, this book includes super secrets for the hottest Nintendo games--Super Mario Bros. 3, Batman, and Ninja Garden II--and an eight-page color section of ultra secrets.
Publisher: Greensboro, NC : Compute Books
ISBN: 9780874552348
Category : Games & Activities
Languages : en
Pages : 204
Book Description
By the author of the bestselling Compute!'s Guide to Nintendo Games, this book includes super secrets for the hottest Nintendo games--Super Mario Bros. 3, Batman, and Ninja Garden II--and an eight-page color section of ultra secrets.
Compute
Author:
Publisher:
ISBN:
Category : Electronic data processing
Languages : en
Pages : 446
Book Description
Publisher:
ISBN:
Category : Electronic data processing
Languages : en
Pages : 446
Book Description
Computer Adventure Games Secrets
Author: Rick Barba
Publisher: Prima Games
ISBN: 9781559584562
Category : Games & Activities
Languages : en
Pages : 276
Book Description
For all computer adventure enthusiasts, this compendium of tips, strategies, maps, and behind-the-scenes information for the top-selling games is a must-have. Game designer and expert strategist Barba reveals the solutions to more than a dozen bestselling new adventure games for Riftware, such as Betrayal at Krondor, Strike Commander, and more.
Publisher: Prima Games
ISBN: 9781559584562
Category : Games & Activities
Languages : en
Pages : 276
Book Description
For all computer adventure enthusiasts, this compendium of tips, strategies, maps, and behind-the-scenes information for the top-selling games is a must-have. Game designer and expert strategist Barba reveals the solutions to more than a dozen bestselling new adventure games for Riftware, such as Betrayal at Krondor, Strike Commander, and more.
Computer Games
Author: Blair Carter
Publisher: Nova Publishers
ISBN: 9781590335260
Category : Games & Activities
Languages : en
Pages : 182
Book Description
Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
Publisher: Nova Publishers
ISBN: 9781590335260
Category : Games & Activities
Languages : en
Pages : 182
Book Description
Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
Making and Unmaking Intellectual Property
Author: Mario Biagioli
Publisher: University of Chicago Press
ISBN: 0226907090
Category : Business & Economics
Languages : en
Pages : 476
Book Description
This burgeoning interdisciplinary interest in “intellectual property” has also expanded beyond the conventional categories of patent, copyright, and trademark to encompass a diverse array of topics ranging from traditional knowledge to international trade.
Publisher: University of Chicago Press
ISBN: 0226907090
Category : Business & Economics
Languages : en
Pages : 476
Book Description
This burgeoning interdisciplinary interest in “intellectual property” has also expanded beyond the conventional categories of patent, copyright, and trademark to encompass a diverse array of topics ranging from traditional knowledge to international trade.
Writing Successful Undergraduate Dissertations in Games Development and Computer Science
Author: Thomas Hainey
Publisher: Taylor & Francis
ISBN: 100078438X
Category : Education
Languages : en
Pages : 216
Book Description
Writing a dissertation in the final year at university can be a highly daunting task for any student, but particularly if the degree is practically oriented and implementation based. This book provides an accessible, concise guide to producing a dissertation in computer science, software engineering, or games development degrees, with research projects typically involving design, implementation, testing, and evaluation. Drawing on the authors’ extensive knowledge and experience of supervising dissertation students, the book offers a step-by-step guide to the key areas of writing a dissertation alongside real-life examples. Chapters cover: Producing literature reviews. Formulating research questions. Understanding epistemologies. Selecting methodologies and research methods. Software development life cycle methodologies. Evaluation, statistical analysis, and formulating conclusions. Working methodically through the different stages of writing a dissertation, this is an essential comprehensive guide for all students producing any form of dissertation in computer science, software engineering, or games development.
Publisher: Taylor & Francis
ISBN: 100078438X
Category : Education
Languages : en
Pages : 216
Book Description
Writing a dissertation in the final year at university can be a highly daunting task for any student, but particularly if the degree is practically oriented and implementation based. This book provides an accessible, concise guide to producing a dissertation in computer science, software engineering, or games development degrees, with research projects typically involving design, implementation, testing, and evaluation. Drawing on the authors’ extensive knowledge and experience of supervising dissertation students, the book offers a step-by-step guide to the key areas of writing a dissertation alongside real-life examples. Chapters cover: Producing literature reviews. Formulating research questions. Understanding epistemologies. Selecting methodologies and research methods. Software development life cycle methodologies. Evaluation, statistical analysis, and formulating conclusions. Working methodically through the different stages of writing a dissertation, this is an essential comprehensive guide for all students producing any form of dissertation in computer science, software engineering, or games development.
Computer Games and Virtual Worlds
Author: Ross A. Dannenberg
Publisher: American Bar Association
ISBN: 9781604427509
Category : Computers
Languages : en
Pages : 298
Book Description
This book explores and discusses how to obtain traditional intellectual property law rights in the non-traditional settings of video game and virtual world environments, and serves as a primer for researching these emerging legal issues. Each chapter addresses: end user license agreements; copyrights, patents, trademarks; and trade secrets, as addressed by U.S. law. It also covers international legal issues stemming from the multi-national user-base and foreign operation of many virtual worlds.
Publisher: American Bar Association
ISBN: 9781604427509
Category : Computers
Languages : en
Pages : 298
Book Description
This book explores and discusses how to obtain traditional intellectual property law rights in the non-traditional settings of video game and virtual world environments, and serves as a primer for researching these emerging legal issues. Each chapter addresses: end user license agreements; copyrights, patents, trademarks; and trade secrets, as addressed by U.S. law. It also covers international legal issues stemming from the multi-national user-base and foreign operation of many virtual worlds.
Library Journal
Author:
Publisher:
ISBN:
Category : Libraries
Languages : en
Pages : 978
Book Description
Publisher:
ISBN:
Category : Libraries
Languages : en
Pages : 978
Book Description
Tolley's Computer Law and Practice
Author:
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 428
Book Description
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 428
Book Description
An Architectural Approach to Level Design
Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book Description
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book Description
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.