Handmade Pixels

Handmade Pixels PDF Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262354357
Category : Games & Activities
Languages : en
Pages : 328

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Book Description
An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.

Handmade Pixels

Handmade Pixels PDF Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262354357
Category : Games & Activities
Languages : en
Pages : 328

Get Book Here

Book Description
An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.

Flickering Pixels

Flickering Pixels PDF Author: Shane Hipps
Publisher: Harper Collins
ISBN: 0310293219
Category : Religion
Languages : en
Pages : 210

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Book Description
"The methods change, but the message stays the same." This saying is the guiding light for faithful Christians in a changing world. But author Shane Hipps reveals the error in this thinking. Instead he demonstrates how changing the methods always changes the message. He shows us the hidden power of technology to shape our faith in unexpected ways.

Delicious Pixels

Delicious Pixels PDF Author: Agata Waszkiewicz
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110716607
Category : History
Languages : en
Pages : 196

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Book Description
Delicious Pixels: Food in Video Games introduces critical food studies to game scholarship, showing the unique ways in which food is utilized in both video game gameplay and narrative to show that food is never just food but rather a complex means of communication and meaning-making. It aims at bringing the academic attention to digital food and to show how significant it became in the recent decades as, on the one hand, a world-building device, and, on the other, a crucial link between the in-game and out-of-game identities and experiences. This is done by examining specifically the examples of games in which food serves as the means of creating an intimate, cozy, and safe world and a close relationship between the players and the characters.

One Up

One Up PDF Author: Joost van Dreunen
Publisher: Columbia University Press
ISBN: 0231552211
Category : Business & Economics
Languages : en
Pages : 317

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Book Description
What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.

Blood, Sweat, and Pixels

Blood, Sweat, and Pixels PDF Author: Jason Schreier
Publisher: HarperCollins
ISBN: 0062651242
Category : Business & Economics
Languages : en
Pages : 312

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Book Description
NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

From Pen to Pixel

From Pen to Pixel PDF Author: Patrizia Fortini
Publisher: L'ERMA di BRETSCHNEIDER
ISBN: 8891319481
Category : Architecture
Languages : en
Pages : 359

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Book Description
Efforts to build, rebuild and maintain the Forum Romanum, Rome's historic urban epicenter, are likely as old as the place it self - some 2800 years. As a result the historic significance and archaeological richness of the Forum cannot be overestimated. Despite its many changes the Forum Romanum's survival today represents an outstanding example of cultural heritage continuity. Its highest possible protection status among monuments conservation agencies in Italy and its early listing on UNESCO's World Heritage List in 1980 are testaments to this. Due to its remarkable physical survival, the Forum Romanum has been the object of extensive research, documentation, restoration and preservation efforts over the past two centuries especially. The sophistication of these measures evolved to include a wide range of expertise. Lay interest among antiquarians and architects in Rome's past from the Renaissance through the eighteenth century was supplanted by the emerging new disciplines of archaeology, architectural restoration and museology. From the late nineteenth century corresponding advancements in archaeological method and conservation theory and science were increasingly applied. From this time on as well, expectations for preserving and presenting the Forum Romanum were high, the famous site being a matter of intense Roman pride, political interest, and serving as a must see' destination for visitors to Rome. Leading historians, archaeologists and conservators have been central to the story of the Forum's survival and interpretation. While numerous noted antiquarians and historians preceded him the architect and archaeologist Giocomo Boni (1859-1925) was unusual, even prescient, in his approach and treatment of the place during his tenure as director of excavations of the Forum Romanum from 1898 until 1925. His combined talents as an architect, archaeologist and conservator set a standard at the time for careful research, thorough documentation, and responsible conservation measures. The sponsors of the DHARMA conference have wisely chosen to focus on archaeological research and conservation in the Forum during Giacomo Boni's tenure since his work reflects early best practices' in researching, preserving and interpreting such places. To frame the discussion some precedents and influences of the work of Giacomo Boni are offered.

Interactive Project Management

Interactive Project Management PDF Author: Nancy Lyons
Publisher: New Riders
ISBN: 013293132X
Category : Business & Economics
Languages : en
Pages : 371

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Book Description
As an industry, interactive is different. The work entails elements of software development, marketing, and advertising, yet it’s neither purely technical nor traditional “agency” work. Delivery methods are different, and because the industry is relatively new, the gap in understanding between the clients buying the work and the teams building it is often wide. Enter the geek girls guide. Nancy Lyons and Meghan Wilker don’t just tell you how to deliver digital work, they demonstrate how to think about it. Interactive Project Management: Pixels, People, and Process helps clients, agencies, and industry professionals better understand the critical role of interactive project management, and presents a collaborative, people-focused approach to delivering high-quality digital work. In this book, the authors: Define the unique characteristics of interactive projects Explain the importance of emotional intelligence in the workplace Discuss communication techniques that help teams work together more efficiently Outline a process and specific deliverables that clarify how to think about critical aspects of a project Provide questions, tasks, tips, and advice that effectively move teams from initiation to launch

Pixel's Real Test

Pixel's Real Test PDF Author: Justin Spelvin
Publisher:
ISBN: 9780717298747
Category : Friendship
Languages : en
Pages : 32

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Book Description
Pixel's friends help him just in time for the big gym test.

Pixel Art for Game Developers

Pixel Art for Game Developers PDF Author: Daniel Silber
Publisher: CRC Press
ISBN: 1482252317
Category : Computers
Languages : en
Pages : 258

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

CCTV

CCTV PDF Author: Vlado Damjanovski
Publisher: Elsevier
ISBN: 012404607X
Category : Computers
Languages : en
Pages : 617

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Book Description
The new edition of CCTV, a high-level professional reference, is expanded to cover all video compression techniques used in the ever-increasing assortment of digital video recorders (DVRs) available on the market today. In addition to demystifying DVR technology, the third edition also clarifies the technology of data networking and explains various compression techniques. Along with all this, the book retains the particulars that made the previous editions convenient and valuable, including details of CCD cameras, lenses, coaxial cables, fiber-optics, and system design. - Updated to address digital techniques, networking, and the Internet in closed-circuit television - Includes brand new sections on CCTV networking, digital video recorders (DVRs), various video compression techniques, and understanding pixels and digital image quality - Fully illustrated with dozens of photographs, tables, checklists, charts, diagrams, and instructions