Author: Eric Lionel Pratte
Publisher: Prima Publishing
ISBN: 9780761524311
Category : Virtua Fighter 3 (Game)
Languages : en
Pages : 132
Book Description
Detailed tips and strategies Winning combo moves Bios and stats for every character Fighting techniques and attacks Complete moves list for every character
Virtua Fighter 3TB
Author: Eric Lionel Pratte
Publisher: Prima Publishing
ISBN: 9780761524311
Category : Virtua Fighter 3 (Game)
Languages : en
Pages : 132
Book Description
Detailed tips and strategies Winning combo moves Bios and stats for every character Fighting techniques and attacks Complete moves list for every character
Publisher: Prima Publishing
ISBN: 9780761524311
Category : Virtua Fighter 3 (Game)
Languages : en
Pages : 132
Book Description
Detailed tips and strategies Winning combo moves Bios and stats for every character Fighting techniques and attacks Complete moves list for every character
Game Anim
Author: Jonathan Cooper
Publisher: CRC Press
ISBN: 1000357805
Category : Computers
Languages : en
Pages : 317
Book Description
The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.
Publisher: CRC Press
ISBN: 1000357805
Category : Computers
Languages : en
Pages : 317
Book Description
The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.
Virtua Fighter 3TB
Author:
Publisher: Bradygames
ISBN: 9781566869317
Category : Virtua Fighter 3 (Game)
Languages : en
Pages : 0
Book Description
Akira's most famous signature move is the seldom seen and difficult-to-execute Stun Palm of Doom. Mastering this attack is the most crucial step in becoming a competent Akira player. There is no real easy way to learn the SPoD. You just have to keep practicing it over and over again until you can pull it off in any given situation, especially after dodging an opponent's attack. Just remember that all three sets of moves have to be input within approximately one second. Also, keep in mind that the SPoD can be blocked in VF3tb, so try to use it only after your opponent has made a mistake and can't counter. Such as after a failed throw attempt. Book jacket.
Publisher: Bradygames
ISBN: 9781566869317
Category : Virtua Fighter 3 (Game)
Languages : en
Pages : 0
Book Description
Akira's most famous signature move is the seldom seen and difficult-to-execute Stun Palm of Doom. Mastering this attack is the most crucial step in becoming a competent Akira player. There is no real easy way to learn the SPoD. You just have to keep practicing it over and over again until you can pull it off in any given situation, especially after dodging an opponent's attack. Just remember that all three sets of moves have to be input within approximately one second. Also, keep in mind that the SPoD can be blocked in VF3tb, so try to use it only after your opponent has made a mistake and can't counter. Such as after a failed throw attempt. Book jacket.
Virtua Fighter 5
Author: Adam Deats
Publisher: BradyGames
ISBN: 9780744008999
Category : Games & Activities
Languages : en
Pages : 212
Book Description
BradyGames' Virtua Fighter 5 Official Strategy Guide includes the following: -Complete coverage on all 17 fighters, including the two new characters to the series. -Detailed information on character customization. -Expert tips on character match-ups, strengths and weaknesses. -Strategies for each mode of gameplay. Platform: PlayStation 3 Genre: Fighting This product is available for sale in North America only.
Publisher: BradyGames
ISBN: 9780744008999
Category : Games & Activities
Languages : en
Pages : 212
Book Description
BradyGames' Virtua Fighter 5 Official Strategy Guide includes the following: -Complete coverage on all 17 fighters, including the two new characters to the series. -Detailed information on character customization. -Expert tips on character match-ups, strengths and weaknesses. -Strategies for each mode of gameplay. Platform: PlayStation 3 Genre: Fighting This product is available for sale in North America only.
Virtua Fighter 4
Author: Jeff Barton
Publisher: Prima Games
ISBN: 9780761538004
Category : Games & Activities
Languages : en
Pages : 102
Book Description
The World Fighting Tournament is Back! • Winning combo moves • Complete moves list for all characters • Detailed fighting techniques and strategies • Profiles for all characters
Publisher: Prima Games
ISBN: 9780761538004
Category : Games & Activities
Languages : en
Pages : 102
Book Description
The World Fighting Tournament is Back! • Winning combo moves • Complete moves list for all characters • Detailed fighting techniques and strategies • Profiles for all characters
Playing to Win
Author: David Sirlin
Publisher: Lulu.com
ISBN: 1411666798
Category : Games & Activities
Languages : en
Pages : 144
Book Description
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Publisher: Lulu.com
ISBN: 1411666798
Category : Games & Activities
Languages : en
Pages : 144
Book Description
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Astro Boy Omnibus Volume 2
Author: Osamu Tezuka
Publisher: Dark Horse Comics
ISBN: 161655861X
Category : Comics & Graphic Novels
Languages : en
Pages : 674
Book Description
Who will stand against invaders from space, robot slave masters, and a dictator producing human clones? Astro Boy, that's who! The most popular and influential creation of Osamu Tezuka, "the Walt Disney of Japan," Astro Boy is all-ages adventure packed with action, laughs, and a few tugs at the heartstrings. Astro Boy Omnibus Volume 2 is 680 pages of Tezuka's classic manga, value priced and ready to rock the 21st Century! Osamu Tezuka is renowned internationally as a master cartoonist, animator, and storyteller. "Tezuka is widely considered the most important and influential figure in post-World War II Japanese animation." -The New York Times "Comics are a bridge between all cultures." -Osamu Tezuka "The Astro Boy stories always end with peace and human supremacy restored, but usually not before both sides, human and robot, have committed great wrongs." -ANIMERICA
Publisher: Dark Horse Comics
ISBN: 161655861X
Category : Comics & Graphic Novels
Languages : en
Pages : 674
Book Description
Who will stand against invaders from space, robot slave masters, and a dictator producing human clones? Astro Boy, that's who! The most popular and influential creation of Osamu Tezuka, "the Walt Disney of Japan," Astro Boy is all-ages adventure packed with action, laughs, and a few tugs at the heartstrings. Astro Boy Omnibus Volume 2 is 680 pages of Tezuka's classic manga, value priced and ready to rock the 21st Century! Osamu Tezuka is renowned internationally as a master cartoonist, animator, and storyteller. "Tezuka is widely considered the most important and influential figure in post-World War II Japanese animation." -The New York Times "Comics are a bridge between all cultures." -Osamu Tezuka "The Astro Boy stories always end with peace and human supremacy restored, but usually not before both sides, human and robot, have committed great wrongs." -ANIMERICA
The Sega Arcade Revolution
Author: Ken Horowitz
Publisher: McFarland
ISBN: 1476672253
Category : Games & Activities
Languages : en
Pages : 311
Book Description
Long before it took the home video game console market by storm, Sega was already an arcade powerhouse. Parlaying its dominance in coin-operated machines into the home video game boom of the 1980s, the Japan-based company soon expanded with branches in Europe and the U.S., and continues to lead the gaming industry in design and quality. Drawing on interviews with former developers and hundreds of documents, this history follows the rise of Sega, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries to its 2003 merger with Sammy Corporation. Sixty-two of Sega's most popular and groundbreaking games are explored.
Publisher: McFarland
ISBN: 1476672253
Category : Games & Activities
Languages : en
Pages : 311
Book Description
Long before it took the home video game console market by storm, Sega was already an arcade powerhouse. Parlaying its dominance in coin-operated machines into the home video game boom of the 1980s, the Japan-based company soon expanded with branches in Europe and the U.S., and continues to lead the gaming industry in design and quality. Drawing on interviews with former developers and hundreds of documents, this history follows the rise of Sega, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries to its 2003 merger with Sammy Corporation. Sixty-two of Sega's most popular and groundbreaking games are explored.
Astonishing Times
Author: Frank Barbiere
Publisher: Dark Horse Comics
ISBN: 1506730833
Category : Comics & Graphic Novels
Languages : en
Pages : 132
Book Description
A modern superhero story that celebrates the genre and redefines heroes for a new generation. In a world where superheroes are common place, Noah Sans, a young reporter trying to live up to the legacy of his father, investigates a mystery involving missing superheroes that quickly turns into a thrilling conspiracy. Noah Sans, a young reporter living in the shadow of his father, lives in a world full of superheroes—but no one seems to care. After a world changing event called The Cataclysm, people moved on, and now heroes are old news. But when Noah begins investigating a mysterious murder, he comes face to face with his most revered heroes and is forced to confront a secret past that could change the world forever. Astonishing Times is a love letter to the medium of comics and a celebration of superheroes old and new. Award-winning writer Frank J. Barbiere returns to creator-owned comics alongside Arris Quinones, host of YouTube's Variant, to craft a modern classic that redefines superheroes for a new era with stunning art by Ruairí Coleman and color artist Lauren Affe. Together, the team hopes to inspire a new generation of fans young and old, and remind us all that heroes are everywhere. Collects Astonishing Times #1–#5.
Publisher: Dark Horse Comics
ISBN: 1506730833
Category : Comics & Graphic Novels
Languages : en
Pages : 132
Book Description
A modern superhero story that celebrates the genre and redefines heroes for a new generation. In a world where superheroes are common place, Noah Sans, a young reporter trying to live up to the legacy of his father, investigates a mystery involving missing superheroes that quickly turns into a thrilling conspiracy. Noah Sans, a young reporter living in the shadow of his father, lives in a world full of superheroes—but no one seems to care. After a world changing event called The Cataclysm, people moved on, and now heroes are old news. But when Noah begins investigating a mysterious murder, he comes face to face with his most revered heroes and is forced to confront a secret past that could change the world forever. Astonishing Times is a love letter to the medium of comics and a celebration of superheroes old and new. Award-winning writer Frank J. Barbiere returns to creator-owned comics alongside Arris Quinones, host of YouTube's Variant, to craft a modern classic that redefines superheroes for a new era with stunning art by Ruairí Coleman and color artist Lauren Affe. Together, the team hopes to inspire a new generation of fans young and old, and remind us all that heroes are everywhere. Collects Astonishing Times #1–#5.
Video Game Spaces
Author: Michael Nitsche
Publisher: MIT Press
ISBN: 0262293013
Category : Games & Activities
Languages : en
Pages : 315
Book Description
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
Publisher: MIT Press
ISBN: 0262293013
Category : Games & Activities
Languages : en
Pages : 315
Book Description
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.