Project Gotham Racing 2

Project Gotham Racing 2 PDF Author: Jon Dudlak
Publisher:
ISBN: 9780761543459
Category : Business & Economics
Languages : en
Pages : 116

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Book Description
Start Your Engines! - Competitive driving tips to improve your time and position - The best cars in every series detailed-- including Roadsters, Classics, American Muscle, and Supercars - Maps for all tracks give you a clear view of what to expect - How to maximize your Bonus Kudos

Project Gotham Racing 2

Project Gotham Racing 2 PDF Author: Jon Dudlak
Publisher:
ISBN: 9780761543459
Category : Business & Economics
Languages : en
Pages : 116

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Book Description
Start Your Engines! - Competitive driving tips to improve your time and position - The best cars in every series detailed-- including Roadsters, Classics, American Muscle, and Supercars - Maps for all tracks give you a clear view of what to expect - How to maximize your Bonus Kudos

Project Gotham Racing 4

Project Gotham Racing 4 PDF Author: Doug Walsh
Publisher: BradyGames
ISBN: 9780744009750
Category : Games & Activities
Languages : en
Pages : 148

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Book Description
The new features of Microsoft's Project Gotham Racing 4 will have players revving their engines in anticipation with this emotionally-charged racing experience.

Project Gotham Racing 3

Project Gotham Racing 3 PDF Author: Thomas Hindmarch
Publisher: Prima Games
ISBN: 9780761551980
Category : Games & Activities
Languages : en
Pages : 128

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Book Description
You have to EARN your Kudos! - Every race discussed and thoroughly explored - An at-a-glance reference list of all eighty cars - Maps of every racetrack - Learn to drive in style with a comprehensive list of Kudos - Unbeatable online tips

The Art of the Project

The Art of the Project PDF Author: Johnnie Gratton
Publisher: Berghahn Books
ISBN: 1789204054
Category : Social Science
Languages : en
Pages : 240

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Book Description
The idea of the ‘project’ crosses generic, disciplinary and cultural frontiers. At a time when writers and artists are increasingly describing their practices as ‘projects’, remarkably little critical attention has been paid to the actual idea of the ‘project’. This collection of essays responds to an urgent need by suggesting a framework for evaluating the notion of the project in the light of various modernist and postmodernist cultural practices, drawn mainly but not exclusively from the French-speaking domain. The overview offered by this volume promises to makes an original and thought-provoking contribution to contemporary literary, artistic and cultural criticism.

Game Feel

Game Feel PDF Author: Steve Swink
Publisher: CRC Press
ISBN: 1482267330
Category : Art
Languages : en
Pages : 377

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Book Description
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe

The Video Games Guide

The Video Games Guide PDF Author: Matt Fox
Publisher: McFarland
ISBN: 078647257X
Category : Games & Activities
Languages : en
Pages : 385

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Book Description
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

Sketches of Gotham

Sketches of Gotham PDF Author: Ike Swift
Publisher:
ISBN: 9789357957373
Category : Fiction
Languages : en
Pages : 0

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Book Description
Sketches of Gotham, a classical book, has been considered important throughout the human history, and so that this work is never forgotten we at Alpha Editions have made efforts in its preservation by republishing this book in a modern format for present and future generations. This whole book has been reformatted, retyped and designed. These books are not made of scanned copies of their original work and hence the text is clear and readable.

HWM

HWM PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 96

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Book Description
Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews.

Gaming Matters

Gaming Matters PDF Author: Judd Ethan Ruggill
Publisher: University of Alabama Press
ISBN: 0817317376
Category : Games & Activities
Languages : en
Pages : 168

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Book Description
In Gaming Matters, McAllister and Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo.

Understanding Video Game Music

Understanding Video Game Music PDF Author: Tim Summers
Publisher: Cambridge University Press
ISBN: 1108107761
Category : Music
Languages : en
Pages : 265

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Book Description
Understanding Video Game Music develops a musicology of video game music by providing methods and concepts for understanding music in this medium. From the practicalities of investigating the video game as a musical source to the critical perspectives on game music - using examples including Final Fantasy VII, Monkey Island 2, SSX Tricky and Silent Hill - these explorations not only illuminate aspects of game music, but also provide conceptual ideas valuable for future analysis. Music is not a redundant echo of other textual levels of the game, but central to the experience of interacting with video games. As the author likes to describe it, this book is about music for racing a rally car, music for evading zombies, music for dancing, music for solving puzzles, music for saving the Earth from aliens, music for managing a city, music for being a hero; in short, it is about music for playing.