Author: Prima Games
Publisher: Prima Games
ISBN: 9780744018875
Category : Computer adventure games
Languages : en
Pages : 0
Book Description
Complete guide to Super Mario Odyssey video game, including detailed maps, puzzle secrets, and how to defeat enemies in the game.
Super Mario Odyssey
Author: Prima Games
Publisher: Prima Games
ISBN: 9780744018875
Category : Computer adventure games
Languages : en
Pages : 0
Book Description
Complete guide to Super Mario Odyssey video game, including detailed maps, puzzle secrets, and how to defeat enemies in the game.
Publisher: Prima Games
ISBN: 9780744018875
Category : Computer adventure games
Languages : en
Pages : 0
Book Description
Complete guide to Super Mario Odyssey video game, including detailed maps, puzzle secrets, and how to defeat enemies in the game.
The Art of Super Mario Odyssey
Author: Nintendo
Publisher: Dark Horse Comics
ISBN: 1506713815
Category : Art
Languages : en
Pages : 378
Book Description
Take a globetrotting journey all over the world--and beyond!--with this companion art book to the hit video game for the Nintendo Switch(TM) system! In October of 2017, Super Mario Odyssey(TM) took the gaming world by storm. Now, discover the art and expertise that went into creating one of Nintendo's best-loved games! This full-color volume clocks in at over 350 pages and features concept art, preliminary sketches, and notes from the development team, plus insight into some early ideas that didn't make it into the game itself! Explore the world of Super Mario Odyssey from every angle, including screen shots, marketing material, and more, to fully appreciate this captivating adventure
Publisher: Dark Horse Comics
ISBN: 1506713815
Category : Art
Languages : en
Pages : 378
Book Description
Take a globetrotting journey all over the world--and beyond!--with this companion art book to the hit video game for the Nintendo Switch(TM) system! In October of 2017, Super Mario Odyssey(TM) took the gaming world by storm. Now, discover the art and expertise that went into creating one of Nintendo's best-loved games! This full-color volume clocks in at over 350 pages and features concept art, preliminary sketches, and notes from the development team, plus insight into some early ideas that didn't make it into the game itself! Explore the world of Super Mario Odyssey from every angle, including screen shots, marketing material, and more, to fully appreciate this captivating adventure
Game Anim
Author: Jonathan Cooper
Publisher: CRC Press
ISBN: 1000357805
Category : Computers
Languages : en
Pages : 307
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 : 307
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.
Super Mario 3D World + Bowser's Fury
Author: Fuerst F
Publisher:
ISBN:
Category :
Languages : en
Pages : 108
Book Description
Super Mario 3D World + Bowser's Fury's is out on Nintendo Switch, the former being a port of one of the Wii U's best titles. The latter is more interesting though. It's an open world 3D platforming adventure more akin to Super Mario Odyssey (but on a larger scale), set in Lake Lapcat. Your main foe is Fury Bowser who emerges every now and then to cause havoc. There's a lot more to Bowser's Fury than meets the eye, however.In total, there are 100 Cat Shines to collect with each island in Lake Lapcat having five. If you can find any new Shines after clearing an island, try coming back later - a new objective should become available and offer some hints. As such, you should always be open to exploring other islands as they open up (which is what happens when Fury Bowser is defeated).You'll notice a Cat Shine flying to a tower when collected - travel to the top of the tower and ground-pound the shiny bit to get a power-up. Since you can store up to five of each power-up, these can be especially useful for filling out your inventory. Collecting a Shine will provide a power-up on a tower each time, though keep in mind that this stops once five Cat Shines has been obtained on an island.As for Fury Bowser, he'll come up every now and then, his appearances increasing in frequency as you collect more Cat Shines. Collecting a Shine will immediately make him go away and deplete his health for the next fight. He'll eventually leave if you survive for long enough so keep that in mind if there no Shines nearby. Also worth noting is that certain boxes can only be opened by Fury Bowser. Stand near them and once he uses his flame breath, they'll be destroyed. These boxes can contain Shines so worth the effort of trying to stay alive.Upon gathering a certain number of Cat Shines, the Giga Cat Bells become available. Use these to turn into Giga Cat Mario and take on Fury Bowser. Just keep in mind that taking a hit will transform you back to regular Mario. You're still giant -sized so Bowser can still be beaten (at least in the early going) but gathering another Giga Cat suit is as easy as going back to the Giga Cat Bell again.Finally, you won be able to collect all of the Cat Shines before the final encounter with Fury Bowser. When the last fight is wrapped up, return to Lake Lapcat and speak to Bowser Jr. He'll clue you in on the remaining Shines and their locations.For even more tips and tricks, check out the book below courtesy of Me.Download Now!!!
Publisher:
ISBN:
Category :
Languages : en
Pages : 108
Book Description
Super Mario 3D World + Bowser's Fury's is out on Nintendo Switch, the former being a port of one of the Wii U's best titles. The latter is more interesting though. It's an open world 3D platforming adventure more akin to Super Mario Odyssey (but on a larger scale), set in Lake Lapcat. Your main foe is Fury Bowser who emerges every now and then to cause havoc. There's a lot more to Bowser's Fury than meets the eye, however.In total, there are 100 Cat Shines to collect with each island in Lake Lapcat having five. If you can find any new Shines after clearing an island, try coming back later - a new objective should become available and offer some hints. As such, you should always be open to exploring other islands as they open up (which is what happens when Fury Bowser is defeated).You'll notice a Cat Shine flying to a tower when collected - travel to the top of the tower and ground-pound the shiny bit to get a power-up. Since you can store up to five of each power-up, these can be especially useful for filling out your inventory. Collecting a Shine will provide a power-up on a tower each time, though keep in mind that this stops once five Cat Shines has been obtained on an island.As for Fury Bowser, he'll come up every now and then, his appearances increasing in frequency as you collect more Cat Shines. Collecting a Shine will immediately make him go away and deplete his health for the next fight. He'll eventually leave if you survive for long enough so keep that in mind if there no Shines nearby. Also worth noting is that certain boxes can only be opened by Fury Bowser. Stand near them and once he uses his flame breath, they'll be destroyed. These boxes can contain Shines so worth the effort of trying to stay alive.Upon gathering a certain number of Cat Shines, the Giga Cat Bells become available. Use these to turn into Giga Cat Mario and take on Fury Bowser. Just keep in mind that taking a hit will transform you back to regular Mario. You're still giant -sized so Bowser can still be beaten (at least in the early going) but gathering another Giga Cat suit is as easy as going back to the Giga Cat Bell again.Finally, you won be able to collect all of the Cat Shines before the final encounter with Fury Bowser. When the last fight is wrapped up, return to Lake Lapcat and speak to Bowser Jr. He'll clue you in on the remaining Shines and their locations.For even more tips and tricks, check out the book below courtesy of Me.Download Now!!!
DanTDM: Trayaurus and the Enchanted Crystal
Author: DanTDM
Publisher: HarperCollins
ISBN: 0062574302
Category : Juvenile Fiction
Languages : en
Pages : 195
Book Description
#1 Amazon Bestseller and #1 New York Times Besteller! From the mind of one of the most popular YouTubers of all time, DanTDM, comes a graphic novel adventure that reimagines the Minecraft-style worlds and characters he’s created like you’ve never seen them before. After a day of experiments, Trayaurus and DanTDM are about to call it a night when a strange-looking crystal plummets to earth, breaking into five pieces that scatter far and wide. DanTDM and Trayaurus recover one of the shards and quickly realize they are in possession of an object more powerful than anything they’ve ever known. Word reaches DanTDM and Trayaurus that other pieces of crystal have been recovered—a group of pigs have harnessed the crystals’ power to enable them to talk. But they’re not alone—Dan and Trayaurus’s archenemy, Denton, has also found a shard and manipulated its power for evil. He has created a cloning machine and is producing a terrifying marauding army intent on hunting down the remaining crystals in his effort to become all-powerful. It’s down to DanTDM and Trayaurus to stop him. Will they prevail, or will the forces of evil be too great for them to overcome? Fans of the Elementia Chronicles and the Gameknight999 series will be drawn to DanTDM’s tale about an epic power struggle in a high-stakes world.
Publisher: HarperCollins
ISBN: 0062574302
Category : Juvenile Fiction
Languages : en
Pages : 195
Book Description
#1 Amazon Bestseller and #1 New York Times Besteller! From the mind of one of the most popular YouTubers of all time, DanTDM, comes a graphic novel adventure that reimagines the Minecraft-style worlds and characters he’s created like you’ve never seen them before. After a day of experiments, Trayaurus and DanTDM are about to call it a night when a strange-looking crystal plummets to earth, breaking into five pieces that scatter far and wide. DanTDM and Trayaurus recover one of the shards and quickly realize they are in possession of an object more powerful than anything they’ve ever known. Word reaches DanTDM and Trayaurus that other pieces of crystal have been recovered—a group of pigs have harnessed the crystals’ power to enable them to talk. But they’re not alone—Dan and Trayaurus’s archenemy, Denton, has also found a shard and manipulated its power for evil. He has created a cloning machine and is producing a terrifying marauding army intent on hunting down the remaining crystals in his effort to become all-powerful. It’s down to DanTDM and Trayaurus to stop him. Will they prevail, or will the forces of evil be too great for them to overcome? Fans of the Elementia Chronicles and the Gameknight999 series will be drawn to DanTDM’s tale about an epic power struggle in a high-stakes world.
The SNES Omnibus
Author: Brett Weiss
Publisher:
ISBN: 9780764355325
Category : Games & Activities
Languages : en
Pages : 416
Book Description
Volume 1 of the SNES Omnibus is a fun and informative look at all the original Super Nintendo games released in the U.S. starting with the letters A-M. More than 350 games are featured, including such iconic titles as Chrono Trigger, Contra III: The Alien Wars, Donkey Kong Country, EarthBound, F-Zero, Final Fantasy II and III, Gradius III, and The Legend of Zelda: A Link to the Past. Each game, whether obscure or mainstream, is covered in exhaustive detail. In addition to thorough gameplay descriptions, the book includes reviews, fun facts, historical data, quotes from vintage magazines, and, best of all, nostalgic stories about many of the games from programmers, authors, convention exhibitors, video game store owners, YouTube celebs, and other industry insiders. The book also features more than 2,000 full-color images, including box art, cartridges, screenshots, and vintage ads.
Publisher:
ISBN: 9780764355325
Category : Games & Activities
Languages : en
Pages : 416
Book Description
Volume 1 of the SNES Omnibus is a fun and informative look at all the original Super Nintendo games released in the U.S. starting with the letters A-M. More than 350 games are featured, including such iconic titles as Chrono Trigger, Contra III: The Alien Wars, Donkey Kong Country, EarthBound, F-Zero, Final Fantasy II and III, Gradius III, and The Legend of Zelda: A Link to the Past. Each game, whether obscure or mainstream, is covered in exhaustive detail. In addition to thorough gameplay descriptions, the book includes reviews, fun facts, historical data, quotes from vintage magazines, and, best of all, nostalgic stories about many of the games from programmers, authors, convention exhibitors, video game store owners, YouTube celebs, and other industry insiders. The book also features more than 2,000 full-color images, including box art, cartridges, screenshots, and vintage ads.
Mr. Hoffman's Popular Hits for Piano
Author: Joseph Hoffman
Publisher: Hal Leonard
ISBN: 1705113028
Category : Music
Languages : en
Pages : 50
Book Description
(Easy Piano Songbook). 17 easy arrangements of pop hits with instruction tips for each by popular YouTube instructor Mr. Hoffman. Each song also has a demo track and backing tracks online to help students hear how they should sound and then play along and sound like a pro! Ideal for beginning piano students who want to use their new-found skills to play popular music. Songs include: Can't Stop the Feeling * Fight Song * How Far I'll Go * The Imperial March (Darth Vader's Theme) * Lean on Me * Let It Go * Linus and Lucy * Shake It Off * Star Wars (Main Theme) * We Will Rock You * and more.
Publisher: Hal Leonard
ISBN: 1705113028
Category : Music
Languages : en
Pages : 50
Book Description
(Easy Piano Songbook). 17 easy arrangements of pop hits with instruction tips for each by popular YouTube instructor Mr. Hoffman. Each song also has a demo track and backing tracks online to help students hear how they should sound and then play along and sound like a pro! Ideal for beginning piano students who want to use their new-found skills to play popular music. Songs include: Can't Stop the Feeling * Fight Song * How Far I'll Go * The Imperial March (Darth Vader's Theme) * Lean on Me * Let It Go * Linus and Lucy * Shake It Off * Star Wars (Main Theme) * We Will Rock You * and more.
Architectural Approach to Level Design
Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1351116282
Category : Computers
Languages : en
Pages : 513
Book Description
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. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your 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 that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.
Publisher: CRC Press
ISBN: 1351116282
Category : Computers
Languages : en
Pages : 513
Book Description
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. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your 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 that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.
Virtual Cities
Author: Konstantinos Dimopoulos
Publisher: Unbound Publishing
ISBN: 1783528508
Category : Games & Activities
Languages : en
Pages : 257
Book Description
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
Publisher: Unbound Publishing
ISBN: 1783528508
Category : Games & Activities
Languages : en
Pages : 257
Book Description
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
Super Mario Odyssey
Author: Kaila Brown
Publisher:
ISBN:
Category :
Languages : en
Pages : 124
Book Description
This is a comprehensive guide that will walk you through all the most critical pieces of the game. In this book, I'll be sharing tips and tricks that I wished I knew earlier so you can benefit from them during your play. So, what are you waiting for? Once you grab a copy of our guide, you'll be dominating the game in no time at all! Get your Pro tips now.? Scroll to the top of the page and click add to cart to purchase instantly
Publisher:
ISBN:
Category :
Languages : en
Pages : 124
Book Description
This is a comprehensive guide that will walk you through all the most critical pieces of the game. In this book, I'll be sharing tips and tricks that I wished I knew earlier so you can benefit from them during your play. So, what are you waiting for? Once you grab a copy of our guide, you'll be dominating the game in no time at all! Get your Pro tips now.? Scroll to the top of the page and click add to cart to purchase instantly