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Book The Making of Tomb Raider

Download or read book The Making of Tomb Raider written by Daryl Baxter and published by White Owl. This book was released on 2021-12-20 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: Back in 1994 at the game company ‘CORE Design’ in Derby, Lara Croft was born. Through eighteen months of pure hard work from the team, Tomb Raider was released in 1996 and became the success that we see today; taking part in the mid-nineties celebrations of Brit-Pop and Girl Power. This is the story of the team who were involved in creating the first two games, then leaving the series to a new team in 1998. Lara Croft brought class, comedy, and a James Bondian role to the game, dreamt up by Toby Gard and helped to become a pitch with Paul Douglas. The game was a gamble, but because everyone at the company believed in it, it led to huge success for everyone, except for Toby and Paul. ‘The Making of Tomb Raider’ goes into detail of how Lara and the games were born, alongside why Toby Gard and Paul Douglas left before the sequel was released. Throughout eleven chapters of countless interviews, this book will tell you who was responsible for creating the first two games; from its levels, its music, the many voices of Lara Croft, and much more. The team also reveals all about the star of the second game; Winston the Butler, and how he came to be by Joss Charmet. Over twenty people were interviewed for this story; from the pitch for what would be Tomb Raider, alongside the challenges along the way, up until the release of Tomb Raider 2 in 1997...

Book Clockwork Game Design

Download or read book Clockwork Game Design written by Keith Burgun and published by CRC Press. This book was released on 2015-05-15 with total page 147 pages. Available in PDF, EPUB and Kindle. Book excerpt: Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design. Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it. Filled with examples and exercises detailing how to put the clockwork game design pattern into use, this book is a must-have manual for designing games. A hands-on, practical book that outlines a very specific approach to designing games Develop the mechanics that make your game great, and limit or remove factors that disrupt the core concept Practice designing games through the featured exercises and illustrations

Book Core Design Games

    Book Details:
  • Author : Source Wikipedia
  • Publisher : University-Press.org
  • Release : 2013-09
  • ISBN : 9781230493534
  • Pages : 30 pages

Download or read book Core Design Games written by Source Wikipedia and published by University-Press.org. This book was released on 2013-09 with total page 30 pages. Available in PDF, EPUB and Kindle. Book excerpt: Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 29. Chapters: Tomb Raider, Tomb Raider III, Tomb Raider: The Angel of Darkness, Tomb Raider Chronicles, Rick Dangerous, Tomb Raider: The Last Revelation, Curse of Enchantia, Project Eden, Chuck Rock, Fighting Force, Hook, Soulstar, Corporation, Fighting Force 2, Herdy Gerdy, BC Racers, Thunderhawk, Heimdall, Wolfchild, Jaguar XJ220, Asterix and the Great Rescue, Universe, Bubba 'n' Stix, CarVup, Ninja: Shadow of Darkness, The Big Red Adventure, Banshee, Wonder Dog. Excerpt: Tomb Raider is an action-adventure video game developed by Core Design and published by Eidos Interactive. It was originally released in 1996 for the Sega Saturn, with MS-DOS and PlayStation versions following shortly thereafter. Tomb Raider was also released into the mobile gaming market, for Windows Mobile Professional in 2002, the Nokia N-Gage in 2003, the US PlayStation Network in 2009, and was released on the EU PlayStation Network on 1 September 2010. Tomb Raider follows the exploits of Lara Croft, an English female archaeologist in search of ancient treasures a la Indiana Jones. The game was commercially and critically successful, selling 8 million copies worldwide and earning a 91 aggregate score according to Metacritic. It is considered widely influential, serving as a template for many - if not most - 3D action/adventure games that would follow. It wasn't long before Tomb Raider and its star went from a single video game adventure to a full-fledged multimedia brand that spanned not only a number of game sequels but also a vast array of related merchandise and media, most notably two feature-length Hollywood films. Lara Croft herself would also go on to become a major video game icon, even eclipsing the popularity of her own games, a distinction she shares with only a select few other video game characters. The story opens with a prologue in Los...

Book Rules of Play

    Book Details:
  • Author : Katie Salen Tekinbas
  • Publisher : MIT Press
  • Release : 2003-09-25
  • ISBN : 9780262240451
  • Pages : 680 pages

Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Book Core Techniques and Algorithms in Game Programming

Download or read book Core Techniques and Algorithms in Game Programming written by Daniel Sánchez-Crespo Dalmau and published by New Riders. This book was released on 2004 with total page 894 pages. Available in PDF, EPUB and Kindle. Book excerpt: To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come.

Book Design and Development of Training Games

Download or read book Design and Development of Training Games written by Talib S. Hussain and published by Cambridge University Press. This book was released on 2015 with total page 571 pages. Available in PDF, EPUB and Kindle. Book excerpt: Leaders in the field of serious games share practical guidelines and lessons learned from researching and developing learning games.

Book Practical Game Design

    Book Details:
  • Author : Adam Kramarzewski
  • Publisher : Packt Publishing Ltd
  • Release : 2018-04-19
  • ISBN : 1787122166
  • Pages : 464 pages

Download or read book Practical Game Design written by Adam Kramarzewski and published by Packt Publishing Ltd. This book was released on 2018-04-19 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Design accessible and creative games across genres, platforms, and development realities Key Features Implement the skills and techniques required to work in a professional studio Ace the core principles and processes of level design, world building, and storytelling Design interactive characters that animate the gaming world Book Description If you are looking for an up-to-date and highly applicable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two highly experienced industry professionals to share their profound insights as well as give valuable advice on creating games across genres and development platforms. Practical Game Design covers the basics of game design one piece at a time. Starting with learning how to conceptualize a game idea and present it to the development team, you will gradually move on to devising a design plan for the whole project and adapting solutions from other games. You will also discover how to produce original game mechanics without relying on existing reference material, and test and eliminate anticipated design risks. You will then design elements that compose the playtime of a game, followed by making game mechanics, content, and interface accessible to all players. You will also find out how to simultaneously ensure that the gameplay mechanics and content are working as intended. As the book reaches its final chapters, you will learn to wrap up a game ahead of its release date, work through the different challenges of designing free-to-play games, and understand how to significantly improve their quality through iteration, polishing and playtesting. What you will learn Define the scope and structure of a game project Conceptualize a game idea and present it to others Design gameplay systems and communicate them clearly and thoroughly Build and validate engaging game mechanics Design successful business models and prepare your games for live operations Master the principles behind level design, worldbuilding and storytelling Improve the quality of a game by playtesting and polishing it Who this book is for Whether you are a student eager to design a game or a junior game designer looking for your first role as a professional, this book will help you with the fundamentals of game design. By focusing on best practices and a pragmatic approach, Practical Game Design provides insights into the arts and crafts from two senior game designers that will interest more seasoned professionals in the game industry.

Book Elements of Game Design

Download or read book Elements of Game Design written by Robert Zubek and published by MIT Press. This book was released on 2020-08-18 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: An introduction to the basic concepts of game design, focusing on techniques used in commercial game production. This textbook by a well-known game designer introduces the basics of game design, covering tools and techniques used by practitioners in commercial game production. It presents a model for analyzing game design in terms of three interconnected levels--mechanics and systems, gameplay, and player experience--and explains how novice game designers can use these three levels as a framework to guide their design process. The text is notable for emphasizing models and vocabulary used in industry practice and focusing on the design of games as dynamic systems of gameplay.

Book Lara Croft

    Book Details:
  • Author : Prima
  • Publisher : Prima Games
  • Release : 2000
  • ISBN : 9780761526964
  • Pages : 0 pages

Download or read book Lara Croft written by Prima and published by Prima Games. This book was released on 2000 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Building upon the success of 1998's Lara's Book, comes "Lara's Book II" -- a must for every Lara Croft & Tomd Raider fan or collector. Following in the footsteps of it's predecessor, "Lara's Book II" provides a mixture of popular and exclusive information about Lara Croft and the Tomb Raider series including Art, News, Essays, Rumors, Interviews and more. Learn why Lara Croft has become a multi-million dollar merchandising franchise and Lara Croft's Image is the sexiest mass-market icon yet.

Book Gamestorming

    Book Details:
  • Author : Dave Gray
  • Publisher : "O'Reilly Media, Inc."
  • Release : 2010-07-14
  • ISBN : 1449395902
  • Pages : 290 pages

Download or read book Gamestorming written by Dave Gray and published by "O'Reilly Media, Inc.". This book was released on 2010-07-14 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: Great things don't happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming. This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming. Overcome conflict and increase engagement with team-oriented games Improve collaboration and communication in cross-disciplinary teams with visual-thinking techniques Improve understanding by role-playing customer and user experiences Generate better ideas and more of them, faster than ever before Shorten meetings and make them more productive Simulate and explore complex systems, interactions, and dynamics Identify a problem's root cause, and find the paths that point toward a solution

Book 20 Essential Games to Study

Download or read book 20 Essential Games to Study written by Joshua Bycer and published by CRC Press. This book was released on 2018-10-26 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs. Key Features An informative breakdown focusing on the design and gameplay of successful games Written to be useful for students or designers starting out in game development Books focused specifically on design are rare Perfect for students and professionals alike, or can be read for the nostalgia and history

Book Reverse Design

    Book Details:
  • Author : Patrick Holleman
  • Publisher : CRC Press
  • Release : 2018
  • ISBN : 9781138324909
  • Pages : 188 pages

Download or read book Reverse Design written by Patrick Holleman and published by CRC Press. This book was released on 2018 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Reverse Design series looks at all of the design decisions that went into classic video games. This is the fourth installment in the Reverse Design series, looking at Half-Life. Written in a readable format, it is broken down into six sections examining some of the most important topics to the game: 1. How Half-Life is a key step in the evolution from the composite style of videogame design to the set piece of style of design; 2. How Half-Life defined almost all of the core concepts of the cover-based shooter, and redefined the level architecture of the FPS genre; 3. The small tricks and flourishes that Half-Life used to tell a story through its mechanics, AI and environments--back cover.

Book The Official Tomb Raider Files

Download or read book The Official Tomb Raider Files written by S. Hamilton and published by . This book was released on 2001 with total page 62 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Tomb Raider  The Beginning

Download or read book Tomb Raider The Beginning written by Rhianna Pratchett and published by Dark Horse Comics. This book was released on 2015-08-05 with total page 58 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this prelude to the exciting new entry in the _Tomb Raider_ video game saga, lead game writer Rhianna Pratchett reveals the untold story behind Lara Croft’s earliest adventure. Join Lara and the crew of the _Endurance_ as they prepare for a thrilling journey to uncover the lost kingdom of Yamatai. For over fifteen years, the _Tomb Raider_ adventures have been some the most enduring and popular in the world of video games. Now, Lara Croft’s bold new re-imagining is further explored by some of comics’ most talented creators in this exclusive volume.

Book Fate

    Book Details:
  • Author : Leonard Balsera
  • Publisher :
  • Release : 2013-07-03
  • ISBN : 9781613170298
  • Pages : 308 pages

Download or read book Fate written by Leonard Balsera and published by . This book was released on 2013-07-03 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: Grab your plasma rifles, spell components, and jetpacks! Name your game; Fate Core is the foundation that can make it happen. Fate Core is a flexible system that can support whatever worlds you dream up. Have you always wanted to play a post-apocalyptic spaghetti western with tentacle monsters? Swords and sorcery in space? Wish there was a game based on your favorite series of books, film, or television, but it never happened? Fate Core is your answer. Fate Core is a tabletop roleplaying game about proactive, capable people who lead dramatic lives. The type of drama they experience is up to you. But wherever they go, you can expect a fun storytelling experience full of twists...of fate. GAME INFORMATION Number of players: 3-6 Age of players: 12+ Length: 2-8 hours Type of Game: Roleplaying Game Languages Available: English Suggested Retail: $25.00 Game Designers: Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson

Book Embedded Core Design with FPGAs

Download or read book Embedded Core Design with FPGAs written by Zainalabedin Navabi and published by McGraw Hill Professional. This book was released on 2006-09-13 with total page 458 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Complete Toolkit for Designing Embedded Cores and Utilizing Those Cores in an Embedded System A landmark guide in digital system design, Embedded Core Design with FPGAs equips today's computer engineers with everything they need to design embedded cores and apply those cores in a state-of-the-art embedded system. This practical resource brings together logic design, computer architecture, Verilog, FPGAs, Hardware/Software design, and SoCs, explaining how engineers can draw on their computer engineering background to achieve cutting-edge embedded designs. Renowned design expert and educator Zainalabedin Navabi first covers the basics of logic design, RT Level Verilog, computer architectures, and the architecture of modern field programmable devices. He then explores the design of utility cores that are used for high-level core-based designs, with specific focus on existing Altera cores. Finally, he describes higher-end design methodologies, including design of hardware/software systems, CPU configurations, embedded systems, and the utilization of various Altera Nios II processors. Embedded Core Design with FPGAs features: A full array of design aids, including Verilog, FPLD structures, design and programming environments, and software and hardware tools The latest embedded system design techniques, including use of high-level integrated environments, SOPC development tools, utilizing existing processor cores, and developing your own customized processor A clear focus on utilizing Altera's new DE series and UP3 development boards and design software, including SOPC Builder and IDE software design environment Master Every Aspect of Embedded Core Design--High-Level Hardware/Software Design Concepts: High-Level System Design Methodology RT Level Logic Design RT Level Verilog Computer Hardware and Software Programming Languages FPGA Architecture and Utilization FPGA-Based Design of Embedded Cores: Implementation of Basic Interface Components Configurable Cores Custom Cores CPU Cores Core-Based System Design Using Development Boards for Prototyping System Design with Processor Cores: Design with a Customer Embedded CPU Embedded Core DSP Application Embedded Microcontroller with Keyboard and Display Interfaces Using Embedded Design Hardware and Software Tools Nios II Processor Nios II-Based Hardware/Software System Design

Book Games  Design and Play

    Book Details:
  • Author : Colleen Macklin
  • Publisher : Addison-Wesley Professional
  • Release : 2016-05-19
  • ISBN : 0134392221
  • Pages : 372 pages

Download or read book Games Design and Play written by Colleen Macklin and published by Addison-Wesley Professional. This book was released on 2016-05-19 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game’s design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!