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EBookClubs

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Book Guns  Grenades  and Grunts

Download or read book Guns Grenades and Grunts written by Gerald A. Voorhees and published by Bloomsbury Publishing USA. This book was released on 2012-11-02 with total page 448 pages. Available in PDF, EPUB and Kindle. Book excerpt: Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.

Book Guns  Grenades  and Grunts

Download or read book Guns Grenades and Grunts written by Gerald A. Voorhees and published by Bloomsbury Publishing USA. This book was released on 2012-11-02 with total page 448 pages. Available in PDF, EPUB and Kindle. Book excerpt: Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.

Book Guns  Grenades  and Grunts

Download or read book Guns Grenades and Grunts written by Gerald A. Voorhees and published by . This book was released on 2012 with total page 437 pages. Available in PDF, EPUB and Kindle. Book excerpt: Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary socia.

Book First Person

    Book Details:
  • Author : Noah Wardrip-Fruin
  • Publisher : MIT Press
  • Release : 2004
  • ISBN : 9780262232326
  • Pages : 360 pages

Download or read book First Person written by Noah Wardrip-Fruin and published by MIT Press. This book was released on 2004 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.

Book First Person Shooter Videogames

Download or read book First Person Shooter Videogames written by Alberto Oya and published by BRILL. This book was released on 2023-12-18 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a comprehensive and accessible characterisation of the first-person shooter videogame genre. After providing an overview of the history of the first-person shooter videogame genre, Alberto Oya comments on the various defining peculiarities of this genre, namely the first-person perspective, the shooting gaming mechanics, the heroic in-game narrative or background story, and multiplayer gaming. Oya also argues that educators can use first-person shooter videogames to encourage their students to reflect on historical and philosophical issues.

Book Dungeons and Dreamers

    Book Details:
  • Author : Brad King
  • Publisher : Etc Press
  • Release : 2014-03
  • ISBN : 9780991222728
  • Pages : 278 pages

Download or read book Dungeons and Dreamers written by Brad King and published by Etc Press. This book was released on 2014-03 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: Before the multibillion computer game industry, there was Dungeons & Dragons, a tabletop game created by Gary Gygax and Dave Arneson in 1974. D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

Book Fundamentals of Shooter Game Design

Download or read book Fundamentals of Shooter Game Design written by Ernest Adams and published by New Riders. This book was released on 2014-12-17 with total page 442 pages. Available in PDF, EPUB and Kindle. Book excerpt: You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the shooter games genre. This focused guides gives you exactly what you need. It walks you through the process of designing for the shooter game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.

Book Writing for Video Game Genres

Download or read book Writing for Video Game Genres written by Wendy Despain and published by CRC Press. This book was released on 2009-02-26 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book, written and edited by members of the International Game Developers Association (IGDA) Game Writing Special Interest Group, follows the acclaimed Professional Techniques for Video Game Writing to deliver practical advice from seasoned veterans on the special challenges of writing for first-person shooter games (FPS), role-playing games (R

Book Pro Unity Game Development with C

Download or read book Pro Unity Game Development with C written by Alan Thorn and published by Apress. This book was released on 2014-05-29 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Pro Unity Game Development with C#, Alan Thorn, author of Learn Unity for 2D Game Development and experienced game developer, takes you through the complete C# workflow for developing a cross-platform first person shooter in Unity. C# is the most popular programming language for experienced Unity developers, helping them get the most out of what Unity offers. If you're already using C# with Unity and you want to take the next step in becoming an experienced, professional-level game developer, this is the book you need. Whether you are a student, an indie developer, or a season game dev professional, you'll find helpful C# examples of how to build intelligent enemies, create event systems and GUIs, develop save-game states, and lots more. You'll understand and apply powerful programming concepts such as singleton classes, component based design, resolution independence, delegates, and event driven programming. By the end of the book, you will have a complete first person shooter game up and running with Unity. Plus you'll be equipped with the know-how and techniques needed to deploy your own professional-grade C# games. If you already know a bit of C# and you want to improve your Unity skills, this is just the right book for you.

Book Building an FPS Game with Unity

Download or read book Building an FPS Game with Unity written by John P. Doran and published by Packt Publishing Ltd. This book was released on 2015-10-30 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create a high-quality first person shooter game using the Unity game engine and the popular UFPS and Probuilder frameworks About This Book Learn how to use Unity in conjunction with UFPS and ProBuilder to create a high-quality game quickly Create both interior and exterior environments A step-by step guide to building a project with clear examples and instructions to create a number of interesting scenarios Who This Book Is For This book is for those who want to create an FPS game in Unity and gain knowledge on how to customize it to be their very own. If you are familiar with the basics of Unity, you will have an easier time, but it should make it possible for someone with no prior experience to learn Unity at an accelerated pace. What You Will Learn Use UFPS to build custom weapons with custom meshes and behaviors Explore level design as you prototype levels, making use of Prototype to build levels out quickly Build environments that are realistic as possible while keeping peak performance and repetitiveness down Review tips and tricks on how to create environments using both terrain for outdoor areas and a modular workflow for interiors Develop a number of different encounters that your players can fight against, from a simple turret enemy to complex AI characters from Shooter AI Discover how to create unique objects such as exploding barrels and objects you can interact with Create a custom GUI to help your game stand out from the crowd Package your game for release, create an installer, and get your game out into the world In Detail Unity, available in free and pro versions, is one of the most popular third-party game engines available. It is a cross-platform game engine, making it easy to write your game once and then port it to PC, consoles, and even the web, making it a great choice for both indie and AAA developers. Building an FPS Game in Unity takes readers on an exploration of how to use Unity to create a 3D first person shooter (FPS) title, leveraging the powerful UFPS framework by VisionPunk and Prototype/ProBuilder 2.0 by ProCore3D. After some setting up, you will start by learning how to create custom weapons, prototype levels, create exterior and interior environments, and breathe life into our levels. We will then add polish to the levels. Finally, we will create a custom GUI and menus for our title to create a complete package. Style and approach An easy-to-follow guide with each project containing step-by-step explanations, diagrams, screenshots, and downloadable material. Concepts in Unity and C# are explained as they are used and for the more inquisitive, there are more details on the concepts used with additional external resources to learn from.

Book Atari to Zelda

Download or read book Atari to Zelda written by Mia Consalvo and published by MIT Press. This book was released on 2016-04-08 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: The cross-cultural interactions of Japanese videogames and the West, from DIY localization by fans to corporate strategies of “Japaneseness.” In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.

Book Fundamentals of Shooter Game Design

Download or read book Fundamentals of Shooter Game Design written by Ernest W. Adams and published by Pearson Education. This book was released on 2014 with total page 55 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Video Game Spaces

Download or read book Video Game Spaces written by Michael Nitsche and published by MIT Press. This book was released on 2008-12-05 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Art of Game Design

    Book Details:
  • Author : Jesse Schell
  • Publisher : CRC Press
  • Release : 2008-08-04
  • ISBN : 0123694965
  • Pages : 522 pages

Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2008-08-04 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.

Book DOOM

    Book Details:
  • Author : Dan Pinchbeck
  • Publisher : University of Michigan Press
  • Release : 2013-06-18
  • ISBN : 0472028936
  • Pages : 199 pages

Download or read book DOOM written by Dan Pinchbeck and published by University of Michigan Press. This book was released on 2013-06-18 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: In December 1993, gaming changed forever. id Software's seminal shooter DOOM was released, and it shook the foundations of the medium. Daniel Pinchbeck brings together the complete story of DOOM for the first time. This book takes a look at the early days of first-person gaming and the video game studio system. It discusses the prototypes and the groundbreaking technology that drove the game forward and offers a detailed analysis of gameplay and level design. Pinchbeck also examines DOOM's contributions to wider gaming culture, such as online multiplay and the modding community, and the first-person gaming genre, focusing on DOOM's status as a foundational title and the development of the genre since 1993. Pinchbeck draws extensively from primary data: from the game itself, from the massive fan culture surrounding the title, and from interviews with the developers who made it. This book is not only the definitive work on DOOM but a snapshot of a period of gaming history, a manifesto for a development ethos, and a celebration of game culture at its best.

Book Autonomous Control for a Reliable Internet of Services

Download or read book Autonomous Control for a Reliable Internet of Services written by Ivan Ganchev and published by Springer. This book was released on 2018-05-30 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: This open access book was prepared as a Final Publication of the COST Action IC1304 “Autonomous Control for a Reliable Internet of Services (ACROSS)”. The book contains 14 chapters and constitutes a show-case of the main outcome of the Action in line with its scientific goals. It will serve as a valuable reference for undergraduate and post-graduate students, educators, faculty members, researchers, engineers, and research strategists working in this field. The explosive growth of the Internet has fundamentally changed the global society. The emergence of concepts like SOA, SaaS, PaaS, IaaS, NaaS, and Cloud Computing in general has catalyzed the migration from the information-oriented Internet into an Internet of Services (IoS). This has opened up virtually unbounded possibilities for the creation of new and innovative services that facilitate business processes and improve the quality of life. However, this also calls for new approaches to ensuring the quality and reliability of these services. The objective of this book is, by applying a systematic approach, to assess the state-of-the-art and consolidate the main research results achieved in this area.

Book Programming a Multiplayer FPS in DirectX

Download or read book Programming a Multiplayer FPS in DirectX written by Vaughan Young and published by Cengage Learning. This book was released on 2005 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teaches beginning C++ programmers how to develop an original first person shooter game from scratch using DirectX--each chapter builds upon the previous as the game evolves and new features are added to create a fully functioning game. Original. (Intermediate)