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Book Half Life 2 Mods For Dummies

Download or read book Half Life 2 Mods For Dummies written by Erik Guilfoyle and published by John Wiley & Sons. This book was released on 2007-01-29 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: Modify gameplay, add textures, and integrate amazing effects Develop intense environments, then share your design with players online How cool would it be to build your own levels and customized weapons for Half-Life 2? This book will get you ready to mod so you can enjoy the ultimate gaming experience. You'll find out how to create your own maps, strategically place high-tech military equipment, and modify your levels for smoother play. All this on the bonus CD-ROM Samples from the book A video walk-through of your first mod Adobe(r) Photoshop(r) CS2 tryout version NormalMapGenerator and Compressonator by ATI Technologies, Inc. Packrat version 0.95 for Half-Life 2 and Adobe Photoshop Normal Map and DDS Authoring Plugins For details and complete system requirements, see the CD-ROM appendix. Discover how to Design maps and playing levels Load your creation into the game Expand your map with additions Include armor and weapons Distribute levels on the Web Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

Book Machinima For Dummies

    Book Details:
  • Author : Hugh Hancock
  • Publisher : John Wiley & Sons
  • Release : 2007-07-31
  • ISBN : 0470195835
  • Pages : 434 pages

Download or read book Machinima For Dummies written by Hugh Hancock and published by John Wiley & Sons. This book was released on 2007-07-31 with total page 434 pages. Available in PDF, EPUB and Kindle. Book excerpt: Use this book to learn how you can, at little or no expense, make virtually any movie using Machinima. The authors guide you from making your first Machinima movie to a grounding in both conventional filmmaking and Machinima technology that will let you tackle very complex film projects. The book focuses on the following Machinima platforms: The Sims 2: Arguably the most popular Machinima platform of all time, The Sims 2 allows you to tell stories ranging from romance to noir action. World Of Warcraft: Tell your own tales of heroism in the world of Azeroth, following in the footsteps of award-winning Machinima creators and even the makers of South Park. Medieval 2: Total War - This astonishing new game allows you to create Lord of the Rings-scale medieval battle films using just a home computer! MovieStorm: For the first time, unleash the power of Machinima as a professional user using a fully-featured, fully-licensed commercial Machinima platform. You'll be introduced to all aspects of Machinima production, from live filming in a game through the creation of sets, props and characters, as well as the basics of cinematography, storytelling and sound design.

Book Crowdsourcing

Download or read book Crowdsourcing written by Jeff Howe and published by Crown Currency. This book was released on 2008-08-26 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: “The amount of knowledge and talent dispersed among the human race has always outstripped our capacity to harness it. Crowdsourcing ­corrects that—but in doing so, it also unleashes the forces of creative destruction.” —From Crowdsourcing First identified by journalist Jeff Howe in a June 2006 Wired article, “crowdsourcing” describes the process by which the power of the many can be leveraged to accomplish feats that were once the province of the specialized few. Howe reveals that the crowd is more than wise—it’s talented, creative, and stunningly productive. Crowdsourcing activates the transformative power of today’s technology, liberating the latent potential within us all. It’s a perfect meritocracy, where age, gender, race, education, and job history no longer matter; the quality of work is all that counts; and every field is open to people of every imaginable background. If you can perform the service, design the product, or solve the problem, you’ve got the job. But crowdsourcing has also triggered a dramatic shift in the way work is organized, talent is employed, research is conducted, and products are made and marketed. As the crowd comes to supplant traditional forms of labor, pain and disruption are inevitable. Jeff Howe delves into both the positive and negative consequences of this intriguing phenomenon. Through extensive reporting from the front lines of this revolution, he employs a brilliant array of stories to look at the economic, cultural, business, and political implications of crowdsourcing. How were a bunch of part-time dabblers in finance able to help an investment company consistently beat the market? Why does Procter & Gamble repeatedly call on enthusiastic amateurs to solve scientific and technical challenges? How can companies as diverse as iStockphoto and Threadless employ just a handful of people, yet generate millions of dollars in revenue every year? The answers lie within these pages. The blueprint for crowdsourcing originated from a handful of computer programmers who showed that a community of like-minded peers could create better products than a corporate behemoth like Microsoft. Jeff Howe tracks the amazing migration of this new model of production, showing the potential of the Internet to create human networks that can divvy up and make quick work of otherwise overwhelming tasks. One of the most intriguing ideas of Crowdsourcing is that the knowledge to solve intractable problems—a cure for cancer, for instance—may already exist within the warp and weave of this infinite and, as yet, largely untapped resource. But first, Howe proposes, we need to banish preconceived notions of how such problems are solved. The very concept of crowdsourcing stands at odds with centuries of practice. Yet, for the digital natives soon to enter the workforce, the technologies and principles behind crowdsourcing are perfectly intuitive. This generation collaborates, shares, remixes, and creates with a fluency and ease the rest of us can hardly understand. Crowdsourcing, just now starting to emerge, will in a short time simply be the way things are done.

Book Half Life 2 Titles

    Book Details:
  • Author :
  • Publisher : PediaPress
  • Release :
  • ISBN :
  • Pages : 71 pages

Download or read book Half Life 2 Titles written by and published by PediaPress. This book was released on with total page 71 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Half Life Series

    Book Details:
  • Author :
  • Publisher : PediaPress
  • Release :
  • ISBN :
  • Pages : 283 pages

Download or read book Half Life Series written by and published by PediaPress. This book was released on with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Maximum PC

    Book Details:
  • Author :
  • Publisher :
  • Release : 2007
  • ISBN :
  • Pages : 96 pages

Download or read book Maximum PC written by and published by . This book was released on 2007 with total page 96 pages. Available in PDF, EPUB and Kindle. Book excerpt: Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.

Book   The Orange Box

    Book Details:
  • Author :
  • Publisher : PediaPress
  • Release :
  • ISBN :
  • Pages : 107 pages

Download or read book The Orange Box written by and published by PediaPress. This book was released on with total page 107 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Quake 4 Mods For Dummies

Download or read book Quake 4 Mods For Dummies written by Erik Guilfoyle and published by John Wiley & Sons. This book was released on 2006-07-14 with total page 411 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rather than starting from scratch, would-be game developers can take advantage of freely available 3D game engines so that they can focus on the fun part-creating the game-rather than first creating the technology necessary to create the game. Mods alter the way a game is played, whether it means adding a new weapon, adding a whole new level to play, or even changing the rules of the game. This book contains step-by-step instruction for those interested in using id Software's Quake game engine to create modifications to the game. Covers installing the editor, thinking up an initial mod, making.

Book Guinness World Records 2017 Gamer   s Edition

Download or read book Guinness World Records 2017 Gamer s Edition written by Guinness World Records and published by Guinness World Records. This book was released on 2016-11-15 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: It’s time to celebrate the 10th anniversary of the Guinness World Records: Gamer’s Edition! With over four million copies sold, this is the ultimate annual for every gaming fan. It’s bursting with the latest facts and stats on your favorite games from the futuristic soccer action of Rocket League to the psychedelic paint battles of Splatoon. And as Star Wars mania explodes once again, we explore everything Jedi in a special feature section. Plus, you’ll get a sneak peek at all-new games from the ever-evolving gaming universe! Get an inside look at the indie game scene, the big-money world of eSports, and a celebration of 25 years of Mario Kart. There’s everything from space shooters such as Destiny, to RPGs such as Fallout 4, to the hit sport series FIFAand Madden. We’ve got sims, strategy games, and horror titles, and we also take a look at the toys-to-life phenomenon. From League of Legends to The Legend of Zelda, it’s all here in the 2017 edition of Guinness World Records: Gamer’s Edition!

Book Maximum PC

    Book Details:
  • Author :
  • Publisher :
  • Release : 2007
  • ISBN :
  • Pages : 96 pages

Download or read book Maximum PC written by and published by . This book was released on 2007 with total page 96 pages. Available in PDF, EPUB and Kindle. Book excerpt: Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.

Book Video Gaming

    Book Details:
  • Author :
  • Publisher : PediaPress
  • Release :
  • ISBN :
  • Pages : 189 pages

Download or read book Video Gaming written by and published by PediaPress. This book was released on with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.

Book Creating Games

    Book Details:
  • Author : Morgan McGuire
  • Publisher : CRC Press
  • Release : 2008-12-23
  • ISBN : 1568813058
  • Pages : 559 pages

Download or read book Creating Games written by Morgan McGuire and published by CRC Press. This book was released on 2008-12-23 with total page 559 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating Games offers a comprehensive overview of the technology, content, and mechanics of game design. It emphasizes the broad view of a games team and teaches you enough about your teammates' areas so that you can work effectively with them. The authors have included many worksheets and exercises to help get your small indie team off the ground. Special features: Exercises at the end of each chapter combine comprehension tests with problems that help the reader interact with the material Worksheet exercises provide creative activities to help project teams generate new ideas and then structure them in a modified version of the format of a game industry design document Pointers to the best resources for digging deeper into each specialized area of game development Website with worksheets, figures from the book, and teacher materials including study guides, lecture presentations, syllabi, supplemental exercises, and assessment materials

Book Encyclopedia of Networked and Virtual Organizations

Download or read book Encyclopedia of Networked and Virtual Organizations written by Putnik, Goran D. and published by IGI Global. This book was released on 2008-03-31 with total page 2048 pages. Available in PDF, EPUB and Kindle. Book excerpt: [Administration (référence électronique] ; informatique].

Book Half life 2

Download or read book Half life 2 written by Valve (Firm) and published by . This book was released on 2004 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: *Unprecedented access behindHalf-LifeandHalf-Life 2 *A forward by Valve founder Gabe Newell *Hundreds of art, design, preproduction, and other art pieces crammed into the book *Over a dozen key members of Valve's staff interviewed *Officially approved by Valve *Behind City 17 and other locations *The development of the Source engine *A rogue's gallery of beasts, characters, and monstrosities *Key weapons development revelations *A tour of many of the game's locations, from inception to completion *Filled with art, screens, and anecdotes from the Valve team

Book Indie Games

    Book Details:
  • Author : Bounthavy Suvilay
  • Publisher : Ablaze Publishing
  • Release : 2020-02-04
  • ISBN :
  • Pages : 232 pages

Download or read book Indie Games written by Bounthavy Suvilay and published by Ablaze Publishing. This book was released on 2020-02-04 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have grown exponentially in recent years and have captured the hearts of millions thanks to the success of titles such as Minecraft, Journey, Limbo, Dead Cells, The Banner Saga or Firewatch. To compete with the blockbusters, the independents have had to be massively creative and come up with innovative gameplay, top-notch writing, original graphic universes, and sumptuous soundtracks. INDIE GAMES pays homage to some of the greatest success stories in the world of independent video games. Superbly illustrated, INDIE GAMES contains more than three hundred images from titles that revolutionized the gaming industry. Full of anecdotes and interviews with personalities like industry veteran Eric Chahi and young designers like Ian Dallas. You will see behind the scenes at Indie studios, revealing the creators, designs and marketing. This exploration will give you a better understanding on what is an “Indie” game. Official and authorized, with the participation of studios around the world, including over 50 interviews highlighting over 70 games, INDIE GAMES is the most complete and up-to-date overview of indie video gaming. With exclusive behind the scenes content provided by the studios, it serves as a fitting tribute to the audacity of these developers, who have elevated video games into an art.

Book Maximum PC

    Book Details:
  • Author :
  • Publisher :
  • Release : 2004
  • ISBN :
  • Pages : 104 pages

Download or read book Maximum PC written by and published by . This book was released on 2004 with total page 104 pages. Available in PDF, EPUB and Kindle. Book excerpt: Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.

Book Essential XNA Game Studio 2 0 Programming

Download or read book Essential XNA Game Studio 2 0 Programming written by Jim Perry and published by Jones & Bartlett Learning. This book was released on 2010-10-25 with total page 554 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essential XNA Game Studio 2.0 Programming provides both hobbyists and experienced programmers with the information they need to take advantage of Microsoft’s powerful XNA Framework and XNA Game Studio to produce professional-level games for both the PC and the Xbox 360. Beginners learn the fundamentals of 2D game development, creating a complete top-down shooter. Intermediate and advanced users can jump right into 3D game development and create a version of the 3D game that takes advantage of hardware acceleration using High-Level Shader Language (HLSL). Learn how to build an input system to receive events from devices; use the Microsoft Cross-Platform Audio Creation Tool (XACT) to integrate sounds and music into your game; design difficulty systems to tailor your game to players with different skill levels; create a multiplayer game using the networking features of the XNA Framework; implement an achievement system to provide incentive for continued play of your game.