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Book Introduction to Game Design  Prototyping  and Development

Download or read book Introduction to Game Design Prototyping and Development written by Jeremy Gibson Bond and published by Addison-Wesley Professional. This book was released on 2014-07-04 with total page 944 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn Game Design, Prototyping, and Programming with Today’s Leading Tools: Unity™ and C# Award-winning game designer and professor Jeremy Gibson has spent the last decade teaching game design and working as an independent game developer. Over the years, his most successful students have always been those who effectively combined game design theory, concrete rapid-prototyping practices, and programming skills. Introduction to Game Design, Prototyping, and Development is the first time that all three of these disciplines have been brought together into a single book. It is a distillation of everything that Gibson has learned teaching hundreds of game designers and developers in his years at the #1 university games program in North America. It fully integrates the disciplines of game design and computer programming and helps you master the crucial practice of iterative prototyping using Unity. As the top game engine for cross-platform game development, Unity allows you to write a game once and deliver it to everything from Windows, OS X, and Linux applications to webpages and all of the most popular mobile platforms. If you want to develop games, you need strong experience with modern best practices and professional tools. There’s no substitute. There’s no shortcut. But you can get what you need in this book. COVERAGE INCLUDES In-depth tutorials for eight different game prototypes Developing new game design concepts Moving quickly from design concepts to working digital prototypes Improving your designs through rapid iteration Playtesting your games and interpreting the feedback that you receive Tuning games to get the right “game balance” and “game feel” Developing with Unity, today’s best engine for independent game development Learning C# the right way Using Agile and Scrum to efficiently organize your game design and development process Debugging your game code Getting into the highly competitive, fast-changing game industry

Book Introduction to Game Design  Prototyping  and Development

Download or read book Introduction to Game Design Prototyping and Development written by Jeremy Gibson and published by Pearson Education. This book was released on 2015 with total page 944 pages. Available in PDF, EPUB and Kindle. Book excerpt: This hands-on guide covers both game development and design, and both Unity and C♯. This guide illuminates the basic tenets of game design and presents a detailed, project-based introduction to game prototyping and development, using both paper and the Unity game engine.

Book Players Making Decisions

Download or read book Players Making Decisions written by Zack Hiwiller and published by New Riders. This book was released on 2015-12-09 with total page 646 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it

Book Pro JavaScript Development

Download or read book Pro JavaScript Development written by Den Odell and published by Apress. This book was released on 2014-08-28 with total page 454 pages. Available in PDF, EPUB and Kindle. Book excerpt: Pro JavaScript Development is a practical guide for front-end web developers who are experienced at building web pages with HTML, CSS, and JavaScript, and now wish to advance their JavaScript skills to a higher level. You will learn how to build large, well-structured, high quality, mobile-optimized web sites and apps, using the latest supported browser APIs, language features, and tools. This book teaches and shows you in practical hands-on terms how you can: Master the performance, reliability, stability, and code manageability of your JavaScript Understand and write efficient object-oriented and prototypal code, including full understanding of the ‘this’ keyword Boost the performance of your JavaScript code Architect large web applications using common design patterns Write high quality JavaScript code and avoid the pitfalls most likely to cause errors Manage code dependencies with AMD and RequireJS Develop for mobile, build games, and set up a real-time video chat using modern APIs such as Geolocation, Canvas and WebRTC Document your code as the professionals do Write command-line and web server applications in JavaScript with Node.js, Use build tools, such as Grunt and Gulp, to automate repetitive tasks and improve your development workflow Using real-world examples and applications that you'll build yourself, Pro JavaScript Development has unique, practical content that will make you a better JavaScript developer. Become a master of the latest JavaScript coding techniques and tools, and harness its best capabilities today.

Book Digital Human Modeling  Applications in Health  Safety  Ergonomics  and Risk Management  Health and Safety

Download or read book Digital Human Modeling Applications in Health Safety Ergonomics and Risk Management Health and Safety written by Vincent G. Duffy and published by Springer. This book was released on 2017-06-28 with total page 448 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two-volume set LNCS 10286 + 10287 constitutes the refereed proceedings of the 8th International Conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics, and Risk Management, DHM 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 75 papers presented in these volumes were organized in topical sections as follows: Part I: anthropometry, ergonomics, design and comfort; human body and motion modelling; smart human-centered service system design; and human-robot interaction. Part II: clinical and health information systems; health and aging; health data analytics and visualization; and design for safety.

Book Playful User Interfaces

Download or read book Playful User Interfaces written by Anton Nijholt and published by Springer Science & Business Media. This book was released on 2014-02-17 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.

Book Games and Learning Alliance

Download or read book Games and Learning Alliance written by Pierpaolo Dondio and published by Springer Nature. This book was released on 2023-11-28 with total page 481 pages. Available in PDF, EPUB and Kindle. Book excerpt: This LNCS volume constitutes the proceedings of 12th International Conference, GALA 2023, in Dublin, Ireland, held during November/December 2023. The 36 full papers and 13 short papers were carefully reviewed and selected from 88 submissions. The papers contained in this book have been organized into six categories, reflecting the variety of theoretical approaches and application domains of research into serious games: 1. The Serious Games and Game Design 2. User experience, User Evaluation and User Analysis in Serious Games 3. Serious Games for Instruction 4. Serious Games for Health, Wellbeing and Social Change 5. Evaluating and Assessing Serious Games Elements 6. Posters

Book Enhancing the Power of the Internet

Download or read book Enhancing the Power of the Internet written by Masoud Nikravesh and published by Springer. This book was released on 2012-09-07 with total page 407 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents reports from the forefront of soft computing in the Internet industry and covers important topics in the field such as search engines, fuzzy query, decision analysis and support systems as well as e-business and e-commerce.

Book Game Design Workshop

    Book Details:
  • Author : Tracy Fullerton
  • Publisher : CRC Press
  • Release : 2014-03-05
  • ISBN : 1482217163
  • Pages : 540 pages

Download or read book Game Design Workshop written by Tracy Fullerton and published by CRC Press. This book was released on 2014-03-05 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.

Book Le Football

    Book Details:
  • Author : Russ Crawford
  • Publisher : U of Nebraska Press
  • Release : 2016-08
  • ISBN : 0803290306
  • Pages : 365 pages

Download or read book Le Football written by Russ Crawford and published by U of Nebraska Press. This book was released on 2016-08 with total page 365 pages. Available in PDF, EPUB and Kindle. Book excerpt: There are two kinds of football in France. American football was first played in France in 1909 during the cruise of the Great White Fleet. Then, during World War I, the American military shipped footballs, helmets, and shoulder pads alongside rifles and ammunition to the western front. A 1938 tour of two teams lead by Jim Crowley of Fordham University maintained the game until World War II, when the arrival of millions of young Americans in France motivated the U.S. military to sponsor several bowl games. During the 1950s and 1960s, when the United States occupied bases in France during the Cold War, American soldiers, sailors, and airmen played more than a thousand football games. When France withdrew from NATO, however, American bases were forced to close, leaving American football without a natural home on Gallic shores. In the 1970s American college and semi-pro teams tried once more to generate interest in the game among French nationals through a series of tours, but until a French physical education instructor vacationed in Colorado and brought equipment back to France, there was little local enthusiasm for the sport. On the back of that vacation, and from one team in Paris, organized American football in France grew to more than 215 teams with more than 22,000 active players today. Le Football tackles the struggles and successes of American football in France and discusses how, unlike baseball and basketball, football has never been an overt instrument of American cultural influence. Russ Crawford keeps the chains moving as he shows how the modern, homegrown sport developed largely independent of American encouragement into a small but successful culture.

Book A Playful Production Process

Download or read book A Playful Production Process written by Richard Lemarchand and published by MIT Press. This book was released on 2021-10-12 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: How to achieve a happier and healthier game design process by connecting the creative aspects of game design with techniques for effective project management. This book teaches game designers, aspiring game developers, and game design students how to take a digital game project from start to finish—from conceptualizing and designing to building, playtesting, and iterating—while avoiding the uncontrolled overwork known among developers as “crunch.” Written by a legendary game designer, A Playful Production Process outlines a process that connects the creative aspects of game design with proven techniques for effective project management. The book outlines four project phases—ideation, preproduction, full production, and post-production—that give designers and developers the milestones they need to advance from the first glimmerings of an idea to a finished game.

Book New Frontiers for Entertainment Computing

Download or read book New Frontiers for Entertainment Computing written by Paolo Ciancarini and published by Springer. This book was released on 2008-07-08 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 1st IFIP Entertainment Computing Symposium held in Milan, Italy on September 7-10, 2008. The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems modeling and optimization; information systems; computers and society; computer systems technology; security and protection in information processing systems; artificial intelligence; and human-computer interaction. Proceedings and post-proceedings of refereed international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research. The principal aim of the IFIP series is to encourage education and the dissemination and exchange of information about all aspects of computing.

Book Unlocking the Potential of Puzzle based Learning

Download or read book Unlocking the Potential of Puzzle based Learning written by Scott Nicholson and published by SAGE. This book was released on 2020-12-16 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover the educational power of puzzle-based learning. Understand the principles of effective game design, the power of well-crafted narratives and how different game mechanics can support varied learning objectives. Applying escape room concepts to the classroom, this book offers practical advice on how to create immersive, collaborative learning experiences for your students without the need for expensive resources and tools. Packed with examples, including a full sample puzzle game for you to use with your students, this book is a primer for classroom teachers on designing robust learning activities using problem-solving principles.

Book The Ludotronics Game Design Methodology

Download or read book The Ludotronics Game Design Methodology written by J. Martin and published by CRC Press. This book was released on 2023-08-24 with total page 423 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book supports readers to transition to more advanced independent game projects by deepening their understanding of the concept development process. It covers how to make concepts sufficiently viable, ambitious, and innovative to warrant the creation of a polished prototype in preparation of a publisher pitch. The book is divided into six sections. After a brief tutorial (Preliminary Phase), readers embark on a journey along the book’s methodology. They travel through successive conceptual phases (Preparations, Procedures, Processes, and Propositions); advance through levels and action beats in each of these phases; master challenges (conceptual tasks) and overcome level bosses (design decisions) that become successively harder; collect items (fulfilled documentation tasks); and “win” the game by having progressed from a raw, initial idea to a full-fledged, polished game treatment. Additional resources for the book are available at ludotronics.net. This book is designed to support junior and senior year BA or MA students in game design programs, as well as novice indie developers and those in the early stages of their game design career.

Book Game Mechanics

    Book Details:
  • Author : Ernest Adams
  • Publisher : New Riders
  • Release : 2012-06-18
  • ISBN : 0132946688
  • Pages : 442 pages

Download or read book Game Mechanics written by Ernest Adams and published by New Riders. This book was released on 2012-06-18 with total page 442 pages. Available in PDF, EPUB and Kindle. Book excerpt: This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.

Book Advances in Computer Entertainment

Download or read book Advances in Computer Entertainment written by Dennis Reidsma and published by Springer. This book was released on 2013-11-08 with total page 692 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI; and theory. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.

Book The Audio Home Recording Act of 1991

    Book Details:
  • Author : United States. Congress. Senate. Committee on the Judiciary. Subcommittee on Patents, Copyrights, and Trademarks
  • Publisher :
  • Release : 1992
  • ISBN :
  • Pages : 292 pages

Download or read book The Audio Home Recording Act of 1991 written by United States. Congress. Senate. Committee on the Judiciary. Subcommittee on Patents, Copyrights, and Trademarks and published by . This book was released on 1992 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: