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Book Superheroes and Identities

Download or read book Superheroes and Identities written by Mel Gibson and published by Routledge. This book was released on 2016-03-22 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: Superheroes have been the major genre to emerge from comics and graphic novels, saturating popular culture with images of muscular men and sexy women. A major aspect of this genre is identity in the roles played by individuals, the development of identities through extended stories and in the ways the characters inspire audiences. This collection analyses stories from popular comics franchises such as Batman, Captain America, Ms Marvel and X-Men, alongside less well known comics such as Kabuki and Flex Mentallo. It explores what superhero narratives can reveal about our attitudes towards femininity, race, maternity, masculinity and queer culture. Using this approach, the volume asks questions such as why there are no black supervillains in mainstream comics, how second wave feminism and feminist film theory may help us to understand female comic book characters, the ways in which Flex Mentallo transcends the boundaries of straightness and gayness and how both fans and industry appropriate the sexual identity of superheroes. The book was originally published in a special issue of the Journal of Graphic Novels and Comics.

Book Phenomenology of the Gameworld  A Philosophical Toolbox for Video Game Developers

Download or read book Phenomenology of the Gameworld A Philosophical Toolbox for Video Game Developers written by Matthew E. Gladden and published by Defragmenter Media. This book was released on 2019-12-24 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.

Book Sidescrollers

Download or read book Sidescrollers written by Matthew Loux and published by Oni Press. This book was released on 2010-04-20 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: Brian, Brad and Matt are best described as lovable perpetual losers. They're good guys who just lack direction and are all too happy to be enjoying that lazy time after high school. Their favorite thing to do in life is to play video games, eat junk food and kick around the suburban town they live in. All of this tranquil laziness is interrupted when Brian, Brad and Matt discover that the new girl Amber (of whom Matt is sweet on) is going to that night's big local rock show with Richard, the bully football jock. Determined to steer her away from Richard, the boys are launched off of their lazy rears and forced into a grand adventure. Chased by an irate football team, a vengeful troop of Girl Scouts and a stalking evil cat that may actually be possessed by Satan, our heroes are thrust into a giant rock 'n' roll videogame adventure.

Book Mastering Game Design with Unity 2021

Download or read book Mastering Game Design with Unity 2021 written by Scott Tykoski and published by BPB Publications. This book was released on 2022-11-15 with total page 640 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn and Leverage the Power of Unity to Create Amazing Video Games! KEY FEATURES ● Discover everything to learn about Game Design, processes, and Unity's 2D and 3D engines. ● Less complicated step-by-step tutorials on building gameplay systems and improving their performance. ● Dedicated help and support for developing prototypes, releasing games, and sharpening the user experience. DESCRIPTION The Unity Engine has been steadily evolving over the past few years into one of the most powerful resources for the game development community. Its feature-rich toolkit and user-friendliness make it an ideal foundation for budding game developers. The book ‘Mastering Game Design with Unity 2021’ will walk you through creating a multimedia game from scratch, covering everything from the basics of game development to advanced design concepts. The book will help you to learn the ins and outs of scenes, game objects, input systems, physics, particles, and post-processing effects, and even get access to instructions to put your newfound skills to use. In addition, this book will help you to learn the fundamentals of game logic design, interactive narratives, game mechanics, storyboarding, and design structure in an easy-to-understand format from a coaching game expert. Whether you're brand new to the gaming industry or a seasoned developer looking to strengthen your Unity skills, this book will provide everything you need to know to design stunning 3D games, animations, 3D content, and virtual reality/augmented reality experiences in Unity 3D. WHAT YOU WILL LEARN ● Use the Unity Game Editor and Assets to design and build 3D animations and games. ● Understand important game design concepts across a variety of genres. ● Take advantage of Unity's pre-built UI, rendering, physics, and graphics systems. ● Create custom gameplay systems and elements using C# scripting. ● Figure out how to make an already existing prototype appear even better. WHO THIS BOOK IS FOR This book is for aspiring game designers, animators, and professional graphic creators who wish to create games with spectacular 3D visuals and high-quality animation effects. Readers can go through the fundamentals of game design and then learn how to use them in Unity to make their own custom video game from scratch. TABLE OF CONTENTS 1. The Unity Engine 2. Components and Prefabs 3. The Basics of Combat 4. Getting to Know UI 5. Mastering the Fundamentals 6. The Physics of Fun 7. The Joy of Animation 8. The Mind of the Enemy 9. Forging Your Weapon System 10. All About Audio 11. A Graphical Upgrade 12. So Many Particles 13. Mastering Player Progression 14. UX 15. 2D vs. 3D 16. Mastering the Genres 17. Platforms and Publishing 18. From Concept to Completion

Book An Architectural Approach to Level Design

Download or read book An Architectural Approach to Level Design written by Christopher W. Totten and published by CRC Press. This book was released on 2018-09-03 with total page 474 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explore Level Design through the Lens of Architectural and Spatial Experience Theory 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, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their 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 this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

Book Architectural Approach to Level Design

Download or read book Architectural Approach to Level Design written by Christopher W. Totten and published by CRC Press. This book was released on 2019-04-25 with total page 547 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Your Name  In Fire

    Book Details:
  • Author : Kera Emory
  • Publisher : Kera Emory
  • Release : 2016-03-15
  • ISBN :
  • Pages : 300 pages

Download or read book Your Name In Fire written by Kera Emory and published by Kera Emory. This book was released on 2016-03-15 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Sharknife  Volume Two  ZZ

Download or read book Sharknife Volume Two ZZ written by Corey Lewis and published by Oni Press. This book was released on 2012-03-01 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ceasar Hallelujah & friends return in this EPIC sequel to 2005's Sharknife: Stage First! Sharknife has fought 100 battles and its time to level up! But at what cost? Will he face defeat at the hands of his nemesis, Ombra the Orcasword? Who is Daring Hallelujah? And who are the SCARS of REXIMUS? Find out in SHARKNIFE: DOUBLE Z! Complete with new villains, new heroes, and new transformations!

Book Sharknife  Volume One  Stage First

Download or read book Sharknife Volume One Stage First written by Corey Lewis and published by Oni Press. This book was released on 2012-03-01 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Guandong Factory isn't like other restaurants. It's five stories tall, for one. For two, it produces more peach dumplings per day than most eateries do in a decade. For three, it's the home of Sharknife-a mystical protector charged with protecting the establishment from those who would do it harm! Once just a simple busboy, now Caesar Ives is something more--a crazy red rocket hero destined for greatness! But can Caesar juggle both lives? Nabbing both the girl (the supersexy Chieko Plumbheart) *and* stopping the baddies? Find out in the first fist-pounding volume by Udon Studio's Corey Lewis (Street Fighter, Rival Schools)!

Book Silenced in the Library

Download or read book Silenced in the Library written by Zeke Jarvis and published by Bloomsbury Publishing USA. This book was released on 2017-08-18 with total page 498 pages. Available in PDF, EPUB and Kindle. Book excerpt: Censorship has been an ongoing phenomenon even in "the land of the free." This examination of banned books across U.S. history examines the motivations and effects of censorship, shows us how our view of right and wrong has evolved over the years, and helps readers to understand the tremendous importance of books and films in our society. Books ranging from classics such as A Farewell to Arms, Lord of the Rings, The Catcher in the Rye, and The Color Purple as well as best-selling books such as Are You There, God? It's Me Margaret, titles in the Harry Potter series, and various books by bestselling novelist Stephen King have all been on the banned books list. What was the content that got them banned, who wanted them banned, and did the ban have the desired effect of minimizing the number of people who read the title-or did it have the opposite effect, inadvertently creating an even larger readership for the book? Silenced in the Library: Banned Books in America provides a comprehensive examination of the challenges to major books as well as the final results of these selections being deemed "unfit for public consumption." Included in its discussion are explanations of the true nature of the objections along with the motives of the authors, publishers, and major proponents of the books. Content is organized based on why the books were banned, such as sexual content, drug use, or religious objections. This approach helps readers to see trends in how people have approached the challenge of evaluating what is "proper" and shows how our societal consensus of what is acceptable has evolved over the years. Readers will come away with a fuller appreciation of the immense power of words on a page-or an eReader device-to inflame and outrage, influence opinion, incite thought, and even change the course of history.

Book Learning and Education Games  Volume Two  Bringing Games into Educational Contexts

Download or read book Learning and Education Games Volume Two Bringing Games into Educational Contexts written by Karen Schrier Shaenfeld and published by Lulu.com. This book was released on 2016 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning. This volume, Bringing Games into Educational Contexts, delves into the challenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).

Book Advanced Computing Techniques  Implementation  Informatics and Emerging Technologies

Download or read book Advanced Computing Techniques Implementation Informatics and Emerging Technologies written by Deepak Kumar and published by Bentham Science Publishers. This book was released on 2021-10-12 with total page 142 pages. Available in PDF, EPUB and Kindle. Book excerpt: A variety of computing techniques have been developed in recent times in combination with emerging technologies. Such techniques, coupled with an increase in computing power, has given credence to an information based paradigm in many fields (also termed as informatics). Informatics computing has evolved into complex structures of heterogeneous methods involving multiple data processing applications. Research on new technologies also brings new tools to use along with continuous improvements in existing tools. This reference presents contributions that cover emerging computing techniques and their implementation in computer science, informatics and engineering, as well as other important topics that are often discussed in the modern computing environment. Chapters in this book are contributed by researchers, academicians and industry experts and inform readers about current computer technologies and applications. The topics covered in the book include, online privacy, internet gaming disorder, epidemiological modelling (including COVID-19), computer security and malware detection, document sentiment analysis, and project management. This book is an interesting update on new trends in computing techniques and applications for readers interested in the latest developments in computer science.

Book Action Arcade Adventure Set

Download or read book Action Arcade Adventure Set written by Diana Gruber and published by Coriolis Group Books. This book was released on 1994 with total page 550 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book/disk set provides C programmers with everything they need to create their own action arcade games. Action Arcade Adventures reveals the real secrets of game development not found anywhere else. The disk includes an amazing game engine, complete game editor, full source code for an action arcade game, and a high-performance graphics library.

Book Super Pro K O   Volume Two  Chaos In The Cage

Download or read book Super Pro K O Volume Two Chaos In The Cage written by Jarrett Williams and published by Oni Press. This book was released on with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: IT'S TIME FOR THE MAIN EVENT! Be stupefied as King Crown Jr, Tomahawk Slamson, The Other, and the high-flying El Heroe face off under in the STEEL CAGE! But where's Joe Somiano?! Didn't he set the world on fire with his ferocious tenacity and heart?!?! Not really. He's backstage like a chump, trying to figure out how to win the SPKO fans over. WHAT A LOSER! But wait! Who is Romeo Colossus?! Does that ex-baseball superstar really think he can just waltz into Super Pro K.O. and be the ultimate wrestling champion?!? Not if Joe can help it! Find out who goes the distance in this second volume of the high-flying, kick dropping, pile driving, high-octane wrestling series, SUPER PRO K.O.!

Book The Legend of Zelda and Philosophy

Download or read book The Legend of Zelda and Philosophy written by Luke Cuddy and published by Open Court. This book was released on 2008-11-01 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: With both young and adult gamers as loyal fans, The Legend of Zelda is one of the most beloved video game series ever created. The contributors to this volume consider the following questions and more: What is the nature of the gamer’s connection to Link? Does Link have a will, or do gamers project their wills onto him? How does the gamer experience the game? Do the rules of logic apply in the game world? How is space created and distributed in Hyrule (the fictional land in which the game takes place)? How does time function? Is Zelda art? Can Hyrule be seen as an ideal society? Can the game be enjoyable without winning? The Legend of Zelda and Philosophy not only appeals to Zelda fans and philosophers but also puts video games on the philosophical map as a serious area of study.

Book Killer Game Programming in Java

Download or read book Killer Game Programming in Java written by Andrew Davison and published by "O'Reilly Media, Inc.". This book was released on 2005-05-20 with total page 1000 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers.Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects.Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.

Book Developing Games in Java

Download or read book Developing Games in Java written by David Brackeen and published by New Riders. This book was released on 2004 with total page 1012 pages. Available in PDF, EPUB and Kindle. Book excerpt: Companion web site available.