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Book Stealth Game  The Kojima Code  Part II

Download or read book Stealth Game The Kojima Code Part II written by Terry Wolfe and published by . This book was released on 1900 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book A Stealth Game  The Kojima Code  Part II

Download or read book A Stealth Game The Kojima Code Part II written by Terry Wolfe and published by . This book was released on 2020-07-23 with total page 378 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book A Stealth Game  The Kojima Code  Part II

Download or read book A Stealth Game The Kojima Code Part II written by Terry Wolfe and published by . This book was released on 2020-07-23 with total page 378 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Kojima Code

    Book Details:
  • Author : Terry Wolfe
  • Publisher :
  • Release : 2018-01-08
  • ISBN : 9781773703756
  • Pages : 442 pages

Download or read book The Kojima Code written by Terry Wolfe and published by . This book was released on 2018-01-08 with total page 442 pages. Available in PDF, EPUB and Kindle. Book excerpt: How far would you go to break the chains of destiny? In the case of HIDEO KOJIMA, way past the point of madness! What else would you call gambling your own multi-million dollar franchise on an elaborate secret scheme to prove you're smarter than your adoring fans? Or creating the biggest media sensation in modern history just so you could spike your own product into the ground and use it as proof that you shouldn't trust advertising? (Or promising to make up for that betrayal of consumer trust only to do it again with an even more venomous bite?) There's nothing else to call it but madness -- unless you understand THE KOJIMA CODE. A mind-blowing, huge budget, multi-layered plot to create a jaw-dropping masterpiece secretly engineered to upset the world. Hey, maybe that's what it takes to make people question the lies we're told in the 21st Century's age of confirmation bias. This book tracks the lonely personal life, daring career, and radical game design philosophy of one of the most enigmatic, polarizing, and devious minds in entertainment. Only by understanding the man and the corporate world he struggled with can we illuminate the unbelievable story behind one of the greatest works of postmodern art ever made. It's a story that has never been detailed, despite an entire generation of gamers begging for answers! A must-read for anyone who has played the series or just wondered why so many people still love and hate HIDEO KOJIMA to this day! The answers await.

Book The Creative Gene

Download or read book The Creative Gene written by Hideo Kojima and published by VIZ Media LLC. This book was released on 2021-10-19 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ever since he was a child, Metal Gear Solid and Death Stranding creator Hideo Kojima was a voracious consumer of movies, music, and books. They ignited his passion for stories and storytelling, and the results can be seen in his groundbreaking, iconic video games. Now the head of independent studio Kojima Productions, Kojima’s enthusiasm for entertainment media has never waned. This collection of essays explores some of the inspirations behind one of the titans of the video game industry, and offers an exclusive insight into one of the brightest minds in pop culture. -- VIZ Media

Book The 21st Century in 100 Games

Download or read book The 21st Century in 100 Games written by Aditya Deshbandhu and published by Taylor & Francis. This book was released on 2024-06-20 with total page 142 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective — the reviewer, the academic, and an industry observer — it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry. This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.

Book Maybe Everyone Is Wrong

Download or read book Maybe Everyone Is Wrong written by Terry Wolfe and published by . This book was released on 2020-10-14 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: This study brings together the whole story of Revelation (as well as Daniel, Isaiah, and the Gospels, among other prophecies) and shows how together they form a coherent narrative-not just of the end of the world, but of God's immense plan to allow Satan to build a global empire of evil on earth over the centuries. Find out why popular interpretations surrounding the Antichrist, the Tribulation, the Rapture, Zionism, the Millennial Kingdom, the Beast, the Mark, and the Whore of Babylon are all deeply mistaken and in need of re-examination. No tradition is safe when we look closely at the holy text! One of the main goals of this book is to show that Revelation is a single, linear story, with no repetition, redundancy, or interchangeable parts. Every seal, trumpet, and vial is unique and has to happen in the exact order they appear. Skeptical? Fantastic. Be prepared to see things in the Bible you've never even thought about before, including a prophecy in Jeremiah which has allowed Satan to believe he will have a final victory over God when Jesus Christ comes back to Jerusalem! Oh, and did I mention that most of Revelation happens after the Church is wiped out by Satan? Learn the mystery of the 144,000 elect and prepare yourself for a whole new appreciation of the final book of the Bible.

Book Practical Game AI Programming

Download or read book Practical Game AI Programming written by Micael DaGraca and published by Packt Publishing Ltd. This book was released on 2017-06-30 with total page 341 pages. Available in PDF, EPUB and Kindle. Book excerpt: Jump into the world of Game AI development About This Book Move beyond using libraries to create smart game AI, and create your own AI projects from scratch Implement the latest algorithms for AI development and in-game interaction Customize your existing game AI and make it better and more efficient to improve your overall game performance Who This Book Is For This book is for game developers with a basic knowledge of game development techniques and some basic programming techniques in C# or C++. What You Will Learn Get to know the basics of how to create different AI for different type of games Know what to do when something interferes with the AI choices and how the AI should behave if that happens Plan the interaction between the AI character and the environment using Smart Zones or Triggering Events Use animations correctly, blending one animation into another and rather than stopping one animation and starting another Calculate the best options for the AI to move using Pruning Strategies, Wall Distances, Map Preprocess Implementation, and Forced Neighbours Create Theta algorithms to the AI to find short and realistic looking paths Add many characters into the same scene and make them behave like a realistic crowd In Detail The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with animations. You'll also plan and create pruning strategies, and create Theta algorithms to find short and realistic looking game paths. Next, you'll learn how the AI should behave when there is a lot of characters in the same scene. You'll explore which methods and algorithms, such as possibility maps, Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall Distances, and Map Preprocess Implementation should be used on different occasions. You'll discover how to overcome some limitations, and how to deliver a better experience to the player. By the end of the book, you think differently about AI. Style and approach The book has a step-by-step tutorial style approach. The algorithms are explained by implementing them in #.

Book Trigger Happy

    Book Details:
  • Author : Steven Poole
  • Publisher : Arcade Publishing
  • Release : 2004
  • ISBN : 9781559705981
  • Pages : 268 pages

Download or read book Trigger Happy written by Steven Poole and published by Arcade Publishing. This book was released on 2004 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.

Book The Digital Gaming Handbook

Download or read book The Digital Gaming Handbook written by Roberto Dillon and published by CRC Press. This book was released on 2020-07-15 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.

Book Narrative Mechanics

Download or read book Narrative Mechanics written by Beat Suter and published by transcript Verlag. This book was released on 2021-05-31 with total page 363 pages. Available in PDF, EPUB and Kindle. Book excerpt: What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.

Book Excipient Development for Pharmaceutical  Biotechnology  and Drug Delivery Systems

Download or read book Excipient Development for Pharmaceutical Biotechnology and Drug Delivery Systems written by Ashok Katdare and published by CRC Press. This book was released on 2006-07-28 with total page 474 pages. Available in PDF, EPUB and Kindle. Book excerpt: To facilitate the development of novel drug delivery systems and biotechnology-oriented drugs, the need for new, yet to be developed, and approved excipients continues to increase. Excipient Development for Pharmaceutical, Biotechnology, and Drug Delivery Systems serves as a comprehensive source to improve understanding of excipients and forge potential new avenues for regulatory approval. This book presents detailed, up-to-date information on various aspects of excipient development, testing, and technological considerations for their use. It addresses specific details such as historical perspective, preclinical testing, safety, and toxicology evaluation, as well as regulatory, quality, and utility aspects. The text also describes best practices for use of various functional excipients and extensive literature references for all topics.

Book A Girl  Her Horse and a Dog

    Book Details:
  • Author : Terry Wolfe
  • Publisher : Createspace Independent Publishing Platform
  • Release : 2015-10-28
  • ISBN : 9781517173593
  • Pages : 186 pages

Download or read book A Girl Her Horse and a Dog written by Terry Wolfe and published by Createspace Independent Publishing Platform. This book was released on 2015-10-28 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: A coming-of-age story set in the 1950's about a young girl living on a small working cattle ranch on the eastern edge of the Colorado Rockies. Josephine "Jo" Wilson has much to learn about her animals, herself, her family and friends and especially Misha, an older dog she adopts and trains to become a herding dog. This story is a reminder of a better and simpler era growing up outside the sprawl of big cities.

Book The Great Escape

Download or read book The Great Escape written by Paul Brickhill and published by W. W. Norton & Company. This book was released on 1950 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: Records the efforts of six hundred British and American officers to escape from a Nazi prison camp.

Book Art of Metal Gear Solid V

Download or read book Art of Metal Gear Solid V written by Konami and published by Dark Horse Books. This book was released on 2016 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Witness the concept and design behind the genre-defining science fiction military action and drama with The Art of Metal Gear Solid V! Chronicling the development of Kojima Productions's magnum opus, and featuring hundreds of pieces of never-before-seen art, this beautifully assembled volume is an essential addition to any gamer's collection. Dark Horse is proud to offer a piece of gaming history with The Art of Metal Gear Solid V!

Book Batman  Three Jokers  2020    1

Download or read book Batman Three Jokers 2020 1 written by Geoff Johns and published by DC Comics. This book was released on 2020-08-25 with total page 54 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thirty years after Batman: The Killing Joke changed comics forever, Three Jokers reexamines the myth of who, or what, The Joker is and what is at the heart of his eternal battle with Batman. New York Times bestselling writer Geoff Johns and Jason Fabok, the writer/artist team that waged the “Darkseid War” in the pages of Justice League, reunite to tell the ultimate story of Batman and The Joker! After years of anticipation starting in DC Universe: Rebirth #1, the epic miniseries you’ve been waiting for is here: find out why there are three Jokers, and what that means for the Dark Knight and the Clown Prince of Crime. It’s a mystery unlike any Batman has ever faced! Thirty years after Batman: The Killing Joke changed comics forever, Three Jokers reexamines the myth of who, or what, The Joker is and what is at the heart of his eternal battle with Batman. New York Times bestselling writer Geoff Johns and Jason Fabok, the writer/artist team that waged the “Darkseid War” in the pages of Justice League, reunite to tell the ultimate story of Batman and The Joker! After years of anticipation starting in DC Universe: Rebirth #1, the epic miniseries you’ve been waiting for is here: find out why there are three Jokers, and what that means for the Dark Knight and the Clown Prince of Crime. It’s a mystery unlike any Batman has ever faced!

Book Science Fiction Video Games

Download or read book Science Fiction Video Games written by Neal Roger Tringham and published by CRC Press. This book was released on 2014-09-10 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).