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Book The Anatomy of a Game

Download or read book The Anatomy of a Game written by David M. Nelson and published by University of Delaware Press. This book was released on 1994 with total page 610 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This is the first football history to chronicle year by year how playing rules developed the game. Football - a four-dimensional game of rushing, kicking, forward passing, and backward passing - has had more playing rule changes since its inception than any other sport. The Anatomy of a Game follows football rules from the game's European roots through its beginning in the United States to its position as the number-one spectator sport in the 1990s. Highlighted are details of the crisis years that changed the character of the game, with coaches and rules committee members the featured players. David M. Nelson, who served on the NCAA Rules Committee longer than Walter Camp, provides personal insight into all Rules Committee meetings since 1958, as well as an appendix - chronological and by rule - listing every change since 1876." "Ever since the first two human beings kicked, threw, or batted an object competitively, there have been playing rules. Games are mentioned in the Bible, and the Romans brought football's forerunner to Britain, from where it was exported to the United States. It was in the United States that college students decided to make their game rugby rather than soccer. Although the students invented United States football and made the first rules, their ruling power was eventually lost to the faculty, administrators, coaches, rules committees, and the NCAA." "Beginning as a brutal sport, football survived several crises before and after the turn of the century, eventually becoming respectable. The 1931 injury crisis split the high school and college rules and the same year the professionals went their own way, with rules largely based on spectator appeal." "Today the sport is a national treasure primarily because of its playing rules, over seven hundred in total, which make college football unique among the world's team sports. Moreover, football remains an American game, never having the same impact in other countries as do baseball and basketball." "Rules make the game, but people make the rules. Football survived the major crises that threatened the game because committee members adhered to the precepts that had governed football since its inception. The game began with an attempt to have a consistent code of justice, personal accountability, and equality. In some sense the playing rules are a type of moral precept that explains in the simplest terms what can and cannot be done. The Football Code, which first prefaced the rules in 1916, makes the game - more than any other sport - a moral one because it sets standards for coaching, playing, sportsmanship, and officiating."--BOOK JACKET.Title Summary field provided by Blackwell North America, Inc. All Rights Reserved

Book Level Up

    Book Details:
  • Author : Scott Rogers
  • Publisher : John Wiley & Sons
  • Release : 2010-09-29
  • ISBN : 0470970928
  • Pages : 515 pages

Download or read book Level Up written by Scott Rogers and published by John Wiley & Sons. This book was released on 2010-09-29 with total page 515 pages. Available in PDF, EPUB and Kindle. Book excerpt: Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!

Book Rules of Play

    Book Details:
  • Author : Katie Salen Tekinbas
  • Publisher : MIT Press
  • Release : 2003-09-25
  • ISBN : 9780262240451
  • Pages : 680 pages

Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Book Game Anim

    Book Details:
  • Author : Jonathan Cooper
  • Publisher : CRC Press
  • Release : 2021-04-19
  • ISBN : 1000357805
  • Pages : 307 pages

Download or read book Game Anim written by Jonathan Cooper and published by CRC Press. This book was released on 2021-04-19 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.

Book Anatomy of Game Design

    Book Details:
  • Author : Tom Smith
  • Publisher : CRC Press
  • Release : 2024-10-31
  • ISBN : 9781032387383
  • Pages : 0 pages

Download or read book Anatomy of Game Design written by Tom Smith and published by CRC Press. This book was released on 2024-10-31 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Anatomy of Game Design takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. Each game is then used to discuss larger topics in game design, such as systems design, randomness, monetization, game theory, and iterative approaches to game development.

Book Fundamentals of Game Design

Download or read book Fundamentals of Game Design written by Ernest Adams and published by New Riders. This book was released on 2010-04-07 with total page 697 pages. Available in PDF, EPUB and Kindle. Book excerpt: To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade

Book Anatomy of Game Design

    Book Details:
  • Author : Tom Smith
  • Publisher : CRC Press
  • Release : 2024-10-31
  • ISBN : 1040148956
  • Pages : 262 pages

Download or read book Anatomy of Game Design written by Tom Smith and published by CRC Press. This book was released on 2024-10-31 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: People have played games forever, but it’s only in the past few decades that people really started thinking about what games are, how they work, and how to make them better. Anatomy of Game Design takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems of game design are laid bare. Eight games are analyzed – including Settlers of Catan; Centipede; Candy Crush Saga; Papers, Please; Magic: The Gathering; and more – each representing a different genre or era of game design. Each game is discussed in detail, using the same methods for each game. What are the verbs of the game that give the player agency? How do those verbs fit together to form a core loop that makes the game engaging? What are the systems that power the gameplay? What is the larger flow that makes the game interesting over and over again? Each game is then used as an example to tie back to one or more larger topics in game design, such as systems design, randomness, monetization, game theory, and iterative approaches to game development. Key Features: Uses well-known games to provide specific, discrete examples of broader game design theory Discusses eight popular games using the same methodology to allow comparison of different types of games Includes both high-level theory and academic perspective and practical, real-world guidance from a working game designer who has created these games for commercial release Provides clear direction for deeper inquiry into game design or related fields such as psychology, anthropology, game development, or systems thinking

Book Power Ball

    Book Details:
  • Author : Rob Neyer
  • Publisher : HarperCollins
  • Release : 2018-10-09
  • ISBN : 0062853635
  • Pages : 417 pages

Download or read book Power Ball written by Rob Neyer and published by HarperCollins. This book was released on 2018-10-09 with total page 417 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Winner of the 2018 CASEY Award for Best Baseball Book of the Year.” The former ESPN columnist and analytics pioneer dramatically recreates an action-packed 2017 game between the Oakland A’s and eventual World Series Champion Houston Astros to reveal the myriad ways in which Major League Baseball has changed over the last few decades. On September 8, 2017, the Oakland A’s faced off against the Houston Astros in a game that would signal the passing of the Moneyball mantle. Though this was only one regular season game, the match-up of these two teams demonstrated how Major League Baseball has changed since the early days of Athletics general manager Billy Beane and the publication of Michael Lewis’ classic book. Over the past twenty years, power and analytics have taken over the game, driving carefully calibrated teams like the Astros to victory. Seemingly every pitcher now throws mid-90s heat and studiously compares their mechanics against the ideal. Every batter in the lineup can crack homers and knows their launch angles. Teams are relying on unorthodox strategies, including using power-losing—purposely tanking a few seasons to get the best players in the draft. As he chronicles each inning and the unfolding drama as these two teams continually trade the lead—culminating in a 9-8 Oakland victory in the bottom of the ninth—Neyer considers the players and managers, the front office machinations, the role of sabermetrics, and the current thinking about what it takes to build a great team, to answer the most pressing questions fans have about the sport today.

Book The Illustrated History of 151 Video Games

Download or read book The Illustrated History of 151 Video Games written by Simon Parkin and published by . This book was released on 2014-01-07 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: More than any other entertainment medium, videogames offer the chance for us to participate in a worldbeyond the ordinary. Whether you are playing as asupersonic hedgehog, an athletic archeologist, or amoustachioed Italian plumber, video games allow theirplayers to inhabit spaces where the usual parameters ofexistence do not apply. The medium's history ischronicled through the individual stories of 151 of themost iconic video games. Beginning in the early 1970s, the book charts five decades of the pixel revolution. Thestory of each game is accompanied by trivia andquotations, and illustrated with photographs, screenshotsand artwork. This celebratory reference, and up-to-datehistory, will enthral any video games aficionado. - Chronicles the history of gaming through an analysis of151 of the world's most-iconic and best-loved games - Expert analysis of the story of each game, accompaniedby fascinating trivia, memorable quotes, and informationon the year of publication and where the game can beplayed today - Includes titles across all platforms, including arcade, console, PC, online and handheld games - Charts five decades of video game evolution, fromComputer Space to Fez - Compulsively illustrated with over 1000 actionscreenshots, game artworks and photographs

Book Grey s Anatomy

    Book Details:
  • Author : Chris Van Dusen
  • Publisher : Hyperion
  • Release : 2006-09-12
  • ISBN : 9781401308827
  • Pages : 260 pages

Download or read book Grey s Anatomy written by Chris Van Dusen and published by Hyperion. This book was released on 2006-09-12 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: A sexy, high-concept, behind-the-scenes peek at the lives and loves of Seattle Grace's most popular doctors . . . On ABC's mega-hit Grey's Anatomy, when surgical interns Meredith, Cristina, Izzie, George, and Alex (not to mention neurosurgeon Derek, aka Dr. McDreamy) arent putting in long hours at Seattle Grace Hospital, theyre flirting, gossiping, and drowning their sorrows at the Emerald City Bar. In one location, Nurse Debbie sees it all; in the other, Joe the bartender hears it all . . . Grey's Anatomy is styled as two books in one -- read from one side to get Debbie's hospital scuttlebutt, and from the other for Joe's alcohol-fueled tidbits. Notes from the Nurse's Station and Overheard at the Emerald City Bar are packed with new information on pivotal events. This is the book the show's millions of fans cant wait to read.

Book Around the World Matching Game

Download or read book Around the World Matching Game written by and published by . This book was released on 2013 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Anatomy of Genres

Download or read book The Anatomy of Genres written by John Truby and published by Picador. This book was released on 2022-11-29 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: A guide to understanding the major genres of the story world by the legendary writing teacher and author of The Anatomy of Story, John Truby. Most people think genres are simply categories on Netflix or Amazon that provide a helpful guide to making entertainment choices. Most people are wrong. Genre stories aren’t just a small subset of the films, video games, TV shows, and books that people consume. They are the all-stars of the entertainment world, comprising the vast majority of popular stories worldwide. That’s why businesses—movie studios, production companies, video game studios, and publishing houses—buy and sell them. Writers who want to succeed professionally must write the stories these businesses want to buy. Simply put, the storytelling game is won by mastering the structure of genres. The Anatomy of Genres: How Story Forms Explain the Way the World Works is the legendary writing teacher John Truby’s step-by-step guide to understanding and using the basic building blocks of the story world. He details the three ironclad rules of successful genre writing, and analyzes more than a dozen major genres and the essential plot events, or “beats,” that define each of them. As he shows, the ability to combine these beats in the right way is what separates stories that sell from those that don’t. Truby also reveals how a single story can combine elements of different genres, and how the best writers use this technique to craft unforgettable stories that stand out from the crowd. Just as Truby’s first book, The Anatomy of Story, changed the way writers develop stories, The Anatomy of Genres will enhance their quality and expand the impact they have on the world.

Book The Anatomy of Metroid Deluxe Edition

Download or read book The Anatomy of Metroid Deluxe Edition written by Jeremy Parish and published by . This book was released on 2014-04-15 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why do so many people consider the Metroid games some of the greatest ever made? This book attempts to dig into that question by breaking down the original Metroid trilogy (and its oddball cousin Kid Icarus) in comprehensive detail, looking at how the design, structure, and mechanics of the games all work together to guide players through a vast adventure, create atmosphere, and ultimately tell one of the most touching tales in video game history. This volume combines the content previous published in The Anatomy of Metroid Vol. I and Vol. II. Read more game design analysis at www.anatomyofgames.comThis book is not endorsed or licensed by Nintendo of America.

Book The Anatomy of England

Download or read book The Anatomy of England written by Jonathan Wilson and published by Hachette UK. This book was released on 2010-05-20 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'MASTERFUL' TimeOut 'GREAT' Financial Times 'ABSORBING' FourFourTwo 'THOUGHT-PROVOKING' Independent on Sunday 'ENTERTAINING' When Saturday Comes Having invented the game, everything that has followed for England and its national football team has been something of an anti-climax. There was, of course, the golden summer of 1966, and the great period of English dominance on the world stage, which fell roughly between 1886 and 1900, when England won 35 of their 40 international fixtures. But before long foreign teams, with their insistence on progressive 'tactics', began to pose a few questions. And much of what followed for England constituted a series of false dawns... In THE ANATOMY OF ENGLAND, Jonathan Wilson seeks to place the bright spots in context. Taking ten key England fixtures, Wilson explores how what actually happened on the pitch shaped the future of the English game. Bursting with insight and critical detail, yet imbued with a wry affection, this is a history of England like none before.

Book The Art of Spyro  Reignited Trilogy

Download or read book The Art of Spyro Reignited Trilogy written by Micky Neilson and published by . This book was released on 2020-07-21 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A "compendium filled with in-depth behind-the-scenes content, ... quotes from top illustrators in the industry, anecdotes from the game developers, and [an] ... assortment of ... concept art, some of which has never been seen by the public"--Publisher marketing.

Book The Anatomy of Castlevania  the NES Trilogy

Download or read book The Anatomy of Castlevania the NES Trilogy written by Jeremy Parish and published by . This book was released on 2012-11-01 with total page 80 pages. Available in PDF, EPUB and Kindle. Book excerpt: In its heyday, Konami's Castlevania series sat at the bleeding edge of game design. This volume dissects the first three games in the franchise - Castlevania, Simon's Quest, Dracula's Curse - in order to explore the ideas, history, and results of the choices Konami's designers made in exploring the undead world of Dracula. Originally published at www.anatomyofgames.comCastlevania is a trademark of Konami. This book is unofficial and not endorsed by the publisher.

Book The Structure of Game Design

Download or read book The Structure of Game Design written by Wallace Wang and published by Springer Nature. This book was released on 2023-07-21 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Structure of Game Design is designed to help aspiring and existing game designers turn their ideas into working games. Creating a game involves understanding the core foundational elements of all types of games from paper-based games to the latest video games. By understanding how these core principles work in all types of games, you can apply these same principles to design your own game. Games are about goals, structure, play and fun. While everyone will always have their own idea of what might be “fun”, any game designer can maximize player enjoyment through meaningful choices that offer various risks and rewards. Such challenges, combined with rules and limitations, force players to overcome obstacles and problems using a variety of skills including dexterity, puzzle solving, intelligence, and strategy. Essentially games allow players to venture forth into new worlds and overcome problems in a safe but exciting environment that allows them to triumph in the end. Just as playing games have proven popular around the world to all ages, genders, and cultures, so has game designing proven equally popular. Games can challenge players to make the best move, solve puzzles, engage in combat, manage resources, and tell stories. By understanding how randomness, psychology, and balance can change the way games play, readers can decide what game elements are best for their own game creation. Whether your goal is to make money, learn something new, make a social statement, improve on an existing game idea, or challenge your artistic, programming, or design skills, game design can be just as much fun as game playing. By knowing the parts of a game, how they work, how they interact, and why they’re fun, you can use your knowledge to turn any idea into a game that others can play and enjoy.