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Book World Design for 2D Action Adventures

Download or read book World Design for 2D Action Adventures written by Christopher W. Totten and published by CRC Press. This book was released on 2024-12-30 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: Award-winning action-adventure designers Christopher Totten and Adrian Sandoval guide you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear “Metroidvania” titles. Blending theory and practical analysis, this book shows how principles of game and level design are applied in some of your favorite 2D action-adventure games. It uses examples from popular games such as The Legend of Zelda and Hollow Knight, while also providing insights from the authors’ own experiences creating independent games in the genre. This book also intersperses these examples with practical exercises in 2D action-adventure world design using the free and easy-to-use GB Studio engine, allowing readers to practice their skills and see how lessons from the theory chapters apply in real game development environments. These practical chapters cover the basics of using GB Studio and related software, such as Aseprite and Tiled, to help readers create their own action-adventure characters, monsters, quest systems, switches, keys, and other mechanics - all the way up to designing their own dungeon! World Design for 2D Action-Adventures will be of great interest to all those looking to improve their level design skills within this genre.

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 Writing Interactive Music for Video Games

Download or read book Writing Interactive Music for Video Games written by Michael Sweet and published by Addison-Wesley Professional. This book was released on 2014-09-19 with total page 513 pages. Available in PDF, EPUB and Kindle. Book excerpt: “This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition.” —Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios All You Need to Know to Create Great Video Game Music Written by the developer of Berklee School of Music’s pioneering game scoring program, this guide covers everything professional composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee. Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation. Inside, you’ll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing. Coverage includes Overcoming the unique challenges of writing for games Composing music that can adapt in real time to player actions Developing thematic ideas Using audio middleware to create advanced interactive scores Working effectively with game development teams Understanding the life of a video game composer Managing contracts, rights, estimating, and negotiation Finding work The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games. See Appendix A for details.

Book The Guide to Classic Graphic Adventures

Download or read book The Guide to Classic Graphic Adventures written by Kurt Kalata and published by Createspace Independent Publishing Platform. This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Reviews of over 300 graphic adventure games, focusing on games from prominent publishers such as LucasArts, Sierra On-Line, and Legend Entertainment but covering games from independent developers as well. Reviews primarily cover games published 1984-2000. Interviews with game creators/developers Al Lowe, Corey Cole, Bob Bates, and Josh Mandel are included.

Book Riffs and Reciprocities  Prose Pairs

Download or read book Riffs and Reciprocities Prose Pairs written by Stephen Dunn and published by W. W. Norton & Company. This book was released on 1999-12-17 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This Astaire-like glide through our not-so-idle talk is a pleasure."—Publishers Weekly Stephen Dunn experiments with short, related pieces that play off each other in the manner of jazz improvisations. The resulting pairs cover such subjects as "Scruples/Saints," "Hypocrisy/Precision," and "Anger/Generosity." The wisdom and startling turns we've come to expect from Dunn are everywhere in the ninety miniatures (forty-five pairs) that comprise this volume.

Book The Video Games Textbook

Download or read book The Video Games Textbook written by Brian J. Wardyga and published by CRC Press. This book was released on 2018-08-06 with total page 806 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market

Book Game Boy Works

    Book Details:
  • Author : Jeremy Parish
  • Publisher :
  • Release : 2018-10-05
  • ISBN : 9781945908712
  • Pages : pages

Download or read book Game Boy Works written by Jeremy Parish and published by . This book was released on 2018-10-05 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Untold History of Japanese Game Developers

Download or read book The Untold History of Japanese Game Developers written by John Szczepaniak and published by Createspace Independent Publishing Platform. This book was released on 2015-11-04 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Detailed contents listing here: http://www.hardcoregaming101.net/books/the-untold-history-of-japanese-game-developers-volume-2/ Nearly 400 pages and over 30 interviews, with exclusive content on the history of Japanese games. The origins of Hudson, Masaya's epic robot sagas, Nintendo's funding of a PlayStation RTS, detailed history of Westone Entertainment, and a diverse range of unreleased games. Includes exclusive office layout maps, design documents, and archive photos. In a world first - something no other journalist has dared examine - there's candid discussion on the involvement of Japan's yakuza in the industry. Forewords by Retro Gamer founding editor Martyn Carroll and game history professor Martin Picard.

Book Unless It Isn t

    Book Details:
  • Author : Bob McCurdy
  • Publisher :
  • Release : 2021-05-08
  • ISBN : 9780997832587
  • Pages : pages

Download or read book Unless It Isn t written by Bob McCurdy and published by . This book was released on 2021-05-08 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the fourth book in the BJ Conner series. It is set during the COVID-19 global pandemic of 2020. The book follows BJ and his partner as they try to help residents of Door County deal with the pandemic, and face their own battles with the virus. As always, the author weaves some unexpected surprises, a shocking discovery about a neighbor, the ever-present Wisconsin weather, the devastating loss of a family member, and the shared effort of all to overcome the challenges of 2020.

Book Video Game Spaces

Download or read book Video Game Spaces written by Michael Nitsche and published by MIT Press. This book was released on 2008-12-05 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

Book The Net Effect

    Book Details:
  • Author : Thomas Streeter
  • Publisher : NYU Press
  • Release : 2011
  • ISBN : 0814741150
  • Pages : 232 pages

Download or read book The Net Effect written by Thomas Streeter and published by NYU Press. This book was released on 2011 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book about America's romance with computer communication looks at the Internet, not as a harbinger of the future or the next big thing, but as an expression of the times. Streeter demonstrates that our ideas about what connected computers are for have been in constant flux since their invention. In the 1950s they were imagined as the means for fighting nucelar wars, in the 1960s as systems for bringing mathematical certainty to the messy complexity of social life, in the 1970s as countercultural playgrounds, in the 1980s as an icon for what's good about free markets, in the 1990s as a new frontier to be conquered, and, by the late 1990s, as the transcendence of markets in an anarchist open source utopia. The Net Effect teases out how culture has influenced the construction of the internet and how the structure of the internet has played a role in cultures of social and political thought." -- cover.

Book The World of Scary Video Games

Download or read book The World of Scary Video Games written by Bernard Perron and published by Bloomsbury Publishing USA. This book was released on 2018-05-31 with total page 538 pages. Available in PDF, EPUB and Kindle. Book excerpt: As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

Book The MoeGamer Compendium  Volume 1

Download or read book The MoeGamer Compendium Volume 1 written by Pete Davison and published by . This book was released on 2019-03-14 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: In this collection of articles, first published on MoeGamer in 2016, Pete Davison explores a variety of overlooked and underappreciated games on computer and console. Volume 1 covers Senran Kagura Estival Versus, Megadimension Neptunia V-II, Dungeon Travelers 2, Ys, One Way Heroics, Gal*Gun Double Peace, Fairy Fencer F: Advent Dark Force and Final Fantasy XV.

Book Castlevania

Download or read book Castlevania written by Marc Andreyko and published by IDW Publishing. This book was released on 2005 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: It is 1576, and the legend of the Belmont family's vampire-hunting prowess still echoes through the Romanian countryside. While Christopher Belmont celebrates his nuptials, dark forces conspire to raise Count Dracula from his unholy slumber. With this ancient evil unleashed once more, young Belmont must to prove he is worthy of the Belmont legacy.

Book The Golden Age of Video Games

Download or read book The Golden Age of Video Games written by Roberto Dillon and published by CRC Press. This book was released on 2011-04-12 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene.

Book Virtual Boy Works

    Book Details:
  • Author : Jeremy Parish
  • Publisher :
  • Release : 2021-06
  • ISBN : 9781955183000
  • Pages : pages

Download or read book Virtual Boy Works written by Jeremy Parish and published by . This book was released on 2021-06 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive retrospective of Nintendo's Virtual Boy system and every game published for it in the U.S. and Japan.

Book The Daedalus Incident

    Book Details:
  • Author : Michael J. Martinez
  • Publisher : Night Shade
  • Release : 2016-03-15
  • ISBN : 9781597808583
  • Pages : 464 pages

Download or read book The Daedalus Incident written by Michael J. Martinez and published by Night Shade. This book was released on 2016-03-15 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bizarre earthquakes are rumbling over the long-dormant tectonic plates of the planet, disrupting its trillion-dollar mining operations and driving scientists past the edges of theory and reason. However, when rocks shake off their ancient dust and begin to roll—seemingly of their own volition—carving canals as they converge to form a towering structure amid the ruddy terrain, Lt. Jain and her JSC team realize that their routine geological survey of a Martian cave system is anything but. The only clues they have stem from the emissions of a mysterious blue radiation, and a 300-year-old journal that is writing itself. Lt. Thomas Weatherby of His Majesty’s Royal Navy is an honest 18th-century man of modest beginnings, doing his part for King and Country aboard the HMS Daedalus, a frigate sailing the high seas between continents . . . and the immense Void between the Known Worlds. Across the Solar System and among its colonies—rife with plunder and alien slave trade—through dire battles fraught with strange alchemy, nothing much can shake his resolve. But events are transpiring to change all that. With the aid of his fierce captain, a drug-addled alchemist, and a servant girl with a remarkable past, Weatherby must track a great and powerful mystic, who has embarked upon a sinister quest to upset the balance of the planets—the consequences of which may reach far beyond the Solar System, threatening the very fabric of space itself. Set sail among the stars with this uncanny tale, where adventure awaits, and dimensions collide! Skyhorse Publishing, under our Night Shade and Talos imprints, is proud to publish a broad range of titles for readers interested in science fiction (space opera, time travel, hard SF, alien invasion, near-future dystopia), fantasy (grimdark, sword and sorcery, contemporary urban fantasy, steampunk, alternative history), and horror (zombies, vampires, and the occult and supernatural), and much more. While not every title we publish becomes a New York Times bestseller, a national bestseller, or a Hugo or Nebula award-winner, we are committed to publishing quality books from a diverse group of authors.