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Book Tron  Evolution

    Book Details:
  • Author : David Alan Knight
  • Publisher :
  • Release : 2010
  • ISBN : 9780307470836
  • Pages : 0 pages

Download or read book Tron Evolution written by David Alan Knight and published by . This book was released on 2010 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: *Spiral bound so you can keep your place and keep both hands on the game *All the essential strategy you need to beat the game *Compact size to stay where you play *Find every TRON file and Abraxas shard! *Upgrade your skills with breakdowns of all characters and derezz tactics for all enemies. *Become a Game Grid champion with multiplayer tips!

Book Tron  Evolution

    Book Details:
  • Author :
  • Publisher :
  • Release : 2010
  • ISBN :
  • Pages : pages

Download or read book Tron Evolution written by and published by . This book was released on 2010 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Digital World

    Book Details:
  • Author : Gillian Youngs
  • Publisher : Routledge
  • Release : 2013-06-26
  • ISBN : 1135021988
  • Pages : 206 pages

Download or read book Digital World written by Gillian Youngs and published by Routledge. This book was released on 2013-06-26 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Internet and digital technologies have changed the world we live in and the ways we engage with one another and work and play. This is the starting point for this collection which takes analysis of the digital world to the next level exploring the frontiers of digital and creative transformations and mapping their future directions. It brings together a distinctive collection of leading academics, social innovators, activists, policy specialists and digital and creative practitioners to discuss and address the challenges and opportunities in the contemporary digital and creative economy. Contributions explain the workings of the digital world through three main themes: connectivity, creativity and rights. They combine theoretical and conceptual discussions with real world examples of new technologies and technological and creative processes and their impacts. Discussions range across political, economic and cultural areas and assess national contexts including the UK and China. Areas covered include digital identity and empowerment, the Internet and the ‘Fifth Estate’, social media and the Arab Spring, digital storytelling, transmedia and audience, economic and social innovation, digital inclusion, community and online curation, cyberqueer activism. The volume developed out of a UK Economic and Social Research Council funded research seminar series.

Book What Is a Game

Download or read book What Is a Game written by Gaines S. Hubbell and published by McFarland. This book was released on 2020-02-14 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.

Book Fantastic Transmedia

Download or read book Fantastic Transmedia written by C. Harvey and published by Springer. This book was released on 2015-05-26 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contemporary culture is packed with fantasy and science fiction storyworlds extending across multiple media platforms. This book explores the myriad ways in which imaginary worlds use media like films, novels, videogames, comic books, toys and increasingly user-generated content to captivate and energise contemporary audiences.

Book Tron Evolution

    Book Details:
  • Author : Amadeusz Cyganek
  • Publisher : Litres
  • Release : 2020-08-04
  • ISBN : 5042737448
  • Pages : 63 pages

Download or read book Tron Evolution written by Amadeusz Cyganek and published by Litres. This book was released on 2020-08-04 with total page 63 pages. Available in PDF, EPUB and Kindle. Book excerpt: Poradnik do gry Tron Evolution zawiera kompletny opis przejścia głównego trybu fabularnego oraz opis wszystkich miejsc, w których znajdziemy dodatkowe przedmioty – Akta Trona i Odłamki Abraxasa. Tron Evolution – poradnik do gry zawiera poszukiwane przez graczy tematy i lokacje jak m.in. Rozdział 5 – Przyjaciel czy wróg? (1) (Opis przejścia) Rozdział 4 – Wojownik (Opis przejścia) Rozdział 5 – Przyjaciel czy wróg? (2) (Opis przejścia) Rozdział 7 – Koniec linii (Opis przejścia) Rozdział 3 – Arjia (1) (Opis przejścia) Rozdział 6 – Podejście (Opis przejścia) Rozdział 1, 2 (Akta Trona – lokalizacje) Rozdział 3 – Arjia (2) (Opis przejścia) Rozdział 2 – Odłączenie (Opis przejścia) Rozdział 1 – Restart (2) (Opis przejścia) Informacja o grze Tron Evolution to wyprodukowana przez studio Propaganda Games gra akcji, której fabuła stanowi wstęp do wydarzeń przedstawionych w filmie «TRON Legacy». Gracz wciela się w Anona, spersonifikowaną postać programu komputerowego umieszczonego w systemie, który zaatakowany zostaje przez zamaskowanych zabójców – wirusy. Rozgrywka łączy elementy gry akcji, platformówki, wyścigowej oraz strzelaniny TPP. Gra Tron Evolution, to przedstawiciel gatunku gier akcji. Tytuł wydany został w Polsce w 2010 roku i dostępny jest na platformach: PC, X360, PS3, PSP, NDS, Wii. Wersja językowa oficjalnie dystrybuowana na terenie kraju to: pełna polska.

Book Interactive Stories and Video Game Art

Download or read book Interactive Stories and Video Game Art written by Chris Solarski and published by CRC Press. This book was released on 2017-01-20 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt: The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories. Key Features: The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games Accessible to industry professionals as well as non-developers Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art The definitive framework for designing interactive stories

Book Tron evolution  Playstation 3

Download or read book Tron evolution Playstation 3 written by and published by . This book was released on 2010 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book A Guide to Movie Based Video Games  2001 Onwards

Download or read book A Guide to Movie Based Video Games 2001 Onwards written by Christopher Carton and published by White Owl. This book was released on 2024-08-30 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Play Along with the Film! When gaming moved from the 16-bit era and into the exciting realm of 3D gameplay, Hollywood properties continued their journey into the interactive medium. Popular home and handheld consoles played host to ambitious titles that sought to bridge the gap between movies and video games, providing fans with scenarios that both replicated and went beyond their favorite stories. Gathered in this book are some of the biggest video games that originated from movies; some being direct adaptations and others that expanded existing universes. With 20 chapters covering over 450 games - including every Lego movie video game and franchises such as Star Wars, Aliens, Disney, Pixar and The Lord of the Rings - A Guide to Movie Based Video Games: 2001-2023 gives readers a chance to revisit and discover the ups and downs of licensed titles across two action-packed decades. Load up the reels, press start, and immerse yourself in timeless adventures!

Book Studies on Cinematography and Narrative in Film  Sequels  Serials  and Trilogies

Download or read book Studies on Cinematography and Narrative in Film Sequels Serials and Trilogies written by Seçmen, Emre Ahmet and published by IGI Global. This book was released on 2024-07-18 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: Visual continuity in sequels poses a daunting challenge for filmmakers as they strive to maintain coherence while expanding upon established narratives and visual aesthetics. With cinema's evolution, audiences' expectations have grown more sophisticated, demanding seamless transitions and immersive experiences across film series. However, achieving this continuity requires a delicate balance between honoring the original work and introducing innovative elements to captivate viewers. Addressing this complication is the book, Studies on Cinematography and Narrative in Film: Sequels, Serials, and Trilogies, which emerges with a comprehensive approach. By delving into the interplay between cinematography and narrative structure, this book offers invaluable insights for filmmakers seeking to navigate the complexities of sequel production. Through meticulous analysis of prominent film series and theoretical frameworks, it provides a roadmap for achieving visual coherence while pushing creative boundaries.

Book Flickers of Film

    Book Details:
  • Author : Jason Sperb
  • Publisher : Rutgers University Press
  • Release : 2015-12-15
  • ISBN : 0813576040
  • Pages : 209 pages

Download or read book Flickers of Film written by Jason Sperb and published by Rutgers University Press. This book was released on 2015-12-15 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: Whether paying tribute to silent films in Hugo and The Artist or celebrating arcade games in Tron: Legacy and Wreck-It-Ralph, Hollywood suddenly seems to be experiencing a wave of intense nostalgia for outmoded technologies. To what extent is that a sincere lament for modes of artistic production that have nearly vanished in an all-digital era? And to what extent is it simply a cynical marketing ploy, built on the notion that nostalgia has always been one of Hollywood’s top-selling products? In Flickers of Film, Jason Sperb offers nuanced and unexpected answers to these questions, examining the benefits of certain types of film nostalgia, while also critiquing how Hollywood’s nostalgic representations of old technologies obscure important aspects of their histories. He interprets this affection for the prehistory and infancy of digital technologies in relation to an industry-wide anxiety about how the digital has grown to dominate Hollywood, pushing it into an uncertain creative and economic future. Yet he also suggests that Hollywood’s nostalgia for old technologies ignores the professionals who once employed them, as well as the labor opportunities that have been lost through the computerization and outsourcing of film industry jobs. Though it deals with nostalgia, Flickers of Film is strikingly cutting-edge, one of the first studies to critically examine Pixar’s role in the film industry, cinematic representations of videogames, and the economic effects of participatory culture. As he takes in everything from Terminator: Salvation to The Lego Movie, Sperb helps us see what’s distinct about this recent wave of self-aware nostalgic films—how Hollywood nostalgia today isn’t what it used to be.

Book The Video Games Guide

Download or read book The Video Games Guide written by Matt Fox and published by McFarland. This book was released on 2013-01-17 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

Book Action Figures

Download or read book Action Figures written by Arthur Ward and published by The Crowood Press. This book was released on 2020-02-24 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: Collecting Action Figures presents an alphabetical survey of each of the major toy manufacturers and the whole array of action figures they produced. Covering everything from old-school GI Joe and Action Man figures, including the fantastic toys of Louis Marx and Mego, right through to the game-changing Star Wars 3-inch action figures of the 1970s and 1980s, this is the must-have reference guide for enthusiasts and beginners alike. With over 200 colour photographs, it details the history of action figures arising from the launch of fashion dolls in the 1950s; it describes the industry and consumer reactions to the first action figures; it reviews the many different incarnations that came to market; it looks at film and television tie-ins and finally, provides an essential guide to where to find gems, what to pay and how to look after them.

Book Author and Journalist

Download or read book Author and Journalist written by and published by . This book was released on 1925 with total page 424 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Drawing Basics and Video Game Art

Download or read book Drawing Basics and Video Game Art written by Chris Solarski and published by Watson-Guptill. This book was released on 2012-09-18 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book supports my own 30-year crusade to demonstrate that games are an art form that undeniably rivals traditional arts. It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc. "Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf." — Marc Mason, Comics Waiting Room Video games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium. Also available as an eBook

Book Playstation 3

    Book Details:
  • Author :
  • Publisher : PediaPress
  • Release :
  • ISBN :
  • Pages : 749 pages

Download or read book Playstation 3 written by and published by PediaPress. This book was released on with total page 749 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Design  User Experience  and Usability  Theories  Methods  and Tools for Designing the User Experience

Download or read book Design User Experience and Usability Theories Methods and Tools for Designing the User Experience written by Aaron Marcus and published by Springer. This book was released on 2014-05-16 with total page 736 pages. Available in PDF, EPUB and Kindle. Book excerpt: The four-volume set LNCS 8517, 8518, 8519 and 8520 constitutes the proceedings of the Third International Conference on Design, User Experience and Usability, DUXU 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 256 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 66 papers included in this volume are organized in topical sections on design theories, methods and tools; user experience evaluation; heuristic evaluation; media and design; design and creativity.