Download or read book Game Design Deep Dive Horror written by Joshua Bycer and published by CRC Press. This book was released on 2021-10-07 with total page 145 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre, anyone who wants to understand game design, or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series.
Download or read book Game Design Deep Dive Horror written by Joshua Bycer and published by CRC Press. This book was released on 2021-10-08 with total page 135 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre, anyone who wants to understand game design, or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series.
Download or read book Game Design Deep Dive written by Joshua Bycer and published by CRC Press. This book was released on 2021-04-07 with total page 121 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Design Deep Dive: Roguelikes examines the history and rise of the often-confusing roguelike genre. Despite being more than 30 years old, the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation, or having the game generate content, has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples, along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the award-winning Demon’s Souls and Dark Souls. Since then, roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work. The first of its kind talking about the roguelike genre Examines the design and methodology of roguelike games and the different variations A high-level discussion and breakdown of procedural and random content generation Joshua Bycer is a game design critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He is also a public speaker and presenter at schools and libraries on game design and game development.
Download or read book 20 Essential Games to Study written by Joshua Bycer and published by CRC Press. This book was released on 2018-10-26 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs. Key Features An informative breakdown focusing on the design and gameplay of successful games Written to be useful for students or designers starting out in game development Books focused specifically on design are rare Perfect for students and professionals alike, or can be read for the nostalgia and history
Download or read book Resident Evil written by Philip J Reed and published by Boss Fight Books. This book was released on 2020-08-25 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now a sprawling video game franchise, Resident Evil has kept us on the edge of our seats for decades with its tried-and-true brand of jump scares, zombie action, and biological horror. But even decades after its release, we can’t stop revisiting the original’s thrills, chills, and sometimes unintentional spills. Pop culture writer and horror cinephile Philip J Reed takes dead aim at 1996’s Resident Evil, the game that named and defined the genre we now call “survival horror.” While examining Resident Evil’s influences from the worlds of film, literature, and video games alike, Reed’s love letter to horror examines how the game’s groundbreaking design and its atmospheric fixed-cam cinematography work to thrill and terrify players—and why that terror may even be good for you. Featuring a foreword from Troma Entertainment legend Lloyd Kaufman and new interviews with the game’s voice actors and its live-action cast, the book serves as the master of unlocking the behind-the-scenes secrets of Resident Evil, and shows how even a game filled with the most laughable dialogue can still scare the pants off of you.
Download or read book Game Design Deep Dive written by Joshua Bycer and published by CRC Press. This book was released on 2025-01-02 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Design Deep Dive: Real‐Time Strategy focuses on what was once one of the most popular genres in the world and the one that truly kicked off the rise of eSports. It has seen more fundamental changes as a genre than any other genre, and Game Design Critic Josh Bycer will talk about its history and where it stands today with regard to its relevancy in the market. Key Features: Discusses balancing and designing asymmetrical features and units. Explores user interface (UI)/user experience (UX) design and building effective GUIs. Examines the differences between multiplayer and single‐player balancing and how to appeal to both audiences. Provides predictions on the next big trend for the genre.
Download or read book Silent Hill 2 written by Mike Drucker and published by Boss Fight Books. This book was released on 2021-01-26 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: A troubled man travels to a mysterious town from his past after receiving a letter from his wife... who's been dead for years. And while our "hero" explores dark corridors and battles countless disturbing enemies, his journey offers more psychological horror than survival horror. Welcome to Silent Hill, where the monster is you. Silent Hill 2 doubles down on what made the first game so compelling: The feeling of being lost in a foggy, upside-down town as unsettling as it is familiar. Nearly two decades after first experiencing Silent Hill 2, writer and comedian Mike Drucker returns to its dark depths to explore how this bold video game delivers an experience that is tense, nightmarish, and anything but fun. With an in-depth and highly personal study of its tragic cast of characters, and a critical examination of developer Konami’s world design and uneven marketing strategy, Drucker examines how Silent Hill 2 forces its players to grapple with the fact that very real-world terrors of trauma, abuse, shame, and guilt are far more threatening than any pyramid-headed monster could ever be.
Download or read book Deep Dive written by Ron Walters and published by Watkins Media Limited. This book was released on 2022-01-11 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: When your reality shatters, what will you do to put it back together again? Still reeling from the failure of his last project, videogame developer Peter Banuk is working hard to ensure his next game doesn’t meet the same fate. He desperately needs a win, not only to save his struggling company, but to justify the time he’s spent away from his wife and daughters. So when Peter’s tech-genius partner offers him the chance to beta-test a new state-of-the-art virtual reality headset, he jumps at it. But something goes wrong during the trial, and Peter wakes to find himself trapped in an eerily familiar world where his children no longer exist. As the lines between the real and virtual worlds begin to blur, Peter is forced to reckon with what truly matters to him. But can he escape his virtual prison before he loses his family forever? File Under: Science Fiction [ Game Grumps | Whole New Virtual World | Headset Havoc | Lost and Found ]
Download or read book Learning Serverless written by Jason Katzer and published by O'Reilly Media. This book was released on 2020-10-29 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Whether your company is considering serverless computing or has already made the decision to adopt this model, this practical book is for you. Author Jason Katzer shows early- and mid-career developers what's required to build and ship maintainable and scalable services using this model. With this book, you'll learn how to build a modern production system in the cloud, viewed through the lens of serverless computing. You'll discover how serverless can free you from the tedious task of setting up and maintaining systems in production. You'll also explore new ways to level up your career and design, develop, and deploy with confidence. In three parts, this book includes: The Path to Production: Examine the ins and outs of distributed systems, microservices, interfaces, and serverless architecture and patterns The Tools: Dive into monitoring, observability and alerting, logging, pipelines, automation, and deployment Concepts: Learn how to design security and privacy, how to manage quality through testing and staging, and how to plan for failure
Download or read book The Horror at Chiller House Goosebumps HorrorLand 19 written by R. L. Stine and published by Scholastic Inc.. This book was released on 2015-03-31 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: Goosebumps now on Disney+! Take a little Horror home with you!Jonathan Chiller has called the kids from books #13-18 back to HorrorLand to collect payment. The only way for the kids to get back home is for them to win at a HorrorLand-style scavenger hunt. They each must find a red chest. Inside, the miniature Horror will act as a portal to send them back home.They'll be competing against Murder the Clown, Chef Belcher, Mondo the Magical, and three other unsavory characters from the previous six books. Little do they know that all six adversaries are actually Chiller in disguise. And Chiller will lie and cheat his way to victory.
Download or read book The Art of Dishonored 2 written by Bethesda Studios and published by Dark Horse Comics. This book was released on 2016-11-15 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Empire of Isles is home to fabulous wonders beyond count, and dangers to match. Now, walk in the same steps as heroes Corvo Attano and Emily Kaldwin as you examine the complexly beautiful concept and design of Dishonored 2! ArKane Studios and Dark Horse books are proud to present this gorgeous collection, featuring hundreds of pieces of art chronicling the development of the blockbuster stealth-action title. The Art of Dishonored 2 is a must-have item for art fans and gamers alike! • Exclusive never before seen concept art from the making of Dishonored 2! • The comprehensive companion to the wildly anticipated Dishonored 2! • The art book that Dishonored fans have been waiting for! • Dishonored won the 2013 BAFTA for Best Game! This is the Official Art Book for Dishonored 2. Dark Horse was also responsible for the official Art Book for Dishonored, titled Dishonored: The Dunwall Archives (978-1616555627)
Download or read book Deep Madness Shattered Seas written by Byron Leavitt and published by . This book was released on 2020-12-15 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Minds. Seas. Dimensions. All will shatter like glass.His muscles elastic and his mind fragmented, Connor Durham awakens on an unknown beach. In the distance before him is a black tower whose peak rises to meet the clouds. In the water behind him are beings who used to be human, their bodies warping and twisting into horrific new configurations. With nowhere else to turn, Connor runs for the tower. In the Kadath deep-sea mining facility, Lucas Kane feels haunted. He dreams of lives he never lived and hears whispers from people who don't exist. During his days, four grey figures vibrate in and out of focus behind him, their words mostly unintelligible mutters. But there's something else, too, which he sees while both awake and asleep: a sphere, massive, metallic, and beautiful, which awaits him outside Kadath's walls at the bottom of the ocean. Separated by dimensions, these two men - and their unfolding stories - are intrinsically linked. As they descend deeper into the dark terrors of the unknown, they will draw inextricably closer together until, at last, both men find themselves trapped in the very depths of otherworldly madness. Welcome to Shattered Seas.
Download or read book Procedural Storytelling in Game Design written by Tanya X. Short and published by CRC Press. This book was released on 2019-03-14 with total page 341 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories. Key Features Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways World’s finest guide for how to begin thinking about procedural design
Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2008-08-04 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
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!
Download or read book Bunny written by Mona Awad and published by Penguin. This book was released on 2019-06-11 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: NATIONAL BESTSELLER Soon to be a major motion picture "Jon Swift + Witches of Eastwick + Kelly 'Get In Trouble' Link + Mean Girls + Creative Writing Degree Hell! No punches pulled, no hilarities dodged, no meme unmangled! O Bunny you are sooo genius!" —Margaret Atwood, via Twitter "A wild, audacious and ultimately unforgettable novel." —Michael Schaub, Los Angeles Times "Awad is a stone-cold genius." —Ann Bauer, The Washington Post The Vegetarian meets Heathers in this darkly funny, seductively strange novel from the acclaimed author of 13 Ways of Looking at a Fat Girl and Rouge "We were just these innocent girls in the night trying to make something beautiful. We nearly died. We very nearly did, didn't we?" Samantha Heather Mackey couldn't be more of an outsider in her small, highly selective MFA program at New England's Warren University. A scholarship student who prefers the company of her dark imagination to that of most people, she is utterly repelled by the rest of her fiction writing cohort--a clique of unbearably twee rich girls who call each other "Bunny," and seem to move and speak as one. But everything changes when Samantha receives an invitation to the Bunnies' fabled "Smut Salon," and finds herself inexplicably drawn to their front door--ditching her only friend, Ava, in the process. As Samantha plunges deeper and deeper into the Bunnies' sinister yet saccharine world, beginning to take part in the ritualistic off-campus "Workshop" where they conjure their monstrous creations, the edges of reality begin to blur. Soon, her friendships with Ava and the Bunnies will be brought into deadly collision. The spellbinding new novel from one of our most fearless chroniclers of the female experience, Bunny is a down-the-rabbit-hole tale of loneliness and belonging, friendship and desire, and the fantastic and terrible power of the imagination. Named a Best Book of 2019 by TIME, Vogue, Electric Literature, and The New York Public Library
Download or read book Summer Sons written by Lee Mandelo and published by Tordotcom. This book was released on 2021-09-28 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Lee Mandelo's debut Summer Sons is a sweltering, queer Southern Gothic that crosses Appalachian street racing with academic intrigue, all haunted by a hungry ghost. Andrew and Eddie did everything together, best friends bonded more deeply than brothers, until Eddie left Andrew behind to start his graduate program at Vanderbilt. Six months later, only days before Andrew was to join him in Nashville, Eddie dies of an apparent suicide. He leaves Andrew a horrible inheritance: a roommate he doesn’t know, friends he never asked for, and a gruesome phantom that hungers for him. As Andrew searches for the truth of Eddie’s death, he uncovers the lies and secrets left behind by the person he trusted most, discovering a family history soaked in blood and death. Whirling between the backstabbing academic world where Eddie spent his days and the circle of hot boys, fast cars, and hard drugs that ruled Eddie’s nights, the walls Andrew has built against the world begin to crumble. And there is something awful lurking, waiting for those walls to fall. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.