Taylor & Francis Ltd, 2024. — 334 р. — ISBN 9781032391229. Turn your love of video games into a new love of programming by learning the ins and outs of writing code while also learning how to keep track of high scores, what video game heroes and loot boxes are made of, how the dreaded RNG (random number generation) works, and much, much more. This book is the first in an...
2nd edition. New Riders, 2009. 700 pages ISBN10: 0321643372; ISBN13: 978-0321643377; 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...
2nd edition. New Riders, 2009. 700 pages ISBN10: 0321643372; ISBN13: 978-0321643377; 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...
New Riders, 2012, ISBN: 0321820274, 360 pages. This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what...
Focal Press, 2008, ISBN: 0240808959, 400 pages. The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools,...
Focal Press, 2009. — 419 p. — ISBN 0240811488. A tutorial for beginning game artists and enthusiasts to learn how to create textures at the professional level. As well as the design angle of creating artwork for games, this book also tackles the business side of creating artwork for commercial purposes, making it a wonderful insight into the world of the professional games artist....
CRC, 2017. — 361 p. — From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game...
4th edition. — CRC Press, 2016. — 406 p.
The new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications,...
Springer. 2019. — 257 p. — (Emergence, Complexity and Computation ECC 36). — ISBN: 978-3-030-19633-2. This book addresses two disciplines that have traditionally occupied completely different realms: quantum information and computation, and game theory. Helping readers connect these fields, it appeals to a wide audience, including computer scientists, engineers, mathematicians,...
2nd Edition. — Future Publishing, 2021. — 148 р. Games can transport you to anywhere a developer’s imagination dares to go. They take us to distant worlds, fantasy realms, and anywhere in space and time. These experiences are often so immersive that it’s easy to forget how all our favourite characters and game worlds were once a collection of simple sketches dreamed up by an...
John Wiley & Sons, 2014. — 781 p. — ISBN: 978-1118328033. На англ. языке. People play digital games for many reasons, from entertainment to professional training, but all games share the same basic characteristics. From those basic parameters, gaming professionals manage to create the enormous variety of games on the market today. The Handbook of Digital Games explores the many...
CRC Press, 2024. — 191 р. — ISBN: 978-1-032-36587-9. This book presents 71 practical game design tools that readers can use to solve real-world game design problems. Written to be a "toolbox" for game designers, it offers a hands-on approach with clear and easy-to-use tools so that readers can quickly find the right solution to the problem they are facing. This book is divided...
Addison Wesley; 1 edition, 2014. — 240 р. Master the Principles and Vocabulary of Game Design Why aren’t videogames getting better? Why does it feel like we’re playing the same games, over and over again? Why aren’t games helping us transform our lives, like great music, books, and movies do? The problem is language. We still don’t know how to talk about game design. We can’t...
William Pollock, 2020. — 202 p. — ISBN13: 978-1-59327-944-8. Fun introduction to game development by well-known game designer using PuzzleScript, a free online tool for creating puzzles/platform games. PuzzleScript is a free, web-based tool you can use to create puzzle games. In a PuzzleScript game, you move objects around to solve problems and play through the levels. In Make...
William Pollock, 2020. — 137 p. — ISBN13: 978-1-59327-944-8. Fun introduction to game development by well-known game designer using PuzzleScript, a free online tool for creating puzzles/platform games. PuzzleScript is a free, web-based tool you can use to create puzzle games. In a PuzzleScript game, you move objects around to solve problems and play through the levels. In Make...
William Pollock, 2020. — 137 p. — ISBN13: 978-1-59327-944-8. Fun introduction to game development by well-known game designer using PuzzleScript, a free online tool for creating puzzles/platform games. PuzzleScript is a free, web-based tool you can use to create puzzle games. In a PuzzleScript game, you move objects around to solve problems and play through the levels. In Make...
William Pollock, 2020. — 137 p. — ISBN13: 978-1-59327-944-8. Fun introduction to game development by well-known game designer using PuzzleScript, a free online tool for creating puzzles/platform games. PuzzleScript is a free, web-based tool you can use to create puzzle games. In a PuzzleScript game, you move objects around to solve problems and play through the levels. In Make...
Academic Press, Inc., 1995. — 473 p. — ISBN: 0-12-059756-X. 2D Geometry and Algorithms. Image Processing. Frame Buffer Techniques. 3D Geometry and Algorithms. Ray Tracing. Radiosity. Matrix Techniques. Numerical and Programming Techniques. Curves and Surfaces.
Academic Press, Inc., 1995. — 473 p. 2D Geometry and Algorithms. Image Processing. Frame Buffer Techniques. 3D Geometry and Algorithms. Ray Tracing. Radiosity. Matrix Techniques. Numerical and Programming Techniques. Curves and Surfaces.
Morgan & Claypool, 2020. — 113 p. — (Synthesis Lectures on Games and Computational Intelligence 06). — ISBN: 9781681737522. The answer to this question is playtesting. However, a haphazard playtest process cannot discover play experience from various dimensions. Players' perceptions, affordances, age, gender, culture, and many more human factors influence play experience. A...
CRC Press, 2016. — 392 p. — ISBN: 978-0-415-74305-1. Rigging for Games: A Primer for Technical Artists Using Maya and Python is not just another step-by-step manual of loosely related tutorials. Using characters from the video game Tin, it takes you through the real-world creative and technical process of rigging characters for video games and cinematics, allowing readers a...
Packt, 2016. — 307 p. in color. — ISBN: 9781786460301
Buildbox is an “any skill level” development platform to develop video games with no coding experience. It also exports these games to be compiled for any platform (from Windows to Mac to iOS to Android and Blackberry) all using the same graphic user interface.
Using an example as a tutorial, we will relate the driving...
Springer, 2016. — 222 p. — ISBN: 9783319300023. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques...
Монография 2019. -242 с. На английском языке Pixel Logic - это всестороннее учебное пособие по пиксельной графике на 242 страницах! Эта книга фокусируется на визуальном обучении и максимально ограничивает текст, в отличие от других учебных пособий. В пиксельной графике вы имеете полный контроль и можете самостоятельно управлять каждым пикселем. Продвинутые инструменты не...
Nova Publishers, 2013. — 160 p. — ISBN13: 978-1624175770. The idea that such pervasive and ever-growing immersion in digital gaming affects gamers real life seems obvious and is the focus of this volume. A wide range of topics was collected under the "Psychology of Gaming" header. The eight chapters in this edited book do not represent all the topics in the psychology of...
Packt Publishing, 2015. — 298 p. — ISBN: 978-1-78439-577-3. Throughout this book, I'll try to share my knowledge on how to make video games and share them with you. Five different projects will be covered, which include many techniques and ways to resolve quite commons problems involved in game development. The technologies used are the C++ programming language (2011 standard)...
2nd Edition. — Raspberry Pi Press, 2024. — 240 p. Take inspiration from the golden age of video games and learn how to write your own modern classics. Code the Classics Volume 1 not only tells the stories of some of the seminal video games of the 1970s and 1980s, but shows you how to create your own games inspired by them, following examples programmed by Raspberry Pi founder...
CRC Press, 2021. - 502 p. - ISBN 0367367726, 9780367367725. Chris Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and...
The MIT Press, 2023. — 184 p. — eBook ISBN: 9780262375115. A deep dive into practical game design through playful philosophy and philosophical play. What are video games made of? And what can that tell us about what they mean? In The Stuff Games Are Made Of , experimental game maker Pippin Barr explores the materials of video game design. Taking the reader on a deep dive into...
Course Technology PTR, 2002. — 816 p. — ISBN: 9780761532989. The first part of the book covers the history of online gaming, the architecture of multiplayer games, basic networking, and an introduction to Visual C++ and Windows programming. After you cover the basics, you'll move on to sockets, DirectPlay, Direct3D, DirectAudio, and DirectInput programming, as well as...
New Riders Publishing, 2003. — 768 pages. ISBN: 0-1310-1816-7 Designing Virtual Worlds is the most comprehensive treatment of virtual world design to-date from one of the true pioneers and most sought-after design consultants. It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological,...
Apress, 2016. - 528p.
This follow-up volume to MMOs from the Inside Out is a further collection of bold ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. Whereas its predecessor looked at how MMOs can change the world, MMOs from the Outside In: How Psychology, Law, Culture and Real Life see...
Premier Press, 2003. - 726 p. 4th Edition. ISBN 1592001041, 9781592001040
This book is for everyone involved in game development and for those who want to break into the industry. Calling someone a game developer covers a lot of territory. A developer might be an artist making 3D models; a producer handling external development; a level designer or composer; a programmer or...
Course Technology PTR, 2004, 377 p. Second Edition. ISBN-13: 978-1592004935 Chapter 1 describes how to develop a mere idea into a project that a publisher will agree to fund. Chapter 2 lays out the fundamental rules of good game design. Chapter 3 analyzes different genres and deals with category-specific design issues. It also contains sidebar interviews with top designers from...
Packt Publishing, 2013. — 50 p. Expand your Minecraft world by learning to code with Minecraft: Pi Edition Overview Learn something new in an Instant! A short, fast, focused guide delivering immediate results Enhance your Minecraft building techniques using computer code Get started with the Linux operating system on the Raspberry Pi Make the Minecraft world interact with the real...
Packt Publishing, 2013. — 50 p. Expand your Minecraft world by learning to code with Minecraft: Pi Edition Overview Learn something new in an Instant! A short, fast, focused guide delivering immediate results Enhance your Minecraft building techniques using computer code Get started with the Linux operating system on the Raspberry Pi Make the Minecraft world interact with the real...
Packt Publishing, 2013. — 50 p. Expand your Minecraft world by learning to code with Minecraft: Pi Edition Overview Learn something new in an Instant! A short, fast, focused guide delivering immediate results Enhance your Minecraft building techniques using computer code Get started with the Linux operating system on the Raspberry Pi Make the Minecraft world interact with the real...
CRC Press, 2023. — 375 p. Written by an AAA industry expert with over 20 years of experience, this book offers comprehensive coverage of the practical skills that all successful level designers need to have. It covers everything from practical production skills to the social and soft skills required to thrive in the gaming industry. This book begins with a theoretical and...
2017. — 124 p. — ISBN: 0692920927. Working in the video game industry is an incredibly rewarding career, but it's hard to break in unless you have insider knowledge. This book levels the playing field. Learn how to start your career making video games, directly from game industry expert Jason W. Bay. Topics range from choosing a career track, all the way through writing your...
2017. — 124 p. — ISBN: 0692920927. Working in the video game industry is an incredibly rewarding career, but it's hard to break in unless you have insider knowledge. This book levels the playing field. Learn how to start your career making video games, directly from game industry expert Jason W. Bay. Topics range from choosing a career track, all the way through writing your...
CRC Press, 2025. — 188 p. — ISBN-13: 978-1032528700. This book provides a starting point for anyone interested in level and game design with zero prior knowledge. By analysing existing games and levels, it introduces good design ideas and works towards communicating them in either design or practical methods. The book covers a multitude of design standards and showcases...
CRC Press, 2025. — 188 p. — ISBN-13: 978-1003408840. This book provides a starting point for anyone interested in level and game design with zero prior knowledge. By analysing existing games and levels, it introduces good design ideas and works towards communicating them in either design or practical methods. The book covers a multitude of design standards and showcases...
CRC Press, 2025. — 188 p. — ISBN-13: 978-1003408840. This book provides a starting point for anyone interested in level and game design with zero prior knowledge. By analysing existing games and levels, it introduces good design ideas and works towards communicating them in either design or practical methods. The book covers a multitude of design standards and showcases...
CRC Press, 2025. — 188 p. — ISBN-13: 978-1003408840. This book provides a starting point for anyone interested in level and game design with zero prior knowledge. By analysing existing games and levels, it introduces good design ideas and works towards communicating them in either design or practical methods. The book covers a multitude of design standards and showcases...
New York: John Wiley & Sons, 2011. — 482 p. The first computer simulation book for anyone designing or building a gameAnswering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree....
Razeware, 2019. — 659 p. Build your own low-level game engine in Metal! This book introduces you to graphics programming in Metal — Apple’s framework for programming on the GPU. You’ll build your own game engine in Metal where you can create 3D scenes and build your own 3D games. Who This Book Is For This book is for intermediate Swift developers interested in learning 3D...
4th Edition: Kodeco Inc., 2023. — 806p. — (Математическое программирование). Build your own low-level game engine in Metal! This book introduces you to graphics programming in Metal — Apple’s framework for programming on the GPU. You’ll build your own game engine in Metal where you can create 3D scenes and build your own 3D games. Metal is a unified, low-level, low-overhead...
2nd Edition. — Razeware LLC., 2019. — 713 p. — ISBN: n/a. Build your own low-level game engine in Metal! This book will introduce you to graphics programming in Metal — Apple’s framework for programming on the GPU. By the end of this book, you’ll build your own game engine in Metal where you can create 3D scenes and build your own 3D games. Metal is a unified application...
2nd Edition. — Razeware LLC., 2019. — 713 p. — ISBN: n/a. Build your own low-level game engine in Metal! This book will introduce you to graphics programming in Metal — Apple’s framework for programming on the GPU. By the end of this book, you’ll build your own game engine in Metal where you can create 3D scenes and build your own 3D games. Metal is a unified application...
2nd Edition. — Razeware LLC., 2019. — 713 p. — ISBN: n/a. Build your own low-level game engine in Metal! This book will introduce you to graphics programming in Metal — Apple’s framework for programming on the GPU. By the end of this book, you’ll build your own game engine in Metal where you can create 3D scenes and build your own 3D games. Metal is a unified application...
3rd Edition. — Razeware LLC., 2022. — 788 p. — ISBN: n/a. This book will introduce you to graphics programming in Metal — Apple’s framework for programming on the GPU. Build a complete game engine in Metal! Metal is a unified application programming interface (API) for the graphics processing unit, or GPU. It’s unified because it applies to both 3D graphics and data-parallel...
3rd Edition. — Razeware LLC., 2022. — 788 p. — ISBN: n/a. This book will introduce you to graphics programming in Metal — Apple’s framework for programming on the GPU. Build a complete game engine in Metal! Metal is a unified application programming interface (API) for the graphics processing unit, or GPU. It’s unified because it applies to both 3D graphics and data-parallel...
2nd Edition. — Razeware LLC., 2019. — 657 p. — ISBN: n/a. Code files only! Build your own low-level game engine in Metal! This book will introduce you to graphics programming in Metal — Apple’s framework for programming on the GPU. By the end of this book, you’ll build your own game engine in Metal where you can create 3D scenes and build your own 3D games. Metal is a unified...
2nd Edition. — Razeware LLC., 2019. — 657 p. — ISBN: n/a. Code files only! Build your own low-level game engine in Metal! This book will introduce you to graphics programming in Metal — Apple’s framework for programming on the GPU. By the end of this book, you’ll build your own game engine in Metal where you can create 3D scenes and build your own 3D games. Metal is a unified...
Cengage Learning, 2006. — 464 Pages. Print ISBN10: 1-58450-444-7 ISBN13: 978-1-58450-444-3 With the impressive growth the games industry has enjoyed for the past decade, game developers, educators, and marketing firms are excitedly envisioning serious games applications for computer game technologies. These applications- serious games- represent opportunities for game...
Apress, 2014. — 220 p. — ISBN: 9781430267010. Game Development Tool Essentials provides must-have tips and tricks from industry professionals for strengthening and streamlining your game tools pipeline. Everyone knows the game tools pipeline is important, but in the current environment of shrinking budgets and increased time pressure, developers often have to settle for...
Apress, 2014. — 220 p. — ISBN: 9781430267010. Game Development Tool Essentials provides must-have tips and tricks from industry professionals for strengthening and streamlining your game tools pipeline. Everyone knows the game tools pipeline is important, but in the current environment of shrinking budgets and increased time pressure, developers often have to settle for...
New Yprk: A K Peters Ltd, 1997. - 247p.
There is a small community of programmers attempting to create Go playing computer programs and this effort has met with some small success. To say the least, this work is in it's infancy - at least if this book is any indication.
If you're actually interested in Go, this book is not going to be much help. There are numerous alternative...
Springer International Publishing, Switzerland, 2015. — 286 p. — (Human–Computer Interaction Series) — ISBN: 9783319159843. Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various...
Springer, 2015. — 296 p. — ISBN: 9783319159843. Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and...
Packt Publishing, 2014. — 294 p. — ISBN10: 184969592X. Develop engaging and immersive mods with Source SDK. Overview. Create maps and mods using the tools provided with Source SDK. Learn how to use Hammer to create your own game worlds. Create goal-driven A.I. sequences and scripts. Master Source SDK tools with ease with step by step tutorials.
Wordware Publishing, 2003. — 432 pages. — Series: Wordware Game Developer's Library ISBN10: 1556229518 ISBN13: 978-1556229510 This is the first handbook for game development with detailed coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for content, such as motion capture and voice-over talent.
CRC Press, 2018. — 532 p. — ISBN: 1498788742. This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in console...
CRC Press, 2018. — 630 p. — ISBN13: 978-1-4987-8874-8. This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in...
CRC Press, 2018. — 630 p. — ISBN13: 978-1-4987-8874-8. This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in...
CRC Press, 2018. — 630 p. — ISBN13: 978-1-4987-8874-8. This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in...
Peachpit Press, 2016. — ISBN 013413365X. Animation is a limitless medium for telling stories. Artists can create worlds, defy gravity, flip from factual to fantasy, and transport audiences to places they never imagined. The challenge is having the discipline to reel it in and be intentional about your storytelling choices. This book shows you how. In Animated Storytelling,...
Routledge, 2023. — 226 р. — ISBN: 978-1-032-28847-5. Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design...
Apress, 2017. — 159 p. — ISBN: 978-1-4842-3215-6. Apply lean frameworks and other concepts of software development to the process of your game development. Resistance to Agile methodologies in the gaming industry is most often due to frustrated attempts to use lean tools and frameworks. Lean Game Development teaches you how to apply frameworks and concepts successfully to...
Apress, 2017. — 159 p. — ISBN: 978-1-4842-3215-6. Apply lean frameworks and other concepts of software development to the process of your game development. Resistance to Agile methodologies in the gaming industry is most often due to frustrated attempts to use lean tools and frameworks. Lean Game Development teaches you how to apply frameworks and concepts successfully to...
2nd Edition. — Apress, 2024. — 304 p. — ISBN 978-1-4842-9842-8. Master Lean UX and Lean Startup techniques to improve your agile game development experience beyond Scrum. This updated version of the book focuses on applying lean and agile methodologies to the game development process and features improved examples, applied techniques, and a whole new section explaining how to...
2nd Edition. — Apress Media LLC., 2024. — 299 р. — ISBN-13: 978-1-4842-9842-8. Master Lean UX and Lean Startup techniques to improve your agile game development experience beyond Scrum. This updated version of the book focuses on applying lean and agile methodologies to the game development process and features improved examples, applied techniques, and a whole new section...
2nd Edition. — Apress Media LLC., 2024. — 299 р. — ISBN-13: 978-1-4842-9843-5. Master Lean UX and Lean Startup techniques to improve your agile game development experience beyond Scrum. This updated version of the book focuses on applying lean and agile methodologies to the game development process and features improved examples, applied techniques, and a whole new section...
2nd Edition. — Apress Media LLC., 2024. — 299 р. — ISBN-13: 978-1-4842-9843-5. Master Lean UX and Lean Startup techniques to improve your agile game development experience beyond Scrum. This updated version of the book focuses on applying lean and agile methodologies to the game development process and features improved examples, applied techniques, and a whole new section...
2nd Edition. — Apress Media LLC., 2024. — 299 р. — ISBN-13: 978-1-4842-9843-5. Master Lean UX and Lean Startup techniques to improve your agile game development experience beyond Scrum. This updated version of the book focuses on applying lean and agile methodologies to the game development process and features improved examples, applied techniques, and a whole new section...
Amazon Digital Services LLC, 2019. — 120 р. In the first 20 chapters, learn to program in C on Windows with over 30 examples. No prior programming knowledge is needed. Then for the remaining 20 chapters put your new found knowledge to use and learn how to program an arcade quality game - Asteroids. Full instructions are provided for installing all the free software that you'll...
Amazon Digital Services LLC, 2019. — 328 р. In the first 20 chapters, learn to program in C on Windows with over 30 examples. No prior programming knowledge is needed. Then for the remaining 20 chapters put your new found knowledge to use and learn how to program an arcade quality game - Asteroids. Full instructions are provided for installing all the free software that you'll...
Amazon Digital Services LLC, 2019. — 120 р. In the first 20 chapters, learn to program in C on Windows with over 30 examples. No prior programming knowledge is needed. Then for the remaining 20 chapters put your new found knowledge to use and learn how to program an arcade quality game - Asteroids. Full instructions are provided for installing all the free software that you'll...
Packt Publishing, 2013. — 336 p.
Creating video games has traditionally been a long and complicated process, requiring years of experience and a vast array of skills. However, with the introduction of comprehensive game-development toolkits such as Stencyl, the fun has returned to the art of game-creation - anyone who has the desire to create their own video game can now do so...
Apress, 2023. — 394 p. — ISBN-13 978-1-4842-8909-9. Up your game developer skills by learning game backend development with Microsoft Azure and PlayFab. Robust backend infrastructure support is essential for all modern games. Implementing game backend features became easier with the emergence of GBaaS (Game Backend-as-a-Service) providers and the advance of the cloud....
Apress, 2023. — 394 p. — ISBN-13 978-1-4842-8909-9. Up your game developer skills by learning game backend development with Microsoft Azure and PlayFab. Robust backend infrastructure support is essential for all modern games. Implementing game backend features became easier with the emergence of GBaaS (Game Backend-as-a-Service) providers and the advance of the cloud....
Packt Publishing, 2013. — 116 p. — ISBN: 178398354X. На англ. языке. Starling makes it very easy for an ActionScript developer to create cross-platform, multiplayer games. Starling utilizes GPU to render all the content for excellent performance on a wide range of devices. Multiplayer games have become a very lucrative market, pulling in more and more developers who try to...
Packt Publishing, 2013. — 116 p. + Examples Code. — ISBN: 178398354X. На англ. языке. Starling makes it very easy for an ActionScript developer to create cross-platform, multiplayer games. Starling utilizes GPU to render all the content for excellent performance on a wide range of devices. Multiplayer games have become a very lucrative market, pulling in more and more...
Fairchild Books, 2016. — 192 p. — ISBN13: 978-1472567116. A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights...
Fairchild Books, 2016. — 192 p. — ISBN13: 978-1472567116. A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights...
Fairchild Books, 2016. — 192 p. — ISBN13: 978-1472567116. A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights...
2nd Edition. — O’Reilly Media, 2013. — 577 p. — ISBN: 978-1-4493-9251-2. If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You’ll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox,...
Tłumaczenie: Krzysztof Masłowski. — Gliwize: Wydawnictwo Helion, 2003. — 130 s. — ISBN: 83-7361-152-5. — (in Polish). Tytuł oryginalu: Physics for Game Developers (/file/1144757/). Książka ta została napisana dla twórców gier komputerowych, którzy do tworzonych gier muszą włączać elementy rzeczywistej fizyki, choć brak im w tej dziedzinie odpowiedniej wiedzy i wykształcenia....
CRC Press, 2018. — 274 p. Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance. Given the rise in international competition, the increasing complexity of video game features, and the explosive growth of the industry in general, game developers can quickly find themselves in...
Course Technology, 2009. — 317 p. Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or...
Wiley, 2016. — 131 p.
Creating Digital Animations is your ticket to learning animation! Learn how to animate your very own characters using Scratch—the free multimedia tool that lets you create interactive stories, games, and animations. Designed specifically for kids aged seven and up, this easy-to-follow, full-color guide introduces you to important game design concepts...
Dummies Junior, 2016. — 131 p. — ISBN: 978-1-119-17722-7. Is your youngster a designer at heart? Read on! Designing Digital Games helps children apply their design skills to video game design using Scratch—and this book! Introducing simple programming concepts over the course of three easy-to-follow projects, it shows your child how to use the free Scratch platform to create a...
First Second, 2016. — 256 p. — ISBN13: 978-1626723153. It is, perhaps, the perfect video game. Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams. Alexey Pajitnov had big ideas about games. In 1984, he created Tetris...
First Second, 2016. — 256 p. — ISBN13: 978-1626723153. It is, perhaps, the perfect video game. Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams. Alexey Pajitnov had big ideas about games. In 1984, he created Tetris...
First Second, 2016. — 256 p. — ISBN13: 978-1626723153. It is, perhaps, the perfect video game. Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams. Alexey Pajitnov had big ideas about games. In 1984, he created Tetris...
2nd Edition. — Packt, 2022. — 302 p. — ISBN 9781803247571, 1803247576. Roblox is a huge entertainment platform like no other for both playing and creating games. With over 200 million monthly active users, Roblox has enabled new and experienced developers to create successful games, often called experiences, that can be played globally at no cost. Coding Roblox Games Made Easy,...
Packt Publishing, 2021. — 205 p.— ISBN 1800561997, 9781800561991. Get up and running with Roblox development and discover professional guidance for working with Roblox components and Lua programming Key Features Explore solutions to common problems faced while creating games on Roblox Learn tips, tricks, and the best practices along with advanced coding techniques to create...
Packt Publishing, 2021. — 205 p.— ISBN 1800561997, 9781800561991. Get up and running with Roblox development and discover professional guidance for working with Roblox components and Lua programming Key Features Explore solutions to common problems faced while creating games on Roblox Learn tips, tricks, and the best practices along with advanced coding techniques to create...
Packt Publishing, 2021. — 205 p. — ISBN 1800561997, 9781800561991. Get up and running with Roblox development and discover professional guidance for working with Roblox components and Lua programming Key Features Explore solutions to common problems faced while creating games on Roblox Learn tips, tricks, and the best practices along with advanced coding techniques to create...
Packt Publishing, 2014. — 114 p. — ISBN: 9781783283613. Clickteam Fusion is an extremely powerful yet easy-to-use visual creation tool. With Clickteam Fusion’s amazing event editor system, you are able to quickly generate games or apps without having to master a traditional programming language. Clickteam Fusion is a game and application authoring tool that allows you to design...
Packt Publishing, 2014. — 114 p. — ISBN: 9781783283613. Clickteam Fusion is an extremely powerful yet easy-to-use visual creation tool. With Clickteam Fusion’s amazing event editor system, you are able to quickly generate games or apps without having to master a traditional programming language. Clickteam Fusion is a game and application authoring tool that allows you to design...
Packt Publishing, 2014. — 114 p. — ISBN: 9781783283613. Clickteam Fusion is an extremely powerful yet easy-to-use visual creation tool. With Clickteam Fusion’s amazing event editor system, you are able to quickly generate games or apps without having to master a traditional programming language. Clickteam Fusion is a game and application authoring tool that allows you to design...
Apress, 2021. — 391 p. — ISBN 978-1-4842-7038-7. Start your video game development journey by learning how to build a 2D game engine from scratch. Using Java (with NetBeans as your IDE and using Java’s graphics framework) or by following along in C# (with Visual Studio as your IDE and using the MonoGame framework), you’ll cover the design and implementation of a 2D game engine...
Apress, 2021. — 391 p. — ISBN 978-1-4842-7038-7. Start your video game development journey by learning how to build a 2D game engine from scratch. Using Java (with NetBeans as your IDE and using Java’s graphics framework) or by following along in C# (with Visual Studio as your IDE and using the MonoGame framework), you’ll cover the design and implementation of a 2D game engine...
Amazon Digital Services LLC, 2018. — 584 р. The book utilizes a unique problem-solving way of educate you the technological fundamentals of growth, such as data types, factors, features, and arrays. You will also use techniques such as pseudocode and process applying to come up with alternatives without having to type anything into a computer, and then turn the alternatives...
Amazon Digital Services LLC, 2018. — 584 р. The book utilizes a unique problem-solving way of educate you the technological fundamentals of growth, such as data types, factors, features, and arrays. You will also use techniques such as pseudocode and process applying to come up with alternatives without having to type anything into a computer, and then turn the alternatives...
Focal Press, 2015. — 117 p. — ISBN: 9781315756516. Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of...
CRC Press, 2022. Game Design Deep Dive: Free-to-Play (F2P) continues the series’ focus on examining genres with a look at the history and methodology behind free-to-play and mobile games. The genre is one of the most lucrative and controversial in the industry. Josh Bycer lays out not only the potential and pitfalls of this design but also explores the ethics behind good and...
CRC Press, 2020. — 153 p. The Game Design Deep Dive series examines specific game systems or mechanics over the course of the history of the industry. This book examines the history of jumping – one of the oldest mechanics in the industry – and how it has evolved and changed over the years. The author looks at the transition from 2D to 3D and multiple elements that make jumping...
CRC Press, 2024. — 175 p. Game Design Critic Joshua Bycer is back with another entry in the Game Design Deep Series to focus on the youngest genre yet: soulslikes. Over a decade, From Software defined a new genre that has led to studios chasing after them hit after hit. In this book, Josh will cover the history of the genre and popular soulslike games of the 2010s and discuss...
CRC Press, 2021. — 121 p. — ISBN 9780367713713. Game Design Deep Dive: Roguelike s 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...
Springer, 2021. — 220 p. — (Gaming Media and Social Effects). — ISBN 978-981-33-6941-2. This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with Autism Spectrum Disorder (ASD) in their learning of different skills. Children with ASD have challenges to learn skills of learning, living, and working,...
Springer, 2021. — 220 p. — (Gaming Media and Social Effects). — ISBN 978-981-33-6941-2. This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with Autism Spectrum Disorder (ASD) in their learning of different skills. Children with ASD have challenges to learn skills of learning, living, and working,...
CRC Press, 2018. — 185 p. — ISBN13: 978-1-1388-0692-4. This book is geared towards both students as well as professionals who are looking to enter the mobile (tablet/smartphone) and PC (personal computer) industry as concept artists (for both 2D and 3D production pipelines) or 2D production artists (game-ready assets). This book is not specifically focused on game design or...
CRC Press, 2024. — 349 p. This is an introductory textbook focusing on games (specifically interaction and graphics) as a pathway into programming. It empowers its readers to do basic programming, prototyping, creating games and other highly interactive applications, all from scratch and without any prior programming knowledge. Using the popular programming language Processing,...
Springer, 2018. — 318 p. — (Gaming Media and Social Effects). — ISBN10: 9811018898, ISBN13: 978-9811018893. This book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear...
Independently published, 2015. — 511 p. — ISBN 9781511744041. The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs...
Apress, 2019. — 346 p. — ISBN: 978-1484249192, 1484249194. Get your feet wet in developing visual novels and take a guided tour through easy to follow tutorials using three of the most popular tools (Ren'Py, TyranoBuilder, and Twine). This book uses a two-pronged approach into the fine art of text-based games, showing you what makes for compelling writing as well as the...
Apress, 2017. — 745 p. — ISBN10: 148422969X, ISBN13: 978-1484229699. Get a head start in your game development career with this all-genre guide for absolute beginners. Whether you're into action games, role-playing games, or interactive fiction, we've got you covered. Mostly Codeless Game Development empowers new developers with little or no previous programming experience and...
Apress, 2017. — 233 p. — ISBN10: 148422969X, ISBN13: 978-1484229699. Get a head start in your game development career with this all-genre guide for absolute beginners. Whether you're into action games, role-playing games, or interactive fiction, we've got you covered. Mostly Codeless Game Development empowers new developers with little or no previous programming experience and...
Routledge, 2020. — 253 p. The Legend of Zelda series is one of the most popular and recognizable examples in videogames of what Tolkien referred to as mythopoeia, or myth-making. In his essay On Fairy Stories and a short poem entitled Mythopoeia, Tolkien makes the case that the fairy tale aesthetic is simply a more intimate version of the same principle underlying the great...
2016. — 190 p. — ISBN: 1536826855. Good escape rooms are made by thinking of the player experience first. Escape the Game covers all aspects of creating your escape room from scratch. The book is meant to inspire designers to think holistically and to think about their escape rooms as more than the sum of their parts. If you are thinking of opening an escape game or are...
2016. — 190 p. — ISBN: 1536826855. Good escape rooms are made by thinking of the player experience first. Escape the Game covers all aspects of creating your escape room from scratch. The book is meant to inspire designers to think holistically and to think about their escape rooms as more than the sum of their parts. If you are thinking of opening an escape game or are...
Intellect Ltd, 2007. — 283 pages. ISBN10: 1841501425 ISBN13: 978-1841501420 Videogames are firmly enmeshed in modern culture. Acknowledging the increasing cultural impact of this rapidly changing industry on artistic and creative practices, Videogames and Art features in-depth essays that offer an unparalleled overview of the field. Together, the contributions position...
Intellect Ltd, 2014. — 250 p. — ISBN: 9781841504193. Together, the contributions position videogame art as an interdisciplinary mix of digital technologies and the traditional art forms. Of particular interest in this volume are machinima, game console artwork, politically oriented videogame art, and the production of digital art. This new and revised edition features an...
Course Technology PTR, 2004. — 440 p. — ISBN 1592000932. Programmers who want to include 3D math and physics in a game have to wade through physics textbooks and dreary tomes on linear algebra and group theory, only to find that the material is too abstract to be used directly in their games. This book gives readers the skills they want and need to incorporate real physics into...
Продюсирование видеоигр. От бизнеса и бюджета до творчества и дизайна. — Focal Press, 2010. — 304 p. — ISBN 978-0-240-81070-6. Master the secrets behind video game production — from concept to completion — with these comprehensive tips and tricks from two accomplished, working game producers. Discover how to lead a team, communicate effectively, budget, schedule, staff, and...
Independently published, 2023. — 547 p. Create your very first video game without any prior coding experience! Would you like to get ahold of simple, effective, and compatible steps that will enable you to be an excellent problem solver while game programming? Do you want to start game coding without worrying if you’re smart enough to get it right? If your answer is yes to any...
Independently published, 2022. — 228 р. Are you a beginner who’d like to know how to program video games? Would you like to get ahold of simple, effective, and compatible steps that will enable you to be an excellent problem solver while game programming? Do you want to start game coding without worrying if you’re smart enough to get it right? If your answer is yes to any of...
Independently published, 2022. — 228 р. Are you a beginner who’d like to know how to program video games? Would you like to get ahold of simple, effective, and compatible steps that will enable you to be an excellent problem solver while game programming? Do you want to start game coding without worrying if you’re smart enough to get it right? If your answer is yes to any of...
Independently published, 2022. — 228 р. Are you a beginner who’d like to know how to program video games? Would you like to get ahold of simple, effective, and compatible steps that will enable you to be an excellent problem solver while game programming? Do you want to start game coding without worrying if you’re smart enough to get it right? If your answer is yes to any of...
Independently published, 2022. — 228 р. Are you a beginner who’d like to know how to program video games? Would you like to get ahold of simple, effective, and compatible steps that will enable you to be an excellent problem solver while game programming? Do you want to start game coding without worrying if you’re smart enough to get it right? If your answer is yes to any of...
15th Ed. — Kidware Software LLC, 2017. — 968 p. — ASIN B073PDXYK6. Preview ebook Programming Games with Visual Basic is a second semester self-paced "intermediate" computer game programming tutorial consisting of 10 chapters explaining (in simple, easy-to-follow terms) how to build Visual Basic Games. The games built are non-violent and teach logical thinking skills. To grasp...
2nd edition. — CRC Press, 2021. — 351 p. — ISBN 9780367707651. 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...
2nd edition. — CRC Press, 2021. — 351 p. — ISBN 9780367707651. 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...
2nd edition. — CRC Press, 2021. — 351 p. — ISBN 9780367707651. 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...
2nd edition. — CRC Press, 2021. — 351 p. — ISBN 9780367707651. 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...
Chapman and Hall/CRC, 2021. — 313 p. — ISBN 978-1138503786. Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural...
CRC Press, 2015. — 311 p.: 13 color & 73 b/w Ill. — ISBN10: 1482226685, ISBN13: 978-1-4822-2669-0. На англ. языке. Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment...
Independent, 2023. — 72 p. — ISBN: 979-8201660857. Gone are the days of '3D-attempts', Nintendo's new offering consists of a clean and powerful break from its predecessor that will open the door to new, original and unseen content. It's worth pointing out that the design of this architecture led to one of the most compact hardware of this generation. This was emphasised by the...
Independent, 2023. — 72 p. — ISBN: 979-8201660857. Gone are the days of '3D-attempts', Nintendo's new offering consists of a clean and powerful break from its predecessor that will open the door to new, original and unseen content. It's worth pointing out that the design of this architecture led to one of the most compact hardware of this generation. This was emphasised by the...
Independent, 2023. — 72 p. — ISBN: 979-8201660857. Gone are the days of '3D-attempts', Nintendo's new offering consists of a clean and powerful break from its predecessor that will open the door to new, original and unseen content. It's worth pointing out that the design of this architecture led to one of the most compact hardware of this generation. This was emphasised by the...
Independently published, 2023. — 67 p. — (Architecture of Consoles: A practical analysis, 6). — ASIN: B0CGXP9V4D. Sony knew that 3D hardware can get very messy to develop for. Thus, their debuting console will keep its design simple and practical… Although this may come at a cost! Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to...
Independently published, 2023. — 67 p. — (Architecture of Consoles: A practical analysis, 6). — ASIN: B0CGXP9V4D. Sony knew that 3D hardware can get very messy to develop for. Thus, their debuting console will keep its design simple and practical… Although this may come at a cost! Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to...
Independently published, 2023. — 67 p. — (Architecture of Consoles: A practical analysis, 6). — ASIN: B0CGXP9V4D. Sony knew that 3D hardware can get very messy to develop for. Thus, their debuting console will keep its design simple and practical… Although this may come at a cost! Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to...
Wiley, 2014. — 352 p. Level up from gamer to creator with Gamestar Mechanic. Do you think you can design the ultimate video game? It's more than just flashy effects and cool graphics. Gamestar Mechanic helps you build the skills you need to become a master designer. Go on Quests, collect your Sprites and design your very own game that you can publish instantly and receive feedback...
A Chronology of Game Programming. Before Spacewar. Spacewar to Atari. Game Consoles and Personal Computers. Shakedown and Consolidation. The Advent of the Game Engine. The Handheld Revolution. The Cellular Phenomenon. Multiplayer Games. Game Architecture. Real-Time Software. The Game Logic Section. The Presentation Section. The Programming Process. Data Structures and...
The Pragmatic Programmers, LLC., 2021. — 506 p. — ISBN-13 978-1-68050-784-3. Design and develop sophisticated 2D games that are as much fun to make as they are to play. From particle effects and pathfinding to social integration and monetization, this complete tour of Apple's powerful suite of game technologies covers it all. Familiar with Swift but new to game development? No...
Pragmatic Bookshelf, 2021. — 506 p. — ISBN 978-1680507843 Version: P1.0 (April 2021). Design and develop sophisticated 2D games that are as much fun to make as they are to play. From particle effects and pathfinding to social integration and monetization, this complete tour of Apple's powerful suite of game technologies covers it all. Familiar with Swift but new to game...
CRC Press, 2022. — 192 p. — ISBN 978-1-032-05905-1. Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the...
Apress, 2015. — 416 p. — ISBN: 978-1-484217-89-4. Learn and use Python and PyGame to design and build cool arcade games. In Program Arcade Games: With Python and PyGame, 4th Edition, Dr. Paul Vincent Craven teaches you how to create fun and simple quiz games; integrate and start using graphics; animate graphics; integrate and use game controllers; add sound and bit-mapped...
New Riders Publishing, 2003. — 496 Pages. ISBN: 0-13-146099-4 Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area,...
New Riders, 2012. — 361 p. — ISBN: 9780321864970. As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is...
Kindle Edition. 96 pages. The classic book on computer game design first published in 1984, this Kindle version presents the original text along with chapter notes by Chris Crawford reflecting on how game design has changed in the last 30 years. This text was originally composed by computer game designer Chris Crawford in 1982. When searching for literature on the nature of...
Routledge, 2015. — 166 p. — ISBN13: 978-1138925533. Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a...
Simon Brew, David Crookes, Andrew Gillett, Eben Upton, Liz Upton. — Raspberry Pi Press, 2024. — 296 р. — ISBN 978-1-916868-04-5. Take inspiration from the some of the greatest video games of the 1980s and learn how to write your own modern classics Code the Classics Volume II not only tells the stories of some of the seminal video games of the 1980s, but shows you how to create...
Simon Brew, David Crookes, Andrew Gillett, Eben Upton, Liz Upton. — Raspberry Pi Press, 2024. — 296 р. — ISBN 978-1-916868-04-5. Take inspiration from the some of the greatest video games of the 1980s and learn how to write your own modern classics Code the Classics Volume II not only tells the stories of some of the seminal video games of the 1980s, but shows you how to create...
Simon Brew, David Crookes, Andrew Gillett, Eben Upton, Liz Upton. — Raspberry Pi Press, 2024. — 296 р. — ISBN 978-1-916868-04-5. Take inspiration from the some of the greatest video games of the 1980s and learn how to write your own modern classics Code the Classics Volume II not only tells the stories of some of the seminal video games of the 1980s, but shows you how to create...
Charles River Media, 2003, 357 pages, ISBN: 1584502207
After playing the same levels or flying the same airplane over and over, many avid gamers quickly tire of their games. Now, with gmax supported games, they have a 3D modeling tool that is easy to use, comes with documentation, and includes a common framework that can be used to modify many popular games. The gmax(tm)...
CreateSpace Independent Publishing, 2015. — 247 p. Learn Mobile Game Development in One Day Using Gamesalad is for anyone who wants to learn how to create their own video games for desktop and mobile devices. While this is an introductory book that assumes you have no previous game development experience, you’ll find that once you have completed all of the chapters and exercises,...
CreateSpace Independent Publishing, 2015. — 247 p. Learn Mobile Game Development in One Day Using Gamesalad is for anyone who wants to learn how to create their own video games for desktop and mobile devices. While this is an introductory book that assumes you have no previous game development experience, you’ll find that once you have completed all of the chapters and exercises,...
Manning Publications, 2024. — 344 p. — (MEAP v7). ISBN 9781633438019. Build your own retro games for the Nintendo Entertainment System. From Super Mario Bros to The Legend of Zelda, games of the Nintendo Entertainment System (NES) defined the childhoods of millions. Now with the power of modern tools you can start creating NES games of your very own! This all-practical...
Manning Publications, 2024. — 320 p. — ISBN-13: 978-1633438019. Build your own retro games for the Nintendo Entertainment System. Do you have an amazing idea for a NES game you’ve been itching to turn into reality? Classic Game Programming on the NES will show you how. This all-practical beginner's guide is full of step-by-step guidance on everything from graphics and music, to...
Manning Publications, 2024. — 320 p. — ISBN-13: 978-1633438019. Build your own retro games for the Nintendo Entertainment System. Do you have an amazing idea for a NES game you’ve been itching to turn into reality? Classic Game Programming on the NES will show you how. This all-practical beginner's guide is full of step-by-step guidance on everything from graphics and music, to...
Manning Publications, 2024. — 320 p. — ISBN-13: 978-1633438019. Build your own retro games for the Nintendo Entertainment System. Do you have an amazing idea for a NES game you’ve been itching to turn into reality? Classic Game Programming on the NES will show you how. This all-practical beginner's guide is full of step-by-step guidance on everything from graphics and music, to...
CRC Press, 2016. — 354 p. — ISBN10: 1482261162. — ISBN13: 978-1482261165. Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating...
Apress, 2020. — 180 p. — ISBN13: 978-1-4842-5304-5. Program in Python on a Raspberry Pi or PC by developing six computer games. Each game project is split into several chapters of the book. Rather than taking you through programming techniques as standalone concepts, this book explains concepts as they are used within a game. You’ll learn about variables; integer, real, Boolean...
Apress, 2020. — 153 p. — ISBN13: (electronic): 978-1-4842-5305-2. Program in Python on a Raspberry Pi or PC by developing six computer games. Each game project is split into several chapters of the book. Rather than taking you through programming techniques as standalone concepts, this book explains concepts as they are used within a game. You’ll learn about variables; integer,...
Apress, 2020. — 153 p. — ISBN13: (electronic): 978-1-4842-5305-2. Program in Python on a Raspberry Pi or PC by developing six computer games. Each game project is split into several chapters of the book. Rather than taking you through programming techniques as standalone concepts, this book explains concepts as they are used within a game. You’ll learn about variables; integer,...
Apress, 2020. — 153 p. — ISBN13: (electronic): 978-1-4842-5305-2. Program in Python on a Raspberry Pi or PC by developing six computer games. Each game project is split into several chapters of the book. Rather than taking you through programming techniques as standalone concepts, this book explains concepts as they are used within a game. You’ll learn about variables; integer,...
Packt Publishing Ltd., 2013. — ISBN: 978-1-78328-003-2. In this book, we will be introduced to augmented reality, and how to achieve it using powerful but simple tools. Using the free license of Vuforia and Unity 3D, we will see how the two technologies can seamlessly entwine and produce amazing results. We will learn how to design a great augmented reality experience that will...
Adams Media, 2021. — 272 p. — ISBN 978-1507215517. Level up your Game Master skills with these fun, interactive prompts and activities to help your world building from RPG expert James D'Amato. Make your next campaign truly unique with the help of this interactive guide to world building! From RPG expert James D'Amato comes a fun new guide that teaches beginner and experienced...
Charles River Media, 2007. — 512 pages.
This is one of the first books CRM published in game development and it has been very successful. There are thousands of more game players today than there were in 2000 and many of these players want to know how to make their own games. Most of these people are not programmers, however, so they need a non-programming why to learn and...
Course Technology PTR, 2008. - 297 pages. Get ready to make fun and exciting computer games, no programming required! Game Creation for Teens shows teens and other beginners how to make their very own awesome games using the Games Factory 2, a simple drag-and-drop game creation system. By the end of the book, you'll have made three amazing sample games and have the skills and...
Mercury Learning and Information, 2021. — 418 p. — ISBN 978-1-68392-700-6. Many people aspire to create their own games but don't know where to start. Make Amazing Games 3rd Edition introduces the game creation process to the aspiring game developer with no experience or programming ability. Taking the reader step-by-step through the various stages of developing a game and...
Cengage Learning PTR, 2011. — 336 p. — ISBN: 9781598638516. If you have the latest version of the popular MMO program Realm Crafter Pro and some experience with C#, simply follow this step-by-step guide and soon you will be playing a game of your own creation. An approachable, introductory guide for any aspiring game developer who wants to create MMOs, the book will help you...
Монография, 2008, 62 с. На английском языке Isometric Pixel Art (IPA) is a modern form of digital art that only recently has been accepted as a new art form. I’m sure most of us have seen this typical type of artwork in old games such as ‘X-Com’ or the relatively old ‘Ultima Online’. The 2- Dimensional (2D) representation of a 3-Dimensional (3D) object is fascinating to many...
No Starch Press, 2019. — 204 p. — ISBN 978-1593278861. Make Your Own Pixel Art is a complete, illustrated introduction to the creation of pixel art aimed at beginners just starting out right through to the experienced pixel artist wanting to enhance their skills. Hand anyone a pencil and paper and they can start drawing, but it's just as easy to draw digitally using a keyboard...
No Starch Press, 2019. — 204 p. — ISBN 978-1593278861. Make Your Own Pixel Art is a complete, illustrated introduction to the creation of pixel art aimed at beginners just starting out right through to the experienced pixel artist wanting to enhance their skills. Hand anyone a pencil and paper and they can start drawing, but it's just as easy to draw digitally using a keyboard...
Course Technology PTR, 2010. - 432 pages. 3 edition. ISBN-13: 978-1435457423
This book is lor anyone who wants to program games. It's aimed at the total beginner and assumes no previous programming experience. It you're comfortable using your computer, then you cm start your game programming odyssey right here. But just because this book is written for the beginner, that...
Third Edition. — Course Technology PTR, 2010. — 433 p.
Beginning C++ Through Game Programming, Third Edition approaches learning C++ from the unique and fun perspective of games. Written for the beginning game developer or programmer, the book assumes no previous programming experience and each new skill and concept is taught using simple language and step-by-step instructions....
Charles River Media, 2000, 600 pp, ISBN: 1584500492 Aimed at the working (or aspiring) Visual C/C++ game programmer, Game Programming Gems contains over 60 programming tips that have been gathered from more than 40 working game gurus. It you want to build your own games or are interested simply in how games work, this text provides an intriguing glimpse into how the pros create...
Charles River Media, 2001. — 575 p. — ISBN 1584500549. Blazing through the excitement generated by the first volume, Game Programming Gems II is here with an entirely new set of innovative ideas, techniques,and algorithms. Game developers of all levels will find insightful tips and tools from this unique collection.Written by game programming experts, each contribution provides...
Packt Publishing, 2015. — 175 p. Create awesome cross-platform games in no time, and with no coding This guide will teach you everything you need to know to start developing your own game, from the design process, to the creation, and in-depth development features of GameSalad. Create a complete game through the course of the book with in-depth, hands-on instructions Start...
Packt Publishing, 2015. — 175 p. Create awesome cross-platform games in no time, and with no coding This guide will teach you everything you need to know to start developing your own game, from the design process, to the creation, and in-depth development features of GameSalad. Create a complete game through the course of the book with in-depth, hands-on instructions Start...
Packt Publishing, 2015. — 175 p. Create awesome cross-platform games in no time, and with no coding This guide will teach you everything you need to know to start developing your own game, from the design process, to the creation, and in-depth development features of GameSalad. Create a complete game through the course of the book with in-depth, hands-on instructions Start...
2nd Edition. — Chapman and Hall/CRC, 2020. — 338 p. — ISBN13: 978-0-367-18477-3. This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it’s still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue,...
2nd Edition. — Chapman and Hall/CRC, 2020. — 338 p. — ISBN13: 978-0-367-18477-3. This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it’s still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue,...
Apress Media, LLC, 2023. — 205 p. — ISBN-13: 978-1-4842-8872-6. Learn simple yet powerful, modern-day techniques used in various gaming genres, including casual and puzzle, strategy and simulation, action-adventure, and role-playing. This book is your pocket-sized guide to designing interesting and engaging mechanics for any type of game. Exploring Game Mechanics is a...
Apress Media, LLC, 2023. — 205 p. — ISBN-13: 978-1-4842-8873-3. Learn simple yet powerful, modern-day techniques used in various gaming genres, including casual and puzzle, strategy and simulation, action-adventure, and role-playing. This book is your pocket-sized guide to designing interesting and engaging mechanics for any type of game. Exploring Game Mechanics is a...
Apress Media, LLC, 2023. — 205 p. — ISBN-13: 978-1-4842-8873-3. Learn simple yet powerful, modern-day techniques used in various gaming genres, including casual and puzzle, strategy and simulation, action-adventure, and role-playing. This book is your pocket-sized guide to designing interesting and engaging mechanics for any type of game. Exploring Game Mechanics is a...
Apress Media, LLC, 2023. — 205 p. — ISBN-13: 978-1-4842-8873-3. Learn simple yet powerful, modern-day techniques used in various gaming genres, including casual and puzzle, strategy and simulation, action-adventure, and role-playing. This book is your pocket-sized guide to designing interesting and engaging mechanics for any type of game. Exploring Game Mechanics is a...
Charles River Media, 2006, 736pp, ISBN: 1584504501 Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to...
Packt Publishing Ltd., 2013 — 112 p. — ISBN: 978-1-78328-187-9 На англ. языке. Modern 3D graphics and game physics can seem like complex and confusing elements of game development from the outside, but this book will reveal what's going on under the hood of two modern and feature-rich graphics and physics APIs: OpenGL and Bullet physics. After you finish this book, you'll be...
Lone Eagle, 2007. — 469 p. — ISBN10 9781580650663; ISBN13 978-1580650663. Authors are top game designers. Aspiring game writers and designers must have this complete bible. Flint Dille and John Zuur Platten’s company, The Bureau of Film and Games, develops original games for next-generation platforms. They co-wrote Chronicles of Riddick: Escape from Butcher Bay, which GameSpot...
CRC Press, 2020. — 420 р. 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...
Packt Publishing, 2017. — 394 p. — ISBN: 978-1-78712-783-8. Utilize proven solutions to solve common problems in game development. You’ve learned how to program, and you’ve probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer...
Packt Publishing, 2017. — 394 p. — ISBN: 978-1-78712-783-8. Utilize proven solutions to solve common problems in game development. You’ve learned how to program, and you’ve probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer...
Packt Publishing, 2017. — 394 p. — ISBN: 978-1-78712-783-8. Utilize proven solutions to solve common problems in game development. You’ve learned how to program, and you’ve probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer...
Oxford University Press, 2018. — 560 p. Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the...
Focal Press, 2015. — 178 p. — ISBN: 978-1138801547. For those who want to earn a regular income from making indie games, marketing can be nearly as vital to the success of the game as the game itself.? A Practical Guide to Indie Game Marketing?provides you with the tools needed to build visibility and sell your game. With special focus on developers with small budgets and...
Course Technology PTR, 2009. — 320 p. — ISBN: 978-1-59863-568-3. Bring your video game ideas to life with 2D Game Building for Teens! Written for anyone with an interest in creating video games, this book will show you how to use the Torque Game Builder, a simple drag-and-drop game engine, to make your very own games to play and share.
Course Technology, 2010. — 275 p. — ISBN: 1435456424. TORQUE FOR TEENS, SECOND EDITION teaches beginners the techniques they need to design their very own video games using Garage Games' powerful 3D computer game engine, Torque. Written in simple language, each chapter begins with a basic overview of the topic being covered, followed by step-by-step instructions to help readers...
Focal Press, 2014. — 376 p. — ISBN: 978-0415812290. Every production is built on the backbone of the pipeline. While a functional and flexible pipeline can’t assure a successful project, a weak pipeline can guarantee its demise. A solid pipeline produces a superior product in less time and with happier artists who can remain creative throughout the grueling production schedule....
Packt Publishing, 2023. — 479 p. Key Features: Learn how to create a game skeleton with keyboard and mouse controls along with modern graphics. Gain insights into model loading, character animations, inverse kinematics, and debugging techniques. Master the art of creating animated characters and controlling their various aspects. In this book, you’ll learn everything you need...
2005, 754 p.
The game industry is a powerful and driving force in the evolution of computer technology. As the capabilities of personal computers, peripheral hardware, and game consoles have grown, so has the demand for quality information about the algorithms, tools, and descriptions needed to take advantage of this new technology. To satisfy this demand and establish a new...
Morgan Kaufmann, 2001. — 586 p. This book is the culmination of many years of reading and participating in the Internet newsgroups on computer graphics and computer games, most notably comp.graphics.algorithms and the hierarchy of groups comp.games.development. The focus of my participation has been to provide free source code that solves common problems that arise in computer...
Morgan Kaufmann, 2001. - 561 pages. ISBN 1558605932, 9781558605930
This book is the culmination of many years of reading and participating in the Internet newsgroups on computer graphics and computer games, most notably comp.graphics.algorithms and the hierarchy of groups comp.garnes.development. The focus of my participation has been to provide free source code that solves...
Elsevier Science, 2003. — 816 р. — ISBN: 1558607404, 9781558607408 The game industry is a powerful and driving force in the evolution of computer technology. As the capabilities of personal computers, peripheral hardware, and game consoles have grown, so has the demand for quality information about the algorithms, tools, and descriptions needed to take advantage of this new...
Elsevier Science, 2003. — 816 p. — ISBN 1558607404, 9781558607408. The game industry is a powerful and driving force in the evolution of computer technology. As the capabilities of personal computers, peripheral hardware, and game consoles have grown, so has the demand for quality information about the algorithms, tools, and descriptions needed to take advantage of this new...
Chelsea Clubhouse, 2009. — 32 pages. — ISBN: 1604136030
From Pac-Man to Xbox, people love playing video games. But many are unaware of the importance math plays when it comes to designing these addictive games. How Video Game Designers Use Math guides readers through the math concepts designers use to create and produce their games.
Concepts and skills emphasized include:...
Springer, 2013. — 870 p. — ISBN: 1447147685, 9781447147688, 9781447147695 Developing a successful game in today’s market is a challenging endeavor. Thousands of titles are published yearly, all competing for players’ time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding...
MIT Press, 2020. — 152 p. — ISBN: 978-0262043533. How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an...
MIT Press, 2020. — 152 p. — ISBN: 978-0262043533. How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an...
MIT Press, 2020. — 152 p. — ISBN: 978-0262043533. How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an...
MIT Press, 2020. — 152 p. — ISBN: 978-0262043533. How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an...
Morgan Kaufmann, 2004. - 632 pages. ISBN: 978-1558607323
The goal of this book is to provide efficient solutions for games and all other realtime applications to address their collision detection problems. To make this possible, this book provides an extensive coverage of the data structures and algorithms related to collision detection systems. Implementing collision detection...
Jettelly, 2023. — 128 р. Visualizing Equations, version 0.0.4. This is a book published by Jettelly to visulize and learn fundamental maths involved in game dev.
Apress, 2021. — 291 p. — ISBN 978-1-4842-6916-9. Get a head start on making your games efficiently by avoiding common design and development pitfalls. Video games combine art and programming; this unique position has opened up opportunities for many pitfalls. This book takes you through the fundamentals of game making and the usual mistakes and bad practices that can harm your...
Apress, 2021. — 291 p. — ISBN 978-1-4842-6916-9. Get a head start on making your games efficiently by avoiding common design and development pitfalls. Video games combine art and programming; this unique position has opened up opportunities for many pitfalls. This book takes you through the fundamentals of game making and the usual mistakes and bad practices that can harm your...
1996, 983 p.
This book provides you with the foundations for creating Java games of all types, such as board games, video games, and networked/multiplayer games. We recommend that you have some basic knowledge of C, C++, or Java before diving in. The underlying thread of this book is that good object- oriented design and good Java games go hand in hand, so we devote the early...
Springer, 2021. — 439 p. — ISBN 978-3-030-77276-5. This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of...
Springer, 2021. — 414 p. — ISBN 978-3-030-77413-4. This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of...
Springer, 2021. — 414 p. — ISBN 978-3-030-77413-4. This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of...
Cengage Learning PTR, 2005. — 256 pages. — Series: Premier Press Game Development
ISBN-10: 1592004342 ISBN-13: 978-1592004348
This book is for people interested in learning the skills to be a level designer. The book covers the very basics,and moves to some fairly advanced topics.However, because of the enormous amount of level editing tools available to the public, this book...
Wordware Publishing, 2000. — 514 p. — (Wordware Game Developer's Library) — ISBN10: 1556227558 ISBN13: 978-1556227554. Graphics play a central role in the computer gaming experience, and arcade-style games are no exception. Designing Arcade Computer Game Graphics emphasizes the development of quality graphics for 2D arcade-style computer games, both online and offline,...
Independently published, 2024. — 379 p. Master Roblox Development Faster. Are you ready to bring your game ideas to life? Roblox Game Development: From Zero to Proficiency (Beginner) is your ultimate guide to mastering game development in Roblox, no prior experience required! Dive into the world of Roblox Studio, learning step-by-step how to build dynamic 3D environments,...
Independently published, 2024. — 379 p. Master Roblox Development Faster. Are you ready to bring your game ideas to life? Roblox Game Development: From Zero to Proficiency (Beginner) is your ultimate guide to mastering game development in Roblox, no prior experience required! Dive into the world of Roblox Studio, learning step-by-step how to build dynamic 3D environments,...
2nd edition. — CRC Press, 2014. — 517 p. Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis. Since the publication of the...
Routledge, 2015. — 288 p. Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey...
Emanuele Feronato. Flash Game Development by Example. Packt Publishing, 2011. - 324 p.
You can’t call yourself a Flash game developer unless you know how to build certain essential games, and can quickly use the skills and techniques that make them up.
Flash Game Development by Example is an ultra-fast paced game development course. Learn step-by-step how to build 10 classic...
Tim Fields. Distributed Game Development, Focal Press, 2010. - 240 p. Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in...
CRC Press, 2023. — 696 p. This book is a fast-paced look at the next two decades of the games industry with a focus on game design, the evolution of gaming markets around the world, the future of technology, Artificial Intelligence, Big Data, crypto-currency, and the art and business of creating and publishing hit games. The book contains interviews with a dozen veteran games...
CRC Press, 2023. — 331 p. This book is a fast-paced look at the next two decades of the games industry with a focus on game design, the evolution of gaming markets around the world, the future of technology, Artificial Intelligence, Big Data, crypto-currency, and the art and business of creating and publishing hit games. The book contains interviews with a dozen veteran games...
CRC, 2018. — 268 p. — ISBN: 1498780784. Despite its significant growth over the past five years, the mobile and social videogame industry is still maturing at a rapid rate. Due to various storage and visual and sound asset restrictions, mobile and social gaming must have innovative storytelling techniques. Narrative Tactics grants readers practical advice for improving...
Birmingham: Packt Publishing, 2023. — 231 p. — ISBN 1803244402. Implement modern and agile QA practices to ensure your games are high quality, on budget, and released on time. Key Features Set up a test environment, create test plans, and learn to communicate with developers. Discover how to build efficient QA teams either in-house or remotely. Increase your chances of career...
Packt Publishing, 2013. — 322 p. — ISBN: 1849694184. На англ. языке. Over 65 recipes that will help you create and develop amazing mobile applications! PlayStation Mobile (ранее PlayStation Suite) - программное обеспечение для разработчиков, позволяющее разрабатывать и размещать созданные пользовательские приложения в PlayStation Store и на сертифицированные устройства...
Packt Publishing, 2013. — 322 p. — ISBN: 1849694184. На англ. языке. Over 65 recipes that will help you create and develop amazing mobile applications! PlayStation Mobile (ранее PlayStation Suite) - программное обеспечение для разработчиков, позволяющее разрабатывать и размещать созданные пользовательские приложения в PlayStation Store и на сертифицированные устройства...
Que Publishing, 2016. — 368 p. — ISBN10: 0789755475. — ISBN13: 978-0789755476. Create amazing objects for Minecraft — and learn valuable real-world 3D design skills! Transform yourself into a Minecraft “engineer!” Discover how to create great Minecraft objects and structures fast, and push your creative skills to the max. You’ll have a blast, but that’s not all! You’ll learn...
2nd Edition. — Course Technology, Cengage Learning, 2012. — 667 p. — ISBN: 1435457331. The casual game market continues to expand, and with the use of Flash growing and the increased popularity of the iPhone and other mobile gaming devices, developers have an exciting new route to market. But many of these budding game programmers find that they're missing the core math and...
Course Technology PTR, 2004. — 800 p. — Series: Software Engineering Series ISBN10: 1592001556 ISBN13: 978-1592001552 Software engineering leads to better software products. This book teaches readers how to develop games according to a design and follow a standardized approach to game development. It provides a multitude of exercises that show just how software engineering...
Cengage Learning PTR, 2004. — 212 pages. ISBN10: 1592005934 ISBN13: 978-1592005932 "Game Interface Design" reveals design principles and techniques that enable the reader to create aesthetic and easy to use, front-end menus and in-game interfaces. The reader learns how to blend smooth functionality with stunning visuals. Standards and goals for measuring the success of an...
Course Technology PTR, 2004, 216 pages, ISBN: 1592003508
A perfect and direct starting point for a beginner game texture artist! "The Dark Side of Game Texturing" is also an excellent reference for intermediate artists, or for those who want to further their digital art skills. Learn how to create game textures similar to the eerie, sinister, and ominous textures seen in great...
Course Technology PTR, 2006. — 216 pages. ISBN10: 1598632701 ISBN13: 978-1598632705 A game is only as intriguing as the characters that inhabit its world. Game Character Design Complete demonstrates each step of modeling, texturing, animating, and exporting compelling characters for your games. You?ll learn how to model in 3ds Max from sketch references, texture in Adobe...
New Riders, 2003. — 576 pages. ISBN10: 1592730078 ISBN13: 978-1592730070 David Freeman brings you the inside scoop on how to apply the Emotioneering techniques he's so well known for. These powerful techniques create a breadth and depth of emotion in a game, and induce a player to identify with the role he or she is playing. Mr. Freeman's techniques are so highly sought after...
Que, 2001. — 409 p. — ISBN: 978-0789725929. Windows Game Programming with Visual Basic and DirectX is the only game programming book on the market that pairs the ease of Visual Basic with the power and flash of DirectX applications. The book is written to teach the skills and thoughts behind game programming, with hands-on examples and a simulation game project that results in...
Transcript-Verlag, 2016. — 280 р. — (Cultural and Media Studies). — ISBN: 978-3837629835. How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these...
2005, 491 p.
Games are an integral part of all known human cultures. Digital games, in all their various formats and genres, are just a new expression of this ancient method of social interaction. Creating a good game, as noted in the Jung quote above, is a challenging task, one that requires a playful approach but a systematic solution. Part engineer, part entertainer, part...
CRC Press, 2014. — 535 p. — ISBN13: 9781482217162. — 3 ed. Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and...
CRC Press, 2018. — 556 p. — 4 ed. Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game...
CRC Press, 2018. — 556 p. — 4 ed. Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game...
4th Edition. — A K Peters/CRC Press, 2018. — 556 р. — ISBN: 978-1138098770. Game Design Workshop is a truly great book, and has become, the de facto standard text for beginner- to intermediate-level game design education. This updated new edition is extremely relevant, useful and inspiring to all kinds of game designers. Tracy Fullerton demystifies the creative process with...
5th Edition. — A K Peters/CRC Press, 2024. — 556 р. — ISBN 978-1-032-60701-6. ”Create the digital games you love to play.” Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with Game Design Workshop, Fifth Edition. Tracy Fullerton demystifies the creative process with clear and accessible guidance on the...
Focal Press, 2008. — 624 p. — ISBN: 9780240811475. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art. Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds...
Focal Press, 2008. — 624 p. — ISBN: 9780240811475. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art. Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds...
WorldofLevelDesign.com, 2011. — 150 p. “The Ultimate Level Design Guide” - включает в себя рекомендации, советы, представление и принципы дизайн уровней и искусство игровой среды.
2nd edition. — CreateSpace Independent Publishing Platform, 2016. — 307 p. — ISBN: 978-1539103189. "Preproduction Blueprint" is a complete system for planning your game environments and level designs. This could be for a playable level or a game environment exploration to show off in a portfolio. Planning process is called pre-production and what you end up with is a...
CRC Press, 2016. — 312 p. — ISBN13: 978-1498706407. "Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise...
CRC Press, 2016. — 312 p. — ISBN13: 978-1498706407. "Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise...
Pearson, 2022. — 384 p. — ISBN 978-0-13-744084-9. As games grow more complex and gamers expectations soar, the discipline of game systems design becomes ever more important. Game systems designers plan a games rules and balance, its characters attributes, most of its data, and how its AI, weapons, and objects work and interact. Introduction to Game Systems Design is the first...
Irrlicht - это графический 3D движок с открытым исходным кодом и высоким быстродействием, написанный на C++. Он являет собой готовый кросс-платформенный продукт, использующий как D3D, OpenGL так и собственный рендерер. Подводя итог, можно сказать, что в движке присутствуют все возможности коммерческих продуктов. Движок, за время существования, обрел огромное количество...
Pearson, 2022. — 385 p. — ISBN-13 978-0-13-682942-3. In just 24 lessons of one hour or less, Coding with Roblox Lua in 24 Hours: The Official Roblox Guide helps you learn all the skills and techniques you’ll need to code your own Roblox experiences. Perfect for beginners, each short and easy lesson builds upon everything that’s come before, helping you quickly master the...
Apress Media LLC, 2022. — 335 p. — ISBN-13: 978-1-4842-8181-9. Deepen your understanding of human-computer interaction (HCI) in game development and learn how to develop video games that grab players and don’t let them go. This book explores HCI design in computer games to maximize collaborative and interactive functions. You’ll first gain a basic introduction to fundamental...
Apress Media LLC, 2022. — 335 p. — ISBN-13: 978-1-4842-8182-6. Deepen your understanding of human-computer interaction (HCI) in game development and learn how to develop video games that grab players and don’t let them go. This book explores HCI design in computer games to maximize collaborative and interactive functions. You’ll first gain a basic introduction to fundamental...
Apress Media LLC, 2022. — 335 p. — ISBN-13: 978-1-4842-8182-6. Deepen your understanding of human-computer interaction (HCI) in game development and learn how to develop video games that grab players and don’t let them go. This book explores HCI design in computer games to maximize collaborative and interactive functions. You’ll first gain a basic introduction to fundamental...
Routledge, 2015. — 334 p. — ISBN: 9780415725705. Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems – from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thinking and interactive design to...
Glassner Andrew S. Graphics Gems I, 1990, AP (Academic Press) PROFFESIONAL, 652 с. ISBN 0-12-059756-X / 0-12-286165-5 Материалы: исходный код примеров, задач, для вышеуказанной книги. Содержание архива : - / 2DClip -- Two-Dimensional Clipping: A Vector Based Approach - / AALines -- This group of files is a simple demonstration of an anti-aliased line -- renderer from...
Addison-Wesley, 2015. — 384 p. — ISBN10: 0134034309, ISBN13: 978-013-403430-0. The Practical Guide to Building Reliable Networked Multiplayer Games. Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of engineering...
Addison-Wesley, 2015. — 384 p. — ISBN10: 0134034309, ISBN13: 978-013-403430-0. The Practical Guide to Building Reliable Networked Multiplayer Games. Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of engineering...
Pearson Education Limited, 2004. - 441 pages. ISBN: 032117660X. На англ. языке.
This book addresses how program teams can develop complex games within the constraints of deadlines, budgets, and changing technologies. It establishes a set best practices taken from real-world experiences, while making sure readers understand that there are not any absolute solutions. Readers...
Charles River Media, 2005. — 460 p. — ISBN: 9781584503798. This book explains the plethora of problems that exist within every cross-platform game, and gives you the understanding and ability needed to solve them. It also teaches you how to write code that behaves identically on all machines. In addition, the book explains why standard libraries are not standard enough, and...
Apress, 2016. — 269 p. — ISBN10: 1484218787, Learn the things you need for a complete game, such as translations and tutorials, and improve the things you've already written to raise their standard to a professional level. This is a practical guide covering every discipline: art, music, writing, and code. In the case of the latter, code examples are included to demonstrate how...
2005, 344 p.
This book has three potential audiences, and none of them with the possible exception of the third (although that is debatable), assume you have any prior ARG experience. They are as follows:
■ Those readers who aren't computer gamers, but who are interested in alternate reality gaming. The question of whether or not alternate reality gaming can even be considered...
Packt Publishing, 2013. — 116 p. — ISBN: 1849699097. Audio plays a fundamental role in video games. From music to sound effects or dialogue, it helps to reinforce the experience, convey the mood, and give feedback to the player. Presently, many games have achieved commercial success by incorporating game sounds that have enhanced the user experience. You can achieve this in...
Packt Publishing, 2013. — 116 p. — ISBN: 1849699097. Audio plays a fundamental role in video games. From music to sound effects or dialogue, it helps to reinforce the experience, convey the mood, and give feedback to the player. Presently, many games have achieved commercial success by incorporating game sounds that have enhanced the user experience. You can achieve this in...
Packt Publishing, 2013. — 116 p. — ISBN: 1849699097. Audio plays a fundamental role in video games. From music to sound effects or dialogue, it helps to reinforce the experience, convey the mood, and give feedback to the player. Presently, many games have achieved commercial success by incorporating game sounds that have enhanced the user experience. You can achieve this in...
Amazon Digital Services, 2017. — 39 p. — ASIN B0722N55TK. Understanding PC gaming graphics can be a complex learning curve if you are new to the PC gaming/media industry, this book was therefore created with the reader in mind to make the complex sound simple. Whether about its graphics, or how to develop a gaming PC, this book will help you through it all. Understanding all the...
Packt Publishing, 2016. — 304 p. — ISBN: 978-1-78588-671-3. Computer games are a vast medium with dozens of genres that have developed over the past three to four decades. Games are bigger and more immersive than ever, and gamers' expectations have never been higher. While linear games, ones that have a set story and fixed progression, are still commonplace, more and more...
Packt Publishing, 2016. — 304 p. — ISBN: 978-1-78588-671-3. Procedural generation is a growing trend in game development. It allows developers to create games that are bigger and more dynamic, giving the games a higher level of replayability. Procedural generation isn’t just one technique, it’s a collection of techniques and approaches that are used together to create dynamic...
3th Ed., A K Peters/CRC Press, 2018. — 1235p. In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by...
2nd edition. — CRC Press, 2014. — 1018 p. — ISBN: 978-1-4665-6001-7. The definitive guide to professional game development. Game Engine Architecture covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like...
Focal Press, 2011. — 510 p. — ISBN 0240817680. Your deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe.This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea...
Packt Publishing, 2012. — 306 Pages. — ISBN: 978-1-84951-456-9
Language: English
OGRE (Object-oriented Graphics Rendering Engine) 3D is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce applications utilizing hardware-accelerated 3D graphics.
Graphics application development with OGRE 3D may start...
CMP Books, 2003. — 353 p. The popular Postmortem column in "Game Developer" magazine features firsthand accounts of how some of the most important and successful games have been made. This book organizes the articles by theme along with other analysis to reveal successful management techniques.
Focal Press, 2003. — 328 p. — ISBN: 9781578202140. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues,...
John Wiley & Sons, Inc., 2020. — 128 p. — ISBN: 978-1-119-45345-1 (ebk). A technology book for kids! Do you want to create 3D digital games that’ll impress your friends, family, and even yourself? This book shows you how to use Alice, a free 3D game programming environment, to make seriously cool video games you’ll have as much fun building as you will playing! Create your own...
John Wiley & Sons, Inc., 2020. — 128 p. — ISBN: 978-1-119-45345-1 (ebk). A technology book for kids! Do you want to create 3D digital games that’ll impress your friends, family, and even yourself? This book shows you how to use Alice, a free 3D game programming environment, to make seriously cool video games you’ll have as much fun building as you will playing! Create your own...
John Wiley & Sons, Inc., 2020. — 128 p. — ISBN: 978-1-119-45345-1 (ebk). A technology book for kids! Do you want to create 3D digital games that’ll impress your friends, family, and even yourself? This book shows you how to use Alice, a free 3D game programming environment, to make seriously cool video games you’ll have as much fun building as you will playing! Create your own...
Packt Publishing, 2016. — 512 p. — ISBN: 978-1-78216-887-4. Код примеров к книге выложен здесь. Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming more popular by the day, especially on mobile and embedded devices. Despite its simplicity, it's a powerful tool that perfectly fits game developers’ needs. Using Qt...
Packt Publishing, 2016. — 512 p. — ISBN: 978-1-78216-887-4. Код примеров к книге выложен здесь. Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming more popular by the day, especially on mobile and embedded devices. Despite its simplicity, it's a powerful tool that perfectly fits game developers’ needs. Using Qt...
Packt Publishing, 2016. — Code Only. — ISBN: 978-1-78216-887-4. Код примеров к выложенной здесь книге в формате PDF, EPUB. Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming more popular by the day, especially on mobile and embedded devices. Despite its simplicity, it's a powerful tool that perfectly fits game...
Apress, 2010. - 415 p. The Game Maker’s Companion is the long-awaited sequel to The Game Maker’s Apprentice. This book picks up where the last book left off, advancing your game development journey with some seriously impressive gaming projects. This time you’ll learn how to make professional-quality platform games with solid collision detection and slick control mechanisms and...
Apress, 2007. — 311 p. — ISBN: 978-1590596159. The Game Makers Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle games complete with professional quality sound effects and visuals. It discusses game design theory and features practical...
Valadria, 2022. — 186 р. — (v1.0.11). Unleash your creativity and bring your game ideas to life with How to Make a Video Game All By Yourself. Written by games industry veteran Matt Hackett, this inspirational and motivational guide takes you through the process of discovering your passion, picking the right game engine, and finding the fun in your unique game. Filled with...
Valadria, 2022. — 186 р. — (v1.0.11). Unleash your creativity and bring your game ideas to life with How to Make a Video Game All By Yourself. Written by games industry veteran Matt Hackett, this inspirational and motivational guide takes you through the process of discovering your passion, picking the right game engine, and finding the fun in your unique game. Filled with...
Valadria, 2022. — 186 р. — (v1.0.11). Unleash your creativity and bring your game ideas to life with How to Make a Video Game All By Yourself. Written by games industry veteran Matt Hackett, this inspirational and motivational guide takes you through the process of discovering your passion, picking the right game engine, and finding the fun in your unique game. Filled with...
Valadria, 2022. — 186 р. — (v1.0.11). Unleash your creativity and bring your game ideas to life with How to Make a Video Game All By Yourself. Written by games industry veteran Matt Hackett, this inspirational and motivational guide takes you through the process of discovering your passion, picking the right game engine, and finding the fun in your unique game. Filled with...
4th ed. — Apress, 2020. — 374 p. — ISBN: 1484261208. Do you have an awesome idea for the next break-through mobile gaming title? This updated edition will help you kick-start your project as it guides you through the process of creating several example game apps using APIs available in Android. You will learn the basics needed to join the ranks of successful Android game app...
4th ed. — Apress, 2020. — 374 p. — ISBN: 1484261208. Do you have an awesome idea for the next break-through mobile gaming title? This updated edition will help you kick-start your project as it guides you through the process of creating several example game apps using APIs available in Android. You will learn the basics needed to join the ranks of successful Android game app...
Morgan Kaufmann, 2009. — 510 p. — ISBN: 0123116341.
На англ. языке.
The control of cameras is as important in games as it is in cinema. How the camera tracks and moves determines our point of view and influences our attitude towards the content. A poorly designed camera system in a game can disrupt a users experience, while a well-designed one can make a good game into a great...
Packt Publishing, 2013. — 296 p. — ISBN: 978-1-84969-684-5. На англ. языке. Game development comprises the combination of many different aspects such as game logics, graphics, audio, user input, physics and much more. SFML is an Open Source C++ library designed to make game development more accessible, exposing multimedia components to the user through a simple, yet powerful...
Packt Publishing, 2013. — 296 p. — ISBN: 978-1-84969-684-5. На англ. языке. Game development comprises the combination of many different aspects such as game logics, graphics, audio, user input, physics and much more. SFML is an Open Source C++ library designed to make game development more accessible, exposing multimedia components to the user through a simple, yet powerful...
MIT Press, 2016. — 229 p. — ISBN: 978-0262035026. Causality plays a central role in the way people structure the world; we constantly seek causal explanations for our observations. But what does it even mean that an event C "actually caused" event E? The problem of defining actual causation goes beyond mere philosophical speculation. For example, in many legal arguments, it is...
Изд-во: Chapman and Hall, 2011 - 326 ст.
Designed for advanced undergraduate and beginning graduate courses, this book presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experience in graphics API...
CRC Press, 2011.
Full PowerPoint files and additional material, including video clips and lecture notes with all of the figures in the Textbook "3D Graphics for Game Programming"
Independently published, 2023. — 230 р. — ISBN-10: B0C9MZ4YSG. “Unveiling Game Design: From Concept to Creation” is your ultimate guide to the fascinating world of game development. This book empowers aspiring game designers to bring their ideas to life. Discover the step-by-step process of game design, from concept to the finished product. Dive into crafting engaging...
2005, 348 p.
T his book will teach you everything you need to know to write games in C using DirectX
9. Game programming is a challenge — it is difficult to learn and almost impossible to fully master. This book takes away the mystery of game programming using the tools of the trade: C and DirectX. You will learn how to harness the power of Windows and DirectX to write both 2D...
Cengage Learning, 2015. — 448 p. This completely updated fourth edition of the popular BEGINNING GAME PROGRAMMING will introduce you to the fascinating world of game programming for Windows using Visual Studio 2013 and DirectX. The book requires only a basic understanding of the C++ language and provides a solid introduction to DirectX programming. You'll learn the basics of...
Cengage Learning, 2010. — 592 pages. — ISBN10: 1435454170 ISBN13: 978-1435454170 Multi-Threaded Game Engine Design shows experienced game developers how to apply multi-thread techniques to game programming technology to improve game performance. Using Direct3D and C++, a sample game engine is created step-by-step throughout the course of the book, and numerous examples...
3rd Edition. — Cengage Learning PTR, 2007. — 832 р. — ISBN: 978-1598632892. Game Programming All in One, 3rd Edition provides a fun learning experience on how to program 2D-based games with C using the cross-platform, open-source Allegro game library. Artwork will be provided by real-world animators. Several high-quality sample games will be featured and developed. A focused...
Course Technology, 2012. — 463 p. Learn how to create your own fully functioning role-playing game (RPG) with VISUAL C# GAME PROGRAMMING FOR TEENS! A true beginner's guide, the book covers each essential step for creating your own complete RPG using Windows Forms and GDI+, including a tiled scroller, game editors, and scripting. While some experience with Visual C# is helpful,...
Impact, 2017. — 306 p. From helpful sidekicks to 8-bit aliens and block-style beasts, the video game galaxy is an epic and endless world of battle-ready bosses, spewing lava levels and handyman heroes with the courage to save the day-all you need to do is draw them.
Wiley, 2005. — 408 p. — ISBN: 9780764589621. Each chapter in the book describes a particular facet of game development. You can read the chapters in any order you wish, especially if you already have some knowledge of Flash or programming. If you’re just starting, however, readi this book from front to back, simply because programming is a cumulative skill.
CRC Press, 2021. — 556 p. — ISBN: 978-0-367-48259-6. Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as “roguelikes.” For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple...
CRC Press, 2021. — 556 p. — ISBN: 978-1-003-05357-6 (ebk). Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as “roguelikes.” For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple...
CRC Press, 2021. — 556 p. — ISBN: 978-1-003-05357-6 (ebk). Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as “roguelikes.” For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple...
CRC Press, 2021. — 556 p. — ISBN: 978-1-003-05357-6 (ebk). Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as “roguelikes.” For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple...
CRC Press, 2021. — 556 p. — ISBN: 978-0-367-48259-6. Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as “roguelikes.” For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple...
Adams Media, 2019. — 256 р. — (Unofficial Robloxя). — ISBN: 978-1721400072. Learn how to code using the programing language Lua to create new objects and games in the Roblox world: from teleporting objects (or PCs/NPCs!), to adding and applying power ups, to creating a leaderboard, and allowing players to save their games. This book walks you through the basics of the studio...
Charles River Media, 2005. — 326 pages. — Series: Charles River Media Game Development ISBN10: 1584503084 ISBN13: 978-1584503088 Today's game audiences expect Hollywood-quality cinematography. But to produce this quality in games, programmers need to understand the traditional film principles of lighting, camera positioning, and motion. Unlike movies, games provide non-linear,...
Morgan Kaufmann, 1994. — 575 p. — ISBN 0123361559. Addressing the needs of sophisticated graphics users, this reference provides practical solutions for graphics problems, including coverage of such areas as rendering, color, ray tracing, and more, with all solutions written in C or C++ Highlights include point in polygon testing, the arcball, matrix decomposition, an implicit...
Focal Press, 2015. — 248 p. Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the videogame industry. From concept to final testing, The Game Narrative Toolbox walks readers through what...
2nd edition. — CRC Press, 2024. — 328 p. — ISBN 9781032438962. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the video game industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a...
CRC Press, 2019. — 232 р. — ISBN: 978-1138499638. The Advanced Game Narrative Toolbox continues where the Game Narrative Toolbox ended. While the later covered the basics of writing for games, the Advanced Game Narrative Toolbox will cover techniques for the intermediate and professional writer. The book will cover topics such as how to adapt a novel to a game, how to revive...
Theresa Hill, 2015. — 480 p. — ASIN: B00TU8AZQ2.
На англ. языке.
This book introduces the reader to the necessary programming skills necessary to develop 2D and 3D computer games. The book lists a number of common game mechanics, and illustrates through examples how these mechanics can be bound to each other to both give the required behavior and allow the player to interact...
Focal Press, 2015. — 336 p. — ISBN10: 1138828424, ISBN13: 978-1-138-82842-1 (pbk), 978-1-315-73841-3 (ebk). The indie game developer’s complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app...
Focal Press, 2015. — 336 p. — ISBN10: 1138828424, ISBN13: 978-1-138-82842-1 (pbk), 978-1-315-73841-3 (ebk). The indie game developer’s complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app...
New Riders, 2015. — 480 p. — ISBN13: 9780134396750. Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions...
New Riders, 2015. — 480 p. — ISBN13: 9780134396750. Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions...
New Riders, 2015. — 480 p. — ISBN13: 9780134396750. Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions...
CRC Press, 2017. — 272 p. — ISBN: 978-1-4987-7550-2. Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that it is delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to...
CRC Press, 2017. — 272 p. — ISBN: 978-1-4987-7550-2. Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that it is delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to...
Jeremy Makes Games, 2023. — 392 p. — ISBN-13: 979-8-9876983-2-7. Where do you even start designing a game? Game design relies on the desire to create powerful experiences for our players. Understanding these experiences involves an understanding of psychology, system math, level design, storytelling, pacing, and so many other tools. This text strives to describe design not as a...
1st edition, CRC Press, September 4, 2018, 68 Pages - 100 Color Illustrations, ISBN: 9781138323964 The Reverse Design series looks at all of the design decisions that went into classic video games. This is the first installment in the Reverse Design series, looking at Final Fantasy VI. Written in a readable format, it is broken down into six sections examining some of the most...
CRC Press, 2024. — 244 p. — ISBN: 978-1-032-53863-1. The nature of game music charges the modern-day composer with understanding a whole host of aesthetic and technical principles unique to the medium. Based on years of working in the field, as well as teaching the subject at colleges and universities, The Theory and Practice of Writing Music for Games is an invaluable resource...
Packt Publishing, 2024. — 649 p. Key Features: Create fun games in C++, with this up-to-date guide covering the latest features of C++20 and VS2022 Build clones of popular games such as a Timberman clone, a Pong game, a Zombie Survival Shooter, and a platform endless runner game Discover tips to expand your finished games by thinking critically, technically, and creatively Book...
2nd Edition. — Packt Publishing, 2019. — 942 p. — ISBN: 978-1-83864-857-2. Get to grips with programming techniques and game development using C++ libraries and Visual Studio 2019 The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you’ll...
2nd Edition. — Packt Publishing, 2019. — 942 p. — ISBN: 978-1-83864-857-2. Get to grips with programming techniques and game development using C++ libraries and Visual Studio 2019 The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you’ll...
2nd Edition. — Packt Publishing, 2019. — 942 p. — ISBN: 978-1-83864-857-2. Get to grips with programming techniques and game development using C++ libraries and Visual Studio 2019 The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you’ll...
2nd Edition. — Packt Publishing, 2019. — 746 p. — ISBN: 978-1-83864-857-2. Code files only! Get to grips with programming techniques and game development using C++ libraries and Visual Studio 2019 The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With...
A K Peters/CRC Press, 2014, ISBN: 1466567856, 376 pages. Game Magic: A Designer’s Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design...
This book aims to help you write fantasy games for your computer by giving you an example you can play and taking you inside the program to see how it works. Complete listing for microcomputers ZX81, ZX Spectrum, BBC Micro, VIC 20, Commodore 64, Acorn Electron, TRS-80, Commodore PET, Apple. No OCR layer available. Usborne Publishing Ltd., 1984. - 51 p. ISBN: 0-86020-835-4 3...
CreateSpace Independent, 2017. — 228 p. With this book, you'll learn all about the hardware of Golden Age 8-bit arcade games produced in the late 1970s to early 1980s. We'll learn how to use the C programming language to write code for the Z80 CPU. The following arcade platforms are covered: Midway 8080 (Space Invaders) VIC Dual (Carnival) Galaxian/Scramble (Namco) Atari Color...
CreateSpace Independent, 2017. — 228 p. With this book, you'll learn all about the hardware of Golden Age 8-bit arcade games produced in the late 1970s to early 1980s. We'll learn how to use the C programming language to write code for the Z80 CPU. The following arcade platforms are covered: Midway 8080 (Space Invaders) VIC Dual (Carnival) Galaxian/Scramble (Namco) Atari Color...
CRC, 2017. — 172 p. — ISBN: 978-1-1381-0613-0. Game Programming for Artists provides a foundation for artists and creatives to jumpstart learning to program their own games. It is an accessible and conversational guide focused on three areas: basic programming, understanding game engines, and practical code for commonly employed game systems. The best way to get into games is...
Independently published, 2023-10-23. — 344 p. — ASIN: B0CLQM16SX. “Advanced SFML Techniques: Pushing the Boundaries of Multimedia Programming” is a cutting-edge resource for experienced programmers and game developers looking to elevate their multimedia programming skills to new heights. Dive deep into the world of the Simple and Fast Multimedia Library (SFML) as you explore...
Independently published, 2023-10-23. — 344 p. — ASIN: B0CLQM16SX. “Advanced SFML Techniques: Pushing the Boundaries of Multimedia Programming” is a cutting-edge resource for experienced programmers and game developers looking to elevate their multimedia programming skills to new heights. Dive deep into the world of the Simple and Fast Multimedia Library (SFML) as you explore...
Independently published, 2023-10-23. — 344 p. — ASIN: B0CLQM16SX. “Advanced SFML Techniques: Pushing the Boundaries of Multimedia Programming” is a cutting-edge resource for experienced programmers and game developers looking to elevate their multimedia programming skills to new heights. Dive deep into the world of the Simple and Fast Multimedia Library (SFML) as you explore...
Independently published, 2023-11-08. — 329 p. — ASIN: B0CLKY4RXD. “Game Development Unleashed: Harnessing ChatGPT’s Power for Game Creation” is a groundbreaking guide for aspiring game developers and designers seeking to leverage the incredible capabilities of ChatGPT to take their projects to the next level. Dive into the world of AI-driven game development and explore how...
Independently published, 2023-11-08. — 329 p. — ASIN: B0CLKY4RXD. “Game Development Unleashed: Harnessing ChatGPT’s Power for Game Creation” is a groundbreaking guide for aspiring game developers and designers seeking to leverage the incredible capabilities of ChatGPT to take their projects to the next level. Dive into the world of AI-driven game development and explore how...
Independently published, 2023-11-08. — 329 p. — ASIN: B0CLKY4RXD. “Game Development Unleashed: Harnessing ChatGPT’s Power for Game Creation” is a groundbreaking guide for aspiring game developers and designers seeking to leverage the incredible capabilities of ChatGPT to take their projects to the next level. Dive into the world of AI-driven game development and explore how...
Independently published, 2024. — 239 p. — ISBN-13: 979-8876546722. "Mastering SDL for Game Creators: Crafting Unique Experiences" is an essential guidebook for developers seeking to elevate their skills in game design and programming. Simple DirectMedia Layer (SDL) is a powerful tool used by professionals to create high-performance games that span across various platforms, and...
Independently published, 2024. — 239 p. — ISBN-13: 979-8876546722. "Mastering SDL for Game Creators: Crafting Unique Experiences" is an essential guidebook for developers seeking to elevate their skills in game design and programming. Simple DirectMedia Layer (SDL) is a powerful tool used by professionals to create high-performance games that span across various platforms, and...
Independently published, 2024. — 239 p. — ISBN-13: 979-8876546722. "Mastering SDL for Game Creators: Crafting Unique Experiences" is an essential guidebook for developers seeking to elevate their skills in game design and programming. Simple DirectMedia Layer (SDL) is a powerful tool used by professionals to create high-performance games that span across various platforms, and...
Independently published, 2024. — 239 p. — ISBN-13: 979-8876546722. "Mastering SDL for Game Creators: Crafting Unique Experiences" is an essential guidebook for developers seeking to elevate their skills in game design and programming. Simple DirectMedia Layer (SDL) is a powerful tool used by professionals to create high-performance games that span across various platforms, and...
Packt, 2024. — 265 p. — ISBN 9798227583598. "The Art and Science of Game Development: Theoretical Foundations and Practical Insights" is an essential guide for anyone passionate about creating engaging and innovative video games. This comprehensive book bridges the gap between theoretical concepts and practical application, making it a valuable resource for both novice...
Packt, 2024. — 293 p. — ISBN 9798227583598. "The Art and Science of Game Development: Theoretical Foundations and Practical Insights" is an essential guide for anyone passionate about creating engaging and innovative video games. This comprehensive book bridges the gap between theoretical concepts and practical application, making it a valuable resource for both novice...
Transcript-Verlag, 2020. — 233 p. Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarz?bal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork...
Cengage Learning PTR, 2005. — 352 pages. ISBN10: 1592006175 ISBN13: 978-1592006175 "The Game Producer's Handbook" offers a behind-the-scenes look at what it takes to succeed in the game industry, answering the question "what does it take to be a successful video game producer?" It is for those who yearn to achieve excellence in their work-individuals whose desire for excellence...
This book contains simple game programs for microcomputers ZX81, ZX Spectrum, BBC Micro, VIC 20, Commodore 64, Acorn Electron, TRS-80, Commodore PET, Apple. No OCR layer available. Usborne Publishing Ltd., 1982. - 51 p. ISBN: 0-86020-685-8 2 About this Book 4 Robot Missile 6 The Vital Message 8 Shootout 10 Desert Tank Battle 12 Battle at Traitor's Castle 14 Robot Invaders 16...
This book contains simple game programs for microcomputers ZX81, ZX Spectrum, BBC Micro, VIC 20, Commodore 64, Acorn Electron, TRS-80, Commodore PET, Apple. No OCR layer available. Usborne Publishing Ltd., 1982. - 49 p. ISBN: N/A 2 About this Book 4 Starship Takeoff 6 Intergalactic Games 8 Evil Alien 10 Beat the Bug Eyes 12 Moonlander 14 Monsters of Galacticon 16 Alien Snipers...
2nd Edition. — CRC Press, 2022. — 453 p. — ISBN 978-0-366-24248. Cоветы экспертов по продвижению стратегии и практики UX в видеоиграх This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include...
CRC Press, 2006. — 368 pages. — Series: The Morgan Kaufmann Series in Interactive 3d Technology ISBN10: 1558609210 ISBN13: 978-1558609211 Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes)...
Focal Press, 2006. — 272 pages. ISBN10: 024080788X ISBN13: 978-0240807881 How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating...
Apress, 2018. — 281 p. — ISBN: 148423491X. Learn how to take your existing knowledge of Ethereum and Solidity to the next level. Hone your development skills and become more familiar with the syntax of the Solidity language by working through well-tested, well-documented intermediate-level sample projects. You will begin by covering the basics of Ethereum, Solidity, and gaming...
Apress, 2018. — 281 p. — ISBN: 148423491X. Learn how to take your existing knowledge of Ethereum and Solidity to the next level. Hone your development skills and become more familiar with the syntax of the Solidity language by working through well-tested, well-documented intermediate-level sample projects. You will begin by covering the basics of Ethereum, Solidity, and gaming...
Apress, 2018. — 281 p. — ISBN: 148423491X. Learn how to take your existing knowledge of Ethereum and Solidity to the next level. Hone your development skills and become more familiar with the syntax of the Solidity language by working through well-tested, well-documented intermediate-level sample projects. You will begin by covering the basics of Ethereum, Solidity, and gaming...
Apress, 2018. — 281 p. — ISBN: 148423491X. Learn how to take your existing knowledge of Ethereum and Solidity to the next level. Hone your development skills and become more familiar with the syntax of the Solidity language by working through well-tested, well-documented intermediate-level sample projects. You will begin by covering the basics of Ethereum, Solidity, and gaming...
Apress, 2014. — 470 p. — ISBN: 978-1-4842-0415-3 Серия: The Expert's Voice in Java Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build...
Apress, 2014. — 470 p. — ISBN: 978-1-4842-0415-3. Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build your Java game applications. You'll...
Apress, 2014. — 470 p. — ISBN: 978-1-4842-0415-3. Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build your Java game applications. You'll...
Apress, 2014. — 470 p. — ISBN: 978-1-4842-0415-3. Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build your Java game applications. You'll...
Apress, 2014. — 470 p. — ISBN: 978-1-4842-0415-3. Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build your Java game applications. You'll...
Cengage Learning, 2008, ISBN: 1584505273, 624 pages. Welcome to the seventh volume of the must-have reference series for game developers, Game Programming Gems, the series that helped define the standards for game programming and continues to be an essential source for new, innovative techniques. "Game Programming Gems 7" provides the tools and inspiration that game developers...
Bookboon, 2014. — 252 p. — ISBN: 978-87-403-0786-3. Description This book introduces the reader to the necessary programming skills necessary to develop 2D and 3D computer games. The book lists a number of common game mechanics, and illustrates through examples how these mechanics can be bound to each other to both give the required behavior and allow the player to interact...
Adams Media, 2018. — 256 p. — ISBN13: 978-1507205334. Roblox, the largest user-generated online gaming platform that allows users to create and share their own game worlds and gaming creations, has taken the digital world by storm. There are so many games and social worlds to create with the platform, and this guide gives you the advice you need to get started. With everything...
Adams Media, 2018. — 256 p. — ISBN13: 978-1507205334. Roblox, the largest user-generated online gaming platform that allows users to create and share their own game worlds and gaming creations, has taken the digital world by storm. There are so many games and social worlds to create with the platform, and this guide gives you the advice you need to get started. With everything...
Packt Publishing, 2012. - 191 p. - ISBN: 978-1849517942
Processing is probably the best known creative coding environment that helps you bridge the gap between programming and art. It enables designers, artists, architects, students and many others to explore graphics programming and computational art in an easy way, thus helping you boost your creativity. "Processing 2:...
Packt Publishing, 2012. - 191 p. - ISBN: 978-1849517942
Processing is probably the best known creative coding environment that helps you bridge the gap between programming and art. It enables designers, artists, architects, students and many others to explore graphics programming and computational art in an easy way, thus helping you boost your creativity. "Processing 2:...
Dennis Publishing, 2016. — 148 p. — ISBN: 978-1781065198
This guide includes everything you need to know to start coding in Minecraft, and I promise you a gripping adventure! You can plan, create and publish an app in a couple of hours using nothing more than a web browser. There is very little that can limit our technological creativity, bar these coding skills that everyone...
Self-published by John Hopson, 2023. — 208 p. The Secret Science of Games is an entertaining tour of games research with behind-the-scenes stories from blockbuster games including Halo, Destiny, Age of Empires, and World of Warcraft. Written by a games industry veteran, this book is a friendly and practical guide to games research by someone who’s done the work. Some of the...
HiTeX Press, 2024. — 487 p. — ASIN: B0DKPZKP2K. "Fennel Explained: A Lisp for Lua in Game Development and Embedding" offers a comprehensive exploration of Fennel, a powerful dialect of Lisp designed to integrate seamlessly with Lua. Tailored for both novice and experienced programmers, this book guides readers through the fundamental concepts and advanced techniques needed to...
HiTeX Press, 2024. — 487 p. — ASIN: B0DKPZKP2K. "Fennel Explained: A Lisp for Lua in Game Development and Embedding" offers a comprehensive exploration of Fennel, a powerful dialect of Lisp designed to integrate seamlessly with Lua. Tailored for both novice and experienced programmers, this book guides readers through the fundamental concepts and advanced techniques needed to...
HiTeX Press, 2024. — 487 p. — ASIN: B0DKPZKP2K. "Fennel Explained: A Lisp for Lua in Game Development and Embedding" offers a comprehensive exploration of Fennel, a powerful dialect of Lisp designed to integrate seamlessly with Lua. Tailored for both novice and experienced programmers, this book guides readers through the fundamental concepts and advanced techniques needed to...
Independently published, 2024. — 229 p. Perfect for Beginners: All You Need is a Passion for Game Development and a Love for Coding! This book equips you with the power of C++, the "champion's choice" for programmers, to design and construct the very foundation of your dream games - breathtaking 3D worlds, immersive adventures, and epic battles. No prior engine experience...
Independently published, 2024. — 105 p. (converted to PDF) Perfect for Beginners: All You Need is a Passion for Game Development and a Love for Coding! This book equips you with the power of C++, the "champion's choice" for programmers, to design and construct the very foundation of your dream games - breathtaking 3D worlds, immersive adventures, and epic battles. No prior...
The MIT Press, 2014. — 192 p. — ISBN: 0262026864. An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds.Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary...
The MIT Press, 2014. — 192 p. — ISBN: 0262026864. An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds.Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary...
Jordi Josa, 2017. — 184 p. — ISBN: 9781520547459. Over the year’s web browsers have been incorporating new technologies, changing from simple page viewers with plain text and some images to platforms that allow us to create three-dimensional games. The revolution began with improved CSS styles and continued with the addition of relational and documental databases and the...
Christer Kaitila The Game Jam Survival Guide ISBN: 9781849692502 Packt Publishing April 2012 Game jams are fun. They are a creative, exciting, social experience. The goal of a game jam is to design a video game, either alone or in teams, as fast as is humanly possible; usually in a single weekend. The Game Jam Survival Guide, written to help you have more fun and achieve greater...
Reactive Publishing, 2024. — 626 p. Unlock the next level in game development with "C++ for Game Development: A Comprehensive Guide for 2024." This indispensable guide picks up where introductory books leave off, designed specifically for enthusiasts eager to deepen their understanding of C++ and apply it to more advanced and sophisticated contexts. Building upon your existing...
Reactive Publishing, 2024. — 509 p. (converted to PDF) Unlock the next level in game development with "C++ for Game Development: A Comprehensive Guide for 2024." This indispensable guide picks up where introductory books leave off, designed specifically for enthusiasts eager to deepen their understanding of C++ and apply it to more advanced and sophisticated contexts. Building...
Springer, 2016. — 344 p. — (Socio-Affective Computing: Volume 4). – ISBN: 978-3-319-41314-3. The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and...
2nd Edition. — Pearson Eduction, Inc., 2020. — 576 p. — ISBN13: 978-0-13-652781-7. In Agile Game Development , Clinton Keith offered game development team members the first complete blueprint for leveraging the power of Scrum and Agile methods to deliver games more efficiently, rapidly, and cost-effectively; create games that offer more entertainment value; and make life more...
2nd Edition. — Pearson Eduction, Inc., 2020. — 576 p. — ISBN13: 978-0-13-652781-7. In Agile Game Development , Clinton Keith offered game development team members the first complete blueprint for leveraging the power of Scrum and Agile methods to deliver games more efficiently, rapidly, and cost-effectively; create games that offer more entertainment value; and make life more...
2nd Edition. — Pearson Eduction, Inc., 2020. — 576 p. — ISBN13: 978-0-13-652781-7. In Agile Game Development , Clinton Keith offered game development team members the first complete blueprint for leveraging the power of Scrum and Agile methods to deliver games more efficiently, rapidly, and cost-effectively; create games that offer more entertainment value; and make life more...
2nd Edition. — Pearson Eduction, Inc., 2021. — 572 p. — ISBN-13: 978-0-13-652781-7. The definitive guide to more effective and personally fulfilling game development with Agile Methods―now revamped to reflect ten more years of experience and improvements. Game development is in crisis―facing bloated budgets, impossible schedules, unmanageable complexity, and death-march...
2nd Edition. — Pearson Eduction, Inc., 2021. — 572 p. — ISBN-13: 978-0-13-652781-7. The definitive guide to more effective and personally fulfilling game development with Agile Methods―now revamped to reflect ten more years of experience and improvements. Game development is in crisis―facing bloated budgets, impossible schedules, unmanageable complexity, and death-march...
Oxford University Press, 2020. — 297 p. — ISBN 9780190938680. Do you want to learn everything you need to know to be a fantastic video game music composer? The Game Music Handbook is for you. This book takes readers on a journey through many of the greatest video game soundscapes to date, discussing key concepts and technical practices for how to create top-level game scores....
Oxford University Press, 2020. — 297 p. — ISBN 9780190938680. Do you want to learn everything you need to know to be a fantastic video game music composer? The Game Music Handbook is for you. This book takes readers on a journey through many of the greatest video game soundscapes to date, discussing key concepts and technical practices for how to create top-level game scores....
CRC Press, 2012. — 438 p. — ISBN: 146650868X.
На англ. языке.
A First Course in Game Programming
Most of today’s commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Games provides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++. As...
2nd. ed. — Apress, 2019. — 394 p. — ISBN: 1484245326. Expand your basic knowledge of Python and use PyGame to create fast-paced video games with great graphics and sounds. This second edition shows how you can integrate electronic components with your games using the build-in general purpose input/output (GPIO) pins and some Python code to create two new games. You`ll learn...
Apress, 2019. — 394 p. — ISBN: 1484245326. Expand your basic knowledge of Python and use PyGame to create fast-paced video games with great graphics and sounds. This second edition shows how you can integrate electronic components with your games using the build-in general purpose input/output (GPIO) pins and some Python code to create two new games. You`ll learn about...
Apress, 2016. — 278 p. — ISBN: 1484225228. Go through the steps necessary to create high-speed 2D retro-style games. This easy-to-read-and-follow one of a kind book on BlitzMax game programming also covers some 3D programming. BlitzMax for Absolute Beginners includes game application projects such as The Great Escape, Tank Attack, and Paratrooper. These will help you build your...
Course Technology 2004 (812 pages) From opportunities within the game industry and elements of a 3D game to programming concepts, modeling, textures, and music, this book is your one-stop guide to making a fully featured game
This book isn’t so much about developing 3D engines, complex 3D math, or even
physics, but how to create 3D games and what the high level major components of
them are. As the author Kenneth Finney and I discussed and developed the book, we
decided that the goal shouldn’t be to exhaustively teach 3D game development—that
would take 5,000 pages. Instead, the book should have the...
Packt Publishing, 2010. — 300 pages. — Series: Learn by Doing: Less Theory, More Results ISBN10: 1849512485 ISBN13: 978-1849512480 This book is an example-driven introduction to OGRE 3D. Each example shows some new features and you learn step-by-step to create complex scenes with different effects using OGRE 3D. After several examples discussing one topic there is a...
Apress, 2022. – 238 p. – ISBN 978-1-4842-8789-7. Gain insight into what it takes to design and develop your first video game. This book offers a peek behind the scenes, where you will find in-depth knowledge of game design theory and insight into the technical and design aspects of video game development. The Way We Play allows you to explore game design and theory while also...
Apress, 2022. – 238 p. – ISBN 978-1-4842-8789-7. Gain insight into what it takes to design and develop your first video game. This book offers a peek behind the scenes, where you will find in-depth knowledge of game design theory and insight into the technical and design aspects of video game development. The Way We Play allows you to explore game design and theory while also...
Kindle Kindle, gamethinking.io, 2018. — 215 p. — ISBN 9780999788547 9780999788530. During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help...
Springer, 2015. — 227 p. — ISBN: 978-9812874863.
This book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and images. However, they have yet to be extensively applied in...
Raspberry Pi Trading Ltd, 2019. — ISBN 978-1-912047-59-8. This stunning 224-page hardback book not only tells the stories of some of the seminal video games of the 1970s and 1980s, but shows you how to create your own games inspired by them using Python and Pygame Zero, following examples programmed by Raspberry Pi founder Eben Upton. In the first of two volumes, we remake five...
CRC Press, 2023. — 178 p. — ISBN 978-1-032-01287-2. Создание цифровых персонажей для видеоигр и предметов коллекционирования This book covers the process of creating digital characters for video games as well as for 3D printing and collectibles. It looks at character asset creation for high-end AAA console games as well as asset creation for legacy devices and the ever-growing...
Academic Press, Inc., 1995. — 410 p. Image Processing. Numerical and Programming Techniques. Modeling and Transformations. 2-D Geometry and Algorithms. 3-D Geometry and Algorithms. Ray Tracing and Radiosity. Rendering. Книга состоит из большого количества не связанных друг с другом статей по компьютерной графике. Все они делятся на шесть частей. I. Обработка изображений (техника...
Academic Press, Inc., 1995. — 410 p. — ISBN: 0-12-059756-X. Image Processing. Numerical and Programming Techniques. Modeling and Transformations. 2-D Geometry and Algorithms. 3-D Geometry and Algorithms. Ray Tracing and Radiosity. Rendering.
Charles River Media, 2004. — 744 p. — ISBN 1584502959. Featuring contributions from expert, professional game developers, Game Programming Gems 4 is an in-depth and recommended reference and resource filled cover to cover with essays, each covering everything from general programming and debugging to mathematics, physics, aritifical intelligence issues, graphics, network and...
Charles River Media, 2005. — 640 p. — ISBN10: 1584503300, ISBN13: 978-1584503309 Many programmers frequently have limited backgrounds in the mathematics and physics needed for game development or other complex applications. Sooner or later, all programmers run into coding issues that will require an understanding of mathematics or physics concepts like collision detection, 3D...
Springer, 2017. — 176 p. — ISBN: 978-3-319-53087-1. This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement...
Springer, 2017. — 176 p. — ISBN: 978-3-319-53087-1. This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement...
Packt Publishing, 2021. — 670 p. — ISBN 978-1-83898-619-3. Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the help of useful recipes Key Features Learn to integrate modern rendering techniques into a single performant 3D rendering engine Leverage Vulkan to render 3D content, use AZDO in OpenGL applications, and understand modern...
Packt Publishing, 2021. — 671 p. — ISBN 978-1-83898-619-3. Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the help of useful recipes Key Features Learn to integrate modern rendering techniques into a single performant 3D rendering engine Leverage Vulkan to render 3D content, use AZDO in OpenGL applications, and understand modern...
Packt Publishing, 2021. — 671 p. — ISBN 978-1-83898-619-3. Code Files Only! Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the help of useful recipes Key Features Learn to integrate modern rendering techniques into a single performant 3D rendering engine Leverage Vulkan to render 3D content, use AZDO in OpenGL applications, and...
Paraglyph Press, 2004. - 256 pages. ISBN13: 978-1932111972 A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining,...
O’Reilly, 2013. — 300 p. — ISBN13: 978-1449363215. Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and...
O’Reilly, 2013. — 300 p. — ISBN13: 978-1449363215. Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and...
Packt Publishing, 2018. — 476 p. — ISBN: 1787121798. Design accessible and creative games across genres, platforms, and development realities If you are looking for an up-to-date and highly applicable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two highly experienced industry...
Packt Publishing, 2018. — 476 p. — ISBN: 1787121798. Design accessible and creative games across genres, platforms, and development realities If you are looking for an up-to-date and highly applicable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two highly experienced industry...
2nd ed. — Birmingham: Packt Publishing, 2023. — 440 p. — ISBN 1803245158. Arm yourself with the practical skills and cutting-edge insights necessary to successfully design captivating games across a variety of genres and platforms. Key Features Master the skills, processes, and techniques essential for working in a professional setting. Grasp the core principles and processes...
2ns edition. — Packt Publishing, 2023. — 446 p. — ISBN 1803245158. Arm yourself with the practical skills and cutting-edge insights necessary to successfully design captivating games across a variety of genres and platforms. Whether you are a student eager to design your very first game or a game designer looking to expand your skill set, this book will help you master the...
A K Peters/CRC Press, 2009. — 400 p. — ISBN: 978-1568813387. Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and...
Packt Publishing Ltd., 2013 — 104 p. — ISBN: 978-1-84969-814-6 На англ. языке. In this day and age, physics engines play a very critical role in the success of a sophisticated game. PhysX is a state-of-the-art cross-platform physics engine widely used by top game studios and developers. It contains all the physics-related components you will need and exploits the...
Routledge, 2019. — 208 p. — ISBN10: 0367184796, 13 978-0367184797. We Deserve Better Villains is a highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live. Each chapter outlines a period in a video games development...
Springer, 2018. — 122 p. — ISBN: 3319779524. A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Nintendo Wii, Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies...
Springer, 2018. — 122 p. — ISBN: 3319779524. A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Nintendo Wii, Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies...
Springer, 2018. — 122 p. — ISBN: 3319779524. A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Nintendo Wii, Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies...
Apress Media LLC, 2020. — 336 p. — ISBN13: 978-1-4842-6076-0. Create assets for history-based games. This book covers the fundamental principles required to understand and create architectural visualizations of historical locations using digital tools. You will explore aspects of 3D design visualization and VR integration using industry-preferred software. Some of the most...
Apress Media LLC, 2020. — 336 p. — ISBN13: (electronic): 978-1-4842-6077-7. Create assets for history-based games. This book covers the fundamental principles required to understand and create architectural visualizations of historical locations using digital tools. You will explore aspects of 3D design visualization and VR integration using industry-preferred software. Some of...
Apress Media LLC, 2020. — 336 p. — ISBN13: (electronic): 978-1-4842-6077-7. Create assets for history-based games. This book covers the fundamental principles required to understand and create architectural visualizations of historical locations using digital tools. You will explore aspects of 3D design visualization and VR integration using industry-preferred software. Some of...
Apress Media LLC, 2020. — 336 p. — ISBN13: (electronic): 978-1-4842-6077-7. Create assets for history-based games. This book covers the fundamental principles required to understand and create architectural visualizations of historical locations using digital tools. You will explore aspects of 3D design visualization and VR integration using industry-preferred software. Some of...
Course Technology PTR, 2010. — 625 p. — ISBN 1584507020. Welcome to the eighth volume of the must-have reference series for game developers, "Game Programming Gems," the series that helped define the standards for game programming and continues to be an essential source for new, innovative techniques. "Game Programming Gems 8" provides the tools and inspiration that game...
CRC Press, 2023. — 268 p. — eBook ISBN: 9781003263258. This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes that...
Pen and Sword, 2016. — 157 p. Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favorite rules to a different historical period or setting. But many who try soon...
Waite Group Press, 1995. — 1174 p. This unparalleled tutorial details every nuance of using the C language to create lightning-fast games with 3D polygon graphics. Step-by-step instructions guide through every programming stage. Covers every aspect of 3D polygon video game design, from concept to completion Discusses full modem communications and techniques for creating...
Second Edition. — Sams Publishing, 2002. — 1088 p. Tricks of the Windows Game Programming Gurus, takes the reader through Win32 programming, covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including Force Feedback), and DirectMusic. Andre teaches the reader 2D graphics and rasterization techniques. Finally, Andre provides the most...
Princeton University Press, 2017. — 224 p. Did you know that every time you pick up the controller to your PlayStation or Xbox, you are entering a game world steeped in mathematics? Power-Up reveals the hidden mathematics in many of today's most popular video games and explains why mathematical learning doesn't just happen in the classroom or from books--you're doing it without...
Packt Publishing, 2017. — 334 p. — ISBN13: 9781787122888. Have you been bitten by the Pokemon Go bug yet? If yes, then this is the right book for you. Location-based AR games have been around for a few years. They have struggled to gain popularity until just recently with the monumental release of Pokemon Go. Now, with the explosive popularity of the genre, novice and...
Packt Publishing, 2017. — 334 p. — ISBN13: 9781787122888. Have you been bitten by the Pokemon Go bug yet? If yes, then this is the right book for you. Location-based AR games have been around for a few years. They have struggled to gain popularity until just recently with the monumental release of Pokemon Go. Now, with the explosive popularity of the genre, novice and...
Packt Publishing, 2017. — 334 p. — ISBN13: 9781787122888. Have you been bitten by the Pokemon Go bug yet? If yes, then this is the right book for you. Location-based AR games have been around for a few years. They have struggled to gain popularity until just recently with the monumental release of Pokemon Go. Now, with the explosive popularity of the genre, novice and...
Packt Publishing, 2017. — 334 p. — ISBN13: 9781787122888. Have you been bitten by the Pokemon Go bug yet? If yes, then this is the right book for you. Location-based AR games have been around for a few years. They have struggled to gain popularity until just recently with the monumental release of Pokemon Go. Now, with the explosive popularity of the genre, novice and...
Lulu.com, 2015. — 372 p. Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all...
Packt Publishing, 2016. — 268 p. — ISBN: 978-1-78646-086-8. — True PDF. Create stunning 3D multiplayer games with integrated cloud-based features Amazon’s Lumberyard is a 3D cross-platform game development engine for building high-quality AAA games. It makes the process of creating multi-player games and adding realistic characters, stunning terrains, and special effects much...
Packt Publishing, 2016. — 268 p. — ISBN: 978-1-78646-086-8. Create stunning 3D multiplayer games with integrated cloud-based features Amazon’s Lumberyard is a 3D cross-platform game development engine for building high-quality AAA games. It makes the process of creating multi-player games and adding realistic characters, stunning terrains, and special effects much faster and...
Packt Publishing, 2016. — 268 p. — ISBN: 978-1-78646-086-8. Create stunning 3D multiplayer games with integrated cloud-based features Amazon’s Lumberyard is a 3D cross-platform game development engine for building high-quality AAA games. It makes the process of creating multi-player games and adding realistic characters, stunning terrains, and special effects much faster and...
Cengage Learning, 2007. — 336 Pages. ISBN10: 1-58450-562-1 ISBN13: 978-1-58450-562-4 Whether you are a professional game developer working in an established studio or a creative thinker interested in trying your hand at game design, "Video Game Design Revealed" will show you the steps and processes involved in bringing a video game from concept to completion. Beginning with an...
New York: Apress, 2006. — 232 p. — ISBN: 978-1-59059-662-3 (Print), 978-1-4302-0138-0 (Online). Programming Sudoku provides you with great approaches to building and solving Sudoku and other similar puzzles. Using ingenious artificial intelligence and game theory techniques, youll learn how to get a computer to solve these puzzles for you. This is a fun, intriguing read,...
CRC Press, 2011. — 532 p. На англ. языке.
This book, the second volume in the popular Game Engine Gems series, contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of game engine development. The 31 chapters cover three broad categories—graphics and rendering, game engine design, and systems...
Jones & Bartlett Publishers, 2010. — 362 p. На англ. языке.
Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each gem presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene...
Jones & Bartlett Publishers, 2010. — 362 p. На англ. языке.
Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each gem presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene...
Terathon Software, 2016. — 194 p. — ISBN13: 978-0-9858117-4-7. The first volume of Foundations of Game Engine Development discusses the mathematics needed by engineers who work on games or other types of virtual simulations. The book begins with conventional treatments of topics such as linear algebra, transforms, and geometry. Then, it introduces Grassmann algebra and...
Terathon Software, 2019. — 409 p. This second volume in the Foundations of Game Engine Development series explores the vast subject of real-time rendering in modern game engines. The book provides a detailed introduction to color science, world structure, projections, shaders, lighting, shadows, fog, and visibility methods. This is followed by extensive discussions of a variety...
Charles River Media, 2003. — 571 p.
This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as...
Course Technology PTR, 2012. - 545 p. This updated third edition illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and...
Terathon Software LLC, 2019. — 409 p. — ISBN13: 978-0985811754. This second volume in the Foundations of Game Engine Development series explores the vast subject of real-time rendering in modern game engines. The book provides a detailed introduction to color science, world structure, projections, shaders, lighting, shadows, fog, and visibility methods. This is followed by...
Terathon Software, 2016. — 194 p. — ISBN13: 978-0-9858117-4-7. The first volume of Foundations of Game Engine Development discusses the mathematics needed by engineers who work on games or other types of virtual simulations. The book begins with conventional treatments of topics such as linear algebra, transforms, and geometry. Then, it introduces Grassmann algebra and...
CRC Press, 2016. — 320 p. — ISBN: 978-1-4987-5566-5. This book, the third volume in the popular Game Engine Gems series, contains 22 new chapters that concisely present particular techniques, describe clever tricks, or offer practical advice within the subject of game engine development. Each chapter is filled with the expert knowledge and wisdom of seasoned professionals from...
Course Technology PTR, 2012. — 566 p. —ISBN13: 978-1-4354-5886-4. This updated third edition illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D...
Cengage Learning, 2009. — 320 p. — ISBN: 9781435439474. With Game Development Essentials: Game Testing & QA, dedicated gamers can learn what it takes to become a professional, well-paid QA or production testers - entering the game industry from the front door. Through first-hand experience and deep research, the authors shed light on the history of testing, basic and advanced...
CRC Press, 2015. — 188 p. — ISBN13: 978-1-4822-4019-1. Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don’t know where to begin. This book addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools. Designing the User Experience of Game Development...
CRC Press, 2015. — 188 p. — ISBN10: 148224019X, ISBN13: 978-1-4822-4019-1. Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don’t know where to begin. This book addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools. Designing the User Experience...
CRC Press, 2015. — 188 p. — ISBN10: 148224019X, ISBN13: 978-1-4822-4019-1. Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don’t know where to begin. This book addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools. Designing the User Experience...
CRC Press, 2015. — 188 p. — ISBN10: 148224019X, ISBN13: 978-1-4822-4019-1. — Книга в формате AZW4. Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don’t know where to begin. This book addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools....
Routledge, 2020. — 273 p. — ISBN10: 0367416727, 13 978-0367416720. Professor Odile Limpach gives independent developers everything they need to succeed in the world of video game publishing. The Publishing Challenge for Independent Video Game Developers: A Practical Guide defines what game publishing means for the indie developer and offers a concise framework to tackle the...
Animated Storytelling Simple Steps for Creating Animation & Motion Graphics Liz Blazer Peachpit Press Find us on the Web at www.peachpit.com. Peachpit is a division of Pearson Education. To report errors, please send a note to errata@peachpit.com. Copyright 2016 by Elizabeth Blazer ISBN: 013413365X Animation is a limitless medium for telling stories. Artists can create worlds,...
Charles River Media, 2003, ISBN: 1584502274, 412 pages. C++ is the primary language used in game development; however, game programming has a unique set of challenges, which general application development techniques and recommendations don't apply to. Written to address this issue, C++ for Game Programmers provides practical suggestions for what C++ features to use in game...
Focal Press, 2009. — 408 pages. ISBN10: 0240811461 ISBN13: 978-0240811468 Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical...
Independently published, 2022. — 349 р. — ISBN-13: 979-8429340180. Learning how to create games in a new game engine is a difficult task. It is easy to get bogged down in details. This book is written with an idea that the best way to teach an engine is by gradually introducing topics one element at a time, just enough to get you past the task at hand. Then we loop back and...
BPB Publications, 2023. — 313 р. — ISBN 978-93-5551-345-8. Develop Your Own Game Using Unreal Engine 5. Key Features - Learn how to use compatible engine templates for developing custom scenarios. - Make a simple third-person game using the core features of Unreal Engine 5. - Get familiar with the advanced concepts such as Game Objects and Audio Engine. Description Unreal...
BPB Publications, 2023. — 313 р. — ISBN 978-93-5551-345-8. Develop Your Own Game Using Unreal Engine 5. Key Features - Learn how to use compatible engine templates for developing custom scenarios. - Make a simple third-person game using the core features of Unreal Engine 5. - Get familiar with the advanced concepts such as Game Objects and Audio Engine. Description Unreal...
BPB Publications, 2023. — 313 р. — ISBN 978-93-5551-345-8. Develop Your Own Game Using Unreal Engine 5. Key Features - Learn how to use compatible engine templates for developing custom scenarios. - Make a simple third-person game using the core features of Unreal Engine 5. - Get familiar with the advanced concepts such as Game Objects and Audio Engine. Description Unreal...
BPB Publications, 2023. — 313 р. — ISBN 978-93-5551-345-8. Develop Your Own Game Using Unreal Engine 5. Key Features - Learn how to use compatible engine templates for developing custom scenarios. - Make a simple third-person game using the core features of Unreal Engine 5. - Get familiar with the advanced concepts such as Game Objects and Audio Engine. Description Unreal...
Packt Publishing, 2018. — 344 p. — ISBN: 1788629221. Although many languages are now being used to develop games, C++ remains the standard for professional development. The majority of professional libraries and toolchains are still built using C++. The primary goal of this book is to teach you how to harness the power of the language and provide you with the ability to build...
Packt Publishing, 2018. — 344 p. — ISBN: 1788629221. Although many languages are now being used to develop games, C++ remains the standard for professional development. The majority of professional libraries and toolchains are still built using C++. The primary goal of this book is to teach you how to harness the power of the language and provide you with the ability to build...
Addison-Wesley, 2016.
This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work,...
Addison-Wesley, 2016. — 288 p. This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and...
Addison-Wesley, 2013. — 352 p. — ISBN10: 0321940156, ISBN13: 978-0321940155. На англ. языке. Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical...
Addison-Wesley, 2013. — 352 p. — ISBN10: 0321940156, ISBN13: 978-0321940155. На англ. языке. Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical...
Addison-Wesley, 2013. — 507 p. — ISBN13: 978-0-321-94015-5. Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in...
Addison-Wesley, 2013. — 507 p. — ISBN13: 978-0-321-94015-5. Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in...
Addison-Wesley Professional, 2018. — 528 p. You can program games in many languages, but C++ remains the key language used by many leading development studios. Since it’s the language used in their enormous code bases, it’s the language they need to maintain and improve their games, and look for most often when hiring new developers. Game Programming in C++ is today’s practical,...
Addison-Wesley Professional, 2018. — 528 p. — ISBN13: 978-0-13-459720-1. You can program games in many languages, but C++ remains the key language used by many leading development studios. Since it’s the language used in their enormous code bases, it’s the language they need to maintain and improve their games, and look for most often when hiring new developers. Game...
Addison-Wesley Professional, 2018. — 528 p. — ISBN13: 978-0-13-459720-1. You can program games in many languages, but C++ remains the key language used by many leading development studios. Since it’s the language used in their enormous code bases, it’s the language they need to maintain and improve their games, and look for most often when hiring new developers. Game...
Addison-Wesley Professional, 2018. — 528 p. — ISBN13: 978-0-13-459720-1. You can program games in many languages, but C++ remains the key language used by many leading development studios. Since it’s the language used in their enormous code bases, it’s the language they need to maintain and improve their games, and look for most often when hiring new developers. Game...
John Wiley & Sons, Inc., 2025. — 336 p. — ISBN 978-1-394-30817-0. Learn what it takes to design a video game, as a hobby or as a career! Video Game Design For Dummies teaches you what it takes to design games from concept to completion. You'll learn the theory behind great gaming experiences, and you'll discover tools you can use to bring your game ideas to life. An experienced...
Focal Press, 2010. — 418 p. Launch your career in writing for video games or animation with the best tips, tricks, and tutorials from the Focal press catalog-all at your fingertips. Let our award-winning writers and game developers show you how to generate ideas and create compelling storylines, concepts, and narratives for your next project. Write Your Way Into Animation and...
Focal Press, 2006. — 248 pages. ISBN10: 0240805828 ISBN13: 978-0240805825 Writing for Animation, Comics, and Games explains the practical aspects of creating scripts for animation, comics, graphic novels, and computer games. It details how you can create scripts that are in the right industry format, and follow the expected rules for you to put your best foot forward to help...
2nd edition. — CRC Press, 2021. — 313 p. — ISBN 978-0-815-37937-9. This second edition of Writing for Animation, Comics, and Games expounds on the previous edition with more information on how to construct narratives for these three forms of visual storytelling media. Christy Marx’s book offers an in-depth look into scriptwriting and how to break into each of the featured...
No publisher, 2020. — 103 p. Do you want to take the first step into the world of game programming? Are you tired of endless tutorials leaving you with more knowledge of how to become a website designer than a game programmer? Do you want a comprehensive guide to everything you need to know to start making your first game? If your answer to any of these questions is “yes” then...
Wiley, 2018. — 259 p. — ISBN: 978-1-119-40418-7. Why just play videogames when you can build your own game? Follow the steps in this book to learn a little about code, build a few graphics, and piece together a real game you can share with your friends. Who knows? What you learn here could help you become the next rock-star video- game designer. So set your controller aside and...
Wiley, 2017. — 256 p. Why just play videogames when you can build your own game? Follow the steps in this book to learn a little about code, build a few graphics, and piece together a real game you can share with your friends. Who knows? What you learn here could help you become the next rock-star video- game designer. So set your controller aside and get ready to create!
Packt Publishing, 2015. — 188 p. — ISBN13: 978-1785289781. Haxe is a powerful and high-level multi-platform language that's incredibly easy to learn. Used by thousands of developers and many high-profile companies, Haxe is quickly emerging as a forerunner in the area of cross-platform programming. OpenFL builds on top of Haxe to make developing for multiple platforms quick and...
Packt Publishing, 2015. — 188 p. — ISBN13: 978-1785289781. Haxe is a powerful and high-level multi-platform language that's incredibly easy to learn. Used by thousands of developers and many high-profile companies, Haxe is quickly emerging as a forerunner in the area of cross-platform programming. OpenFL builds on top of Haxe to make developing for multiple platforms quick and...
Packt Publishing, 2015. — 188 p. — ISBN13: 978-1785289781. Haxe is a powerful and high-level multi-platform language that's incredibly easy to learn. Used by thousands of developers and many high-profile companies, Haxe is quickly emerging as a forerunner in the area of cross-platform programming. OpenFL builds on top of Haxe to make developing for multiple platforms quick and...
CRC Press, 2017. — 314 p. — ISBN: 9781482237986. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and...
CRC Press, 2017. — 314 p. — ISBN: 9781482237986. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and...
MIT Press, 2024. — 239 p. — ISBN 978-0262377454. How abstract design decisions in 2D platform games create rich worlds of meaning for players. Since the 1980s, 2D platform games have captivated their audiences. Whether the player scrambles up the ladders in Donkey Kong or leaps atop an impossibly tall pipe in Super Mario Bros., this deceptively simple visual language has...
MIT Press, 2024. — 239 p. — ISBN 978-0262377454. How abstract design decisions in 2D platform games create rich worlds of meaning for players. Since the 1980s, 2D platform games have captivated their audiences. Whether the player scrambles up the ladders in Donkey Kong or leaps atop an impossibly tall pipe in Super Mario Bros., this deceptively simple visual language has...
MIT Press, 2024. — 239 p. — ISBN 978-0262377454. How abstract design decisions in 2D platform games create rich worlds of meaning for players. Since the 1980s, 2D platform games have captivated their audiences. Whether the player scrambles up the ladders in Donkey Kong or leaps atop an impossibly tall pipe in Super Mario Bros., this deceptively simple visual language has...
Course Technology PTR, 2012. - 960 pages. 4th Edition. На англ. языке. Welcome to Game Coding Complete, Fourth Edition , the newest edition of the essential, hands-on guide to developing commercial-quality games. Written by two veteran game programmers, the book examines the entire game development process and all the unique challenges associated with creating a game. In this...
Course Technology PTR, 2012. - 960 pages. 4th Edition. На англ. языке. Welcome to Game Coding Complete, Fourth Edition , the newest edition of the essential, hands-on guide to developing commercial-quality games. Written by two veteran game programmers, the book examines the entire game development process and all the unique challenges associated with creating a game. In this...
McGraw-Hill Osborne Media, 2003. — 368 pages. ISBN10: 0072228997 ISBN13: 978-0072228991 Filled with tips and techniques from veteran game designers at Sony, Blizzard, Disney, LucasArts, Activision, 3DO, and many others! Plan, design, and create enthralling game environments complete with richly animated characters and objects by applying the expert techniques described in this...
NY: Welcome Books, 2012. — 219 p. — ISBN: 159962110X.
На англ. языке.
In the forty years since the first Magnavox Odyssey pixel winked on in 1972, the home video game industry has undergone a mind-blowing evolution. Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone...
Ishai Menache, Asuman Ozdaglar. Network Games: Theory, Models, and Dynamics. Morgan & Claypool Publishers, 2011. - 160 p. - ISBN: 1608454088
Synthesis Lectures on Communication Networks.
Traditional network optimization focuses on a single control objective in a network populated by obedient users and limited dispersion of information. However, most of today's networks are...
CRC Press, 2020. — 446 p. — ISBN: 978-1138612631. GameGuru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program. Details on how to perform more complex tasks are not found easily anywhere else or in any of the GameGuru...
CRC Press, 2020. — 446 p. — ISBN 978-1138612631. GameGuru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program. Details on how to perform more complex tasks are not found easily anywhere else or in any of the GameGuru...
Wiley, 2013. — 216 p. 98-374 MTA Gaming Development Fundamentals (Microsoft Official Academic Course) The Microsoft Technology Associate certification (MTA) curriculum helps instructors teach and validate fundamental technology concepts with a foundation for sudents' careers as well as the confidence they need to succeed in advanced studies. Through the use of MOAC MTA titles you...
Packt Publishing, 2015. - 156 p.
SFML is a cross-platform, object-oriented multimedia API that is written in C++. It provides a simple interface to ease the development of games and multimedia applications.
This book will guide you through everything you need to know about building a 2D game in SFML. Concepts such as Sprites, Textures, Animation, and Cameras are explored in...
2004, 472 p.This book is about storytelling—a new form of storytelling, to be sure, but part of a tradition that stretches back to preliterate times. Storytelling is a magical and powerful craft. Not only can it transport the audience on a thrilling journey into an imaginary world, but it can also reveal dark secrets of human nature or inspire the audience with the desire to do...
Routledge, 2017. — 702 p. — ISBN: 1138428396. Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and...
Routledge, 2017. — 702 p. — ISBN: 1138428396. Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and...
Morgan Kaufmann; 2 edition, 2010, 522 pages Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game...
Elsevier Inc. , 2007. - 481 p. ISBN 0-12-369471-X
Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this...
Abrams, 2023. — 745 p. — ISBN: 978-1-4197-6205-5 Breaking down the 40-year history of the world's most popular art form, one video game at a time Pong. The Legend of Zelda. Final Fantasy VII. Rock Band. Fortnite. Animal Crossing: New Horizons. For each of the 40 years of video game history, there is a defining game, a game that captured the zeitgeist and left a legacy for all...
John Wiley & Sons, 2012. — 320 p. — ISBN: 1118159276, An easy–to–follow primer on the fundamentals of digital game design. With Game Design Essentials , you′ll benefit from a general–but–thorough overview of the core art and technology fundamentals of digital game design for the 21st century. The quickly evolving mobile market is spurring digital game creation into the...
Packt Publishing, 2013. — 256 p. — ISBN: 1849696829.
На англ. языке.
SDL 2.0 is the latest release of the popular Simple DirectMedia Layer API, which is designed to make life easier for C++ developers, allowing you simple low-level access to various multiplatform audio, graphics, and input devices.
SDL Game Development guides you through creating your first 2D game using...
Pact Publishing, 2013. — 256 p. — ISBN: ISBN: 978-1-84969-682-1. На англ. языке. SDL 2.0 is the latest release of the popular Simple DirectMedia Layer API, which is designed to make life easier for C++ developers, allowing you simple low-level access to various multiplatform audio, graphics, and input devices. SDL Game Development guides you through creating your first 2D game...
Pact Publishing, 2013. — 256 p. — ISBN: ISBN: 978-1-84969-682-1. На англ. языке. SDL 2.0 is the latest release of the popular Simple DirectMedia Layer API, which is designed to make life easier for C++ developers, allowing you simple low-level access to various multiplatform audio, graphics, and input devices. SDL Game Development guides you through creating your first 2D game...
CRC Press, 2011. — 400 p. Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design the...
Palgrave Macmillan, 2015. — 243 p. Introduction: Video Games and Storytelling Machine Machinic Stories: The Literature Machine, Technicity and the Computer Game Reading the Machinic Game-Narrative Game Reading Games and Playing Books: Game, Play and Storytelling Shapeshifting Stories: Reading Video Game Stories through Paratexts Story Ab(Sense) of an Ending: Telos and Time in...
Packt Publishing, 2016, 346 pages, ISBN: 1785882724. C++ is one of the preferred languages for game development as it supports a variety of coding styles that provides low-level access to the system. C++ is still used as a preferred game programming language by many as it gives game programmers control of the entire architecture, including memory patterns and usage. However,...
Packt Publishing, 2016, 346 pages, ISBN: 1785882724. C++ is one of the preferred languages for game development as it supports a variety of coding styles that provides low-level access to the system. C++ is still used as a preferred game programming language by many as it gives game programmers control of the entire architecture, including memory patterns and usage. However,...
Packt Publishing, 2016. — 346 p. — ISBN: 9781785882722 C++ is one of the preferred languages for game development as it supports a variety of coding styles that provides low-level access to the system. C++ is still used as a preferred game programming language by many as it gives game programmers control of the entire architecture, including memory patterns and usage. However,...
Wordware Publishing, Inc., 2004. — 552 p. — ISBN: 1-55622-076-6. Theory Introduction to Windows Programming Using Databases Creating Web-Based Server Interfaces Introduction to TCP/IP Basic Sockets Programming I/O Operations Tutorials Using 2DLIB Creating Your Network Library Creating a Basic Network Application with dreamSock Creating the Game Lobby Creating Your Online Game
Wordware Publishing, 2001. — 589 p. — ISBN: 1556228686. With Internet technology developing rapidly, Internet gaming has become ever more popular, while documentation on how to actually make Internet games remains inadequate. Developer’s Guide to Multiplayer Games provides in-depth coverage of all the major topics associated with online game programming, as well as giving you...
Springer Science+Business Media, Singapore, 2017. — 1359 p. — ISBN10: 9814560499 First major reference work presenting a comprehensive overview to the field of games and entertainment technologies Covers many different topics in games and entertainment which are interdisciplinary, this includes technology, design/art, and sociology Organized to cater for students, academics and...
Aprress, 2016. — 152 p. — ISBN: 978-1-4842-2483-0. Learn how to build a game using Platino Studio. Follow step-by-step basics to create an app, and then add different functionalities and game logic. With Beginning Platino Game Engine you will be able to develop UWP apps using the Processing JS language. You also will be introduced to Temboo and extending the processing language...
Focal Press, 2008. — 248 pages. ISBN10: 0240810716 ISBN13: 978-0240810713 Cinematography for Games covers the space between the game and film industries by pointing out the most relevant cinematic techniques in today's hottest games, and including interviews with the game industry's greatest luminaries (including Will Wright: Sims legend, Harvey Smith, legendary game Deus Ex,...
The MIT Press. 2008. ISBN 978-0-262-14101-7 (hardcover : alk. paper). (315 pages, illustrated). Structure - Presentation - Functionality. Editorial Reviews. "After reading Nitsche's superbly informed and wide-ranging analyses of the multiple factors that shape our experience of game worlds, and his typology of the spatial architectures that underlie the player's possibilities...
Packt Publishing, 2013. — 358 p. The videogame industry is not affected by the economic crisis as the market expands each year. In addition to that, the mobile market offers the opportunity to small teams with limited budgets to create successful games that can compete with the big companies. This is a guide to help you take a share of this huge market. Mobile Game Design...
Packt Publishing, 2013. — 358 p. The videogame industry is not affected by the economic crisis as the market expands each year. In addition to that, the mobile market offers the opportunity to small teams with limited budgets to create successful games that can compete with the big companies. This is a guide to help you take a share of this huge market. Mobile Game Design...
Packt Publishing, 2013. — 358 p. The videogame industry is not affected by the economic crisis as the market expands each year. In addition to that, the mobile market offers the opportunity to small teams with limited budgets to create successful games that can compete with the big companies. This is a guide to help you take a share of this huge market. Mobile Game Design...
Delmar Cengage Learning, 2011, ISBN: 1111307652, 512 pages. This book is an authoritative, industry-driven introduction to the world of game development, with updates that keep readers current and well-prepared for a successful career in the field. This book not only examines content creation and the concepts behind development, but it also give readers a background on the...
Amazon, 2017. — 93 p. We will discuss topics such as: monster aesthetics, gore, obscurity, angles, cutscenes, jumpscares, audio design in terms of sound effects, ambience and creepy soundscapes, storytelling techniques via in-game events, documents, and visuals, pacing of progression, moral choices, plot twists, character relations and development, mentality of players, building...
Amazon, 2017. — 93 p. We will discuss topics such as: monster aesthetics, gore, obscurity, angles, cutscenes, jumpscares, audio design in terms of sound effects, ambience and creepy soundscapes, storytelling techniques via in-game events, documents, and visuals, pacing of progression, moral choices, plot twists, character relations and development, mentality of players, building...
Genever Benning, 2014. — 380 p. — ISBN10: 0990582906, ISBN13: 978-0-9905829-2-2. The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns...
Genever Benning, 2014. — 380 p. — ISBN10: 0990582906, ISBN13: 978-0-9905829-2-2. На англ. языке. The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects...
Genever Benning, 2014. — 380 p. — ISBN-10 0990582906, ISBN-13 978-0-9905829-2-2. The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns...
Genever Benning, 2014. — 380 p. — ISBN-10 0990582906, ISBN-13 978-0-9905829-2-2. The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns...
Genever Benning, 2014. — 380 p. — ISBN13: 978-0-9905829-2-2. The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and...
Genever Benning, 2014. — 380 p. — ISBN13: 978-0-9905829-2-2. The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and...
This book contains an exciting adventure game program to type into your computer and play. Story clues & hints + Complete listing for microcomputers ZX81, ZX Spectrum, BBC Micro, VIC 20, Commodore 64, Acorn Electron, TRS-80, Commodore PET, Apple. No OCR layer available. Usborne Publishing Ltd., 1984. - 34 p. ISBN: 0-86020-825-7 About this book What is an adventure game The...
Addison-Wesley, 2004. — 368 pages. ISBN10: 0321204670 ISBN13: 978-0321204677 What exactly is the elusive ingredient that makes a game worth playing? To create a great game you need passion, imagination, talent, a good understanding of game-play and design, experience, a dedicated team, good project management and lots of hard work. Every game developed is individual, but there...
Apress, 2005. — 472 p. — ISBN10: 159059472X ISBN13: 978-1590594728 Welcome to the wonderful world of physics. You may be thinking that wonderful and physics don’t belong in the same sentence. Once you start to learn a little physics, however, you will find that it is a really interesting and rewarding subject because you will begin to gain an understanding of how things work....
CRC Press, 2013. — 275 p. — ISBN: 1466565764.
На англ. языке.
Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games....
Cengage Learning PTR, 2004. — 276 pages. — Series: Premier Press Game Development ISBN10: 1592004954 ISBN13: 978-1592004959 Creating enticing game art can mean the difference between getting a game published or rejected. This book is ideal for many, including beginning art students who wish to learn the fundamental techniques used in creating concept art for game design and...
Course Technology PTR, 2004. — 304 p. — (Game Development). — ISBN10: 1592003079, ISBN13: 978-1592003075. WouldnÂ't you love to create really great art for your games? The kind of art that keeps players coming back for more? Now you can! Game Art for Teens is full of step-by-step, hands-on projects that allow you to begin creating art right away. Each project includes...
Mercury Learning and Information LLC, 2015. — 465 p. — ASIN: B00XZCZ0DC, ISBN13: 978-1-937585-40-2. На англ. языке. This book will guide you through the basic game development process, covering game development topics including graphics, sound, artificial intelligence, animation, game engines, Web-based games, etc. Three real games are created (2D and 3D) as you work through...
Mercury Learning and Information LLC, 2015. — 465 p. — ASIN B00XZCZ0DC, ISBN13: 978-1-937585-40-2. This book will guide you through the basic game development process, covering game development topics including graphics, sound, artificial intelligence, animation, game engines, Web-based games, etc. Three real games are created (2D and 3D) as you work through the text, and...
Mercury Learning and Information LLC, 2015. — 465 p. — ASIN B00XZCZ0DC, ISBN13: 978-1-937585-40-2. This book will guide you through the basic game development process, covering game development topics including graphics, sound, artificial intelligence, animation, game engines, Web-based games, etc. Three real games are created (2D and 3D) as you work through the text, and...
Mercury Learning and Information LLC, 2015. — 465 p. — ASIN B00XZCZ0DC, ISBN13: 978-1-937585-40-2. This book will guide you through the basic game development process, covering game development topics including graphics, sound, artificial intelligence, animation, game engines, Web-based games, etc. Three real games are created (2D and 3D) as you work through the text, and...
2nd edition. — Mercury Learning & Information, 2021. — 338 p. — ISBN 9781683926276. This book will guide you through the basic game development process using Python, covering game topics including graphics, sound, artificial intelligence, animation, game engines, etc. Real games are created as you work through the text and significant parts of a game engine are built and made...
2nd Edition. — Mercury Learning & Information, 2021. — 354 p. — ISBN: 978-1-68392-627-6. This book will guide you through the basic game development process using Python, covering game topics including graphics, sound, artificial intelligence, animation, game engines, etc. Real games are created as you work through the text and significant parts of a game engine are built and...
2nd edition. — Mercury Learning & Information, 2021. — 338 p. — ISBN 9781683926276. This book will guide you through the basic game development process using Python, covering game topics including graphics, sound, artificial intelligence, animation, game engines, etc. Real games are created as you work through the text and significant parts of a game engine are built and made...
Mercury Learning and Information, 2015. — 359 p. — ISBN: 978-1937585402. This book will guide you through the basic game development process, covering game development topics including graphics, sound, artificial intelligence, animation, game engines, Web-based games, etc. Real games will be created, and significant parts of a game engine will be built and made available for...
University of Minnesota Press, 2018. — 255 p. — ISBN: 1517900417. An avid gamer and sharp media critic explains meritocracy's negative contribution to video game culture — and what can be done about it. Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the...
CRC Press, 2017. — 248 p. — ISBN: 9781138824935. The game industry continues to grow and evolve as the years pass. Despite this growth, the competition in obtaining a career in video games remains as arduous as ever. Becoming a Video Game Artist helps guide readers from their first steps of making a portfolio, to acing the job interview and beyond. John Pearl explores the...
Wordware Publishing, 2003. — 378 pages. — ISBN: 1556229739 Provides an easy-to-follow process for game designers to express their concepts and begin the development process. Game Design Foundations The Game Designer Pedersen’s Principles on Game Design War Stories Game Concepts Game Genres Game Ideas Research The One Pager Concept Document Game Art and Animation The User...
Wordware Publishing, 2003. — 469 p. — Series: Wordware Game and Graphics Library
ISBN-10: 1556229739 ISBN-13: 978-1556229732
This book is targeted for the beginner to intermediate wanna-be game designer who wants to learn a step-by-step, easy to follow process of expressing their concepts through documentation into a real game that a publisher or a development team can create....
2005, 342 p.
This book is for anyone who wants to learn how to program in C# and DirectX
9. You are not required to have any knowledge of C# at all in order to read this book, but some programming background (in any language) would be helpful. Additionally, you don't have to go out and buy any tools in order to dig into C# programming because everything you need to program in C#...
Muska & Lipman/Premier-Trade, 2002. — 976 p. — Series: Premier Press Game Development ISBN10: 1931841942 ISBN13: 978-1931841948 "Data Structures for Game Programmers" replaces endless pages of boring text with exciting gaming technology and eye-catching graphics. The complex subject of data structures is made easy to understand and fun to learn. Start with an explanation of how...
2nd Edition. — Apress, 2016. — 369 p. — ISBN10: 148421966X, ISBN13: 978-1-4842-1966-9. Create your very own role playing game using the RPG Maker MV game development engine. You'll go through tutorials and exercises that will take you from installing the software to putting the final touches upon your first project. Beginning RPG Maker MV has been designed with the complete...
Apress, 2015. — 252 p.
Make a 2D RPG in a Weekend shows you how to create your very own dungeon crawler game in RPG Maker VX Ace in a single weekend. The entire process, from start to finish, is covered within this book. You will see a variety of dungeon maps and events, all broken down for your convenience.
One of the hardest parts of game development is actually finishing...
Apress, 2015. — 270 p. Updated for RPG Maker MV using JavaScript, Make a 2D RPG in a Weekend shows you how to create your very own dungeon crawler game in RPG Maker MV in a single weekend. The entire process, from start to finish, is covered within this book. You will see a variety of dungeon maps and events, all broken down for your convenience. One of the hardest parts of game...
Apress, 2015. — 270 p. Updated for RPG Maker MV using JavaScript, Make a 2D RPG in a Weekend shows you how to create your very own dungeon crawler game in RPG Maker MV in a single weekend. The entire process, from start to finish, is covered within this book. You will see a variety of dungeon maps and events, all broken down for your convenience. One of the hardest parts of game...
Routledge, 2008. — 456 pages. ISBN10: 0415962838 ISBN13: 978-0415962834 The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games...
Charles River Media, 2009. — 1072 p. — ISBN13: 978-1584506683. Are you looking for practical, ready-to-use ideas to help you design more innovative and unique video games? "David Perry on Game Design: A Brainstorming Toolbox" is a brainstorming and strategy guide for game designers, filled with inspiration-generating tips that challenge you to create better games. Using their...
Springer, 2020. — 297 p. — (Static & Dynamic Game Theory: Foundations & Applications). —ISBN: 978-3-030-51940-7. This book includes papers presented at the ISDG12-GTM2019 International Meeting on Game Theory, as a joint meeting of the 12th International ISDG Workshop and the 13th "International Conference on Game Theory and Management”, held in St. Petersburg in July 2019. The...
Philippe-Henri Gosselin, 2019. — 509 p. — ASIN: B07YM4Q2K7 Design Patterns are powerful tools for the creation of robust and scalable software. Presented one by one, patterns are easy to understand, even for a beginner. However, using and combining them in a complex application is much more difficult. In this book, we focus on the creation of video games: a complete example...
CRC Press, 2013. — 240 p. — ISBN: 1466501898.
На англ. языке.
The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.
2D Graphics Programming for Games provides an in-depth...
Course Technology PТR, 2010. - 334 p. "Video Game Optimization" describes a process for increasing the performance of a video game for better gameplay and visual experience. Very few game developers understand the process of optimizing an entire video game, yet learning the process is surprisingly simple and applicable to a broad audience. The book tackles the process of...
Punky Publishing, 2024. — 153 p. Imagine building your own video game, even if you've never written a single line of code before…Now, turn that dream into reality. Have you ever daydreamed about designing your own video game? Do the realms of game development intrigue you, but you are overwhelmed by the idea of starting from scratch? Does the thought of transitioning your...
Punky Publishing, 2024. — 153 p. Imagine building your own video game, even if you've never written a single line of code before…Now, turn that dream into reality. Have you ever daydreamed about designing your own video game? Do the realms of game development intrigue you, but you are overwhelmed by the idea of starting from scratch? Does the thought of transitioning your...
Packt Publishing, 2017. — 442 p. — ISBN: 139781786469885. SFML is a cross-platform software development library written in C++ with bindings available for many programming languages. It provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. This book will help you become an expert of SFML by using all of...
Packt Publishing, 2017. — 442 p. — ISBN: 139781786469885. SFML is a cross-platform software development library written in C++ with bindings available for many programming languages. It provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. This book will help you become an expert of SFML by using all of...
Packt Publishing, 2015. — 522 p. Simple and Fast Multimedia Library (SFML) is a simple interface comprising five modules, namely, the audio, graphics, network, system, and window modules, which help to develop cross-platform media applications. By utilizing the SFML library, you are provided with the ability to craft games quickly and easily, without going through an extensive...
Packt Publishing, 2013, ISBN: 1849697442, 244 pages. With the recent success of a lot of smaller games, game development is quickly becoming a great field to get in to. Mobile and PC games are on the rise, and having a way to create a game for all types of devices without rewriting everything is a huge benefit for the new Windows 8 operating system. In this book, you will learn...
CRC Press, 2015. — 312 p. — ISBN10: 1498704689, ISBN13: 978-1-4987-0469-4. A novel approach for the classroom or self-study, Learn to Code with Games makes coding accessible to a broad audience. Structured as a series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing guidelines and hints to solving...
CRC Press, 2015. — 312 p. — ISBN10: 1498704689, ISBN13: 978-1-4987-0469-4. A novel approach for the classroom or self-study, Learn to Code with Games makes coding accessible to a broad audience. Structured as a series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing guidelines and hints to solving...
CRC Press, 2015. — 312 p. — ISBN10: 1498704689, ISBN13: 978-1-4987-0469-4. A novel approach for the classroom or self-study, Learn to Code with Games makes coding accessible to a broad audience. Structured as a series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing guidelines and hints to solving...
CRC Press, 2017. – 367 p. – ISBN: 978-1-4987-5338-8. Game development is one of the most rewarding crafts of modern times. Not only is making games a wonderful lifelong hobby, but employment opportunities exist at many levels. Learn to Implement Games with Code guides you through the development process as you put together a release-ready game. It is written in a friendly and...
Course Technology, 2009. - 1008 Pages. Second Edition. На англ. языке.
Welcome to Introduction to Game Development, Second Edition, the new edition of the book that combines the wisdom and expertise of more than twenty game industry professionals to give you a unique introduction to all aspects of game development, from design to programming to business and production....
Apress, 2015. — 412 p. — ISBN: 9781430241850. In this groundbreaking collection of 15 interviews, successful founders of entertainment software companies reflect on their challenges and how they survived. You will learn of the strategies, the sacrifices, the long hours, the commitment, and the dedication to quality that led to their successes but also of the toll that this...
CRC Press, 2022. — 248 p. — ISBN: 978-1-032-13480-2. This book provides a series of transdisciplinary tools to help game designers improve their design pipeline and design output. Using approaches from psychology, anthropology, and sociology, it offers practical tools for all the main aspects of game design from conception through to testing. Drawing on game design theory, the...
Pearson, 2021. — 472 p. — ISBN 978-0136829737. Every month, hundreds of millions of people around the world are spending billions of hours on Roblox--and Roblox's fast-growing community of developers has already earned hundreds of millions of dollars from their creations. For every burgeoning game developer who is looking to take their Roblox skills to the next level fast, look...
Wiley, 2023. — 464 p. — eBook ISBN: 978-1-119-98160-2. Whether you are a novice or experienced pro, this easy-to-follow guide to designing board games is for you! In Your Turn! The Guide to Great Tabletop Game Design, veteran game designer Scott Rogers - creator of tabletop games including Rayguns and Rocketships, Pantone the Game and ALIEN: Fate of the Nostromo - delivers a...
Wiley, 2023. — 464 p. — eBook ISBN: 978-1-119-98160-2. Whether you are a novice or experienced pro, this easy-to-follow guide to designing board games is for you! In Your Turn! The Guide to Great Tabletop Game Design, veteran game designer Scott Rogers - creator of tabletop games including Rayguns and Rocketships, Pantone the Game and ALIEN: Fate of the Nostromo - delivers a...
Wiley, 2010. — 516 p. — ISBN: 978-0-470-68867-0. If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought...
2nd edition. — Wiley, 2014. — 550 p. — ISBN13: 978-1118877166. Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man...
New Riders, 2003. — 648 pages. ISBN10: 1592730019 ISBN13: 978-1592730018 How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on...
New Riders, 2003. - 960 pages. ISBN10: 0735713634, ISBN13: 978-0735713635 This is a detailed guide to game design and planning from first concept to the start of development, including case studies of well known games. Originally published in 1999, Game Architecture and Design, has been updated by the original authors Andrew Rollings and Dave Morris. They tap back into what...
2nd Edition. — Wordware Publishing, 2005. — 698 pages. — ISBN: 1556229127 This author balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with examples from the author's experiences. Game Design—Theory & Practice, Second Edition Foreword...
Wordware Publishing, 2001. - 609 p.
This book is about developing original computer games that will hopefully have the same mind-blowing effect on players that Space Invaders had on my young brain. This book deals with that developmentprocess from the pointof view of the game designer. Many books have been written about the programming of computer games, but I can remember my...
Wordware Publishing, 2005. — 704 p. In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse's own experience....
Addison Wesley, December 17 2002, English, 544 pages.
Software Engineering and Computer Games was written with four broad goals:
-To teach a lively style of object-oriented software engineering.
-To show how to bring a complete program to the level of a commercial release.
-To provide a "game engine" framework of linked classes for game development.
-To help students create...
Focal Press, 2016. — 228 p. — ISBN13: 9781138812130. Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and game themes. Doris C. Rusch’s,...
The MIT Press Cambridge, 2004. — 694 p. This book is about games, all kinds of games: paper-based strategy games and first person shooters, classical board games and glitzy gambling games; math puzzles and professional sports; austere text adventures and giggly teenage party games. This book links these diverse play activities within a common framework - a framework based in...
Bloomsbury Visual Arts , 2017. — 272 p. — ISBN: 147256748X. Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for...
Bloomsbury Visual Arts , 2017. — 272 p. — ISBN: 147256748X. Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for...
Bloomsbury Visual Arts, 2017. — 409 p. — ASIN B073QHK429. Preview ebook Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have...
New Riders Games, 2003. — 888 p. — ISBN10: 0131020099 ISBN13: 978-0131020092 To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish...
Independently published, 2020. — 542 p. — ASIN B08BWD2TZ3. July 30, 2020 Code Repository Supplement for Foundations of Videogame Programming by Benjamin Sanders, MS. Text-based Videogames Adventure Game of Life Networked Chess Threaded Network 2D Videogames Asteroids Zelda 2.5-D Videogames Image Transformations Formula One 3D Videogames Sauerbraten
CreateSpace Independent Publishing, 2017. — 312 p. How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself...
Prentice Hall, 2008. — 744 p. Make the Most of IBM's Breakthrough Cell Processor in Any Gaming, Graphics, or Scientific Application IBM's Cell processor delivers truly stunning computational power: enough to satisfy even the most demanding gamers and graphics developers. That's why Sony chose the Cell to drive its breakthrough PlayStation 3 and why Cell processors are at the heart...
Apress Media LLC., 2024. — 397 p. — ISBN-13: 979-8-8688-0892-0. Most personas and journey maps crash land shortly after takeoff. This step-by-step playbook provides a revolutionary approach to creating these pivotal artifacts in product design through the concept of altitudes. They will guide you in conceptualizing your users through research techniques that directly inform...
Apress Media LLC., 2024. — 397 p. — ISBN-13: 979-8-8688-0893-7. Most personas and journey maps crash land shortly after takeoff. This step-by-step playbook provides a revolutionary approach to creating these pivotal artifacts in product design through the concept of altitudes. They will guide you in conceptualizing your users through research techniques that directly inform...
Apress Media LLC., 2024. — 397 p. — ISBN-13: 979-8-8688-0893-7. Most personas and journey maps crash land shortly after takeoff. This step-by-step playbook provides a revolutionary approach to creating these pivotal artifacts in product design through the concept of altitudes. They will guide you in conceptualizing your users through research techniques that directly inform...
Apress Media LLC., 2024. — 397 p. — ISBN-13: 979-8-8688-0893-7. Most personas and journey maps crash land shortly after takeoff. This step-by-step playbook provides a revolutionary approach to creating these pivotal artifacts in product design through the concept of altitudes. They will guide you in conceptualizing your users through research techniques that directly inform...
Morgan Kaufmann, 2008. — 512 pages. 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...
CRC Press, 2014. — 600 p. — 2nd ed. — ISBN: 1466598646, 9781466598645 Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture,...
3rd Edition. — A K Peters/CRC Press, 2019. — 654 p. — ISBN10: 1138632058; ISBN13: 978-1138632059. Presents over 100 sets of questions, or different lenses, for viewing a game’s design. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games...
3rd Edition. — A K Peters/CRC Press, 2019. — 654 p. — ISBN13: 978-1-138-63205-9. Presents over 100 sets of questions, or different lenses, for viewing a game’s design. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in...
3rd Edition. — A K Peters/CRC Press, 2019. — 654 p. — ISBN13: 978-1-138-63205-9. Presents over 100 sets of questions, or different lenses, for viewing a game’s design. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in...
3rd Edition. — A K Peters/CRC Press, 2019. — 654 p. — ISBN13: 978-1-138-63205-9. Presents over 100 sets of questions, or different lenses, for viewing a game’s design. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in...
CRC Press, 2022. — 807 p. — ISBN 978-1-4987-9957-7. Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a...
Harper Paperbacks, 2017. — 320 p. Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind...
Course Technology PTR, 2010. — 488 p.
Even experienced game developers sometimes have a hard time making their vision for a great game a reality. The number of available programming languages, libraries, and production methods can make the development process overwhelming and result in complicated, unreliable game code. C# Game Programming: For Serious Game Creation shows...
Addison-Wesley, 2017. — 464 p. — ISBN: 0134667603. In Advanced Game Design, pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a...
Addison-Wesley, 2017. — 464 p. — ISBN: 0134667603. In Advanced Game Design, pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a...
Sempé Media, 2014. — 314 p. — ISBN13: 978-0-9921491-2-3 The user interface is the bridge between players and the game universe, it is the bidirectional flow of information from realtime simulation systems to the player’s mind. As games have evolved, so has the need to develop intuitive, responsive and visually stunning ways for the player to interact with the game universe....
Автор неизвестен. — Сетевое издание, 2011. This is the API documentation of the SDL Game Engine sge2d. sge2d is a platform independent 2d game programming framework for C/C++ programmers with least possible dependencies for easy porting and with focus on easy api calls and the requirement of commercial programmers. It was started 2007 by the founder of Agnostic Entertainment....
Springer, 2016. — 237 р. — (Computational Synthesis and Creative Systems). — ISBN: 978-3319427140. This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal...
Packt Publishing, 2019. — 407 p. — ISBN: 978-1-78953-530-3. Explore modern game programming and rendering techniques to build games using C++ programming language and its popular libraries Although numerous languages are currently being used to develop games, C++ remains the standard for fabricating expert libraries and tool chains for game development. This book introduces you...
Packt Publishing, 2019. — 407 p. — ISBN: 978-1-78953-530-3. Explore modern game programming and rendering techniques to build games using C++ programming language and its popular libraries Although numerous languages are currently being used to develop games, C++ remains the standard for fabricating expert libraries and tool chains for game development. This book introduces you...
Packt Publishing, 2019. — 407 p. — ISBN: 978-1-78953-530-3. Code files only! Explore modern game programming and rendering techniques to build games using C++ programming language and its popular libraries Although numerous languages are currently being used to develop games, C++ remains the standard for fabricating expert libraries and tool chains for game development. This...
Cengage Learning PTR, 2004. — 496 pages. — Series: Game Development Series ISBN10: 1592003532 ISBN13: 978-1592003532 This is a book of ideas and of choices. Knowing which choices to make is not teachable. It's part of that creative instinct we call talent whose secret voice guides us every time we sit down at the keyboard. All stories are not identical. They are shaped by all...
Charles River Media, 2007. — 577 p. The creation of a video game is no easy task for anyone to undertake. When it comes to programming, a lot of knowledge needs to be obtained to create an efficient and solid product. The game industry is a very competitive business, where games are defined heavily by the products that came before them. These products have raised the bar in...
2008, Course Technology. - 673p. ISBN 1-58450-516-8
In this book, we will examine many graphical techniques that are used in the games industry to create cutting-edge, modern applications. The graphics used in games are real-time computer graphics. This means a lot of the information discussed in this book also applies to other graphical-related industries that use either...
Предварительная электронная версия (version 0005,December 4, 2012) учебного пособия. 519 стр. На англ. яз. В книге рассматривается ряд методов компьютерного моделирования реальных физических систем, от элементарных понятий в математике и физике до более продвинутых алгоритмов. В качестве среды разработки используется open-source IDE Processing, в дистрибутив которой включены...
CRC Press, 2024. — 161 р. — (CRC Press Guides to Tabletop Game Design). — ISBN: 978-1032584058. Theme is often described as the "why" of a game. Themes help with rules comprehension by giving reasons for the mechanics. Themes can help set players’ expectations for what kind of experiences or emotions the game provides. Themes can also help to create the experience and provide...
CRC Press, 2024. — 161 р. — (CRC Press Guides to Tabletop Game Design). — ISBN: 978-1003453765. Theme is often described as the "why" of a game. Themes help with rules comprehension by giving reasons for the mechanics. Themes can help set players’ expectations for what kind of experiences or emotions the game provides. Themes can also help to create the experience and provide...
CRC Press, 2024. — 161 р. — (CRC Press Guides to Tabletop Game Design). — ISBN: 978-1003453765. Theme is often described as the "why" of a game. Themes help with rules comprehension by giving reasons for the mechanics. Themes can help set players’ expectations for what kind of experiences or emotions the game provides. Themes can also help to create the experience and provide...
CRC Press, 2024. — 161 р. — (CRC Press Guides to Tabletop Game Design). — ISBN: 978-1003453765. Theme is often described as the "why" of a game. Themes help with rules comprehension by giving reasons for the mechanics. Themes can help set players’ expectations for what kind of experiences or emotions the game provides. Themes can also help to create the experience and provide...
CRC Press, 2019. — 200 p. — ISBN: 1138595314,9781138595316. 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...
CRC Press, 2017. — 336 p. — ISBN13: 9781498799195. Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas,...
CRC Press, 2015. — 256 p. — ISBN: 1482252309. Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft....
Watson-Guptill Publications, 2015. — 210 p. With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to...
Watson-Guptill Publications, 2015. — 210 p. With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to...
CRC Press, 2015. — 256 p. — ISBN: 9781466598195. While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual...
Wiley, 2017. — 416 p. — ISBN: 9781119259824. The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems...
University of Turku, Finland, 2006, 289 p.
While preparing the manuscript, colleagues and students, intrigued by the words 'computer game', have asked us: 'Will it be a fun book to read'? After we have explained that it is really about algorithms and networking, they have concluded (perhaps somewhat disappointedly): 'Oh, it's a serious book then'. We hope the truth is neither...
This is a guide to writing computer programs and games in BASIC for absolute beginners. No OCR layer available. Usborne Publishing Ltd., 1982. - 51 p. ISBN: 0-86020-674-2 4 How a computer works 6 Giving the computer instructions 8 Writing programs 10 First words in BASIC 12 Giving the computer information 14 Using INPUT 16 Doing things with PRINT 18 How computers compare things...
CRC Press, 2024. — 264 p. People have played games forever, but it’s only in the past few decades that people really started thinking about what games are and 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...
CRC Press, 2024. — 264 p. People have played games forever, but it’s only in the past few decades that people really started thinking about what games are and 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...
Buildbox, 2018. In this comprehensive guide, Trey shares the exact steps that he took to build a successful hyper-casual game business with over 65,000,000 downloads and counting. You’ll learn everything you need to know about not only building hyper-casual games but the secret to turning these type of games into hits.
Packt Publishing, 2015. — 206 p. — ISBN: 978-1-78439-945-0. With the incredible growth in the global games industry over the past few years, Stencyl makes it possible for anyone to learn how to create amazing, engaging, and polished 2D games in just a fraction of the time. Whether you are new to game development or an experienced developer looking for a quicker, more intuitive...
Packt Publishing, 2015. — 206 p. — ISBN: 978-1-78439-945-0. With the incredible growth in the global games industry over the past few years, Stencyl makes it possible for anyone to learn how to create amazing, engaging, and polished 2D games in just a fraction of the time. Whether you are new to game development or an experienced developer looking for a quicker, more intuitive...
Packt Publishing, 2015. — 206 p. — ISBN: 978-1-78439-945-0. With the incredible growth in the global games industry over the past few years, Stencyl makes it possible for anyone to learn how to create amazing, engaging, and polished 2D games in just a fraction of the time. Whether you are new to game development or an experienced developer looking for a quicker, more intuitive...
The Pragmatic Programmers, 2015. — 208 p. — ISBN 9781680500738. Version: P1.0 (September 2015) Level up your programming skills while making fast-paced, arcade-style video games. Make enemy spaceships explode in balls of fire, and escape from a pit while dodging falling boulders. You'll use the fun and approachable Ruby programming language and the Gosu 2D game library, which...
ITexLi, 2022. — 166 p. — ISBN 1803555653 9781803555652 1803555645 9781803555645 1803555661 9781803555669. Computer games are a billion-dollar business. In 2021, the value of the gaming industry was about 200 billion US dollars. This book describes some modern approaches, procedures, algorithms, and devices in computer gaming. It includes information on classifications and types...
ITexLi, 2023. — 139 p. — ISBN 1837697329 9781837697328 1837697337 9781837697335 1837697345 9781837697342. Computer games have their basis in mainframe computers from the 1960s. Their spread among people came after the arrival of small (8-bit) home computers. In the beginning, their development was influenced by both the technical and program resources of these computers. These...
The MIT Press, 2021. — 328 p. — ISBN 9780262045506. A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow—as conceptualized by the psychologist Mihaly Csikszentmihalyi—describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games,...
Watson-Guptill, 2012. — 240 p. — ISBN10: 0823098478. 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...
CRC Press, 2017. — 220 p. — ISBN: 9781498781503. 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. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create...
CRC Press, 2017. — 220 p. — ISBN: 9781498781503. 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. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create...
A K Peters/CRC Press, 2017. — 221 p. — ISBN: 9781498781503. 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...
2nd edition. — Packt Publishing, 2015. — 158 p. — ISBN10: 178588302X. — ISBN13: 1785883026. Key Features * Set up a Minecraft server that you control * Use object-oriented programming to modify Minecraft regardless of your level of experience * This interactive guide will help you create a unique experience for you and your friends Book Description Minecraft is a sandbox game...
Cengage Learning PTR, 2009. — 288 p. — ISBN: 978-1598635720 Team Leadership in the Game Industry arms you with the information you need to face and meet the challenges of finding, supporting, and retaining a talented team of employees. Specifically addressing the unique needs of managers in the game industry, this book recognizes a common issue: game development teams...
New Riders, 2004. — 504 pages. — ISBN10: 0735713901 ISBN13: 978-0735713901 Whether you're a hobbyist or a budding game design pro, your objective is probably the same: To create the coolest games possible using today's increasingly sophisticated technology. To do that, however, you need to understand some basic math and physics concepts. Not to worry: You don't need to go to...
Oxford University Press, 2022. — 401 p. — ISBN 978–0–19–884591–1. Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that...
Oxford University Press, 2022. — 401 p. — ISBN 978–0–19–884591–1. Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that...
Pearson Education, Inc., 2022. — 818 p. — ISBN 978-0-13-728283-8. A Designer's Guide to Creating Realistic 3D Experiences For Extended Reality Designing Immersive 3D Experiences helps visual designers move into the fast-growing fields of 3D and extended reality (XR) design. Author Renée Stevens (Powered by Design) introduces a proven approach and an effective design-thinking...
2nd edition. — Mercury Learning and Information, 2017. — 450 p. — ISBN: 1683920295. This insightful, revised book explores the challenging and evolving world of the games writer. Part I provides a fascinating overview of the history of games writing following its humble roots in the 60s to today's triple-A titles; Part II asks and answers the key question: what does a games...
2nd edition. — Mercury Learning and Information, 2017. — 450 p. — ISBN: 1683920295. This insightful, revised book explores the challenging and evolving world of the games writer. Part I provides a fascinating overview of the history of games writing following its humble roots in the 60s to today's triple-A titles; Part II asks and answers the key question: what does a games...
2nd edition. — Mercury Learning and Information, 2017. — 450 p. — ISBN: 1683920295. This insightful, revised book explores the challenging and evolving world of the games writer. Part I provides a fascinating overview of the history of games writing following its humble roots in the 60s to today's triple-A titles; Part II asks and answers the key question: what does a games...
2nd edition. — Mercury Learning and Information, 2017. — 450 p. — ISBN: 1683920295. This insightful, revised book explores the challenging and evolving world of the games writer. Part I provides a fascinating overview of the history of games writing following its humble roots in the 60s to today's triple-A titles; Part II asks and answers the key question: what does a games...
Apress, 2013. — 316 p. — ISBN: 1430258306. Beginning Android C++ Game Development introduces general and Android game developers like you to Android's powerful Native Development Kit (NDK). The Android NDK platform allows you to build the most sophisticated, complex and best performing game apps that leverage C++.[/b] In short, you learn to build professional looking and...
Apress, 2013. — 316 p. — ISBN: 1430258306. Beginning Android C++ Game Development introduces general and Android game developers like you to Android's powerful Native Development Kit (NDK). The Android NDK platform allows you to build the most sophisticated, complex and best performing game apps that leverage C++. In short, you learn to build professional looking and performing...
Apress, 2013. — 316 p. — ISBN: 1430258306. Beginning Android C++ Game Development introduces general and Android game developers like you to Android's powerful Native Development Kit (NDK). The Android NDK platform allows you to build the most sophisticated, complex and best performing game apps that leverage C++. In short, you learn to build professional looking and performing...
Apress, 2014. — 96 p. — (The Expert`s Voice in C++). — ISBN13: (electronic): 978-1-4842-0814-4. C++ is the language behind most of today's computer games. This 96-page C++ Game Development Primer takes you through the accelerated process of writing games for otherwise experienced C++ programmers. After reading this book, you’ll have the fundamental know-how to become a...
Apress, 2014. — 296 p. — ISBN10: 1430264578, ISBN13: (electronic): 978-1-4302-6458-3. На англ. языке. Most of today's popular console and PC game platforms use C++ in their SDKs. Even the Android NDK and now the iOS SDK allow for C++; so C++ is growing in use for today's mobile game apps. Game apps using C++ become much more robust, better looking, more dynamic, and better...
Charles River Media, 2007. — 464 pages. — Series: Charles River Media Game Development ISBN10: 1584505516 ISBN13: 978-1584505518 The future direction of game development is towards more flexible, realistic, and interactive game worlds. However, current methods of game design do not allow for anything other than pre-scripted player exchanges and static objects and environments....
No Starch Press, 2018. — 256 p. — ISBN: 9781593278533. Step-by-step coding projects will show you how to write programs that automatically dig mines, collect materials, craft items, and build anything that you can imagine. Along the way, you’ll explore key computer science concepts like data types, functions, variables, and more. Learn how to: – Program robots that make smart...
No Starch Press, 2018. — 256 p. — ISBN: 9781593278533. Step-by-step coding projects will show you how to write programs that automatically dig mines, collect materials, craft items, and build anything that you can imagine. Along the way, you’ll explore key computer science concepts like data types, functions, variables, and more. Learn how to: – Program robots that make smart...
No Starch Press, 2018. — 256 p. — ISBN: 9781593278533. Step-by-step coding projects will show you how to write programs that automatically dig mines, collect materials, craft items, and build anything that you can imagine. Along the way, you’ll explore key computer science concepts like data types, functions, variables, and more. Learn how to: – Program robots that make smart...
No Starch Press , 2016. — 292 p. in color. — ISBN: 9781593277628. Scratch, the colorful drag-and-drop programming language, is used by millions of first-time learners, and in Scratch Programming Playground, you'll learn to program by making cool games. Get ready to destroy asteroids, shoot hoops, and slice and dice fruit! Each game includes easy-to-follow instructions, review...
Morgan Kaufmann, 2009. — 358 p. — ISBN: 978-0-12-374328-2. "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation...
O’Reilly Media, 2013. - 416 pages. ISBN: 1449337937. Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that...
O’Reilly Media, 2013. - 416 pages. ISBN: 1449337937. Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that...
Packt Publishing, 2019. — 448 p. — ISBN: 978-1-78883-409-4. Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key Features Build a functional and production-ready modern animation system with complete features using C++ Learn basic, advanced, and skinned animation programming...
Packt, 2020. — 368 p. — ISBN: 9781800208087. Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key Features Build a functional and production-ready modern animation system with complete features using C++ Learn basic, advanced, and skinned animation programming with this...
Packt, 2020. — 368 p. — ISBN: 9781800208087. Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key Features Build a functional and production-ready modern animation system with complete features using C++ Learn basic, advanced, and skinned animation programming with this...
Packt, 2020. — 368 p. — ISBN: 9781800208087. Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key Features Build a functional and production-ready modern animation system with complete features using C++ Learn basic, advanced, and skinned animation programming with this...
Packt, 2020. — 368 p. — ISBN: 9781800208087. Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key Features Build a functional and production-ready modern animation system with complete features using C++ Learn basic, advanced, and skinned animation programming with this...
Packt Publishing, 2017. — 480 p. — ISBN: 978-1-78712-366-3. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers,...
Packt Publishing, 2017. — 480 p. — ISBN: 978-1-78712-366-3. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers,...
Packt Publishing, 2017. — 480 p. — ISBN: 978-1-78712-366-3. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers,...
Packt Publishing, 2017. — 480 p. — ISBN: 978-1-78712-366-3. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers,...
Packt Publishing, 2017. — 480 p. — ISBN: 978-1-78712-366-3. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers,...
Packt Publishing, 2017. — 480 p. — ISBN: 978-1-78712-366-3. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers,...
Apress, 2024. — 423 p. Dive into the heart of game development with Unreal Engine 5 (UE5), the latest revolution in creating immersive and visually stunning game worlds. Crafted to encourage your imaginative and inventive skills, Volume 1 of this two-part guide stands as a crucial tool in your journey towards developing incredible video games with UE5 and serves as a transition...
Apress Media LLC, 2024. — 432 p. — ISBN-13: 978-1-4842-9824-4. Dive into the heart of game development with Unreal Engine 5 (UE5), the latest revolution in creating immersive and visually stunning game worlds. Crafted to encourage your imaginative and inventive skills, Volume 1 of this two-part guide stands as a crucial tool in your journey towards developing incredible video...
Apress Media LLC, 2024. — 432 p. — ISBN-13: 978-1-4842-9824-4. Dive into the heart of game development with Unreal Engine 5 (UE5), the latest revolution in creating immersive and visually stunning game worlds. Crafted to encourage your imaginative and inventive skills, Volume 1 of this two-part guide stands as a crucial tool in your journey towards developing incredible video...
Apress Media LLC, 2024. — 432 p. — ISBN-13: 978-1-4842-9824-4. Dive into the heart of game development with Unreal Engine 5 (UE5), the latest revolution in creating immersive and visually stunning game worlds. Crafted to encourage your imaginative and inventive skills, Volume 1 of this two-part guide stands as a crucial tool in your journey towards developing incredible video...
Blue Planet Software, Inc. 2009. — 96 p. Introduction. Basic Game Flowchart. Tetrimino Generation. Controls. Tetrimino Manipulation. Levels & Goals. Fall & Drop Speeds. Scoring. T-Spins. Game Over Conditions. Game Over Events. Main Tetris Variants. Visual/Sound Effects & Music. Appendix A The Tetris Engine. Appendix B Multiplayer. Tetris Glossary.
Blue Planet Software, Inc. 2009. — 84 p. Overview Terminology Tetris Battle Gaiden Super Tetris 3 Tetris Plus Tetris X The Next Tetris DLX Tetris With Cardcaptor Sakura The New Tetris Super Bombliss DX Tetris Kiwamemichi Tetris Worlds Tetris The Grand Master Ace Kids Tetris Hangame Family Tetris Minnano Tetris Tetris Twin Tetris DS Tetris Quiz iPhone Tetris Tetris Crystal...
Packt Publishing, 2013. — 86 p. — ISBN: 1849697906. На англ. языке. A data-driven approach to video game production Publishing video games online has been gaining in popularity for a number of years, but with the advent of social networks and the use of in-game data analysis recently, its potential profitability has skyrocketed. The power of video game analytics is immensely...
2004, 377 p.
With all books there is a targetaudience, and although the dis- tinction between those suited and unsuited to this title is somewhat nebulous, I feel confident in advocating that readers wanting to learn more about DirectX and sensible user interface design, and who have a solid comprehension of Microsoft Visual C++, as well as a basic grasp of general COM...
Wordware Publishing, 2007. - 392 pages. Exploring the world of game development with a focus on C++, this book explans the basics of mathematics as it relates to game programming, covers the fundamentals of C++, and describes a number of algorithms commonly used in games. Introduction to Game Programming with C++ Mathematics-The Language of Numbers Algebra The Pictures of...
Wordware Publishing, 2007. — 367 p. — (Wordware Game Developer's Library). — ISBN10: 1598220322, ISBN13: 978-1598220322. Introduction to Game Programming with C++ is an exciting book for readers with no previous experience in game development. Starting from the basics of C++ and ending with the intracies of real-time 3D graphics, this book explores the interesting world of game...
CRC Press, 2023. — 132 р. — ISBN: 978-1-032-21707-9. Based on the PocketGamer MasterClass Building a Pitch: From Concept to Document (2021), a decade’s worth of industry experience and numerous industry-level pitches for a variety of organisations, including Mediatonic, Epic Games and GDC, this book will equip you with methodologies, best practices and insights around video...
A K Peters/CRC Press, 2014. — 456 p. — 978-1138427723. Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the...
2nd Edition. — A K Peters/CRC Press, 2019. — 592 p. — ISBN13: 978-081-5361-374. Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of...
2nd Edition. — A K Peters/CRC Press, 2019. — 592 p. — ISBN13: 978-081-5361-374. Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of...
CRC Press, 2016. — 408 p. — ISBN13: 978-1498745055. In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels – experiencing levels, designing levels, constructing levels, and...
CRC Press, 2025. — 265 р. — ISBN: 978-1032579986. 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...
CRC Press, 2025. — 265 р. — ISBN: 978-1003441984. 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...
CRC Press, 2025. — 265 р. — ISBN: 978-1003441984. 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...
CRC Press, 2025. — 265 р. — ISBN: 978-1003441984. 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...
2nd Edition. — A K Peters/CRC Press, 2019. — 627 p. — ISBN-13: 978-081-5361-374. Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of...
New York: Raspberry Pi Ltd., 2015. — 154 p. Make Games with Python is made up of ten chapters that take you on a whirlwind tour of Pygame’s game-making capabilities. The book helps you learn essentials Python skills like lists, dictionaries, classes and more. While countless millions of us take great pleasure spending hours racking up high scores in our favourite games, few of us...
Morgan Kaufmann Publishers, 2010. - 264 pages. 2010. ISBN: 0123749530. На англ. языке. From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and pring quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game...
Charles River Media, 2002. — 663 p. — ISBN 1584502339. The journey continues with this ALL NEW volume in the Game Programming Gems series! As with the first two volumes, a dynamic group of some of the best game programmers in the industry have generously joined together to share their insights and techniques. Their ready-to-use ideas, tips, and solutions, will help save hours...
Course Technology PTR, 2004.
Within Mathematics for Game Developers, not only will you find the entire landscape of relevant, practical mathematics laid out in such a way that you can understand, you will also see how it is connected to game programming. The book begins by covering vectors, matrices, and complex number theory, and then shows how those fields of study can be...
CRC Press, 2023. — 215 р. — ISBN: 978-1-032-38558-7. This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions...
CRC Press, 2014. — 528 p. — ISBN: 148220388X, ISBN13: 978-1-4822-0389-9. На англ. языке. 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...
CRC Press, 2014. — 528 p. — ISBN13: 978-1-4822-0389-9. 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...
Writing an adventure game from scratch is quite a daunting task, especially if you are new to computer programming. This book allows you to start as gently as you like. Complete listing for microcomputers ZX81, ZX Spectrum, BBC Micro, VIC 20, Commodore 64, Acorn Electron, TRS-80, Commodore PET, Apple. No OCR layer available. Usborne Publishing Ltd., 1983. - 49 p. ISBN: N/A 3...
This book contains simple game programs for microcomputers ZX81, ZX Spectrum, BBC Micro, VIC 20, Commodore 64, Acorn Electron, TRS-80, Commodore PET, Apple. No OCR layer available. Usborne Publishing Ltd., 1984. - 19 p. ISBN: 0-86020-828-1 About this book Spy Eyes Searchlight Robospy Spy Q Test Secret Message Maker Rendezvous Morse Coder Answers to puzzles
This book contains simple game programs for microcomputers ZX81, ZX Spectrum, BBC Micro, VIC 20, Commodore 64, Acorn Electron, TRS-80, Commodore PET, Apple. No OCR layer available. Usborne Publishing Ltd., 1984. - 19 p. ISBN: 0-86020-827-3 About this book Tower of Terror Skulls of the Pyramid Monster Wrestling Jaws Flying Witches Micropuzzle Answers to puzzles
This book contains simple game programs for microcomputers ZX81, ZX Spectrum, BBC Micro, VIC 20, Commodore 64, Acorn Electron, TRS-80, Commodore PET, Apple. No OCR layer available. Usborne Publishing Ltd., 1983. - 19 p. ISBN: 0-86020-780-3 Computer Nightmare The Number Wizard Ghost Guzzler Spiderwoman Gravedigger Mad House Ghost Maze Seance Answers to puzzles
CRC Press, 2018. — 128 p. — ISBN: 113803181X. Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the...
Amazon Digital Services LLC, 2016. — 76 p. — ASIN: B01CFCVMYS The Internet has changed video games so much, that it is almost impossible to think of the evolution of the role of players in the last 10 years or so. Nowadays, almost every user with a good Internet connection is capable to determine the future of its favourite game. In other words, every player can be a developer...
Amazon Digital Services LLC, 2016. — 126 p. — ASIN: B01CFCVMYS The Internet has changed video games so much, that it is almost impossible to think of the evolution of the role of players in the last 10 years or so. Nowadays, almost every user with a good Internet connection is capable to determine the future of its favourite game. In other words, every player can be a developer...
CRC Press, 2003, ISBN: 155860801X, 277 pages. The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles....
2nd Edition. — Morgan Kaufmann, 2008. — 704 p. Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation,...
3rd ed. — Boca Raton: CRC Press, 2015. — 598 p. — ISBN: 1482250926, 9781482250923. Expert Guidance on the Math Needed for 3D Game Programming Developed from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to...
Course Technology PTR, 2002. — 127 p. As a game programmer, you realize the importance of creating stunningly realistic characters and captivating plots? players should lose themselves in your game. You also understand the attraction of modding, and recognize the need to design a game that allows players to reshape it to fit their own vision. So how do you create a game that is...
Springer, 2017. — 170 p. — (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering). — ISBN10: 3319510541, 13 978-3319510545. This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June...
Wiley, 2012. — 336 p. This invaluable resource shows how to put into action the proven design and marketing techniques from the industry's best game designers, who all started on a small scale. The book walks novice and experienced game designers through the step-by-step process of conceptualizing, designing, launching, and managing a winning game on platforms including Facebook,...
Название: Advanced 3D Game Programming with DirectX 10.0
Автор: Peter Walsh
Издательство: Jones & Bartlett Publishers
Год издания: 2008
Число страниц: 552
Формат: PDF
ISBN: 1598220543
Язык: английский
Advanced 3D Game Programming with DirectX 10.0 provides a guide to developing cutting-edge games using DirectX
10.0. Beginning with the foundations of 3D...
Advanced 3D Game Programming with DirectX 10.0 provides a guide to developing cutting-edge games using DirectX 10.0. Beginning with the foundations of 3D math and the components of DirectX, programmers new to graphics and game programming will learn how to implement networking, collision detection, and multithreading. Full source code is provided for the examples and for the...
Название: Advanced 3D Game Programming with DirectX 9 Автор: Peter Walsh Язык: English Год издания: 2003 Издатель: Wordware Publishing, Inc. Страниц: 706 Расширение: PDF This book was intended specifically for people who know how to program already but have taken only rudimentary stabs at graphics/game programming or never taken any stab at all, such as programmers in another...
The MIT Press, 2015. — 728 p. — ISBN13: 978-0262028004. What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as "gamification." As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable...
The MIT Press, 2015. — 728 p. — ISBN13: 978-0262028004. What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as "gamification." As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable...
The MIT Press, 2015. — 728 p. — ISBN13: 978-0262028004. What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as "gamification." As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable...
Springer Cham, 2023. — 282 p. — (International Series on Computer, Entertainment and Media Technology) — eBook ISBN: 978-3-031-32202-0. 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...
Springer Cham, 2023. — 282 p. — (International Series on Computer, Entertainment and Media Technology) — eBook ISBN: 978-3-031-32202-0. 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...
2nd Edition. — CRC Press, 2023. — 504 p. — ISBN 13: 978-1-032-32587-3. 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.
Springer, 2017. — 262 p. — (Advances in Game-Based Learning). — ISBN: 3319468278. This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia...
This book will help you to get into programming and write your first game program for a microcomputer. No OCR layer available. Usborne Publishing Ltd., 1984. - 51 p. ISBN: 0-86020-801-X 3 About this book 4 What is BASIC? 6 First commands in BASIC 8 Writing programs 10 Giving the computer a program 12 Programs with PRINT 14 Introducing variables 16 More about variables 18 Using...
This book contains simple game programs for microcomputers ZX81, ZX Spectrum, BBC Micro, VIC 20, Commodore 64, Acorn Electron, TRS-80, Commodore PET, Apple. No OCR layer available. Usborne Publishing Ltd., 1984. - 50 p. ISBN: 0-86020-803-6 3 About this book 4 Typing in programs 6 What to do if things go wrong 8 Happy Birthday 10 Space monsters 12 Red Alert 14 Drawing pictures...
This book is packed with tips, hints and tricks to help you write better programs and games in BASIC. No OCR layer available. Usborne Publishing Ltd., 1984. - 51 p. ISBN: 0-86020-793-5 4 What are programming tricks? 6 Program planning skills 8 What to do first 9 General purpose subroutines 11 Defining your own functions 12 Variables tricks 14 IF/THEN skills 16 Repeating things:...
This book is a simple, step-by-step guide to learning to write programs and games in machine code for Z80 and 6502 CPUs (microcomputers ZX81, ZX Spectrum, Timex 2000, Timex 1000, VIC 20, BBC Micro, Atari, Oric, Commodore 64) No OCR layer available. Usborne Publishing Ltd., 1983. - 51 p. ISBN: 0-86020-735-8 4 What is machine code? 6 Getting to know your computer 8 The computer's...
Packt Publishing, 2019. — 130 p. — ISBN: 978-1-83921-494-3. Adapt to a world of digitalization and get ready to become a successful player in the new engineering game Organizations today face an increasingly complex and dynamic environment, whatever their market. This change requires new systems that are built on the foundation of a new kind of engineering and thinking. The New...
Packt Publishing, 2019. — 104 p. — ISBN: 978-1-83921-494-3. Adapt to a world of digitalization and get ready to become a successful player in the new engineering game Organizations today face an increasingly complex and dynamic environment, whatever their market. This change requires new systems that are built on the foundation of a new kind of engineering and thinking. The New...
Packt Publishing, 2019. — 104 p. — ISBN: 978-1-83921-494-3. Adapt to a world of digitalization and get ready to become a successful player in the new engineering game Organizations today face an increasingly complex and dynamic environment, whatever their market. This change requires new systems that are built on the foundation of a new kind of engineering and thinking. The New...
Packt Publishing, 2019. — 104 p. — ISBN: 978-1-83921-494-3. Adapt to a world of digitalization and get ready to become a successful player in the new engineering game Organizations today face an increasingly complex and dynamic environment, whatever their market. This change requires new systems that are built on the foundation of a new kind of engineering and thinking. The New...
The MIT Press, 2021. — 171 p. — (Playful Thinking). — ISBN 978-0262044837. An argument that production tools shape the aesthetics and political economy of games as an expressive medium. In Making Games, Stefan Werning considers the role of tools (primarily but not exclusively software), their design affordances, and the role they play as sociotechnical actors. Drawing on a wide...
The MIT Press, 2021. — 171 p. — (Playful Thinking). — ISBN 978-0262044837. An argument that production tools shape the aesthetics and political economy of games as an expressive medium. In Making Games, Stefan Werning considers the role of tools (primarily but not exclusively software), their design affordances, and the role they play as sociotechnical actors. Drawing on a wide...
Thomson Course Technology, 2006. - 640 p. ISBN 1-59200-963-8 Toolset development is an extremely broad topic. Game Engine Toolset Development provides you with a core set of skills and a comprehensive insight that will aid you in the development of game engine utilities, significantly reducing the time period associated with the construction phase of a project. The book starts...
Second Edition. — Routledge, 2023. — 678 p. A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and...
Routledge, 2016. — 544 p. — ISBN: 9781138657052. The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing...
Routledge, 2016. — 544 p. — ISBN: 9781138657052. The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing...
Cengage Learning PTR, 2014. — 654 p. — ISBN10: 1305076532, ISBN13: 978-1305076532. Learning the fundamentals of 2D game programming is the key to quickly building your game-development expertise. Understanding the elements of the 2D environment will provide a solid foundation in game creation, whether you stick with 2D or move on. Fundamental 2d Game Programming With Java...
Packt Publishing, 2012. - 380 pages. На англ. языке.
Over 80 practical recipes and hidden gems for getting the most out of the Torque 3D game engine
In Detail
Torque 3D is a popular game engine that supports you in every step along the way to making your game a reality. Even with all of the power and tools that Torque 3D provides, finishing a high quality 3D game requires...
Packt Publishing, 2012. - 380 pages. На англ. языке. Over 80 practical recipes and hidden gems for getting the most out of the Torque 3D game engine In Detail Torque 3D is a popular game engine that supports you in every step along the way to making your game a reality. Even with all of the power and tools that Torque 3D provides, finishing a high quality 3D game requires time...
Cengage Learning, 2014. — 368 p. ISBN10: 1305110382, ISBN13: 978-1-305-11038-0 На англ. языке. The Black Art of Multiplatform Game Programming covers all the skills necessary to create amazing games. It will take you all the way from pixel plotting to full-blown game development. Written with beginners in mind, this book assumes no prior knowledge of game programming-anyone can...
Samsung, 2020. — 243 p. — (Annals of the International Society of Dynamic Games 16). — ISBN: 978-3-030-39788-3. This contributed volume presents the state-of-the-art of games and dynamic games, featuring several chapters based on plenary sessions at the ISDG-China Chapter Conference on Dynamic Games and Game Theoretic Analysis, which was held from August 3-5, 2017 at the Ningbo...
Routledge, 2012. — 282 p. — ISBN10: 0415896525, ISBN13: 978-0-415-89652-8. На англ. языке. The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this...
CRC Press, 2017. — 296 p. — ISBN13: 978-1498703840. The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and...
CRC Press, 2017. — 296 p. — ISBN13: 978-1498703840. The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and...
CRC Press, 2017. — 296 p. — ISBN13: 978-1498703840. The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and...
2004, 897 p.
Writing about the things I like is pretty much one of my favorite hobbies. After all, it is a good way to pull even more people over to the dark side. This book is about the dark side of programming 3D engines for video game applications, and I hope to pull as many of you into the fun side of programming computer graphics stuff as I can.
O’Reilly Media, 2011. — 208 p. What do Foursquare, Zynga, Nike+, and Groupon have in common? These and many other brands use gamification to deliver a sticky, viral, and engaging experience to their customers. This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app. Learn how to use core game...
Independently published, 2021. — 328 p. — ISBN B09P6PV2HM. New Book Learn C++ from scratch and start build your very own new games step by step very easy. One question you might have is, why use C++ at all? C++ is fast, very fast. What makes this the case is the fact that the code that we write is directly translated into machine executable instructions. These instructions make...
MIT Press, 2020. — 256 p. An introduction to the basic concepts of game design, focusing on techniques used in commercial game production. This textbook by a well-known game designer introduces the basics of game design, covering tools and techniques used by practitioners in commercial game production. It presents a model for analyzing game design in terms of three...
СПб.: Наука и техника, 2024. — 400 с.: ил. — ISBN 978-5-907592-50-б Игровой движок Ren'Py (РенПи) - это один из простейших способов познакомиться с основами программирования. Благодаря этой книге, шаг за шагом создавая свою первую игру, вы познакомитесь с основами разработки игр. Функционал движка настолько прост, что первую свою игру вы сможете запустить уже спустя несколько...
Академия ТОР, 2020. — 217 с. Сборник лекций от компьютерной Академии Top. Pixel Art Создание элементов фона для игры 2D персонаж Ori Создание фона игры Построение и разработка персонажа Clash Royale Эмоции персонажа Создание арены Clash Royale Создание фона, меню игры и кнопок и т.д.
Автор неизвестен, Академии Top — 148 с., 2020 год. Сборник лекций от компьютерной Академии Top. Создание пустого мира и персонажа. Панель инструментов. Условия. Таймеры. Динамическое создание объектов. Инструмент "Путь". Функция Creatable. Страницы. Следующий уровень. Кнопки. Телепорт. Переменные и общие настройки. Практическая работа.
Пер. с англ. С.В. Черников. — СПб.: Питер, 2023. — 312 с. — ISBN: 978-5-4461-1906-6. The Game Console 2.0 — это великолепный подарок для гиков и геймеров. В книге собрана уникальная информация о том как менялся мир «приставок» на протяжении пяти десятилетий. Историю взлетов и падений игровой индустрии показана на примере более чем ста игровых консолей. Вы познакомитесь с...
Москва : Эксмо, 2023. — 256 с. : ил. — (Российский компьютерный бестселлер. Гейм-дизайн). Игровая индустрия нуждается в профессионалах, способных создавать игры с глубоким нарративом и интересной сюжетной составляющей. Эта книга — настоящий путеводитель для начинающего игрового сценариста и нарративного дизайнера, написанная ведущими специалистами в этой области. Наталья...
Автор: Андрианова Наталья Аркадьевна, Светлана Яковлева Издательство: Эксмо Год выпуска: 2023 ISBN 978-5-04-181245-4 Перед вами настоящий путеводитель для игрового сценариста и нарративного дизайнера. Авторы опираются на знания известных киносценаристов и делятся собственными профессиональными наработками и бесценным опытом, которые помогут вам создать свою игровую вселенную и...
М.: Наука, 1990. — 224 с Рассматриваются способы программирования различных занимательных игр и головоломок с числами, геометрическими фигурами и др. Изложение большинства игр и головоломок ведется в несколько этапов. Сначала разъясняется сама постановка задачи и требования, предъявляемые к алгоритму ее решения. В следующем разделе книги обсуждается сам алгоритм и возможные...
М.: Наука. Главная редакция физико-математической литературы, 1990. — 224 с. Рассматриваются способы программирования различных занимательных игр и головоломок с числами, геометрическими фигурами и др. Изложение большинства игр и головоломок ведется в несколько этапов. Сначала разъясняется сама постановка задачи и требования, предъявляемые к алгоритму ее решения. В следующем...
М.: Наука. Главная редакция физико-математической литературы, 1990. — 224 с. Рассматриваются способы программирования различных занимательных игр и головоломок с числами, геометрическими фигурами и др. Изложение большинства игр и головоломок ведется в несколько этапов. Сначала разъясняется сама постановка задачи и требования, предъявляемые к алгоритму ее решения. В следующем...
Игровая приставка NES (Nintendo Entertainment System), известная также как Famicom (FAMily COMputer) – в нашей стране, благодаря фирме Стиплер (Steepler), известна как Dendy. И не смотря на то, что в середине девяностых годов прошлого века Денди была действительно «народной» приставкой – с ростом технического прогресса она сейчас, как игровая система, отошла на задний план...
Лаборатория знаний, 2019. — 125 с. В данном учебном пособии рассказывается, как с помощью конструктора игр Kodu Game Lab создавать SD-миры и компьютерные игры самых разных жанров - от простых "бродилок" до "стрелялок" и головоломок. Книга разбита на темы, освоив которые на примерах небольших демо-игр, вы сможете создавать собственные полноценные игровые проекты. Методика...
Лаборатория знаний, 2019. — 125 с. В данном учебном пособии рассказывается, как с помощью конструктора игр Kodu Game Lab создавать SD-миры и компьютерные игры самых разных жанров - от простых "бродилок" до "стрелялок" и головоломок. Книга разбита на темы, освоив которые на примерах небольших демо-игр, вы сможете создавать собственные полноценные игровые проекты. Методика...
SelfPub, 2019. — 70 с. Обязательно тем, кому от 18 до 22. Важно для 30+. Для 40+ точно не помешает, плюс еще и дети растут. Это уже «медицинский» факт – рынок труда (профессий соответственно) в ближайшие 5 лет изменится до неузнаваемости. Тут нет злой воли – просто мы все выросли. Книга будет полезна не только разработчикам компьютерных игр, но и маркетологам и специалистам по...
SelfPub, 2019. — 35 с., 18 ил. Обязательно тем, кому от 18 до 22. Важно для 30+. Для 40+ точно не помешает, плюс еще и дети растут. Это уже «медицинский» факт – рынок труда (профессий соответственно) в ближайшие 5 лет изменится до неузнаваемости. Тут нет злой воли – просто мы все выросли. Книга будет полезна не только разработчикам компьютерных игр, но и маркетологам и...
Packt Publishing Ltd., 2012. — 281 с. (OCR) Переводчик: Александра Мишутина 90 эффективных способов проявить свою креативность в программировании интерактивной графики, компьютерногозрения и 3D. Книга Processing 2: креативное программирование поможет вам изучить и испытать открытый язык программирования и среду разработки Processing, откроет для вас особые свойства и...
Интернет-издание, 2010 - 44 с.
Книга «Создание игрового уровня за 11 дней» — это дневник а о создании игрового уровня за 11 дней с использованием движка Анриал Тоурнамент 3.
Цель книги не научить моделировать или работать с движком, а организовать свой рабочий процесс, чтобы сделать большой объем работы в кратчайшие сроки.
Содержание:
Введение
День 1
- Идея
-...
World of Level Design, 2011. — 150 с. В полном руководстве по дизайну уровней 55 глав. В них вы узнаете множество полезных советов, подсказок, уникальной информации и основополагающих принципов, касающихся проектирования уровней и искусства создания игровой среды. Сотня идей для дизайна уровней Расскажите историю через дизайн Планируйте и исследуйте ваш мир Определитесь с...
СПб.: Питер, 2016. — 368 с. — (Библиотека программиста). — ISBN: 978-5-496-02290-3. Сетевые многопользовательские игры — это многомиллиардный бизнес, привлекающий десятки миллионов игроков. Эта книга на реальных примерах рассказывает об особенностях разработки таких игр и основах построения надежной многопользовательской архитектуры. Вы узнаете об основах сетевого...
СПб.: Питер, 2016. — 368 с. — (Библиотека программиста). — ISBN: 978-5-496-02290-3. Сетевые многопользовательские игры — это многомиллиардный бизнес, привлекающий десятки миллионов игроков. Эта книга на реальных примерах рассказывает об особенностях разработки таких игр и основах построения надежной многопользовательской архитектуры. Вы узнаете об основах сетевого...
Выходные данные отсутствуют. Добро пожаловать в мир программирования PyGame и Python! Эта книга познакомит вас с библиотекой PyGame и научит вас создавать собственные игры с использованием языка Python. Мы начнем с базового обзора Python и библиотеки PyGame, а затем перейдем к разработке, написанию и отладке нашей собственной игры. От добавления графики и звуков до создания...
Самиздат, 2023. — 144 с. Здесь представлен перевод книги Mike Gold - Creating Video Games using PyGame (2023). Добро пожаловать в мир программирования PyGame и Python! Эта книга познакомит вас с библиотекой PyGame и научит вас создавать собственные игры с использованием языка Python. Мы начнем с базового обзора Python и библиотеки PyGame, а затем перейдем к разработке,...
СПб.: Питер, 2021. — 1136 с.: ил. — (Для профессионалов). — ISBN 978-5-4461-1134-3. Книга Джейсона Грегори не случайно является бестселлером. Двадцать лет работы автора над первоклассными играми в Midway, Electronic Arts и Naughty Dog позволяют поделиться знаниями о теории и практике разработки ПО для игрового движка. Игровое программирование — сложная и огромная тема,...
3-е изд. — Пер. с англ. О. Сивченко, С. Черников. — СПб.: Питер, 2021. — 1136 с.: ил. — (Для профессионалов). — ISBN 978-5-4461-1134-3. Книга Джейсона Грегори не случайно является бестселлером. Двадцать лет работы автора над первоклассными играми в Midway, Electronic Arts и Naughty Dog позволяют поделиться знаниями о теории и практике разработки ПО для игрового движка. Игровое...
2023 ООО «Издательство АСТ», 2023. Он был полон великих идей, но не работал в своей жизни ни дня. Divinity: Original Sin, надпись на надгробном камне. В оформлении издания использованы работы автора. Я знал множество людей, создающих видеоигры без поддержки команды. Они посещали сходки разработчиков видеоигр; кое-кто из них появлялся на конференциях, а иногда их можно было...
Л.: Лениздат, 1988. — 168 с. Сборник посвящен новой области применения компьютеров - досуговой информатике и играм - музыкальным, литературным, подвижным и неподвижным, в которых используются логические и изобразительные возможности персональных ЭВМ. Досуговая информатика (вместо предисловия). Гуманитарные аспекты компьютерных игр. Дизайн игры. Музыкальный компьютер. Литературные...
Диссертация. 2006. - 20 с. Дженова Чэнь рассказал журналистам Games Industry о разработке игры и её влиянии на геймдев-индустрию. Создатель таких игр, как Flow, Journey и Flower — Дженова Чэнь в своей диссертации доказал, что поток в видеоиграх — это состояние в которое можно ввести человека, соединив в геймплее ряд компонентов, а именно: В игре должны быть понятные задачи....
Логрус.РУ, 2000 г. - 530 стр. ISBN 1-56686-904-8, 5-93896-001-
0. Серия: Библиотека Game.EXE
Книга, которую вы держите в руках, уникальна. Ничего подобного прежде не выходило. А выйдет ли в будущем - большой вопрос. Она подытоживает романтический период развития компьютерных игр, период их становления как высокотехнологичного, очень трудоемкого и сложного, весьма образного,...
Книга, которую вы держите в руках, уникальна. Ничего подобного прежде не выходило. А выйдет ли в будущем - большой вопрос. Она подытоживает романтический период развития компьютерных игр, период их становления как высокотехнологичного, очень трудоемкого и сложного, весьма образного, активного и демократичного синтетического искусства, всей своей сущностью устремленного в будущее....
В книге 80 страниц и она составлена из вопросов и ответов пользователей Сталкеровского форума.
Здесь идет подробное описание, как контролировать все разделы СТАЛКЕРА: начиная от тайников и погоды и заканчивая оружием и монстрами.
В конце есть полезные ссылки для фанатов игры.
М.: Эксмо, 2022. — 158 c. Хотите разобраться, в чем секрет успешных игр? Это вводное пособие по гейм-дизайну поможет вам освоить не только в теоретические основы, но и практические техники дизайна игр. Роберт Зубек, гейм-дизайнер и сооснователь независимой игровой студии в Чикаго, на конкретных примерах объясняет, что стоит за словом «гейм-дизайн» и как создать игру, которая...
М.: Эксмо, 2022. — 158 c. Хотите разобраться, в чем секрет успешных игр? Это вводное пособие по гейм-дизайну поможет вам освоить не только в теоретические основы, но и практические техники дизайна игр. Роберт Зубек, гейм-дизайнер и сооснователь независимой игровой студии в Чикаго, на конкретных примерах объясняет, что стоит за словом «гейм-дизайн» и как создать игру, которая...
Издательские решения, 2019. — 208 с. — ISBN: 978-5-44-962429-1. Эта книга познакомит вас с профессией дизайнера уровней и расскажет об особенностях проектирования виртуальных миров для компьютерных игр. Как придумать, спланировать и построить игровой уровень? Как манипулировать поведением и эмоциями игрока? Как рассказать историю через окружение? Как сделать пространство...
Издательские решения, 2019. — 208 с. — ISBN: 978-5-44-962429-1. Эта книга познакомит вас с профессией дизайнера уровней и расскажет об особенностях проектирования виртуальных миров для компьютерных игр. Как придумать, спланировать и построить игровой уровень? Как манипулировать поведением и эмоциями игрока? Как рассказать историю через окружение? Как сделать пространство...
Издательские решения, 2019. — 398 с. Эта книга познакомит вас с профессией дизайнера уровней и расскажет об особенностях проектирования виртуальных миров для компьютерных игр. Как придумать, спланировать и построить игровой уровень? Как манипулировать поведением и эмоциями игрока? Как рассказать историю через окружение? Как сделать пространство интуитивно понятным и интересным...
Издательские решения, 2019. — 398 с. — ISBN 978-5-4496-2429-1. Эта книга познакомит вас с профессией дизайнера уровней и расскажет об особенностях проектирования виртуальных миров для компьютерных игр. Как придумать, спланировать и построить игровой уровень? Как манипулировать поведением и эмоциями игрока? Как рассказать историю через окружение? Как сделать пространство...
М.: Издательский дом "Вильямс", 2006. — 288 с.: ил. — ISBN 5-8459-1030-7 (рус. )
В данной книге даются ответы на основные вопросы, возникающие у тех, кто хочет научиться создавать компьютерные игры. Какими знаниями и умениями должен обладать создатель компьютерных игр? Какие игровые жанры существуют и пользуются наибольшей популярностью? Из каких составляющих состоит...
М.: Вильямс, 2006. — 288 с.: ил. — ISBN: 5-8459-1030-7. В данной книге даются ответы на основные вопросы, возникающие у тех, кто хочет научиться создавать компьютерные игры. Какими знаниями и умениями должен обладать создатель компьютерных игр? Какие игровые жанры существуют и пользуются наибольшей популярностью? Из каких составляющих состоит компьютерная игра, и какие форматы...
М.: Альпина Паблишер, 2020. — 120 с. — ISBN 978-5-9614-3953-3. Индустрия видеоигр в Финляндии стремительно развивается: ее обороты растут год от года, а в Хельсинки работает больше 50 студий, успешно конкурируя с международными корпорациями. Финские геймдизайнеры создали мрачные вселенные Max Payne и Alan Wake, гоночную серию Trials и фримиум-стратегию Boom Beach. Angry Birds...
Учебно-методическое пособие. — Гомель: Гомельский государственный технический университет имени П. О. Сухого, 2024. — 181 с. Учебно-методическое пособие, предназначенное для студентов направления специальности 1-40 05 01-12 «Информационные системы и технологии (в игровой индустрии)». В пособии последовательно излагается материал, посвящённый теории и практике, необходимыми для...
Пер. с анrл. А.С. Молявко. — М.: БИНОМ. Лаборатория знаний, 2007. — 520 с.: ил. Рассматриваются вопросы физического моделирования окружающего мира при разработке компьютерных игр. Кроме собственно физики в книге приводятся примеры практического применения физических моделей в играх. Описание простой платформы физического моделирования затем переходит в плоскость изложения...
Пер. с анrл. А.С. Молявко. — М.: БИНОМ. Лаборатория знаний, 2007. — 520 с.: ил. Рассматриваются вопросы физического моделирования окружающего мира при разработке компьютерных игр. Кроме собственно физики в книге приводятся примеры практического применения физических моделей в играх. Описание простой платформы физического моделирования затем переходит в плоскость изложения...
М.: Перо, 2016. — 336 с. — ISBN: 978-5-906862-48-8 Описание физической природы магии. Дана характеристика физических основ всех известных из литературы магических воздействий. Цель, которая ставилась при написании, это создание системы, обеспечивающей сравнимость и сопоставимость, как магических воздействий, так и лиц ими владеющих. Кроме того, хотелось привести к единому...
К.: Перо, 2016. — 336 с. — ISBN: 978-5-906862-48-8. Дана характеристика физических основ всех известных из литературы магических воздействий. Цель, которая ставилась при написании, это создание системы, обеспечивающей сравнимость и сопоставимость, как магических воздействий, так и лиц ими владеющих. Кроме того, хотелось привести к единому пониманию (хотя бы в плане...
СПб.: БХВ-Петербург, 2005. - 272 стр.
ISBN 5-94157-497-5
Рассмотрено программирование логических игр методом перебора на примере шахмат. Описываются стандартные методики создания шахматной программы, а также приемы, позволяющие разрабатывать более эффективные компьютерные логические игры. Представлены примеры использования рассмотренных методов при программировании других...
СПб.: Питер, 2024. — 302 с. Roblox – это огромная платформа для создания игр, не похожая ни на одну другую. Roblox позволяет новым разработчикам создавать игры, в которые может играть весь мир. Книга сочетает теорию с практикой, поскольку с разработкой игр связаны множество смежных дисциплин: программирование, 3D-моделирование и анимация, работа со звуком, написание сценария,...
Пер. с англ. О.В. Готлиб. — М.: ДМК Пресс, 2018. — 288 с.: ил. — ISBN: 978-5-97060-478-6. В этом полноцветном издании, вышедшем через 10 лет после первого издания книги, подробно рассказывается о том, что повлияло на развитие современных видеоигр; также показано, что общего между ними и не компьютерными играми наподобие шахмат. Свое исследование известный разработчик игр Рэф...
Пер. с англ. О.В. Готлиб. — М.: ДМК Пресс, 2018. — 288 с.: ил. — ISBN: 978-5-97060-478-6. В этом полноцветном издании, вышедшем через 10 лет после первого издания книги, подробно рассказывается о том, что повлияло на развитие современных видеоигр; также показано, что общего между ними и не компьютерными играми наподобие шахмат. Свое исследование известный разработчик игр Рэф...
Москва: ДМК Пресс, 2005. — 560 с.: ил. В книге рассказывается как с помощью программ Game Maker, 3D Game Maker, Gmax, Reality factoty, Multimedia, Fusiun и др. создать зрелищные полнофункциональные игры, не написав при этом ни строчки программного кода. Описаны процедуры разработки декораций, вооружения, подсчета очков, особенностей экрана, рекламных роликов и т. д. Также в...
М.: ДМК Пресс, 2005. — 552 с.: ил. В книге рассказывается о том, как с помощью программ Game Maker, 3D GameMaker, Gmax, Reality factory, Multimedia Fusion, MilkShape 3D Modeler, Paint Shop Pro и других создать зрелищные и увлекательные игры, не написав при этом ни строчки программного кода. Описаны процедуры разработки персонажей, вооружения, декораций, подсчета очков, особенности...
СПб: Питер, 1995. — 718 с. — 5-88782-037-3. Первое отечественное издание, представляющее полное руководство по программированию игр любого уровня сложности, включая сложные динамические игры со звуковыми эффектами (типа DOOM). Книга написана известными специалистами и содержит массу ценнейших советов по программированию различных игровых эффектов и ведению проекта от идеи до ее...
СПб.: Питер, 1995. — 720 с. — ISBN 5-88782-037-3. Первое отечественное издание, представляющее полное руководство по программированию игр любого уровня сложности, включая сложные динамические игры со звуковыми эффектами (типа DOOM). Книга написана известными специалистами и содержит массу ценнейших советов по программированию различных игровых эффектов и ведению проекта от идеи...
Книга предназначена для читателей, интересующихся вопросами разработки игр для операционной системы Windows. В ней освещены разнообразные аспекты — от азов программирования до серьезного рассмотрения различных компонентов DirectX, от простейших физических моделей до сложных вопросов искусственного интеллекта. Книга будет полезна как начинающим, так и профессиональным...
М.: Издательский дом "Вильямс", 2004. — 880 с. Книга предназначена для читателей, интересующихся вопросами разработки игр для операционной системы Windows. В ней освещены разнообразные аспекты — от азов программирования до серьезного рассмотрения различных компонентов DirectX, от простейших физических моделей до сложных вопросов искусственного интеллекта. Книга будет полезна...
М.: Вильямс, 2004. — 880 с. Книга предназначена для читателей, интересующихся вопросами разработки игр для операционной системы Windows. В ней освещены разнообразные аспекты — от азов программирования до серьезного рассмотрения различных компонентов DirectX, от простейших физических моделей до сложных вопросов искусственного интеллекта. Книга будет полезна как начинающим, так и...
М.: Вильямс, 2004. — 880 с. Книга предназначена для читателей, интересующихся вопросами разработки игр для операционной системы Windows. В ней освещены разнообразные аспекты — от азов программирования до серьезного рассмотрения различных компонентов DirectX, от простейших физических моделей до сложных вопросов искусственного интеллекта. Книга будет полезна как начинающим, так и...
М.: Вильямс, 2004. — 880 с. Книга предназначена для читателей, интересующихся вопросами разработки игр для операционной системы Windows. В ней освещены разнообразные аспекты — от азов программирования до серьезного рассмотрения различных компонентов DirectX, от простейших физических моделей до сложных вопросов искусственного интеллекта. Книга будет полезна как начинающим, так и...
М.: Вильямс, 2004. — 880 с. Книга предназначена для читателей, интересующихся вопросами разработки игр для операционной системы Windows. В ней освещены разнообразные аспекты — от азов программирования до серьезного рассмотрения различных компонентов DirectX, от простейших физических моделей до сложных вопросов искусственного интеллекта. Книга будет полезна как начинающим, так и...
М.: Вильямс, 2004. — 1424 с. — ISBN 5-8459-0627-X Данная книга представляет собой продолжение книги Андре Ламота Программирование игр для Windows. Советы профессионала и посвящена созданию трехмерных игр. В книге освещены различные аспекты разработки трехмерных игр, однако основное внимание уделяется вопросам программирования трехмерных игр — в частности, представления трехмерных...
М.: Вильямс, 2004. — 1424 с. — ISBN 5-8459-0627-X Данная книга представляет собой продолжение книги Андре Ламота Программирование игр для Windows. Советы профессионала и посвящена созданию трехмерных игр. В книге освещены различные аспекты разработки трехмерных игр, однако основное внимание уделяется вопросам программирования трехмерных игр — в частности, представления трехмерных...
Wordware Publishing, Inc, 2003
ISBN: 1-55622-913-5
Формат: CHM
Книга «Введение в программирование трехмерных игр с DirectX 9.0» представляет собой введение в программирование интерактивной трехмерной компьютерной графики с использованием DirectX 9.0, в котором основное внимание уделяется разработке игр. Книга начинается с исследования необходимых математических инструментов и...
СПб.; Питер, 2020. — 320 с. Еще на стыке тысячелетий видеоигры были сугубо нишевым продуктом для узкой фанатской аудитории – геймеров. В наши дни ситуация другая – игровая индустрия приносит ежегодный доход более $150 миллиардов, обгоняя кинематограф и музыкальный бизнес вместе взятые. Играют все! Цифра эта приведена по состоянию на 2019 год, и динамика впечатляет. Мировая...
СПб.; Питер, 2020. — 320 с. Еще на стыке тысячелетий видеоигры были сугубо нишевым продуктом для узкой фанатской аудитории – геймеров. В наши дни ситуация другая – игровая индустрия приносит ежегодный доход более $150 миллиардов, обгоняя кинематограф и музыкальный бизнес вместе взятые. Играют все! Цифра эта приведена по состоянию на 2019 год, и динамика впечатляет. Мировая...
Издательские решения, 2018. — 36 с. В общей массе цифрового контента сегмент «Игры» приносит максимальный доход и давно опережает другие: видео, музыку и электронные книги. И если в 2015 году прогнозировали приближение значения показателей дохода от видеоигр к доходам от спортивной индустрии, то в 2018 все аналитики единогласно пришли к выводу: за этим сегментом — будущее.
Packt Publishing, 2013, 250 стр. Русский перевод DeepL, под редакцией Дрюнделя Хрюнделя. Создание игр на C++ - сложный процесс, требующий много времени и самоотдачи для достижения результата. Хороший фундамент из многократно используемых классов может ускорить время разработки и позволить сосредоточиться на создании отличной игры, а не на борется с низкоуровневым кодом. Цель...
Издательские решения, 2023. — 402 с. Эта книга позволит вам взглянуть на видеоигры глазами профессионального разработчика. Деконструкции подверглись более двадцати легендарных игр от Nintendo, Valve, Naughty Dog, Rockstar Games, FromSoftware, CD Projekt RED и др. Вы узнаете, благодаря каким дизайнерским решениям виртуальные миры захватывают и удерживают внимание, превращают...
СПб.: Питер, 2020. — 320 с. Еще на стыке тысячелетий видеоигры были сугубо нишевым продуктом для узкой фанатской аудитории – геймеров. В наши дни ситуация другая – игровая индустрия приносит ежегодный доход более $150 миллиардов, обгоняя кинематограф и музыкальный бизнес вместе взятые. Играют все! Цифра эта приведена по состоянию на 2019 год, и динамика впечатляет. Мировая...
Б.и., 2016. — 384 с. Приветствую тебя, разработчик игр! - Борешься с тем, чтобы компоненты кода сливались в единое целое? - Тяжело вносить изменения с ростом кодовой базы? - Чувствуешь, что твоя игра как гигантский клубок, в котором все переплетается друг с другом? - Интересно, как применять шаблоны проектирования в играх? - Слышал понятия "когерентность кэша" и "пул объектов",...
Б.и., 2016. — 384 с. Самая сложная задача, стоящая перед многими разработчиками игр, заключается в завершении игры. Большинство игровых проектов выходят из строя, перегруженные сложностью собственного кода. Шаблоны программирования игр решают эту проблему. Основываясь на многолетнем опыте, в книге собраны проверенные шаблоны, чтобы упорядочить и оптимизировать вашу игру,...
Скретч (Scratch) это новая среда программирования, которая позволяет детям создавать собственные анимированные интерактивные истории, игры и модели. Этими произведениями можно обмениваться с сообществом автором Скретч-проектов по всему миру. В Скретче можно играть с различными объектами, видоизменять их вид, перемещать их по экрану, устанавливать формы взаимодействия между...
Неофициальный русский перевод со 2-го издания: Wiley, 2010. — 243 p. — ISBN: 978-0-470-68867-0; "Скотт намеревался писать руководство; общий текст, который сможет потянуть любой дизайнер и к которому можно будет не раз обратиться потом. Своего рода Руководство скаута или Альманах Фермера для игроделов. Скотт даже включил простые иллюстрации, чтобы вы смогли найти нужные вам...
2-е издание. — М.: Вильямс, 2006. — 1040 с. — IBSN 5-8459-0914-7. Сканированный 150 dpi Первые несколько страниц с обрезанной последней строкой. В книге рассказывается об искусстве проектирования компьютерных игр, начиная от выработки концепции и заканчивая финальными стадиями разработки. В ней обсуждаются вопросы геймплея и достижения оптимального баланса, проблемы выбора...
М.: Эксмо, 2020. — 340 с. Наверное, любой геймер хоть раз мечтал создать собственную игру. Конечно же, в большинстве случаев все заканчивалось на стадии этой самой мечты. Но всегда были и будут те, кто идет дальше. И эта книга – для них! Алексей Савченко работает в этой индустрии уже более двадцати лет. Он популярный спикер на крупнейших игровых мероприятиях и просто значимый...
Москва: 100 книг, 2007—384 с. ил.—ISBN: 5-89392-169-0. Эта книга научит вас основным приемам программирования собственных игр. Вы научитесь всему, начиная от создания графических компонентов н их анимации, до включения в игру музыки и звуков. В книге даже рассказано, как включить в игру элементы искусственного интеллекта! Чтобы начать чтение книги, от вас не потребуется никакой...
ДМК, 2004. - 416 стр. + CD-ROM. ISBN: 5-94074-276-9
В книге рассказывается об одном из самых сложных аспектов создания современной компьютерной игры - анимации персонажей. В общих чертах автор затрагивает вопросы разработки дизайна и моделирования персонажей.
Подробно рассматриваются все стадии работы над анимацией игровых персонажей различной степени сложности, особенно при...
СПб.: Питер, 2020. — 448 с. — ISBN: 978-5-4461-1376-7. Что такое геймдизайн? Это не код, графика или звук. Это не создание персонажей или раскрашивание игрового поля. Геймдизайн – это симулятор мечты, набор правил, благодаря которым игра оживает. Как создать игру, которую полюбят, от которой не смогут оторваться? Знаменитый геймдизайнер Тайнан Сильвестр на примере кейсов из...
СПб.: Питер, 2020. — 448 с. — ISBN: 978-5-4461-1376-7. Что такое геймдизайн? Это не код, графика или звук. Это не создание персонажей или раскрашивание игрового поля. Геймдизайн – это симулятор мечты, набор правил, благодаря которым игра оживает. Как создать игру, которую полюбят, от которой не смогут оторваться? Знаменитый геймдизайнер Тайнан Сильвестр на примере кейсов из...
СПб.: Питер, 2020. — 448 с. — ISBN: 978-5-4461-1376-7. Что такое геймдизайн? Это не код, графика или звук. Это не создание персонажей или раскрашивание игрового поля. Геймдизайн – это симулятор мечты, набор правил, благодаря которым игра оживает. Как создать игру, которую полюбят, от которой не смогут оторваться? Знаменитый геймдизайнер Тайнан Сильвестр на примере кейсов из...
СПб.: Питер, 2020. — 448 с. — ISBN: 978-5-4461-1376-7. Что такое геймдизайн? Это не код, графика или звук. Это не создание персонажей или раскрашивание игрового поля. Геймдизайн – это симулятор мечты, набор правил, благодаря которым игра оживает. Как создать игру, которую полюбят, от которой не смогут оторваться? Знаменитый геймдизайнер Тайнан Сильвестр на примере кейсов из...
СПб.: Питер, 2020. — 448 с. — ISBN: 978-5-4461-1376-7. Что такое геймдизайн? Это не код, графика или звук. Это не создание персонажей или раскрашивание игрового поля. Геймдизайн – это симулятор мечты, набор правил, благодаря которым игра оживает. Как создать игру, которую полюбят, от которой не смогут оторваться? Знаменитый геймдизайнер Тайнан Сильвестр на примере кейсов из...
Учебное пособие. — ЛитРес: Самиздат, 2018. — 427 с. Книга "Конструктор игр Clickteam Fusion" была создана в рамках проекта Youtube-канала "Clickteam по-русски". Автор выражает надежду, что новая книга оправдает себя, облегчит работу и поможет творчеству читателя в таком непростом деле.
Год издания:2006 - 257 с. Язык: русский Для программистов. Описаны современные технологии программирования ЗО-игр, а также некоторые решения типичных проблем, с которыми может столкнуться программист при их разработке. В качестве практических примеров на протяжении всей книги рассматривается процесс создания простого движка игры, который использует все описываемые технологии:...
СПб.: БХВ-Петербург, 2006. — 258 с. Описаны современные технологии программирования ЗО-игр, а также некоторые решения типичных проблем, с которыми может столкнуться программист при их разработке. В качестве практических примеров на протяжении всей книги рассматривается процесс создания простого движка игры, который использует все описываемые технологии: вершинные и пиксельные...
Москва: Микроарт, 1996. — 290 с.: ил. — ISBN 5-88579-006-Х. Книга предназначена для тех, кто хочет познакомиться с устройством трехмерной игры, типа DOOM и попробовать свои силы в создании увлекательных игр. В книге шаг за шагом изложены структура программы, все процедуры и их взаимосвязь, что будет интересно программистам, пишущим объемистые программы. Также изложены интересные...
М.: Микроарт, 1996. — 290 с. — ISBN: 5-88579-006-Х. Книга предназначена для тех, кто хочет познакомиться с устройством трехмерной игры, типа DOOM и попробовать свои силы в создании увлекательных игр. В книге шаг за шагом изложены структура программы, все процедуры и их взаимосвязь, что будет интересно программистам, пишущим объемистые программы. Также изложены интересные...
Москва: Солон, 1996. — 300 с. — (От начинающего до профессионала). — ISBN 5-85954-041-6 В книге "Как написать компьютерную игру" изложены основные принципы разработки компьютерных игр для платформы IBM PC (операционная система DOS) на языке ассемблера. В частности, авторы знакомят читателей со всеми основными этапами создания игровых программ, принципами работы с функциями BIOS и...
Неофициальный русский перевод: Hooligans Entertainment, 2008. — 435 с. — ISBN: 978-0-12-369496-6. Книга «Искусство геймдизайна: Книга Линз» (The Art of Game Design: A Book of Lenses) написана американским гейм-дизайнером, профессором университета Carnegie Mellon Univerity и руководителем Shell Games. В книге автор рассказывает о геймдизайне, даны руководства к действию по...
Москва: Эксмо, 2021. — 368 с. Еще вчера вы работали над потрясающей игрой, в которую верила вся команда. А сегодня забираете вещи из офиса и оказываетесь безработным. Что же произошло? Ответ игрового обозревателя Bloomberg News и автора этой книги Джейсона Шрейера пугающе прост — в сов ременной геймдев-индустрии сказкам места нет. Ежегодно по всему миру закрываются десятки...
Москва: Эксмо, 2021. — 368 с. Еще вчера вы работали над потрясающей игрой, в которую верила вся команда. А сегодня забираете вещи из офиса и оказываетесь безработным. Что же произошло? Ответ игрового обозревателя Bloomberg News и автора этой книги Джейсона Шрейера пугающе прост — в сов ременной геймдев-индустрии сказкам места нет. Ежегодно по всему миру закрываются десятки...
Москва: Эксмо, 2021. — 368 с. — ISBN: 978-5-04-121907-9 Еще вчера вы работали над потрясающей игрой, в которую верила вся команда. А сегодня забираете вещи из офиса и оказываетесь безработным. Что же произошло? Ответ игрового обозревателя Bloomberg News и автора этой книги Джейсона Шрейера пугающе прост — в сов ременной геймдев-индустрии сказкам места нет. Ежегодно по всему...
Нижний Новгород: White Dwarf, Games Workshop, 2008. — 132 с. — ISBN 1-84154-455-8. Книга "Как делать игровой ландшафт" в доступной форме объясняет, как делать свои собственные элементы ландшафта. Эта богато иллюстрированная книга поможет вам создать свой собственный игровой ландшафт. Пошаговое объяснение того как самому сделать следующие элементы ландшафта: холмы, дороги, леса,...
М.: Солон-Пресс, 2017. — 476 с. — (Библиотека профессионала). Книга посвящена разработке компьютерных и мобильных игр, которые сегодня доминируют на рынке. Именно 2D-игры получили большую популярность на смартфонах и планшетах. Прочитав книгу, Вы самостоятельно сможете создавать новые цифровые развлечения и, возможно, Ваша игра будет завтра популярна на рынке. Эта книга...
Практическое пособие. — М.: СОЛОН-ПРЕСС, 2016. — 448 c. — ISBN 978-5-91359-202-6. В книге, которую Вы держите в руках, пойдет подробный разговор об индустрии компьютерных и видео игр. Будет рассказано об истории цифровых развлечений. Между тем, большая часть книги посвящена разработке компьютерных и мобильных игр. В течение повествования, рассматривается разработка 4-х игр...
М.: Солон-Пресс, 2017. — 476 с. — (Библиотека профессионала). — ISBN: 978-5-91359-234-7. Книга посвящена разработке компьютерных и мобильных игр, которые сегодня доминируют на рынке. Именно 2D-игры получили большую популярность на смартфонах и планшетах. Прочитав книгу, Вы самостоятельно сможете создавать новые цифровые развлечения и, возможно, Ваша игра будет завтра популярна...
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