Fundamentals of Game Design

Author: Ernest Adams

Publisher: New Riders

ISBN:

Category: Computers

Page: 576

View: 365

Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They’ll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They’ll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.

Fundamentals of Puzzle and Casual Game Design

Author: Ernest Adams

Publisher: New Riders

ISBN:

Category: Computers

Page: 50

View: 957

You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the puzzle and casual game genres. This focused guide gives you exactly what you need. It walks you through the process of designing for the puzzle and casual game genres and shows you how to use the right techniques to create fun and challenging experiences for your players.

Using Games and Simulations for Teaching and Assessment

Key Issues

Author: Harold F. O'Neil

Publisher: Routledge

ISBN:

Category: Computers

Page: 336

View: 562

Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers—from civilian to military contexts as well as multiple disciplines—to critically explore current problems and illustrate how instructionally effective games and simulations should be planned and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games and Simulations for Teaching and Assessment: Key Issues shows how the science of learning should underlie the use of such technologies. Through a wide-ranging yet detailed examination, chapter authors provide suggestions for designing and developing games, simulations, and intelligent tutoring systems that are scientifically-based, outcomes-driven, and cost-conscious.

The Routledge Companion to Video Game Studies

Author: Mark J.P. Wolf

Publisher: Routledge

ISBN:

Category: Social Science

Page: 544

View: 948

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 theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: comprehensive and interdisciplinary models and approaches for analyzing video games; new perspectives on video games both as art form and cultural phenomenon; explorations of the technical and creative dimensions of video games; accounts of the political, social, and cultural dynamics of video games. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. Together, they provide an overview of the present state of game studies that will undoubtedly prove invaluable to student, scholar, and designer alike.

Game Development Essentials: An Introduction

Author: Jeannie Novak

Publisher: Cengage Learning

ISBN:

Category: Design

Page: 510

View: 764

GAME DEVELOPMENT ESSENTIALS: AN INTRODUCTION, 3E 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 evolution of game development and how it has become what it is today. GAME DEVELOPMENT ESSENTIALS also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development. With the same engaging writing style and examples that made the first two editions so popular, this new edition features all the latest games and game technology. Coverage of new game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.

Probability and Finance

It's Only a Game!

Author: Glenn Shafer

Publisher: John Wiley & Sons

ISBN:

Category: Business & Economics

Page: 440

View: 682

Provides a foundation for probability based on game theory ratherthan measure theory. A strong philosophical approach with practicalapplications. Presents in-depth coverage of classical probability theory aswell as new theory.

Beginning Android Games

Author: Mario Zechner

Publisher: Apress

ISBN:

Category: Computers

Page: 605

View: 639

Learn all of the basics needed to join the ranks of successful Android game developers. You'll start with game design fundamentals and Android programming basics, and then progress toward creating your own basic game engine and playable game apps that work on Android smartphones and tablets. Beginning Android Games, Third Edition gives you everything you need to branch out and write your own Android games for a variety of hardware. Do you have an awesome idea for the next break-through mobile gaming title? Beginning Android Games will help you kick-start your project. This book will guide you through the process of making several example game apps using APIs available in Android. What You'll Learn Gain the fundamentals of game programming in the context of the Android platform Use Android's APIs for graphics, audio, and user input to reflect those fundamentals Develop two 2D games from scratch, based on Canvas API and OpenGL ES Create a full-featured 3D game Publish your games, get crash reports, and support your users Complete your own playable 2D OpenGL games Who This Book Is For People with a basic knowledge of Java who want to write games on the Android platform. It also offers information for experienced game developers about the pitfalls and peculiarities of the platform.

Foundation Game Design with HTML5 and JavaScript

Author: Rex van der Spuy

Publisher: Apress

ISBN:

Category: Computers

Page: 732

View: 274

Foundation Game Design with HTML5 and JavaScript teaches you everything you need to know about how to make video games. If you’ve never done any programming before and don’t know where to start, this book will show you how to make games from start to finish. You’ll learn all the latest programming technologies (HTML5, CSS, and JavaScript) to create your games. All written in a fun and friendly style with open-ended projects that encourage you to build your own original games. Foundation Game Design with HTML5 and JavaScript starts by showing you how you can use basic programing to create logic games, adventure games, and create interactive game graphics. Design a game character, learn to control it with the keyboard, mouse, or touch screen interface, and then learn how to use collision detection to build an interactive game world. You’ll learn to make maze games, platform jumping games, and fast paced action games that cover all the popular genres of 2D gaming. Create intelligent enemies, use realistic physics, sound effects and music, and learn how to animate game characters. Whether you're creating games for the web or mobile devices, everything you need to get started on a career as a game designer is right here. Focused and friendly introduction to making games with HTML5. Essential programming and graphic design techniques for building games, with each chapter gently building on the skills of preceding chapters. Detailed case studies demonstrating techniques that can be used for making games in a wide variety of genres.

Fundamentals of Information Studies

Understanding Information and Its Environment

Author: June Lester

Publisher: Neal Schuman Pub

ISBN:

Category: Computers

Page: 444

View: 927

Lester and Koehler have vastly revised and expanded this brand new edition of the first textbook geared towards undergraduate information studies to approach the field from a multidisciplinary perspective. The book's fourteen chapters begin with "The Impact of Information in Society" and "Fundamental Concepts of Information"; look at "The Information Professions" and "The Impact of Information Cultures and Societies"; and conclude with "Information Ethics" and "Information Futures." Appropriate emphasis is placed throughout on the history and development of information technology. Every chapter has been thoroughly updated and revised. Expansions include two whole new chapters, one on user behavior and the second on information, power, and society; five other chapters have been substantially expanded. In addition, the authors have added two new features: "A Learning Guide" precedes each chapter and an "nformation Idea" draws attention to the application of the chapter's concepts in the real world.

Wireless Communications

Author: Andreas F. Molisch

Publisher: John Wiley & Sons

ISBN:

Category: Technology & Engineering

Page: 884

View: 321

"Professor Andreas F. Molisch, renowned researcher and educator,has put together the comprehensive book, WirelessCommunications. The second edition, which includes a wealth ofnew material on important topics, ensures the role of the text asthe key resource for every student, researcher, and practitioner inthe field." —Professor Moe Win, MIT, USA Wireless communications has grown rapidly over the past decadefrom a niche market into one of the most important, fast movingindustries. Fully updated to incorporate the latest research anddevelopments, Wireless Communications, Second Editionprovides an authoritative overview of the principles andapplications of mobile communication technology. The author provides an in-depth analysis of current treatment ofthe area, addressing both the traditional elements, such asRayleigh fading, BER in flat fading channels, and equalisation, andmore recently emerging topics such as multi-user detection in CDMAsystems, MIMO systems, and cognitive radio. The dominant wirelessstandards; including cellular, cordless and wireless LANs; arediscussed. Topics featured include: wireless propagation channels,transceivers and signal processing, multiple access and advancedtransceiver schemes, and standardised wireless systems. Combines mathematical descriptions with intuitive explanationsof the physical facts, enabling readers to acquire a deepunderstanding of the subject. Includes new chapters on cognitive radio, cooperativecommunications and relaying, video coding, 3GPP Long TermEvolution, and WiMax; plus significant new sections on multi-userMIMO, 802.11n, and information theory. Companion website featuring: supplementary material on 'DECT',solutions manual and presentation slides for instructors,appendices, list of abbreviations and other useful resources.