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Game Development Principles by Alan Thorn
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Mass Effect 3 Collector's Edition: Prima Official Game Guide
Fernando Bueno - 2012
Learn how the team created the Mass Effect universe from Cinematics to Characters, Art, Audio, and more• BONUS Digital Guide Access - With interactive multiplayer maps and video strategy• See Mass Effect 3 like never before - Discover environments and parts of the game you won't see anywhere else. Panoramic views will leave you amazed With this guide you will: • Fight YOUR Way - Multiple approaches to every key battle• Dominate in Multiplayer - Comprehensive maps prepare you for battle and help you survive• Choose the Best Gear - Every weapon and piece of armor revealed, including mods and upgrades• Take Earth Back - Class breakdowns and build recommendations give you the advantage you need against the reapers• Avoid Spoilers - Special callouts strategically placed and text turned upside down at critical story moments ensure your experience won't be spoiled
Game Engine Architecture
Jason Gregory - 2009
The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.
Stuff Every Man Should Know
Brett Cohen - 2009
Including:-How to Cast a Fishing Rod
-How to Make the Perfect Martini
-How to Negotiate a Raise
-Five Pick-Up Lines in Five Different Languages
-How to Bet on Horses
-How to Give a Great Massage
Professional Photoshop: The Classic Guide to Color Correction
Dan Margulis - 2002
This new edition, the first in nearly five years, is completely updated for the age of digital photography. It continues the book’s tradition of introducing astoundingly effective, previously unknown methods of image enhancement. The original photographs found in the book come from a variety of professional sources, and all correction exercises are on the included CD. Professional Photoshop has changed radically from edition to edition, and this time is no exception--with almost 90 percent new content and completely overhauled coverage of curves, channel blending, and sharpening.Professional Photoshop offers a full explanation of:
How curves bring out detail in the most important areas of the imagen
A comprehensive strategy for blending channels to create deeper, stronger images
The strengths and weaknesses of CMYK, LAB, and RGB, and when to use each one
The first detailed look at the Shadow/Highlight command--and even more sophis-ticated ways to enhance contrast in the lightest and darkest parts of the imagen
Sharpening strategies, in three full chapters, including the innovative hiraloam method (High Radius, Low Amount). Plus, a fiendishly effective method of merging hiraloam and conventional unsharp masking
The realities--and the politics--of preparing files for commercial offset printing and how to deal with colors that are out of the press’s gamut
What Camera Raw and similar acquisition modules can offer
Typical problems of digital captures that were not found in the age of film--and how to correct for them
Systems Analysis & Design in a Changing World
John W. Satzinger - 2000
The Fourth Edition maintains the dual focus on the concepts and techniques from both the traditional, structured approach and the object-oriented approach to systems development. Instructors have the flexibility to emphasize one approach over the other, or both, while referring to one integrated case study that runs through every chapter.
Tourism: Principles, Practices, Philosophies
Charles R. Goeldner - 1984
Anyone involved in the work or study of today's tourism industry must consider all these factors together and their effect on it.This updated and revised Eleventh Edition of Tourism presents a comprehensive introduction to travel and tourism, while continuing the tested approach of successful previous editions. New and revised coverage, integrating the latest developments in the tourism industry, includes:Profiles of such industry leaders as J. W. Marriott, Jr, of Marriott International, Inc., James Rasulo of Walt Disney Parks and Resorts, and Francesco Frangialli, Secretary-General of the United Nations World Tourism Organization Lively and fun "Global Insights" look at emerging areas of importance in tourism Demographic trends, such as how the many new travelers from BRIC nations (Brazil, Russia, India, and China) recreate and seek culture New information on transportation options, including high-speed rail and river cruises New consideration of the use of the Internet, particularly Web 2.0 (podcasting, social networks, and blogs), in tourism research, marketing, and promotion Updates on passport, visa, and governmental policies Expanded treatment of crisis management Moving easily between theory and practice, Tourism, Eleventh Edition offers an unparalleled discussion of recreational travel today, and is suitable both as a lively learning tool for students and a reliable go-to reference for tourism professionals.
Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution
Heather Chaplin - 2005
What started as a game of Pong, with little blips dancing across a computer screen, has evolved into a multi-billion-dollar industry that is changing the future, making inroads into virtually all aspects of our culture.Who are the minds behind this revolution? How did it happen? Where is it headed? In Smartbomb, journalists Heather Chaplin and Aaron Ruby take the reader behind the scenes at gaming conventions, into powerhouse think tanks where new games are created, into the thick of the competition at cyberathlete tournaments, and into the homes of gamers for whom playing a role in a virtual world has assumed more relevance and reality than life in the real world.
Unity in Action
Joseph Hocking - 2015
You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Based on Unity version 5.About the BookThis book helps readers build successful games with the Unity game development platform. You will use the powerful C# language, Unity's intuitive workflow tools, and a state-of-the-art rendering engine to build and deploy mobile, desktop, and console games. Unity's single codebase approach minimizes inefficient switching among development tools and concentrates your attention on making great interactive experiences.Unity in Action teaches you how to write and deploy games. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Each sample project illuminates specific Unity features and game development strategies. As you read and practice, you'll build up a well-rounded skill set for creating graphically driven 2D and 3D game applications.You'll need to know how to program, in C# or a similar OO language. No previous Unity experience or game development knowledge is assumed.
Animal Crossing: New Leaf - Prima Official Game Guide
Stephen Stratton - 2013
· Discover something new every day – this guide will show you what special things you can do each day of the year, right down to the best time to do it so that you don’t miss a thing. · Detailed furniture catalog – see how to acquire each piece of furniture for customizing your house and each accessory for your character. · Checklists for everything – keep track of items you get with checklists that cover each type of collectable. · Smaller trim size for portability and over 400 pages of content.
All About Words: An Adult Approach to Vocabulary Building
Maxwell Nurnberg - 1968
Here's an exhilarating, easy way to learn a word...and never forget it! With games, puzzles, exercises, and whole battery of challenging tests.
Agile Game Development with Scrum
Clinton Keith - 2010
It's no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development. Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time. You'll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers--and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions--all based firmly in reality and hard-won experience. Coverage includes Understanding Scrum's goals, roles, and practices in the context of game development Communicating and planning your game's vision, features, and progress Using iterative techniques to put your game into a playable state every two to four weeks-- even daily Helping all team participants succeed in their roles Restoring stability and predictability to the development process Managing ambiguous requirements in a fluid marketplace Scaling Scrum to large, geographically distributed development teams Getting started: overcoming inertia and integrating Scrum into your studio's current processes Increasingly, game developers and managers are recognizing that things can't go on the way they have in the past. Game development organizations need a far better way to work.
Agile Game Development with Scrum
gives them that--and brings the profitability, creativity, and fun back to game development.
Stop Staring: Facial Modeling and Animation Done Right
Jason Osipa - 2003
You'll learn the basics of design, modeling, rigging, and animation-while mastering exciting new techniques for stretch-and-squash deformation, advanced blend extraction, and the latest software tools. Walk through the author's detailed analysis of sample animations and discover how to add nuance and sophistication to your designs.Full of insights drawn from years of professional experience, this book provides the focused and practical information you need to create believable facial animations.
Learn visimes and lip sync techniques
Construct a mouth and mouth keys
Explore the process of facial landmarking
Master the cartoon techniques of squash and stretch
Harness the latest advanced blend extraction tools
Create interfaces for your faces
Understand skeletal setup, weighting, and rigging
Control faces with the book's powerful rig and learn how skin moves to make various shapes and expressionsMaster powerful stretch-and-squash (and squoosh!) techniquesFeatured on the CDFine-tune your facial animations with the techniques demonstrated on the companion CD. Content includes tutorial files, lip sync samples, models, textures, and more.Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Two Weeks in Costa Rica
Matthew Houde - 2012
They introduce us to the vibrant culture of Costa Rica and teach us how this jewel of Central America is best traveled.But this book isn’t just another travel story. Through their journey, Matt and Jenn learn that life is about more than the daily grind and discover what it means to live pura vida.
The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
Frank Rose - 2011
Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.
Architectural Graphics
Francis D.K. Ching - 1974
Expanding upon the wealth of illustrations and information that have made this title a classic, this Fourth Edition provides expanded and updated coverage of drawing materials, multiview drawings, paraline drawings, and perspective drawings. Also new to this edition is the author's unique incorporation of digital technology into his successful methods. While covering essential drawing principles, this book presents: approaches to drawing section views of building interiors, methods for drawing modified perspectives, techniques for creating accurate shade and shadows, expert styles of freehand sketching and diagramming, and much more.