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Final Fantasy Ultimania Archive Volume 1
Yoshitaka Amano - 2018
Containing a total of over three hundred pages collected in a high-quality hard-cover binding, Final Fantasy Ultimania Archive Volume 1 remains faithful to its original Japanese source material while simultaneously offering unparalleled accessibility for Western readers. No Final Fantasy collection is complete without this beautiful tome of art, lore, and history.
Ghosts of Ascalon
Matt Forbeck - 2010
. . Desperate to defend his land from advancing hordes of bestial charr, King Adelbern summoned the all-powerful Foefire to repel the invaders. But magic can be a double-edged sword—the Foefire burned both charr and human alike. While the charr corpses smoldered, the slain Ascalonians arose again, transformed by their king’s rage into ghostly protectors and charged with guarding the realm . . . forever. The once mighty kingdom became a haunted shadow of its former glory.Centuries later, the descendants of Ascalon, exiled to the nation of Kryta, are besieged on all sides. To save humankind, Queen Jennah seeks to negotiate a treaty with the hated charr. But one obstacle remains. The charr legions won’t sign the truce until their most prized possession, the Claw of the Khan-Ur,is returned from the ruins of fallen Ascalon.Now a mismatched band of adventurers, each plagued by ghosts of their own, sets forth into a haunted, war-torn land to retrieve the Claw. Without the artifact, there is no hope for peace between human and charr—but the undead king who rules Ascalon won’t give it up easily, and not everyone wants peace!
Trigger Happy: Videogames and the Entertainment Revolution
Steven Poole - 2000
Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.
Game Project Completed: How Successful Indie Game Developers Finish Their Projects
Thomas Schwarzl - 2014
They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.
Chess Openings: Traps And Zaps
Bruce Pandolfini - 1989
Unfortunately, though, many openings are not completed successfully, partly because until now most opening instruction has consisted of tables of tournament level moves that offer no explanations for the reasons behind them. Consequently, these classical opening patterns can serve as little more than references to the average player. In Chess Openings: Traps and Zaps, Bruce Pandolfini uses his unique "crime and punishment" approach to provide all the previously missing explanation, instruction, practical analyses, and much, much more. The book consists of 202 short "openers" typical of average players, arranged according to the classical opening variations and by level of difficulty. Each example includes: -the name of the overriding tactic -the name of the opening -a scenario that sets up the tactic to be learned -an interpretation that explains why the loser went wrong, how he could have avoided the trap, and what he should have done instead -a review of important principles and useful guidelines to reinforce each lesson Also included are a glossary of openings that lists all the classical "textbook" variations for comparison and reference and a tactical index. Chess Openings: Traps and Zaps is a powerful, pragmatic entry into a heretofore remote area of chess theory that will have a profound influence on every player's game.
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Man, Play and Games
Roger Caillois - 1958
In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules. Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions. Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.
Game Programming Patterns
Robert Nystrom - 2011
Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.
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.
Aspho Fields
Karen Traviss - 2008
Marcus Fenix and Dominic Santiago fought alongside Dom’s elder brother Carlos at Aspho Fields in the epic battle that changed the course of the Pendulum Wars. There’s a new war to fight now, a war for mankind’s very survival. But while the last human stronghold on Sera braces itself for another onslaught from the Locust Horde, ghosts come back to haunt Marcus and Dom. For Marcus–decorated war hero, convicted traitor–the return of an old comrade threatens to dredge up an agonizing secret he’s sworn to keep.As the beleaguered Gears of the Coalition of Ordered Governments take a last stand to save mankind from extermination, the harrowing decisions made at Aspho Fields have to be re-lived and made again. Marcus and Dom can take anything the Locust Horde throws at them–but will their friendship survive the truth about Carlos Santiago?From the Paperback edition.
Minecraft: The Complete Handbook Collection
Scholastic Inc. - 2014
For the first time ever, Minecraft's four bestselling handbooks are available in a stunning, gold-foiled boxed set! This ultimate collection includes the Essential Handbook, Redstone Handbook, Combat Handbook, and Construction Handbook. Minecraft--the indie sandbox video game that took the world by storm--has been hailed as one of the greatest phenomena amongst gamers and educators for both its simplicity and its brilliance. Allowing players to build, explore, create, collaborate, and even survive, Minecraft has created a brave new world of gameplay. Each handbook contains helpful tips and information from the creators themselves, all of which will prove vital to your survival and creativity as you learn to mine, craft, and build in a world that you control.
The Infernal City
Greg Keyes - 2009
It is Umbriel, a floating city that casts a terrifying shadow–for wherever it falls, people die and rise again.And it is in Umbriel’s shadow that a great adventure begins, and a group of unlikely heroes meet. A legendary prince with a secret. A spy on the trail of a vast conspiracy. A mage obsessed with his desire for revenge. And Annaig, a young girl in whose hands the fate of Tamriel may rest...Based on the award-winning The Elder Scrolls, The Infernal City is the first of two exhilarating novels following events that continue the story from The Elder Scrolls IV: Oblivion, named 2006 Game of the Year.
Fable: Reaver
Peter David - 2012
In the first eBook short story, there are high stakes on the high seas as the always cunning Reaver takes on a ruthless pirate king. Captain Dread has made a deal with the port cities: They pay him for protection, and he doesn’t raid them. It’s a neat and tidy arrangement, all agree, except for one man, Reaver, the daring outlaw blessed with eternal youth, who refuses to cede his hometown of Bloodstone. After Reaver sends back one too many heads in a duffel bag, Dread decides to take matters into his own hands. To his surprise, Reaver surrenders willingly. But Dread’s new prisoner is no coward. It’s all part of Reaver’s unbelievably bold—and bloody—plan, which ultimately pits pirate against pirate in an explosive showdown that will live forever in the legendary world of Fable™. © 2012 Microsoft Corporation. All Rights Reserved. Microsoft, Fable, Lionhead, the Lionhead logo, Xbox, and the Xbox logo are trademarks of the Microsoft group of companies.
All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture
Harold Goldberg - 2011
But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
Generation Xbox: How Videogames Invaded Hollywood
Jamie Russell - 2012
Movies defined the 20th century but games are now pushing them aside as the medium that captures our time, fascination and money. Generation Xbox digs into the love-hate relationship between games and cinema that has led us to this point. It's a story of disaster, triumph and Angelia Jolie in hot pants. Learn how Steven Spielberg's game-making dreams fell apart and why Silicon Valley pioneers wooed Stanley Kubrick. Discover the story behind the failed Halo movie, how videogame tech paved the way for Avatar, and what companies like Ubisoft and Valve are doing to take gaming to the next level. Based on more than 100 interviews with leading figures from videogames and Hollywood, Generation Xbox is the definitive history of an epic power struggle that has reshaped the entertainment landscape. Are you ready to play?