Book picks similar to
Game Design Complete by Patrick O'Luanaigh
game-design
game-development
video-games
Complete Kobold Guide to Game Design
Wolfgang Baur - 2012
The Complete Kobold Guide to Game Design offers 240 pages of in-depth essays on what makes RPGs tick. Get time-tested advice from the top designers in the industry. This compilation includes all three volumes of the Kobold Guide to Game Design series—now with all-new material by Wolfgang Baur, Mike Stackpole, and others! From core rules and magic systems to fantasy adventures, monster design, playtesting, and much more, these 40 essays cover every aspect of RPG design in clear, accessible language, to show you what it takes. The City Book Review called it "highly recommended for gaming nerds everywhere"! Pick up the Complete KOBOLD Guide to Game Design today, and starting designing your RPG tonight! Winner, 2012 Gold ENnie Award, Best RPG-Related Accessory
Chainmail Bikini: The Anthology of Women Gamers
Hazel Newlevant - 2015
The comics in Chainmail Bikini explore the real-life impact of entering a fantasy world, how games can connect us with each other and teach us about ourselves.
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
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Janet H. Murray - 1997
In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.
Roblox Top Adventure Games
Roblox - 2018
Get the official scoop on some of the most popular adventure games on Roblox!From the Bloxy Award-winning Jailbreak and Lumber Tycoon 2 to the massively popular Heroes of Robloxia and Apocalypse Rising, this action-packed book gives you the official scoop on some of the most popular and critically acclaimed adventure games on Roblox.Each profile tells you everything you need to know, including a guide to gameplay, interviews with the creators, and tips and tricks to take your skills to the next level.
The Invisible Game: Mindset of a Winning Team
Zoltan Andrejkovics - 2016
For a professional gamer, having the best strategy or belonging to a team with the best skills are sometimes not enough for success. Real life tournaments are tougher than we can imagine.The Invisible Game covers the necessary mental development of eSport players. The book helps to prepare the players' minds for the challenges, both on the map and in real life.We overestimate the power of our daily thoughts, and we forget the potential of our inner wisdom. This book guides you with honest life experiences of an eSport team manager on a journey to find the mental balance for peak performance.
Physics for Game Developers
David M. Bourg - 2001
Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. "Physics for Game Developers" serves as the starting point for those who want to enrich games with physics-based realism.Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Many specific game elements stand to benefit from the use of real physics, including: The trajectory of rockets and missiles, including the effects of fuel burn offThe collision of objects such as billiard ballsThe stability of cars racing around tight curvesThe dynamics of boats and other waterborne vehiclesThe flight path of a baseball after being struck by a batThe flight characteristics of airplanesYou don't need to be a physics expert to learn from "Physics for Game Developers, " but the author does assume you know basic college-level classical physics. You should also be proficient in trigonometry, vector and matrix math (reference formulas and identities are included in the appendixes), and college-level calculus, including integration and differentiation of explicit functions. Although the thrust of the book involves physics principles and algorithms, it should be noted that the examples are written in standard C and use Windows API functions.
Programming Game AI by Example
Mat Buckland - 2004
Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
The Art of Halo
Eric Trautmann - 2004
This action-packed science fiction—military combat game, set on a distant, war-torn, artificial planet, became an instant triumph with gamers–and scored numerous awards for its innovations, irresistibility, and sheer thrills. The Art of Halo is a showcase of its stunning visual style, a fascinating guided tour through the making of the phenomenon–from bright idea to brilliant result–and a testament to the creativity of the artists at Bungie Studios.• Meet the brains behind Bungie, the birthplace of Halo• Feast your eyes on a panorama of all-new artwork from its spectacular sequel Halo 2–one of the most eagerly-awaited games of 2004• Discover the art of game design from the inside out, in interviews with–and illustrations by–the Halo creative team• Learn the secrets of designing gear from the artists themselves• Follow the construction of a crucial sequence from storyboard to completion, along with pages from the actual script• Thrill to a gallery of glorious Halo artwork, including action figure designs, game packaging, cartoon strips, posters, T-shirts, and moreIt’s all here–the story behind the sensation that GamePro declares “above and beyond what console gamers have come to expect”–in one virtuoso volume!
Synthetic Worlds: The Business and Culture of Online Games
Edward Castronova - 2005
People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education
Games of Empire: Global Capitalism and Video Games
Nick Dyer-Witheford - 2009
No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
The Sims 3: Prima Official Game Guide
Catherine Browne - 2009
Design: Our new design section will supply tips and tricks from the pro's to build the most elaborate homes and yards.Customization: Learn how to update your décor with tutorials to help you customize your own chairs, walls, and floors. Wishes: Detailed walkthroughs and tutorials will help you learn how to achieve your short term and long term wishes.
Unity 3.X Game Development Essentials
Will Goldstone - 2009
With no prior knowledge of game development or 3D required, you will learn from scratch, taking each concept at a time working up to a full 3D mini-game. You'll learn scripting with C# or JavaScript and master the Unity development environment with easy-to-follow stepwise tasks. If you're a designer or animator who wishes to take their first steps into game development or prototyping, or if you've simply spent many hours sitting in front of video games, with ideas bubbling away in the back of your mind, Unity and this book should be your starting point. No prior knowledge of game production is required, inviting you to simply bring with you a passion for making great games.
Gamer Theory
McKenzie Wark - 2007
Gamespace is where and how we live today. It is everywhere and nowhere; the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field; where we get ahead on our strengths or not at all.Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.
Assassin's Creed: The Complete Collection
Oliver Bowden - 2017
Fans of the game will love these stories. Titles in this Collection include: Underworld, Unity, Black Flag, Forsaken, Revelations, The Secret Crusade, Brotherhood, Renaissance.
The covert war between two secret organizations, the shadowy Templar Knights and the elite Order of Assassins, has been raging for millennia.Following the murder of his father and brothers, Ezio Auditore di Firenze is entrusted with an ancient Codex, the key to a conspiracy that goes back to centuries. Ezio must avenge the deaths of his kinsmen and in doing so fulfil his destiny, and live by the laws of the Assassin's Creed.Ezio's quest will test him to his limits. And in such treacherous times, conspiracy is everywhere, even within the ranks of the brotherhood itself . . .
We work in the dark to serve the light. We are assassins.