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Intel Sponsored Gameboard Design Project
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Book Synopsis Intel Sponsored Gameboard Design Project by : Jonathan K. Winslow (II.)
Download or read book Intel Sponsored Gameboard Design Project written by Jonathan K. Winslow (II.) and published by . This book was released on 2001 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Game Architecture and Design by : Andrew Rollings
Download or read book Game Architecture and Design written by Andrew Rollings and published by New Riders Publishing. This book was released on 2004 with total page 964 pages. Available in PDF, EPUB and Kindle. Book excerpt: A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.
Book Synopsis Fundamentals of Game Development by : Heather Chandler
Download or read book Fundamentals of Game Development written by Heather Chandler and published by Jones & Bartlett Learning. This book was released on 2011-08-24 with total page 408 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is a game? -- The game industry -- Roles on the team -- Teams -- Effective communication -- Game production overview -- Game concept -- Characters, setting, and story -- Game requirements -- Game plan -- Production cycle -- Voiceover and music -- Localization -- Testing and code releasing -- Marketing and public relations.
Book Synopsis Ultimate Game Design: Building Game Worlds by : Tom Meigs
Download or read book Ultimate Game Design: Building Game Worlds written by Tom Meigs and published by McGraw Hill Professional. This book was released on 2003-06-09 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build games with techniques and insights from a pro.
Download or read book The Advocate written by and published by . This book was released on 2001-08-14 with total page 96 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Advocate is a lesbian, gay, bisexual, transgender (LGBT) monthly newsmagazine. Established in 1967, it is the oldest continuing LGBT publication in the United States.
Book Synopsis Tabletop Wargames: A Designers and Writers Handbook by : Rick Priestley
Download or read book Tabletop Wargames: A Designers and Writers Handbook written by Rick Priestley and published by Pen and Sword Military. This book was released on 2016-11-30 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshops phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing realism (be it in a historical or a fantasy/sci-fi context) with playability. They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements
Download or read book Game On! written by Kevin Bell and published by JHU Press. This book was released on 2018 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Following on the enormous growth and reach of computer gaming, most recently on mobile devices, and because of faculty members' desire to connect with millennials, online games have made their way into college classrooms. As part of our Tech. EDU series, this book focuses on how games are being used in college and what that might say for higher education today. Kevin Bell has assembled a book made up of a series of case studies, wherein faculty pilot games and game-derived techniques in college and university classes. He uses these examples to ground a practical discussion of gaming and gamification best practices, prefaced by a wide-ranging introduction to the topic in the broader context of computer-mediated teaching and learning"--
Download or read book The Gamer's Brain written by Celia Hodent and published by CRC Press. This book was released on 2017-08-10 with total page 383 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Download or read book Start Making! written by Danielle Martin and published by Maker Media, Inc.. This book was released on 2016-04-05 with total page 375 pages. Available in PDF, EPUB and Kindle. Book excerpt: Start Making! is a program developed by the Clubhouse Network to engage young people all over the world in Maker-inspired activities. With this guide, you will discover how to plan and coordinate Start Making! projects in your home, school, library, community center, after-school club, or makerspace. You'll learn strategies for engaging young people in creative thinking, developing individual and team projects, and sharing and reflecting on their creations. Each session includes a list of the supplies you'll need, step-by-step instructions for completing the projects, and prompts for stimulating discussion, curiosity, and confidence. These fun do-it-yourself (and do-it-together) projects teach fundamental STEAM concepts -- science, technology, engineering, art, and math -- while introducing young people to the basics of circuitry, design, coding, crafting, and construction. They'll make paper cards and creations that light up, play music using a MaKey MaKey keyboard and Scratch programming, join together to make paintings with light, design and construct 3D sculptures, build a vibrating art-bot that makes drawings, and sew fabric creations with wearable circuits. Dip into the activities once a week, run them as a week-long summer activity, or go through the guide in any way that works for you. By offering your own Start Making! program, you can inspire young people in your community to develop creative ideas, learn new skills, and share their creations. The Clubhouse Network is a global network of community-based centers led by Boston's Museum of Science in collaboration with the MIT Media Lab.
Book Synopsis The Game Production Handbook by : Heather Maxwell Chandler
Download or read book The Game Production Handbook written by Heather Maxwell Chandler and published by Jones & Bartlett Publishers. This book was released on 2014 with total page 484 pages. Available in PDF, EPUB and Kindle. Book excerpt: Updated to reflect the rapidly evolving game development landscape, industry veteran Heather Chandler continues to educate game enthusiasts on the procedures and processes of game production. This Third Edition presents information that a producer, lead, or studio manager must know to successfully develop a game from concept to gold master.
Book Synopsis Challenges for Games Designers by : Brenda Brathwaite
Download or read book Challenges for Games Designers written by Brenda Brathwaite and published by Createspace Independent Publishing Platform. This book was released on 2008-08-21 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "non-digital shorts" to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thought-provoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.
Book Synopsis Artificial Intelligence and Games by : Georgios N. Yannakakis
Download or read book Artificial Intelligence and Games written by Georgios N. Yannakakis and published by Springer. This book was released on 2018-02-17 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Download or read book Games and Rules written by Beat Suter and published by transcript Verlag. This book was released on 2019-03-31 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.
Book Synopsis Normandy 1944 by : Niklas Zetterling
Download or read book Normandy 1944 written by Niklas Zetterling and published by Casemate. This book was released on 2019-12-19 with total page 410 pages. Available in PDF, EPUB and Kindle. Book excerpt: A revised and updated single-source reference book accurately detailing the German field forces employed in Normandy in 1944 and their losses. In this book, military historian Dr. Niklas Zetterling provides a sobering analysis of the subject matter and debunks a number of popular myths concerning the Normandy campaign—the effectiveness of Allied air power; the preferential treatment of Waffen-SS formations in comparison to their army counterparts; etc. He supports his text with exhaustive footnoting and provides an organizational chart for most of the formations covered in the book. Also included are numerous organizational diagrams, charts, tables, and graphs. “A valuable reference for anyone seriously interested in the battle for Normandy.” —The NYMAS Review
Book Synopsis The Intel Trinity by : Michael S. Malone
Download or read book The Intel Trinity written by Michael S. Malone and published by Harper Collins. This book was released on 2014-07-15 with total page 523 pages. Available in PDF, EPUB and Kindle. Book excerpt: Based on unprecedented access to the corporation’s archives, The Intel Trinity is the first full history of Intel Corporation—the essential company of the digital age— told through the lives of the three most important figures in the company’s history: Robert Noyce, Gordon Moore, and Andy Grove. Often hailed the “most important company in the world,” Intel remains, more than four decades after its inception, a defining company of the global digital economy. The legendary inventors of the microprocessor-the single most important product in the modern world-Intel today builds the tiny “engines” that power almost every intelligent electronic device on the planet. But the true story of Intel is the human story of the trio of geniuses behind it. Michael S. Malone reveals how each brought different things to Intel, and at different times. Noyce, the most respected high tech figure of his generation, brought credibility (and money) to the company’s founding; Moore made Intel the world’s technological leader; and Grove, has relentlessly driven the company to ever-higher levels of success and competitiveness. Without any one of these figures, Intel would never have achieved its historic success; with them, Intel made possible the personal computer, Internet, telecommunications, and the personal electronics revolutions. The Intel Trinity is not just the story of Intel’s legendary past; it also offers an analysis of the formidable challenges that lie ahead as the company struggles to maintain its dominance, its culture, and its legacy. With eight pages of black-and-white photos.
Book Synopsis Two Deaths at Amphipolis by : Mike Roberts
Download or read book Two Deaths at Amphipolis written by Mike Roberts and published by Pen and Sword. This book was released on 2015-07-31 with total page 277 pages. Available in PDF, EPUB and Kindle. Book excerpt: This original book looks in detail at arguably the two most significant characters on either side in the middle years of the great Peloponnesian War and the showdown in and around Amphipolis that led to both their deaths in 422 BC.The Spartan commander Brasidas was already a veteran of many campaigns when he headed for the strategically important northern theatre. Cleon was the key hawk in the Athenian assembly who led his fellow citizens in a major effort to counter the impact that Brasidas was having in the north. The two finally clashed in battle outside the Athenian colony of Amphipolis which Brasidas had by then captured (the great historian Thucydides being exiled for his failure to defend it). The Spartans won but both men died in the fighting, their passing having far-reaching consequences for the subsequent course of the war. By focussing on the fatal duel between Brasidas and Cleon, and drawing on all available sources to supplement Thucydides' seminal account, Mike Roberts offers a valuable new perspective on the Peloponnesian War.
Book Synopsis Postmortems from Game Developer by : Austin Grossman
Download or read book Postmortems from Game Developer written by Austin Grossman and published by Taylor & Francis. This book was released on 2013-04-02 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. 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, schedule challenges, and changing staff needs.