Arcade Game Typography

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Publisher : National Geographic Books
ISBN 13 : 0500021740
Total Pages : 0 pages
Book Rating : 4.5/5 ( download)

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Book Synopsis Arcade Game Typography by : Toshi Omigari

Download or read book Arcade Game Typography written by Toshi Omigari and published by National Geographic Books. This book was released on 2019-11-05 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive survey of ’70s, ’80s, and early ’90s arcade video game pixel typography. Arcade Game Typography presents readers with a fascinating new world of typography: the pixel typeface. Video game designers of the ’70s, ’80s, and ’90s faced color and resolution limitations that stimulated incredible creativity. With each letter having to exist in a small pixel grid, artists began to use clever techniques to create elegant character sets within a tiny canvas. This book presents typefaces on a dynamic and decorative grid, taking reference from high-end type specimens while adding a suitably playful twist. Arcade Game Typography recreates that visual aesthetic, fizzing with life and color. Featuring pixel typefaces carefully selected from the first decades of arcade video games, Arcade Game Typography presents a completist survey of a previously undocumented outsider typography movement, accompanied by insightful commentary from author Toshi Omagari, a Monotype typeface designer himself. Gathering an eclectic range of typography, from hit games such as Super Sprint, Marble Madness, and Space Harrier to countless lesser-known gems, Arcade Game Typography is a vivid nostalgia trip for gamers, designers, and illustrators alike.

Pixel Gamer

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Publisher : Design Originals
ISBN 13 : 9781497200425
Total Pages : 0 pages
Book Rating : 4.2/5 (4 download)

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Book Synopsis Pixel Gamer by : Dmitrii Vlasov

Download or read book Pixel Gamer written by Dmitrii Vlasov and published by Design Originals. This book was released on 2015-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This on-the-go pixel art coloring book is perfectly portable, with dozens of 8-bit arcade video game illustrations for retro coloring fun.

Pixel Art for Game Developers

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Publisher : CRC Press
ISBN 13 : 1482252317
Total Pages : 256 pages
Book Rating : 4.4/5 (822 download)

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Book Synopsis Pixel Art for Game Developers by : Daniel Silber

Download or read book Pixel Art for Game Developers written by Daniel Silber and published by CRC Press. This book was released on 2015-07-28 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft.The book provide

FF DOT: The Pixel Art of Final Fantasy

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Publisher : Dark Horse Comics
ISBN 13 : 1506735061
Total Pages : 284 pages
Book Rating : 4.5/5 (67 download)

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Book Synopsis FF DOT: The Pixel Art of Final Fantasy by : Square Enix

Download or read book FF DOT: The Pixel Art of Final Fantasy written by Square Enix and published by Dark Horse Comics. This book was released on 2022-08-16 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: A hardcover volume that showcases the intriguing evolution of pixel art from the Final Fantasy series! Containing detailed sprite sheets that showcase the pixel composition of Final Fantasy's beloved characters, maps of Final Fantasy's most popular highlighting tools used by the developers, and a special interview with Kazuko Shibuya, the character pixel artist for the Final Fantasy series, FF Dot is a one of a kind product that immerses readers into an iconic aspect of the Final Fantasy experience. Dark Horse Books is proud to collaborate with Square Enix to bring fans FF Dot: The Pixel Art of Final Fantasy, translated into English for the first time. This localization of the original Japanese publication holds nearly 300 pages of colorful pixel art, and is an invaluable addition to any Final Fantasy fan's collection.

The SNES Pixel Book

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Publisher :
ISBN 13 : 9781999353346
Total Pages : 272 pages
Book Rating : 4.3/5 (533 download)

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Book Synopsis The SNES Pixel Book by : Bitmap Books

Download or read book The SNES Pixel Book written by Bitmap Books and published by . This book was released on 2019-12-02 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Proceedings of the 17th European Conference on Game-Based Learning

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Publisher : Academic Conferences and publishing limited
ISBN 13 : 1914587898
Total Pages : 950 pages
Book Rating : 4.9/5 (145 download)

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Book Synopsis Proceedings of the 17th European Conference on Game-Based Learning by : Ton Spil

Download or read book Proceedings of the 17th European Conference on Game-Based Learning written by Ton Spil and published by Academic Conferences and publishing limited. This book was released on 2023-10-05 with total page 950 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

Blood, Sweat, and Pixels

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Publisher : HarperCollins
ISBN 13 : 0062651242
Total Pages : 304 pages
Book Rating : 4.0/5 (626 download)

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Book Synopsis Blood, Sweat, and Pixels by : Jason Schreier

Download or read book Blood, Sweat, and Pixels written by Jason Schreier and published by HarperCollins. This book was released on 2017-09-05 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

Foundation Game Design with ActionScript 3.0

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Publisher : Apress
ISBN 13 : 1430239948
Total Pages : 677 pages
Book Rating : 4.4/5 (32 download)

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Book Synopsis Foundation Game Design with ActionScript 3.0 by : Rex van der Spuy

Download or read book Foundation Game Design with ActionScript 3.0 written by Rex van der Spuy and published by Apress. This book was released on 2012-03-28 with total page 677 pages. Available in PDF, EPUB and Kindle. Book excerpt: In response to the success of the first edition of Foundation Game Design with Flash, Rex van der Spuy has revised and updated all the code to meet current programming best practices, and the focus is now on accurate ActionScript 3.0, regardless of the IDE that you use. We’ve all sneaked the odd five minutes here or there playing the latest Flash game that someone sent around the office, but creating those games is trickier than it looks. The aim of Foundation Game Design with ActionScript 3.0 is to take you, even if you’ve minimal multimedia or programming experience, through a series of step-by-step examples and detailed case studies—to the point where you'll have the skills to independently design any conceivable 2D game using Flash and ActionScript. Foundation Game Design with ActionScript 3.0 is a non-technical one-stop shop for all the most important skills and techniques a beginning game designer needs to build games with Flash from scratch. Whether you're creating quick blasts of viral amusement, or more in-depth action or adventure titles, this is the book for you. Focused and friendly introduction to designing games with Flash and ActionScript Detailed case studies of Flash games Essential techniques for building games, with each chapter gently building on the skills of preceding chapters Modern best practices and new content on ActionScript 3.0 Also covers asset creation in Photoshop and Illustrator

The Digital Gaming Handbook

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Publisher : CRC Press
ISBN 13 : 1000093549
Total Pages : 283 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis The Digital Gaming Handbook by : Roberto Dillon

Download or read book The Digital Gaming Handbook written by Roberto Dillon and published by CRC Press. This book was released on 2020-07-15 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.

A Biography of the Pixel

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Publisher : MIT Press
ISBN 13 : 0262542455
Total Pages : 560 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis A Biography of the Pixel by : Alvy Ray Smith

Download or read book A Biography of the Pixel written by Alvy Ray Smith and published by MIT Press. This book was released on 2021-08-03 with total page 560 pages. Available in PDF, EPUB and Kindle. Book excerpt: The pixel as the organizing principle of all pictures, from cave paintings to Toy Story. The Great Digital Convergence of all media types into one universal digital medium occurred, with little fanfare, at the recent turn of the millennium. The bit became the universal medium, and the pixel--a particular packaging of bits--conquered the world. Henceforward, nearly every picture in the world would be composed of pixels--cell phone pictures, app interfaces, Mars Rover transmissions, book illustrations, videogames. In A Biography of the Pixel, Pixar cofounder Alvy Ray Smith argues that the pixel is the organizing principle of most modern media, and he presents a few simple but profound ideas that unify the dazzling varieties of digital image making. Smith's story of the pixel's development begins with Fourier waves, proceeds through Turing machines, and ends with the first digital movies from Pixar, DreamWorks, and Blue Sky. Today, almost all the pictures we encounter are digital--mediated by the pixel and irretrievably separated from their media; museums and kindergartens are two of the last outposts of the analog. Smith explains, engagingly and accessibly, how pictures composed of invisible stuff become visible--that is, how digital pixels convert to analog display elements. Taking the special case of digital movies to represent all of Digital Light (his term for pictures constructed of pixels), and drawing on his decades of work in the field, Smith approaches his subject from multiple angles--art, technology, entertainment, business, and history. A Biography of the Pixel is essential reading for anyone who has watched a video on a cell phone, played a videogame, or seen a movie. 400 pages of annotations, prepared by the author and available online, provide an invaluable resource for readers.

Woke Gaming

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Publisher : University of Washington Press
ISBN 13 : 0295744197
Total Pages : 280 pages
Book Rating : 4.2/5 (957 download)

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Book Synopsis Woke Gaming by : Kishonna L. Gray

Download or read book Woke Gaming written by Kishonna L. Gray and published by University of Washington Press. This book was released on 2018-11-04 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy�s Keep Me Occupied to Momo Pixel�s Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Chaos and Fractals

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Publisher : Springer Science & Business Media
ISBN 13 : 0387202293
Total Pages : 894 pages
Book Rating : 4.3/5 (872 download)

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Book Synopsis Chaos and Fractals by : Heinz-Otto Peitgen

Download or read book Chaos and Fractals written by Heinz-Otto Peitgen and published by Springer Science & Business Media. This book was released on 2004-02-03 with total page 894 pages. Available in PDF, EPUB and Kindle. Book excerpt: The fourteen chapters of this book cover the central ideas and concepts of chaos and fractals as well as many related topics including: the Mandelbrot set, Julia sets, cellular automata, L-systems, percolation and strange attractors. This new edition has been thoroughly revised throughout. The appendices of the original edition were taken out since more recent publications cover this material in more depth. Instead of the focussed computer programs in BASIC, the authors provide 10 interactive JAVA-applets for this second edition.

Learning Cocos2d-JS Game Development

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Publisher : Packt Publishing Ltd
ISBN 13 : 1784391549
Total Pages : 188 pages
Book Rating : 4.7/5 (843 download)

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Book Synopsis Learning Cocos2d-JS Game Development by : Emanuele Feronato

Download or read book Learning Cocos2d-JS Game Development written by Emanuele Feronato and published by Packt Publishing Ltd. This book was released on 2015-01-12 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you are new to game development or have just gotten your teeth into developing games but desire to learn more, then this book is for you. An understanding of the essentials of JavaScript is required.

PIXEL ART & NFTs

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Author :
Publisher : PixaPics
ISBN 13 :
Total Pages : 106 pages
Book Rating : 4./5 ( download)

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Book Synopsis PIXEL ART & NFTs by : Saitam

Download or read book PIXEL ART & NFTs written by Saitam and published by PixaPics. This book was released on 2023-02-14 with total page 106 pages. Available in PDF, EPUB and Kindle. Book excerpt: "PIXEL ART & NFTs: Unlocking their Power and Potential..." is the ultimate guide to unlocking your full potential in the world of pixel art and NFTs. This comprehensive guide will take you on a journey through the intricacies of pixel art and NFTs, providing you with the tools and techniques you need to turn your passion into a powerful force. With this guide, you'll learn the secrets of creating stunning pixel art, from the basics of color theory and composition to advanced techniques for creating complex designs. You'll also learn about the exciting world of NFTs and how you can use them to showcase your work and build a following. Whether you're a beginner or an experienced artist, this guide will help you unlock your full potential and bring your vision to life. In addition to the in-depth tutorials and step-by-step guides, it also features insights from experts in the field, providing you with a comprehensive understanding of the world of pixel art and NFTs. You'll learn about the latest trends and technologies, as well as best practices for creating, selling, and promoting your work. This guide is more than just a collection of tips and tricks – it's a road-map for success in the world of pixel art and NFTs. So what are you waiting for? Harness the force of pixel art NFTs and unleash your potential today! In this “ultimate handbook,” you'll also discover the unique potential of NFTs as a tool for digital ownership and monetization. With its cutting-edge technology and decentralized infrastructure, the world of NFTs is changing the game for artists, collectors, and investors alike. By creating your own NFTs and selling them on the blockchain, you can secure the ownership of your work and reach a wider audience than ever before. Furthermore, this guide also delves into the business side of pixel art and NFTs, providing you with the knowledge and resources you need to turn your passion into a profitable venture. From understanding the legal and financial aspects of NFT sales to developing your own marketing strategy, this guide covers it all. Whether you're looking to monetize your artwork, build a following, or just get your work out there, it will provide you with the guidance and inspiration you need to succeed.

Fandom

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Publisher : Twenty-First Century Books ™
ISBN 13 : 1541521935
Total Pages : 120 pages
Book Rating : 4.5/5 (415 download)

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Book Synopsis Fandom by : Francesca Davis DiPiazza

Download or read book Fandom written by Francesca Davis DiPiazza and published by Twenty-First Century Books ™. This book was released on 2018-02-01 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: Have you ever finished a book or TV series and wished for more? Created stories, art, or videos based on a game? Dressed up as your favorite character? If so, you've entered fandom. Fan writers expand and mix up stories, like sending the Star Trek crew to Hogwarts. Cosplayers sew Star Wars and Sailor Moon costumes, and fan filmmakers make music video tributes. Fans also enrich invented worlds with greater diversity, creating female and multiracial avatars for games peopled only with white male characters. Tour fandom's history and meet fan writers, video-makers, artists, costumers, and gamers who celebrate the things they love and shape fan communities online and in real life.

3D Game Engine Design

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Publisher : CRC Press
ISBN 13 : 1482267306
Total Pages : 1008 pages
Book Rating : 4.4/5 (822 download)

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Book Synopsis 3D Game Engine Design by : David Eberly

Download or read book 3D Game Engine Design written by David Eberly and published by CRC Press. This book was released on 2006-11-03 with total page 1008 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.

Core HTML5 2D Game Programming

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Author :
Publisher : Pearson Education
ISBN 13 : 013356424X
Total Pages : 640 pages
Book Rating : 4.1/5 (335 download)

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Book Synopsis Core HTML5 2D Game Programming by : David Geary

Download or read book Core HTML5 2D Game Programming written by David Geary and published by Pearson Education. This book was released on 2015 with total page 640 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'Core HTML5 Game Programming' walks you step-by-step through building an HTML5 arcade-style game entirely from scratch, with no third-party frameworks, showing how to implement each key component of a game from the ground up. Packed with code examples, this full-colour tutorial gives you the in-depth understanding you need to design and build any kind of HTML5 game on your own, whether you choose to use a framework or not. Expert author David Geary covers all the foundational HTML5 APIs you need to build pro-quality 2D games.