Postmortems from Game Developer

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1136064613
Total Pages : 354 pages
Book Rating : 4.1/5 (36 download)

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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 The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques.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.

Postmortems

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Publisher :
ISBN 13 : 9780996793742
Total Pages : 702 pages
Book Rating : 4.7/5 (937 download)

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Book Synopsis Postmortems by : Raph Koster

Download or read book Postmortems written by Raph Koster and published by . This book was released on 2018-06-26 with total page 702 pages. Available in PDF, EPUB and Kindle. Book excerpt: Legendary game designer and author of the classic "A Theory of Fun for Game Design," Raph Koster is back with his first volume of selected essays. "Postmortems" collects new material and classic writings to provide a history of the development of virtual worlds, including behind-the-scenes glimpses of Ultima Online, Star Wars Galaxies, and more.

Persuasive Games

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Publisher : MIT Press
ISBN 13 : 0262261944
Total Pages : 463 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Persuasive Games by : Ian Bogost

Download or read book Persuasive Games written by Ian Bogost and published by MIT Press. This book was released on 2010-08-13 with total page 463 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

The Indie Game Developer Handbook

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Author :
Publisher : CRC Press
ISBN 13 : 131757365X
Total Pages : 279 pages
Book Rating : 4.3/5 (175 download)

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Book Synopsis The Indie Game Developer Handbook by : Richard Hill-Whittall

Download or read book The Indie Game Developer Handbook written by Richard Hill-Whittall and published by CRC Press. This book was released on 2015-02-11 with total page 279 pages. Available in PDF, EPUB and Kindle. Book excerpt: The indie game developer’s complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app or game has earned thousands of downloads and revenue. As the market size increases, so does the number of people developing and looking to develop their own app or game to publish. The Indie Game Developer Handbook covers every aspect of running a game development studio—from the initial creation of the game through to completion, release and beyond. Accessible and complete guide to many aspects of running a game development studio from funding and development through QA, publishing, marketing, and more. Provides a useful knowledge base and help to support the learning process of running an indie development studio in an honest, approachable and easy to understand way. Case studies, interviews from other studies and industry professionals grant an first-hand look into the world of indie game development

Spelunky

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Author :
Publisher : Boss Fight Books
ISBN 13 : 1940535115
Total Pages : 224 pages
Book Rating : 4.9/5 (45 download)

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Book Synopsis Spelunky by : Derek Yu

Download or read book Spelunky written by Derek Yu and published by Boss Fight Books. This book was released on 2016-03-29 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: A game's creation as told by its creator, perhaps the best rpimer on game design.

Theory of Fun for Game Design

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Author :
Publisher : "O'Reilly Media, Inc."
ISBN 13 : 1932111972
Total Pages : 259 pages
Book Rating : 4.9/5 (321 download)

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Book Synopsis Theory of Fun for Game Design by : Raph Koster

Download or read book Theory of Fun for Game Design written by Raph Koster and published by "O'Reilly Media, Inc.". This book was released on 2005 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.

Sid Meier's Memoir!: A Life in Computer Games

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Author :
Publisher : W. W. Norton & Company
ISBN 13 : 1324005882
Total Pages : 233 pages
Book Rating : 4.3/5 (24 download)

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Book Synopsis Sid Meier's Memoir!: A Life in Computer Games by : Sid Meier

Download or read book Sid Meier's Memoir!: A Life in Computer Games written by Sid Meier and published by W. W. Norton & Company. This book was released on 2020-09-08 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: The life and career of the legendary developer celebrated as the “godfather of computer gaming” and creator of Civilization, featuring his rules of good game design. "Sid Meier is a foundation of what gaming is for me today." — Phil Spencer, head of Xbox Over his four-decade career, Sid Meier has produced some of the world’s most popular video games, including Sid Meier’s Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond. Articulating his philosophy that a video game should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his rules of good game design.

Programming Windows Presentation Foundation

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Author :
Publisher : "O'Reilly Media, Inc."
ISBN 13 : 0596101139
Total Pages : 447 pages
Book Rating : 4.5/5 (961 download)

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Book Synopsis Programming Windows Presentation Foundation by : Chris Sells

Download or read book Programming Windows Presentation Foundation written by Chris Sells and published by "O'Reilly Media, Inc.". This book was released on 2005 with total page 447 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides information on the framework and elements of WPF and includes instructions on writing a WPF application.

The Site Reliability Workbook

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Author :
Publisher : "O'Reilly Media, Inc."
ISBN 13 : 1492029459
Total Pages : 512 pages
Book Rating : 4.4/5 (92 download)

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Book Synopsis The Site Reliability Workbook by : Betsy Beyer

Download or read book The Site Reliability Workbook written by Betsy Beyer and published by "O'Reilly Media, Inc.". This book was released on 2018-07-25 with total page 512 pages. Available in PDF, EPUB and Kindle. Book excerpt: In 2016, Google’s Site Reliability Engineering book ignited an industry discussion on what it means to run production services today—and why reliability considerations are fundamental to service design. Now, Google engineers who worked on that bestseller introduce The Site Reliability Workbook, a hands-on companion that uses concrete examples to show you how to put SRE principles and practices to work in your environment. This new workbook not only combines practical examples from Google’s experiences, but also provides case studies from Google’s Cloud Platform customers who underwent this journey. Evernote, The Home Depot, The New York Times, and other companies outline hard-won experiences of what worked for them and what didn’t. Dive into this workbook and learn how to flesh out your own SRE practice, no matter what size your company is. You’ll learn: How to run reliable services in environments you don’t completely control—like cloud Practical applications of how to create, monitor, and run your services via Service Level Objectives How to convert existing ops teams to SRE—including how to dig out of operational overload Methods for starting SRE from either greenfield or brownfield

Physically Based Shader Development for Unity 2017

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Author :
Publisher : Apress
ISBN 13 : 1484233093
Total Pages : 242 pages
Book Rating : 4.4/5 (842 download)

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Book Synopsis Physically Based Shader Development for Unity 2017 by : Claudia Doppioslash

Download or read book Physically Based Shader Development for Unity 2017 written by Claudia Doppioslash and published by Apress. This book was released on 2017-12-06 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: Benefit from the latest rendering tech developments, currently covered only in papers and talks from Siggraph, in a way any developer or technical artist using Unity can take advantage of. This book starts by introducing how shader programming works in general, the common principles of different platforms (OpenGL, Vulkan, and DirectX), and the shading languages Unity uses: Cg, GLSL, and ShaderLab. Physically Based Shader Development for Unity 2017 discusses artistic choices, presenting various techniques (such as translucency and subsurface scattering) and BRDFs (Oren-Nayar, Cook-Torrance, and Ashikhmin-Shirley), and what they can be used for. Finally you’ll cover the importance of optimizing your code by developing approximations, which achieve similar end results, but are computationally cheaper. By the end of your journey you’ll be able to develop the look of your game or Unity-rendered animated short so that it looks both unique and impressively realistic, thanks to your own custom lighting system. What You Will Learn Master shader programming Gain all you need to know about physically based shading Take almost full control of the shader subsystem Discover what you can achieve with that control Implement a custom physically based lighting system and examine the logic behind every choice Who This Book Is For Most game developers (both indie and AA) that use Unity and technical artists who are responsible for the final look of a game.

Game Design

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Author :
Publisher : Jones & Bartlett Publishers
ISBN 13 :
Total Pages : 750 pages
Book Rating : 4.:/5 (321 download)

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Book Synopsis Game Design by : Rouse Richard

Download or read book Game Design written by Rouse Richard and published by Jones & Bartlett Publishers. This book was released on 2004 with total page 750 pages. Available in PDF, EPUB and Kindle. Book excerpt: 456 Puzzle Solving p.

Game Testing

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Publisher : Mercury Learning and Information
ISBN 13 : 1944534423
Total Pages : 500 pages
Book Rating : 4.9/5 (445 download)

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Book Synopsis Game Testing by : Charles P. Schultz

Download or read book Game Testing written by Charles P. Schultz and published by Mercury Learning and Information. This book was released on 2016-09-15 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: An updated version of the bestselling Game Testing All In One, Second Edition, this book equips the reader with the rationale for vigorous testing of game software, how game testing and the tester fit into the game development process, practical knowledge of tools to apply to game testing, game tester roles and responsibilities, and the measurements to determine game quality and testing progress. The reader is taken step-by-step through test design and other QA methods, using real game situations. The book includes content for the latest console games and the new crop of touch, mobile, and social games that have recently emerged. A companion DVD contains the tools used for the examples in the book and additional resources such as test table templates and generic flow diagrams to get started quickly with any game test project. Each chapter includes questions and exercises, making the book suitable for classroom use as well as a personal study or reference tool. Features: * Uses a wide range of game titles and genres, including newer gaming experiences such as social networking games, games utilizing music and motion controllers, and touch games on mobile devices * Includes a new chapter on Exploratory Testing * Includes test methodology tutorials based on actual games with tools that readers can use for personal or professional development * Demonstrates methods and tools for tracking and managing game testing progress and game quality * Features a companion DVD with templates, resources, and projects from the book On the DVD: * Contains the tools used for the examples in the book as well as additional resources such as test table templates and generic flow diagrams that can be used for individual or group projects * All images from the text (including 4-color screenshots) * FIFA video from a project in the book eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].

Making Great Games

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Author :
Publisher : CRC Press
ISBN 13 : 1136132384
Total Pages : 219 pages
Book Rating : 4.1/5 (361 download)

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Book Synopsis Making Great Games by : Michael Thornton Wyman

Download or read book Making Great Games written by Michael Thornton Wyman and published by CRC Press. This book was released on 2012-11-12 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.

Theory of Fun for Game Design

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Author :
Publisher : "O'Reilly Media, Inc."
ISBN 13 : 1449363172
Total Pages : 300 pages
Book Rating : 4.4/5 (493 download)

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Book Synopsis Theory of Fun for Game Design by : Raph Koster

Download or read book Theory of Fun for Game Design written by Raph Koster and published by "O'Reilly Media, Inc.". This book was released on 2013-11-08 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins

Developing Creative Content for Games

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Author :
Publisher : CRC Press
ISBN 13 : 1498777767
Total Pages : 472 pages
Book Rating : 4.4/5 (987 download)

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Book Synopsis Developing Creative Content for Games by : Greg Johnson

Download or read book Developing Creative Content for Games written by Greg Johnson and published by CRC Press. This book was released on 2019-02-15 with total page 472 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides readers with a solid understanding of game development, design, narrative, charaterization, plot, back story and world creation elements that are crucial for game writers and designers as they create a detailed world setting, adventure, characters, narrative and plot suitable for possible publication. Game design and development issues such as writing for games, emergent complexity, risk reward systems, competitive and cooperative game play will be investigated, analyzed and critiqued. Examples will be used to highlight and explain the various concepts involved and how the game development process works.

Component-Based Software Engineering

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 354073550X
Total Pages : 294 pages
Book Rating : 4.5/5 (47 download)

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Book Synopsis Component-Based Software Engineering by : Heinz G. Schmidt

Download or read book Component-Based Software Engineering written by Heinz G. Schmidt and published by Springer Science & Business Media. This book was released on 2007-06-29 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: Providing all the latest on a topic of extreme commercial relevance, this book contains the refereed proceedings of the 10th International ACM SIGSOFT Symposium on Component-Based Software Engineering, held in Medford, MA, USA in July 2007. The 19 revised full papers presented were carefully reviewed and selected from 89 submissions. The papers feature new trends in global software services and distributed systems architectures to push the limits of established and tested component-based methods, tools and platforms.

Rules of Play

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Author :
Publisher : MIT Press
ISBN 13 : 9780262240451
Total Pages : 680 pages
Book Rating : 4.2/5 (44 download)

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Book Synopsis Rules of Play by : Katie Salen Tekinbas

Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. 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.