Designing Arcade Computer Game Graphics

Author: Ari Feldman
Publisher: Wordware
ISBN: 9781556227554
Category: Computers
Page: 514
View: 3042

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This work focuses on how to create high-quality 2D graphic images and animations for arcade-based games, educational programs and multimedia applications. It also aims to provide insight into basic computer game design from the perspective of a graphic artist.

Computer Games

A Bibliography with Indexes
Author: Blair Carter
Publisher: Nova Publishers
ISBN: 9781590335260
Category: Computers
Page: 157
View: 4660

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Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.

Spiele entwickeln für iPhone und iPad

Programmierung, Grafik, Sound und Special Effects
Author: Patrick Völcker
Publisher: dpunkt.verlag
ISBN: 386491177X
Category: Computers
Page: 676
View: 2978

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Die erfolgreichsten Apps für iPhone und iPad sind einfache Spiele, die kurzweilige Unterhaltung bei schneller Erlernbarkeit bieten - sogenannte Casual Games.Patrick Völcker legt den Schwerpunkt seines praxisnahen Einstiegs in die iOS-Spieleprogrammierung daher auf diese Art von Spielen. In Workshops programmieren die Leser anhand von Klassikern wie 'Doodle Jump' oder 'R-Type' über 12 Spiele aus verschiedenen Casual-Games-Genres von Grund auf. Außerdem erlernen Sie das Handwerkszeug für die oft vernachlässigte Grafik- und Sound-Entwicklung und erhalten inspirierende Denkanstöße für eigene Projekte.

Embedded SoPC Design with Nios II Processor and VHDL Examples

Author: Pong P. Chu
Publisher: John Wiley & Sons
ISBN: 1118146506
Category: Technology & Engineering
Page: 736
View: 5160

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The book is divided into four major parts. Part I covers HDLconstructs and synthesis of basic digital circuits. Part IIprovides an overview of embedded software development with theemphasis on low-level I/O access and drivers. Part III demonstratesthe design and development of hardware and software for severalcomplex I/O peripherals, including PS2 keyboard and mouse, agraphic video controller, an audio codec, and an SD (securedigital) card. Part IV provides three case studies of theintegration of hardware accelerators, including a custom GCD(greatest common divisor) circuit, a Mandelbrot set fractalcircuit, and an audio synthesizer based on DDFS (direct digitalfrequency synthesis) methodology. The book utilizes FPGA devices, Nios II soft-core processor, anddevelopment platform from Altera Co., which is one of the two mainFPGA manufactures. Altera has a generous university program thatprovides free software and discounted prototyping boards foreducational institutions (details at ahref=""spanstyle="color: #284457;" two main educational prototyping boards are known as DE1 ($99)and DE2 ($269). All experiments can be implemented and tested withthese boards. A board combined with this book becomes a“turn-key” solution for the SoPC design experiments andprojects. Most HDL and C codes in the book are device independentand can be adapted by other prototyping boards as long as a boardhas similar I/O configuration.

iOS Game Development

Developing Games for iPad, iPhone, and iPod Touch
Author: Thomas Lucka
Publisher: CRC Press
ISBN: 1466569956
Category: Computers
Page: 394
View: 2869

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To create successful games for the iPhone family of mobile devices, developers need to know how touch-input, real-time graphics, and sound come together in the iOS environment. iOS Game Development: Developing Games for iPad, iPhone, and iPod Touch takes you from the basics of app coding to releasing and marketing your game on the App Store. The book offers a wealth of previously unpublished information about the iOS platform. The text focuses on the concrete requirements of game developers, presenting in-depth details on each step in the mobile game development process. It explains the use of OpenGL ES for 2D/3D graphics and OpenAL for sound, both of which are recommended for game performance on the iOS platform. It also covers new APIs such as the GLKit, GameKit, and Box2D Physics Engine. To better understand the explanations, the author encourages you to access more than 30 iOS example apps from his website. Each app represents a small piece of the complex field of game development in a straightforward manner. The apps can be run on any device in the iPhone family and have been extensively tested with various iOS versions. Suitable for both newcomers and more advanced developers, this color book helps you get started with iOS game development. By following the book’s clear descriptions and example programs, you will understand how to implement the fundamentals in smaller game projects and be able to create your first game for the App Store.

Die Kunst des Game Designs

Bessere Games konzipieren und entwickeln
Author: Jesse Schell
Publisher: MITP-Verlags GmbH & Co. KG
ISBN: 3958452841
Category: Computers
Page: 680
View: 7285

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Grundlagen der Entwicklung und Konzeption klassischer Spiele von einem der weltweit führenden Game Designer Mehr als 100 Regeln und zentrale Fragen zur Inspiration für den kreativen Prozess Zahlreiche wertvolle Denkanstöße für die Konzeption eines erfolgreichen Spiels Jeder kann die Grundlagen des Game Designs meistern – dazu bedarf es keines technischen Fachwissens. Dabei zeigt sich, dass die gleichen psychologischen Grundprinzipien, die für Brett-, Karten- und Sportspiele funktionieren, ebenso der Schlüssel für die Entwicklung qualitativ hochwertiger Videospiele sind. Mit diesem Buch lernen Sie, wie Sie im Prozess der Spielekonzeption und -entwicklung vorgehen, um bessere Games zu kreieren. Jesse Schell zeigt, wie Sie Ihr Game durch eine strukturierte methodische Vorgehensweise Schritt für Schritt deutlich verbessern. Mehr als 100 gezielte Fragestellungen eröffnen Ihnen dabei neue Perspektiven auf Ihr Game, so dass Sie die Features finden, die es erfolgreich machen. Hierzu gehören z.B. Fragen wie: Welche Herausforderungen stellt mein Spiel an die Spieler? Fördert es den Wettbewerb unter den Spielern? Werden sie dazu motiviert, gewinnen zu wollen? So werden über hundert entscheidende Charakteristika für ein gut konzipiertes Spiel untersucht. Mit diesem Buch wissen Sie, worauf es bei einem guten Game ankommt und was Sie alles bedenken sollten, damit Ihr Game die Erwartungen Ihrer Spieler erfüllt und gerne gespielt wird. Zugleich liefert es Ihnen jede Menge Inspiration – halten Sie beim Lesen Zettel und Stift bereit, um Ihre neuen Ideen sofort festhalten zu können

Make a 2D Arcade Game in a Weekend

With Unity
Author: Jodessiah Sumpter
Publisher: Apress
ISBN: 1484214943
Category: Computers
Page: 159
View: 2684

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Create and complete your first 2D arcade game in Unity. In this book you will learn to create an arcade classic brick breaker game from beginning to end. You will plan the game flow, add the graphics and create the game logic using the C# language, then build the UX to complete your game. By the time you have finished Make a 2D Arcade Game in a Weekend with Unity, you will have enough knowledge to tweak the game to create more levels or your own variant game rules, and you will have the confidence to go on and create your own 2D arcade games. You will also learn how to publish the game into mobile app stores. Unity is a powerful cross platform software tool that allows users to create 2D and 3D apps and games. Learning how to create an arcade classic game is a great way to learn the foundations of game design. While you do need to have a basic understanding of Unity to complete this project, advanced game building or advanced Unity experience is not required. Takes you through building a classic Atari style brick breaker game Provides you the basic knowledge for building games Teaches you how to script and design UI elements of the game

Project Arcade

Build Your Own Arcade Machine
Author: John St. Clair
Publisher: John Wiley and Sons
ISBN: 9781118038833
Category: Games
Page: 552
View: 3261

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The bestseller returns—completely updated to include the newest hardware, software, and techniques for building your own arcade Interest in classical arcade games remains on the rise, and with a little money, older computer hardware, and a little effort, you can relive your arcade experiences by building your own arcade machine. The hands-on guide begins with a description of the various types of projects that you can undertake. It then progresses to a review of the audio and video options that are available and looks at the selection of game software and cabinet artwork. Ultimately, you’ll learn essential troubleshooting tips and discover how to build arcade controllers and machines that you can enjoy at home with your PC. Serves as a soup-to-nuts guide for building your own arcade machine, from the sheets of wood to the finished product Addresses the variety of arcade controls, including joysticks, buttons, spinners, trackballs, flight yokes, and guns Explains how to interface arcade controls to a computer Shares troubleshooting tips as well as online resources for help and inspiration Project Arcade, Second Edition helps you recapture the enjoyment of your youth that was spent playing arcade games by walking you through the exciting endeavor of building your own full arcade machine.

Design Patterns für die Spieleprogrammierung

Author: Robert Nystrom
Publisher: MITP-Verlags GmbH & Co. KG
ISBN: 395845092X
Category: Computer games
Page: 400
View: 4686

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- Die bekannten Design Patterns der Gang of Four im konkreten Einsatz für die Entwicklung von Games - Zahlreiche weitere vom Autor entwickelte Patterns - Sequenzierungs-, Verhaltens-, Entkopplungs- und Optimierungsmuster Für viele Spieleprogrammierer stellt die Finalisierung ihres Spiels die größte Herausforderung dar. Viele Projekte verlaufen im Sande, weil Programmierer der Komplexität des eigenen Codes nicht gewachsen sind. Die im Buch beschriebenen Design Patterns nehmen genau dieses Problem in Angriff. Der Autor blickt auf jahrelange Erfahrung in der Entwicklung von weltweit erfolgreichen Games zurück und stellt erprobte Patterns vor, mit deren Hilfe Sie Ihren Code entwirren und optimieren können. Die Patterns sind in Form unabhängiger Fallbeispiele organisiert, so dass Sie sich nur mit den für Sie relevanten zu befassen brauchen und das Buch auch hervorragend zum Nachschlagen verwenden können. Sie erfahren, wie man eine stabile Game Loop schreibt, wie Spielobjekte mithilfe von Komponenten organisiert werden können und wie man den CPU-Cache nutzt, um die Performance zu verbessern. Außerdem werden Sie sich damit beschäftigen, wie Skript-Engines funktionieren, wie Sie Ihren Code mittels Quadtrees und anderen räumlichen Aufteilungen optimieren und wie sich die klassischen Design Patterns in Spielen einsetzen lassen.

Level Up! The Guide to Great Video Game Design

Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 1118877195
Category: Computers
Page: 552
View: 2569

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Want to design your own video games? Let expert Scott Rogersshow you how! If you want to design and build cutting-edge video games butaren’t sure where to start, then the SECOND EDITION of theacclaimed Level Up! is for you! Written by leading videogame expert Scott Rogers, who has designed the hits Pac ManWorld, Maximo and SpongeBob Squarepants, thisupdated edition provides clear and well-thought out examples thatforgo theoretical gobbledygook with charmingly illustrated conceptsand solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLYEXPANDED to teach you how to develop marketable ideas, learn whatperils and pitfalls await during a game’s pre-production,production and post-production stages, and provide even morecreative ideas to serve as fuel for your own projectsincluding: Developing your game design from the spark of inspiration allthe way to production Learning how to design the most exciting levels, the mostprecise controls, and the fiercest foes that will keep your playerschallenged Creating games for mobile and console systems – includingdetailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with thehelp of brand new examples Level Up! 2nd Edition is includes all-new content, anintroduction by David “God of War” Jaffe andeven a brand-new chili recipe –making it an even moreindispensable guide for video game designers both “in thefield” and the classroom. Grab your copy of Level Up! 2nd Edition andlet’s make a game!

Video Game Design Revealed

Author: Guy W. Lecky-Thompson
Publisher: Cengage Learning
ISBN: 1584506075
Category: Computers
Page: 336
View: 7035

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Whether you are a professional game developer working in an established studio or a creative thinker interested in trying your hand at game design, "Video Game Design Revealed" will show you the steps and processes involved in bringing a video game from c

Android Arcade Game App

A Real World Project - Case Study Approach
Author: J. F. DiMarzio
Publisher: Apress
ISBN: 143024545X
Category: Computers
Page: 104
View: 6821

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Apress, the leading Android books publisher, continues to provide you with very hands-on, practical books for teaching and showing app developers how to build and design apps, including game apps, that can be built and deployed in the various Android app stores out there. Android Arcade Game App: A Real World Project - Case Study Approach is no different in that it walks you through creating an arcade style Prison Break game app—top to bottom—for an Android smartphone or tablet. This book teaches you the unique characteristics and challenges of creating an Arcade style game And it provides you with the full source code for this sample game app. After working through this book, you can re-use its Prison Break app as your very own personal template, then customize for your specific variables, design and build your own Android game app - top to bottom. Then, deploy in one or more of the available Android app stores. Have fun and get coding. What you’ll learn How to use Android and OpenGL ES to create a fully functional Arcade game called Prison Break. How to render graphics to the screen on all Android Ice Cream Sandwich devices including tablets How to incorporate music into your game using OpenGL How to upload and distribute your game using the Android Marketplace Who this book is for This book is for Android app developers with at least some experience, preferably with Android game apps. Table of Contents Introduction to Android Gaming What Is an Arcade Game ? Creating a Menu Drawing the Background Creating the Player Character and Obstacles Collision Detection Keeping Score Adding More Levels

Game Design Foundations

Author: Roger E. Pedersen
Publisher: Wordware Publishing, Inc.
ISBN: 1556229739
Category: Computers
Page: 378
View: 1052

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Targeted for beginner to intermediate game designers, this handbook has step-by-step, easy-to-follow instructions on how to express concepts into a real game.

The Video Games Guide

1,000+ Arcade, Console and Computer Games, 1962–2012, 2d ed.
Author: Matt Fox
Publisher: McFarland
ISBN: 1476600678
Category: Games & Activities
Page: 416
View: 8129

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The Video Games Guide is the world’s most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design—from the very earliest (1962’s Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game’s sequels and of course the author’s views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

Andrew Rollings and Ernest Adams on Game Design

Author: Andrew Rollings,Ernest Adams
Publisher: New Riders
ISBN: 9781592730018
Category: Computers
Page: 621
View: 7962

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The authors discuss the four main tasks of game design--imagining a game, defining how it works, describing its internal elements, and explaining it to others.

Kings of Cool

Author: Don Winslow
Publisher: Suhrkamp Verlag
ISBN: 3518791702
Category: Fiction
Page: 351
View: 5502

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Am Strand ist das Paradies. Am Strand verlor Kalifornien seine Unschuld. Aussteiger, die in Versuchung gerieten. Lokalhelden und Träumer, die nicht genug bekommen konnten. Drogen, Gier, der Sündenfall. Es ist eine Geschichte, die weit zurückreicht – bis in die Sechziger, als in Laguna Beach Surfer und Hippies zusammentrafen und einen Pakt mit dem Teufel schlossen. Eine brutale, majestätische, atemberaubende Geschichte. Laguna Beach heute: Ben, Chon und O sind jung und sehen unverschämt gut aus, sie leben gefährlich und sind erfolgreich damit. Ihr Geschäft: erstklassiges Marihuana. Als korrupte Cops und rivalisierende Dealer mitverdienen wollen, wehren sie sich, planen ihren nächsten Zug. Sie sind klug, sie halten zusammen, doch ihr Spiel ist riskant, ihr Gegner übermächtig. Und noch ahnen sie nicht, dass ihr Schicksal unauflösbar mit der Vergangenheit ihrer eigenen Familien verknüpft ist. Dass sie die Sünden ihrer Eltern geerbt haben. Was folgt, ist ein blutiger Kampf der Generationen.


eine illustrierte Geschichte der Game-Controller 1972-2004
Author: Stephan Freundorfer
Publisher: N.A
Category: Video games
Page: 144
View: 3166

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Character Design for Mobile Devices

Author: NFGMan
Publisher: Gulf Professional Publishing
ISBN: 9780240808086
Category: Computers
Page: 191
View: 355

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Mobile gaming on cell phones and portable consoles is a huge business, and many characters have become design icons. However, the physical limitations of these small screens, and the technological challenges of different gaming platforms, mean that designers have had to become experts at creating characters with just a few points of light. Creating art for these devices is a completely different process than used when creating art for highly sophisticated 3D games. The difference between pixel art and art created for 3D games is two-fold: there are practical considerations that must be addressed as well as aesthetic considerations. This book will cover both subjects as well as examining the evolution of gaming graphics--explaining the significance of the changes we've seen in game artistry and what we can learn from examining successful icons and graphics created in the past. Character Design for Mobile Devices looks at the techniques, the inspiration, the technologies, and the creative challenges behind designing characters with only a few pixels at your disposal. Filled with: *Practical and inspirational tutorials that enable you to clearly understand the processes involved in creating art for mobile devices *Timely and inspirational information *Features over 400 full-color images to inspire and instruct