Fundamentals of Game Design


Author: Ernest Adams
Publisher: Pearson Education
ISBN: 0321929675
Category: Computers
Page: 560
View: 4808

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Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.

Fundamentals of Game Design


Author: Ernest Adams
Publisher: New Riders
ISBN: 0133435717
Category: Computers
Page: 576
View: 4154

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Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They’ll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They’ll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.

Fundamentals of Game Design


Author: Ernest Adams
Publisher: New Riders
ISBN: 9780132104753
Category: Computers
Page: 696
View: 4943

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To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade

Game Mechanics

Advanced Game Design
Author: Ernest Adams,Joris Dormans
Publisher: New Riders
ISBN: 0132946688
Category: Computers
Page: 360
View: 5351

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This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.

The Art of Game Design

A Book of Lenses, Second Edition
Author: Jesse Schell
Publisher: CRC Press
ISBN: 1498759564
Category: Computers
Page: 600
View: 3485

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Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Basics of Game Design


Author: Michael Moore
Publisher: CRC Press
ISBN: 1439867763
Category: Computers
Page: 400
View: 5152

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Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design the data sets used to resolve game play for moving, combat, solving puzzles, interacting with NPCs, managing inventory, and much more. Advice on developing stories for games, building maps and levels, and designing the graphical user interface is also included.

Fundamentals of Strategy Game Design


Author: Ernest Adams
Publisher: New Riders
ISBN: 0133812103
Category: Computers
Page: 50
View: 8924

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You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the strategy game genre. This focused guide gives you exactly what you need. It walks you through the process of designing for the strategy game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.

Rules of Play

Game Design Fundamentals
Author: Katie Salen,Eric Zimmerman
Publisher: MIT Press
ISBN: 9780262240451
Category: Computers
Page: 672
View: 2872

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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.

Foundation Game Design with HTML5 and JavaScript


Author: Rex van der Spuy
Publisher: Apress
ISBN: 1430247177
Category: Computers
Page: 732
View: 1948

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Foundation Game Design with HTML5 and JavaScript teaches you everything you need to know about how to make video games. If you’ve never done any programming before and don’t know where to start, this book will show you how to make games from start to finish. You’ll learn all the latest programming technologies (HTML5, CSS, and JavaScript) to create your games. All written in a fun and friendly style with open-ended projects that encourage you to build your own original games. Foundation Game Design with HTML5 and JavaScript starts by showing you how you can use basic programing to create logic games, adventure games, and create interactive game graphics. Design a game character, learn to control it with the keyboard, mouse, or touch screen interface, and then learn how to use collision detection to build an interactive game world. You’ll learn to make maze games, platform jumping games, and fast paced action games that cover all the popular genres of 2D gaming. Create intelligent enemies, use realistic physics, sound effects and music, and learn how to animate game characters. Whether you're creating games for the web or mobile devices, everything you need to get started on a career as a game designer is right here. Focused and friendly introduction to making games with HTML5. Essential programming and graphic design techniques for building games, with each chapter gently building on the skills of preceding chapters. Detailed case studies demonstrating techniques that can be used for making games in a wide variety of genres.

Beginning Android Games


Author: Mario Zechner,J. F. DiMarzio,Robert Green
Publisher: Apress
ISBN: 1484204727
Category: Computers
Page: 605
View: 1487

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Learn all of the basics needed to join the ranks of successful Android game developers. You'll start with game design fundamentals and Android programming basics, and then progress toward creating your own basic game engine and playable game apps that work on Android smartphones and tablets. Beginning Android Games, Third Edition gives you everything you need to branch out and write your own Android games for a variety of hardware. Do you have an awesome idea for the next break-through mobile gaming title? Beginning Android Games will help you kick-start your project. This book will guide you through the process of making several example game apps using APIs available in Android. What You'll Learn Gain the fundamentals of game programming in the context of the Android platform Use Android's APIs for graphics, audio, and user input to reflect those fundamentals Develop two 2D games from scratch, based on Canvas API and OpenGL ES Create a full-featured 3D game Publish your games, get crash reports, and support your users Complete your own playable 2D OpenGL games Who This Book Is For People with a basic knowledge of Java who want to write games on the Android platform. It also offers information for experienced game developers about the pitfalls and peculiarities of the platform.

Fundamentals of Performance Improvement

Optimizing Results Through People, Process, and Organizations
Author: Darlene Van Tiem,James L. Moseley,Joan C. Dessinger
Publisher: John Wiley & Sons
ISBN: 1118025245
Category: Business & Economics
Page: 664
View: 1033

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Fundamentals of Performance Technology is a practical how-to guide designed to help practitioners and students understand the science of performance technology and successfully implement organizational change. Using the Human Performance Technology (HTP) model, the authors explain step-by-step how to spot performance indicators, analyze problems, identify their underlying causes, and create workable solutions, and perspective on change management. The completely updated and revised third edition will also feature expanded sections on intervention design and development, tips for sustaining change over time, and all new case studies contributed by top practitioners and academics in the field.

The Fundamentals of C/C++ Game Programming

Using Target-based Development on SBC's
Author: Brian Beuken
Publisher: CRC Press
ISBN: 135164288X
Category: Computers
Page: 532
View: 2179

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This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in console development. It allows the reader to increase their confidence as game programmers by walking them through increasingly involved game concepts, while maintaining the understanding that despite the increased complexity, the core methods remain consistent with the advancement of the technology; the technology only enhances the gaming experience. It also demonstrates underlying principles of game coding in practical step by step ways to increase exposure and confidence in game coding concepts.

Game Design


Author: Bob Bates
Publisher: Elsevier
ISBN: 9781592004935
Category: Computers
Page: 350
View: 6269

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Describes how a computer game is designed and developed and includes interviews with twelve top game designers.

Fundamentals of Manufacturing, Third Edition


Author: Philip D. Rufe
Publisher: Society of Manufacturing Engineers
ISBN: 0872638707
Category: Technology & Engineering
Page: 684
View: 5544

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Fundamentals of Manufacturing, Third Edition provides a structured review of the fundamentals of manufacturing for individuals planning to take SME'S Certified Manufacturing Technologist (CMfgT) or Certified Manufacturing Engineer (CMfgE) certification exams. This book has been updated according to the most recent Body of Knowledge published by the Certification Oversight and Appeals Committee of the Society of Manufacturing Engineers. While the objective of this book is to prepare for the certification process, it is a primary source of information for individuals interested in learning fundamental manufacturing concepts and practices. This book is a valuable resource for anyone with limited manufacturing experience or training. Instructor slides and the Fundamentals of Manufacturing Workbook are available to complement course instruction and exam preparation. Table of Contents Chapter 1: Mathematics Chapter 2: Units of Measure Chapter 3: Light Chapter 4: Sound Chapter 5: Electricity/Electronics Chapter 6: Statics Chapter 7: Dynamics Chapter 8: Strength of Materials Chapter 9: Thermodynamics and Heat Transfer Chapter 10: Fluid Power Chapter 11: Chemistry Chapter 12: Material Properties Chapter 13: Metals Chapter 14: Plastics Chapter 15: Composites Chapter 16: Ceramics Chapter 17: Engineering Drawing Chapter 18: Geometric Dimensioning and Tolerancing Chapter 19: Computer-Aided Design/Engineering Chapter 20: Product Development and Design Chapter 21: Intelllectual Property Chapter 22: Product Liability Chapter 23: Cutting Tool Technology Chapter 24: Machining Chapter 25: Metal Forming Chapter 26: Sheet Metalworking Chapter 27: Powdered Metals Chapter 28: Casting Chapter 29: Joining and Fastening Chapter 30: Finishing Chapter 31: Plastics Processes Chapter 32: Composite Processes Chapter 33: Ceramic Processes Chapter 34: Printed Circuit Board Fabrication and Assembly Chapter 35: Traditional Production Planning and Control Chapter 36: Lean Production Chapter 37: Process Engineering Chapter 38: Fixture and Jig Design Chapter 39: Materials Management Chapter 40: Industrial Safety, Health and Environmental Management Chapter 41: Manufacturing Networks Chapter 42: Computer Numerical Control Machining Chapter 43: Programmable Logic Controllers Chapter 44: Robotics Chapter 45: Automated Material Handling and Identification Chapter 46: Statistical Methods for Quality Control Chapter 47: Continuous Improvement Chapter 48: Quality Standards Chapter 49: Dimensional Metrology Chapter 50: Nondestructive Testing Chapter 51: Management Introduction Chapter 52: Leadership and Motivation Chapter 53: Project Management Chapter 54: Labor Relations Chapter 55: Engineering Economics Chapter 56: Sustainable Manufacturing Chapter 57: Personal Effectiveness

Fundamentals of Construction and Simulation Game Design


Author: Ernest Adams
Publisher: New Riders
ISBN: 0133812200
Category: Computers
Page: 50
View: 8097

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You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the construction and simulation game genre. This focused guide give you exactly what you need. It walks you through the process of designing for the construction and simulation genre and shows you how to use the right techniques to create fun and challenging experiences for your players.

Fundamentals of Athletic Training


Author: Lorin Cartwright,William Pitney
Publisher: Human Kinetics
ISBN: 0736083731
Category: Health & Fitness
Page: 395
View: 995

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This work explains concepts in athletic training and presents injuries and illnesses encountered by certified athletic trainers. The book discusses various conditions, illnesses and diseases along with information on nutrition and the effects of therapeutic, recreational and performance-enhancing drug use.

Fundamentals of Entrepreneurship


Author: H. NANDAN
Publisher: PHI Learning Pvt. Ltd.
ISBN: 8120347501
Category: Business & Economics
Page: 280
View: 6649

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The new edition of this compact text continues to serve as an essential guide to students and entrepreneurs for establishing a new venture. The book shows the reader, in an easy to understand style, how to mobilize resources, how to tap market opportunities, how to conduct feasibility studies, and how to promote new ventures. Besides, the book discusses in detail the various techniques of product and process development and the method of product pricing. The book is intended primarily as a text for undergraduate students of commerce and undergraduate and postgraduate students of management. It would equally be useful for students pursuing diploma courses in entrepreneurial development. In addition, the book should prove extremely valuable and handy to anyone who wishes to launch his career as an entrepreneur. New to This Edition • One exclusive chapter (Chapter 10) on Business Location and its importance. • New sections added in Chapter 1. Salient Features • Provides study questions at the end of each chapter. • Gives in, Appendices, detailed information on venture capital funds, offices of Small Industries Services Institute (SISI) as well as patent offices, trademark offices, etc., in various states. • Acquaints the reader with global organizations, e.g. World Trade Organization (WTO) and World Intellectual Property Organization (WIPO).

Fundamentals of Digital Logic with Verilog Design

Third Edition
Author: Stephen Brown,Zvonko Vranesic
Publisher: McGraw-Hill Higher Education
ISBN: 0077575938
Category: Technology & Engineering
Page: N.A
View: 7701

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Fundamentals of Digital Logic With Verilog Designteaches the basic design techniques for logic circuits. It emphasizes the synthesis of circuits and explains how circuits are implemented in real chips. Fundamental concepts are illustrated by using small examples. Use of CAD software is well integrated into the book. A CD-ROM that contains Altera's Quartus CAD software comes free with every copy of the text. The CAD software provides automatic mapping of a design written in Verilog into Field Programmable Gate Arrays (FPGAs) and Complex Programmable Logic Devices (CPLDs). Students will be able to try, firsthand, the book's Verilog examples (over 140) and homework problems. Engineers use Quartus CAD for designing, simulating, testing and implementing logic circuits. The version included with this text supports all major features of the commercial product and comes with a compiler for the IEEE standard Verilog language. Students will be able to: enter a design into the CAD system compile the design into a selected device simulate the functionality and timing of the resulting circuit implement the designs in actual devices (using the school's laboratory facilities) Verilog is a complex language, so it is introduced gradually in the book. Each Verilog feature is presented as it becomes pertinent for the circuits being discussed. To teach the student to use the Quartus CAD, the book includes three tutorials.

The Fundamentals of Fashion Design


Author: Richard Sorger,Jenny Udale
Publisher: AVA Publishing
ISBN: 2940373396
Category: Design
Page: 176
View: 1535

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Provides information on all aspects of fashion design, including research and design, fabrics, construction, and developing a collection.

Eloquent JavaScript, 2nd Ed.

A Modern Introduction to Programming
Author: Marijn Haverbeke
Publisher: No Starch Press
ISBN: 1593276613
Category: Computers
Page: 472
View: 8049

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JavaScript lies at the heart of almost every modern web application, from social apps to the newest browser-based games. Though simple for beginners to pick up and play with, JavaScript is a flexible, complex language that you can use to build full-scale applications. Eloquent JavaScript, 2nd Edition dives deep into the JavaScript language to show you how to write beautiful, effective code. Author Marijn Haverbeke immerses you in example code from the start, while exercises and full-chapter projects give you hands-on experience with writing your own programs. As you build projects such as an artificial life simulation, a simple programming language, and a paint program, you’ll learn: –The essential elements of programming, including syntax, control, and data –How to organize and clarify your code with object-oriented and functional programming techniques –How to script the browser and make basic web applications –How to use the DOM effectively to interact with browsers –How to harness Node.js to build servers and utilities This edition is thoroughly revised and modernized to reflect the current state of Java­Script and web browsers, with brand-new material, such as a chapter on code performance in Java­Script, and expanded coverage of recursion and closures. All source code is available online in an inter­active sandbox, where you can edit the code, run it, and see its output instantly. Isn’t it time you became fluent in the language of the Web? Includes an exclusive chapter, only available in the No Starch Press edition!