Fundamentals of Game Design


Author: Ernest Adams
Publisher: Pearson Education
ISBN: 0321929675
Category: Computers
Page: 560
View: 1933

Continue Reading →

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: 1821

Continue Reading →

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: 6834

Continue Reading →

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

Basics of Game Design


Author: Michael Moore
Publisher: CRC Press
ISBN: 1439867763
Category: Computers
Page: 400
View: 1671

Continue Reading →

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.

Game Mechanics

Advanced Game Design
Author: Ernest Adams,Joris Dormans
Publisher: New Riders
ISBN: 0132946688
Category: Computers
Page: 360
View: 3600

Continue Reading →

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: 4529

Continue Reading →

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.

Rules of Play

Game Design Fundamentals
Author: Katie Salen,Eric Zimmerman
Publisher: MIT Press
ISBN: 9780262240451
Category: Computers
Page: 672
View: 6694

Continue Reading →

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

Fundamentals of Computer Graphics, Fourth Edition


Author: Steve Marschner,Peter Shirley
Publisher: CRC Press
ISBN: 1498785905
Category: Computers
Page: 734
View: 9123

Continue Reading →

Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include: Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures A text now printed entirely in four-color to enhance illustrative figures of concepts The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs.

Clockwork Game Design


Author: Keith Burgun
Publisher: CRC Press
ISBN: 1317630394
Category: Computers
Page: 146
View: 2151

Continue Reading →

Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design. Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it. Filled with examples and exercises detailing how to put the clockwork game design pattern into use, this book is a must-have manual for designing games. A hands-on, practical book that outlines a very specific approach to designing games Develop the mechanics that make your game great, and limit or remove factors that disrupt the core concept Practice designing games through the featured exercises and illustrations

Beginning Android Games


Author: Mario Zechner,J. F. DiMarzio,Robert Green
Publisher: Apress
ISBN: 1484204727
Category: Computers
Page: 605
View: 1231

Continue Reading →

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.

Game Design


Author: Bob Bates
Publisher: Elsevier
ISBN: 9781592004935
Category: Computers
Page: 350
View: 7892

Continue Reading →

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

Theory of Fun for Game Design


Author: Raph Koster
Publisher: "O'Reilly Media, Inc."
ISBN: 1449363172
Category: Computers
Page: 300
View: 6438

Continue Reading →

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

Fundamentals of Construction and Simulation Game Design


Author: Ernest Adams
Publisher: New Riders
ISBN: 0133812200
Category: Computers
Page: 50
View: 613

Continue Reading →

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 Manufacturing, Third Edition


Author: Philip D. Rufe
Publisher: Society of Manufacturing Engineers
ISBN: 0872638707
Category: Technology & Engineering
Page: 684
View: 4477

Continue Reading →

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 Athletic Training


Author: Lorin Cartwright,William Pitney
Publisher: Human Kinetics
ISBN: 0736083731
Category: Health & Fitness
Page: 395
View: 7278

Continue Reading →

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.

Unity for Absolute Beginners


Author: Sue Blackman,Jenny Wang
Publisher: Apress
ISBN: 143026778X
Category: Computers
Page: 612
View: 6608

Continue Reading →

Unity for Absolute Beginners walks you through the fundamentals of creating a small third-person shooter game with Unity. Using the free version of Unity to begin your game development career, you'll learn how to import, evaluate and manage your game resources to create awesome third-person shooters. This book assumes that you have little or no experience with game development, scripting, or 3D assets, and that you're eager to start creating games as quickly as possible, while learning Unity in a fun and interactive environment. With Unity for Absolute Beginners you'll become familiar with the Unity editor, key concepts and functionality. You'll learn how to import, evaluate and manage resources. You'll explore C# scripting in Unity, and learn how to use the Unity API. Using the provided art assets, you will learn the fundamentals of good game design and iterative refinement as you take your game from a simple prototype to a quirky, but challenging variation of the ever-popular first-person shooter. As can be expected, there will be plenty of destruction, special effects and mayhem along the way. Unity for Absolute Beginners assumes that you have little or no experience with game development, scripting, or 3D assets, but are eager to get up-to-speed as quickly as possible while learning Unity in a fun and interactive environment.

Fundamentals of Anatomy and Physiology


Author: Donald C Rizzo
Publisher: Cengage Learning
ISBN: 1305445422
Category: Medical
Page: 576
View: 1514

Continue Reading →

Packed with vivid illustrations, best-selling FUNDAMENTALS OF ANATOMY AND PHYSIOLOGY, 4E is written specifically for learners in a one-semester introductory A&P course in the allied health field who have little or no previous knowledge of anatomy and physiology. Known for its clear approach to teaching, the text is widely praised for its ability to break A&P down into very simple, easy to understand language. Content is organized according to body systems and focuses on the body working together to promote homeostasis. Improving both the quality and quantity of text illustrations, the Fourth Edition's new art program brings text concepts to life with new figures throughout. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.

CSS Mastery

Advanced Web Standards Solutions
Author: Simon Collison,Andy Budd,Cameron Moll
Publisher: Apress
ISBN: 1430223979
Category: Computers
Page: 384
View: 4789

Continue Reading →

Building on what made the first edition a bestseller, CSS Mastery: Advanced Web Standards Solutions, Second Edition unites the disparate information on CSS-based design spread throughout the internet into one definitive, modern guide. Revised to cover CSS3, the book can be read from front to back, with each chapter building on the previous one. However, it can also be used as a reference book, dipping into each chapter or technique to help solve specific problems. In short, this is the one book on CSS that you need to have. This second edition contains: New examples and updated browser support information New case studies from Simon Collison and Cameron Moll CSS3 examples, showing new CSS3 features, and CSS3 equivalents to tried and tested CSS2 techniques What you’ll learn The best practice concepts in CSS design. The most important (and tricky) parts of CSS Identify and fix the most common CSS problems How to deal with the most common bugs Completely up to date browser support information Covers CSS3 as well as CSS2 showing you the future of CSS Who this book is for This book will be aimed towards intermediate web designers/developers, although the examples should be simple enough for novice designers/developers with a basic understanding of CSS to grasp. Readers will probably have read beginner/intermediate instructional books such as Web Standards Solutions and will be looking for more practical and in-depth information. This book is likely to have a broad appeal, attracting intermediate developers wanting to improve their skills as well as advanced developers wanting a useful reference. The CSS 2/3 content of the book is delivered in a way that allows readers to learn CSS2 techniques that they can implement now in professional work, and then gem up on CSS3 techniques if they want to start looking towards the future. Table of Contents Setting the Foundations Getting Your Styles to Hit the Target Visual Formatting Model Overview Using Backgrounds for Effect Styling Links Styling Lists and Creating Nav Bars Styling Forms and Data Tables Layout Bugs and Bug Fixing Case Study: Roma Italia Case Study: Climb the Mountains

Methods of Group Exercise Instruction-3rd Edition


Author: Carol Kennedy-Armbruster,Mary Yoke
Publisher: Human Kinetics
ISBN: 145042189X
Category: Health & Fitness
Page: 440
View: 9667

Continue Reading →

Based on industry standards and guidelines, this text highlights a variety of group exercise formats through training principles, correction and progression techniques, and safety to enhance the skills of group exercise leaders.

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: 6359

Continue Reading →

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.