Download The Game Maker's Apprentice PDF

The Game Maker's Apprentice

Author :
Publisher : Apress
Release Date :
ISBN : 1430201592
Pages : 322 pages
Rating : 4.0/5 (43 Download)

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Download The Game Maker's Apprentice in PDF by Jacob Habgood Full Book and published by Apress. This book was released on 2006-12-31 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Game Maker's Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle games--complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise.


Download The Game Maker's Companion PDF

The Game Maker's Companion

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Publisher : Apress
Release Date :
ISBN : 143022827X
Pages : 437 pages
Rating : 4.0/5 (43 Download)

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Download The Game Maker's Companion in PDF by Jacob Habgood Full Book and published by Apress. This book was released on 2010-12-31 with total page 437 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Game Maker's Companion is the long-awaited sequel to The Game Maker's Apprentice. This book picks up where the last book left off, advancing your game development journey with some seriously impressive gaming projects. This time you'll learn how to make professional-quality platform games with solid collision detection and slick control mechanisms and you'll get acquainted with a long-lost icon of platform gaming history on the way. You'll go on to discover techniques to add depth and believability to the characters and stories in your games, including The Monomyth, cut scene storyboarding, and character archetypes. This culminates in the creation of an original atmospheric platform-adventure which will take your GML programming skills to new heights. There's even a handy reference section at the back of the book which will be invaluable for adding common features to your own games. With contributions from four games industry professionals and a highly respected member of the Game Maker community, The Game Maker's Companion is another labor of love that will give you even more hours of enjoyment than the original. If you already own Game Maker, then you really must own this book as well.


Download The GameMaker Standard PDF

The GameMaker Standard

Author :
Publisher : CRC Press
Release Date :
ISBN : 1317514696
Pages : 276 pages
Rating : 4.7/5 (317 Download)

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Download The GameMaker Standard in PDF by David Vinciguerra Full Book and published by CRC Press. This book was released on 2015-10-16 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book teaches students and entry-level novices how to create games using the GameMaker engine. Readers will quickly hone their design skills with tutorials that are written so that beginners can quickly start building games while also providing lessons on how designers can ‘level up’ and add advanced options to their games. Readers will also have access to a website containing all the assets and resources to create their games, including sprites and animations, walk-through video tutorials of each lesson and music composed by professional musicians. Also provided are rubrics for instructors to use when grading student work or for readers learning on their own to evaluate their own work.


Download The Game Maker's Bible PDF

The Game Maker's Bible

Author :
Publisher : Adam Jeremy Capps
Release Date :
ISBN :
Pages : 116 pages
Rating : 4./5 ( Download)

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Download The Game Maker's Bible in PDF by Adam Jeremy Capps Full Book and published by Adam Jeremy Capps. This book was released on 2021-06-22 with total page 116 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Game Maker’s Bible is a book that teaches good game making. It goes over good ideas, bad ideas, different kinds of games, story development, particular elements such as game mechanics, and more. It also contains a section for all new ideas that are free to use. This is a new public domain book.


Download The Player's Power to Change the Game PDF

The Player's Power to Change the Game

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Publisher : Amsterdam University Press
Release Date :
ISBN : 9048525640
Pages : 163 pages
Rating : 4.8/5 (48 Download)

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Download The Player's Power to Change the Game in PDF by Anne-Marie Schleiner Full Book and published by Amsterdam University Press. This book was released on 2018-01-31 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls 'ludic mutation', a transformative process in which the player, who is expected to engage in the preprogramed interactions of the game and accept its imposed subjective constraints, seizes back some of the power otherwise lost to the game itself. Crucially, this power grab is also relevant beyond the game because players then see the external world as material to be reconfigured, an approach with important ramifications for everything from social activism to contemporary warfare.


Download The New Game Makers Bible PDF

The New Game Makers Bible

Author :
Publisher : Adam Jeremy Capps
Release Date :
ISBN :
Pages : 322 pages
Rating : 4./5 ( Download)

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Download The New Game Makers Bible in PDF by Adam Jeremy Capps Full Book and published by Adam Jeremy Capps. This book was released on 2021-08-25 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: The New Game Makers Bible is the premier book for helping game makers make the best games possible. It teaches good game making in many forms, whatever the genre, whatever the topic, it is covered here. It goes over good ideas, bad ideas, different kinds of games, story development, particular elements such as game mechanics, and much more. Table of Contents: The Most Important Elements In Games - Page 6. The Best Ideas I’ve Seen Used - Page 12. Obscure but Good Ideas For Games - Page 14. Ideas For Video Games (New) (Contains: Character Ideas, The Possible Setting/Story, Possible Power Ups and Items, Tools/Effects, Weapons and Similar Things, Powers and Magic, Abilities, Other Things, Nice Touches, and Possible Enemies.) - Page 17. Good Ideas for Games - Page 37. Bad Ideas for Games - Page 39. The Success or Failure of a Game - Page 40. Contrasting Old Ideas - Page 43. Game Making Tactics - Page 44. Having the Most Fun in a Game - Page 50. Developing a Theme and World - Page 57. Developing a Story - Page 58. Ideas for Story Development - Page 59. Types of Characters and Their Motives - Page 62. The Enemies Motives - Page 68. The Actual Player’s Motives - Page 69. The Most Important Questions For A Game Maker To Find Answers For - Page 73. The Best Ways to Place Secrets - Page 85. The Best Things… Page 86. The History of Some Major Games - Page 88. Two Player Elements in Different Games - Page 97. Choosing a System to Create For - Page 100. History and Facts About Old Consoles - Page 101. Neat Game Things - Page 109. Choosing a Peripheral to Create For - Page 112. On Doing Things That Have Never Been Done Before - Page 113. A Brief History of Early Video Games - Page 114. The Gaming Community - Page 118. The Joy of Game Making - Page 120. The 75 Rules of Good Games - Page 121. The 75 Sins of Game Making - Page 124. In Book Two: Part One: An Effective Philosophy of Game Making. This contains many numbered lists helpful for game making. - Page 128. Part Two: Frequently Used Ideas (The Best of Them) - Page 171. Part Three: Some Free Ideas Technology-Wise And Game-Wise - Page 241. Part Four: Creating From Different Genres - Page 248. A formula for a good side scrolling game - Page 251. The best platformers - Page 253. Adventure Games - Page 254. About Simulation Games - Page 260. 3D Games - Page 261. Odds and ends of other genres - Page 264. Educational Games - Page 267. Casino Games - Page 269. Games of Lesser Tech - Page 270. Games that are stylized after their own world - Page 270. A Mental Hospital Simulator - Page 272. Part Five: Miscellaneous Things and Additions to the Previous Things - Page 273. Different ways a game can start - Page 276. Frequently/ Traditionally used Ideas - Page 278. Retro Video Game History - Page 284. More About Making Good Games - Page 286. Part Six: New And Free Video Game Ideas - Page 293.


Download Encyclopedia of Video Games: M-Z PDF

Encyclopedia of Video Games: M-Z

Author :
Publisher : ABC-CLIO
Release Date :
ISBN : 031337936X
Pages : 789 pages
Rating : 4.3/5 (313 Download)

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Download Encyclopedia of Video Games: M-Z in PDF by Mark J. P. Wolf Full Book and published by ABC-CLIO. This book was released on 2012 with total page 789 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games.


Download A Game Maker's Life PDF

A Game Maker's Life

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Publisher : Post Hill Press
Release Date :
ISBN : 1637584385
Pages : 277 pages
Rating : 4.7/5 (637 Download)

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Download A Game Maker's Life in PDF by Jeffrey Breslow Full Book and published by Post Hill Press. This book was released on 2022-08-30 with total page 277 pages. Available in PDF, EPUB and Kindle. Book excerpt: In his captivating memoir, Jeffrey Breslow tells how: •Creating a game is a mix of Rube Goldberg, Santa’s elves, mass production, and the bottom line. •He oversaw two multi-million dollar businesses that earned profits for more than four decades. Even while the industry transformed itself from using cardboard and plastics into electronics, his companies never acquired debt and never borrowed money from a bank! •He overcame the terrible misfortune of a deadly workplace shooting and led his shaken employees through the tragedy and back to running a thriving business. Millions of people around the world have played with games and toys Breslow and his partners invented—perhaps you have, too! Now, read Breslow’s remarkable story and see how a flash of inspiration, followed by hard work and ingenuity, brought these wonderful games to life.


Download The Unity Game Engine and the Circuits of Cultural Software PDF

The Unity Game Engine and the Circuits of Cultural Software

Author :
Publisher : Springer Nature
Release Date :
ISBN : 3030250121
Pages : 123 pages
Rating : 4.0/5 (3 Download)

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Download The Unity Game Engine and the Circuits of Cultural Software in PDF by Benjamin Nicoll Full Book and published by Springer Nature. This book was released on 2019-08-22 with total page 123 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.


Download Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes] PDF

Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes]

Author :
Publisher : ABC-CLIO
Release Date :
ISBN : 1440870209
Pages : 1288 pages
Rating : 4.0/5 (44 Download)

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Download Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes] in PDF by Mark J. P. Wolf Full Book and published by ABC-CLIO. This book was released on 2021-05-24 with total page 1288 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games


Download Gamification: Concepts, Methodologies, Tools, and Applications PDF

Gamification: Concepts, Methodologies, Tools, and Applications

Author :
Publisher : IGI Global
Release Date :
ISBN : 1466682019
Pages : 2211 pages
Rating : 4.6/5 (466 Download)

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Download Gamification: Concepts, Methodologies, Tools, and Applications in PDF by Management Association, Information Resources Full Book and published by IGI Global. This book was released on 2015-03-31 with total page 2211 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.


Download Information Security Education – Towards a Cybersecure Society PDF

Information Security Education – Towards a Cybersecure Society

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Publisher : Springer
Release Date :
ISBN : 3319997343
Pages : 147 pages
Rating : 4.9/5 (319 Download)

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Download Information Security Education – Towards a Cybersecure Society in PDF by Lynette Drevin Full Book and published by Springer. This book was released on 2018-09-10 with total page 147 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 11th IFIP WG 11.8 World Conference on Information Security Education, WISE 11, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 11 revised papers presented were carefully reviewed and selected from 25 submissions. They focus on cybersecurity and are organized in the following topical sections: information security learning techniques; information security training and awareness; and information security courses and curricula.


Download Creativity in Intelligent Technologies and Data Science PDF

Creativity in Intelligent Technologies and Data Science

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Publisher : Springer
Release Date :
ISBN : 3319237667
Pages : 861 pages
Rating : 4.9/5 (319 Download)

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Download Creativity in Intelligent Technologies and Data Science in PDF by Alla Kravets Full Book and published by Springer. This book was released on 2015-09-11 with total page 861 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the First Conference on Creativity in Intelligent Technologies and Data Science, CIT&DS 2015, held in Volgograd, Russia, in September 2015. The 66 revised full papers and two short papers presented were carefully reviewed and selected from 208 submissions. The papers are organized in topical sections on computational creativity for science and design; knowledge discovery in patent and open sources for creative tasks; software computer-aided design and agent-based systems; conceptual, cognitive and qualitative modeling with application in intelligent decision making; design creativity in CAD/CAM/CAE/PDM; intelligent decision support for continual improvement process; data science in energy management, transportation and urban development; data science in social networks analysis; natural language and image processing and analysis; game-based learning technologies in engineering education and educational games design; personalized learning in Web-based intelligent educational systems; e-inclusion: development of smart mobile applications for people with disabilities.


Download Popular Mechanics PDF

Popular Mechanics

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Publisher :
Release Date :
ISBN :
Pages : 156 pages
Rating : 4./5 ( Download)

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Download Popular Mechanics in PDF by Full Book and published by . This book was released on 1987-10 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: Popular Mechanics inspires, instructs and influences readers to help them master the modern world. Whether it’s practical DIY home-improvement tips, gadgets and digital technology, information on the newest cars or the latest breakthroughs in science -- PM is the ultimate guide to our high-tech lifestyle.


Download Combinatorics and Probability PDF

Combinatorics and Probability

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Publisher : Cambridge University Press
Release Date :
ISBN : 0521872073
Pages : 635 pages
Rating : 4.1/5 (521 Download)

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Download Combinatorics and Probability in PDF by Graham Brightwell Full Book and published by Cambridge University Press. This book was released on 2007-03-08 with total page 635 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume celebrating the 60th birthday of B'la Bollob's presents the state of the art in combinatorics.


Download Works of Game PDF

Works of Game

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Publisher : MIT Press
Release Date :
ISBN : 0262029073
Pages : 157 pages
Rating : 4.2/5 (262 Download)

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Download Works of Game in PDF by John Sharp Full Book and published by MIT Press. This book was released on 2015-03-06 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.


Download Architectural Approach to Level Design PDF

Architectural Approach to Level Design

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Publisher : CRC Press
Release Date :
ISBN : 1351116282
Pages : 579 pages
Rating : 4.1/5 (351 Download)

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Download Architectural Approach to Level Design in PDF by Christopher W. Totten Full Book and published by CRC Press. This book was released on 2019-04-25 with total page 579 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.