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Galveston Buccaneers, The: Shearn Moody and the 1934 Texas League Championship (Sports)

by Kris Rutherford E. Douglas Mcleod

Galveston survived the Great Depression with a healthy dose of baseball, boll weevils and bootleg business. Farmers like future Galveston Buccaneers star Buck Fausett fled the insect infestation of North Texas for the city's sunny shores along with throngs of visitors eager to visit Sam Maceo's clubs and catch a ballgame. Galvestonians had a long love affair with America's favorite pastime, fielding the first game played in the state. Cotton heir Shearn Moody purchased the Buccaneers in 1931 and turned the languishing squad into a dominating force that won the 1934 Texas League Championship. Author Kris Rutherford weaves a captivating history of the Moody family, a team of talented players and the island that claimed them.

Galveston Seawall Chronicles (Landmarks)

by Kimber Fountain

Along Galveston's Gulf Coast runs a seventeen-foot-high, ten-mile-long protective barrier--a response to the nation's all-time deadliest natural disaster. The seawall remains a stoic protector more than a century later, shielding the island from much more than physical destruction. As the foundation of Seawall Boulevard, this structure created an entirely new tourism industry that buoyed the city's economy through war, the Great Depression and hurricanes. Adapting to the cultural trends and political movements that defined the past century, the seawall represents the unbreakable spirit of Galveston's resilient population and provides a fascinating glimpse into bygone times.

Galveston's Broadway Cemeteries

by Kathleen Shanahan Maca

Beginning in 1839 with the donation of four square blocks of land, the grouping of cemeteries on the central boulevard of Galveston has grown to include seven separate cemeteries within their gates. Listed in the National Register of Historic Places, it is the resting place of famous and infamous citizens from Galveston's colorful past, including veterans from every war between 1812 and the present, heroes, scoundrels, philanthropists, murderers, pioneers of the Republic of Texas, groundbreaking scientists, and working-class citizens from around the world. Due to several grade raisings, there are up to three layers of burials within the cemetery, with some of the markers being lost forever. The stories of some of the "residents" are gathered here for you to enjoy.

Galveston’s Historic Downtown and Strand District

by Denise Alexander

The Strand, known as the Wall Street of the Southwest, contains a significant collection of 19th-century buildings. Long the center of Galveston's business community, its architecture is a reminder of this historic port city. The National Historic Landmark District includes buildings classified as Greek Revival, Italianate, and Victorian style--sometimes with traces of vernacular building traditions that date to the 1850s. Historic images found within this book illustrate the development of the Strand and surrounding streets, including Mechanic, Market, and Postoffice. Galveston's Historic Downtown and Strand District demonstrates the power of place, despite an ever-changing economy and natural disasters.

Galveston’s Tree Carvings

by Joseph R. Pellerin

On September 13, 2008, Hurricane Ike made landfall in Galveston with a 12-foot storm surge that flooded most of the island. The salt water then killed between 40,000 and 50,000 trees in Galveston. After they died, the trees were cut down. A local citizen made the suggestion to carve the stumps into sculptures. Three different professional artists and one amateur artist carved all of the carvings on the island. The first carving was completed in 2009, and the stumps continue to be carved as of 2014. They have become a must-see tourist attraction in Galveston.

Gambling Cultures: Studies in History and Interpretation (Culture: Policy and Politics)

by Jan McMillen

First published in 1996. Routledge is an imprint of Taylor & Francis, an informa company.

Game + Design Education: Proceedings of PUDCAD 2020 (Springer Series in Design and Innovation #13)

by Özge Cordan Demet Arslan Dinçay Çağıl Yurdakul Toker Elif Belkıs Öksüz Sena Semizoğlu

This book gathers the papers of the PUDCAD Universal Design Practice Conference: Game + Design Education, organized by Istanbul Technical University and held online on June 24-26, 2020. The conference represented one of the key events of the Practicing Universal Design Principles in Design Education through a CAD-Based Game (PUDCAD) project, which developed a design game on a CAD-based platform, enabling students and designers to learn about universal design principles and develop accessible and innovative design ideas. As such, the PUDCAD project met one of the foremost goals of the European Commission, making sure the inclusion and efficient accessibility for people with disabilities into everyday life. The main topics of the conference include: universal design and education, universal design and user experience, game and design studies, gamification, virtual reality experiment, e-learning in design, and playful spaces and interfaces. The contributions, which were selected by means of a rigorous international peer-review process, highlight numerous exciting ideas that will spur novel research directions and foster multidisciplinary collaboration among different specialists.

Game AI Pro 2: Collected Wisdom of Game AI Professionals

by Steven Rabin

Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the com

Game AI Uncovered: Volume Three

by Paul Roberts Nicholas Dent

Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips, and tricks that were used in the development of video games.The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Watch Dogs: Legion, City of Gangsters, Eve: Valkyrie, Firefall, The Persistence, Advance Soccer, Alpha Beta Gunner, and Luna Abyss.Contained within this volume are insights that cover a host of different areas within game AI, including vehicle AI, simulating social norms, AI spawning fundamentals, pathfinding, creation of characters using components, animation‑driven behaviour, tactical positioning in football, automated testing, abstract pattern matching, and machine learning for games.Beginners in the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of their own games but also spark ideas for new approaches.This volume includes chapters written by Dr Allan Bruce, Anubha Banerjee, Bruno Rebaque, Dale Green, David Wooldridge, Eric S. Le Saux, Greg Irwin, Jason Lok Heng Chin, Johan Holthausen, John Reynolds, Mathias Siemonsmeier, Michele Condò, Dr Nic Melder, Paul Roberts, Phil Carlisle, Richard Bull, Robert Zubek, and Tobias Karlsson.

Game Art Complete: All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques

by Andrew Gahan

A compilation of key chapters from the top Focal game art books available today - in the areas of Max, Maya, Photoshop, and ZBrush. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art.Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds of tips, tricks and shortcuts in Max, Maya, Photoshop, ZBrush - all within the covers of one complete, inspiring reference.

Game Art: Art from 40 Video Games and Interviews with Their Creators

by Matt Sainsbury

Game Art is a collection of breathtaking concept art and behind-the-scenes interviews from videogame developers, including major players like Square Enix, Bioware, and Ubisoft as well as independent but influential studios like Tale of Tales and Compulsion Games. Immerse yourself in fantastic artwork and explore the creative thinking behind over 40 console, mobile, and PC games.A lone independent developer on a tiny budget can create an experience as powerful and compelling as a triple-A blockbuster built by a team of 1,000. But like all works of art, every game begins with a spark of inspiration and a passion to create.Let Game Art take you on a visual journey through these beautiful worlds, as told by the minds that brought them to life.

Game Audio Fundamentals: An Introduction to the Theory, Planning, and Practice of Soundscape Creation for Games

by Keith Zizza

Game Audio Fundamentals takes the reader on a journey through game audio design: from analog and digital audio basics to the art and execution of sound effects, soundtracks, and voice production, as well as learning how to make sense of a truly effective soundscape. Presuming no pre-existing knowledge, this accessible guide is accompanied by online resources – including practical examples and incremental DAW exercises – and presents the theory and practice of game audio in detail, and in a format anyone can understand. This is essential reading for any aspiring game audio designer, as well as students and professionals from a range of backgrounds, including music, audio engineering, and game design.

Game Audio Implementation: A Practical Guide Using the Unreal Engine

by Richard Stevens Dave Raybould

Game Audio Implementation offers a unique practical approach to learning all about game audio. If you've always wanted to hear your sound or music in a real game then this is the book for you. Each chapter is accompanied by its own game level where you can see the techniques and theories in action before working through over 70 exercises to develop your own demo level. Taking you all the way from first principles to complex interactive systems in the industry standard Unreal Engine© you’ll gain the skills to implement your sound and music along with a deep transferable knowledge of the principles you can apply across a range of other game development tools. <P><P> The accompanying website (www.gameaudioimplementation.com) includes: <P><P> <P><P>12 downloadable demonstration games <P><P>A unique exercise level for you to develop for your portfolio <P><P>An up-to-date online bibliography with further reading for each chapter <P><P>A free sound library with hundreds of game SFX

Game Audio Mixing: Insights to Improve Your Mixing Performance

by Alex Riviere

Game Audio Mixing offers a holistic view of the mixing process for games, from philosophical and psychological considerations to the artistic considerations and technical processes behind acoustic rendering, interactive mixing, mastering, and much more. This book includes a comprehensive overview of many game audio mixing techniques, processes, and workflows, with advice from audio directors and sound supervisors. Through a series of accessible insights and interviews, the reader is guided through cutting-edge tips and tricks to equip them to improve their own mixing practice. As well as covering how to plan and create a mix that is clear, focused, and highly interactive, this book provides information about typical mixing tools and techniques, such as dealing with bus structure, frequency spectrum, effects, dynamic, volume, 2D and 3D spaces, and automations. Key information about how to deal with a large number of sounds and their prioritization in the mix is also included, from high-level mixing visions to in-depth designs with sound categorizations at the core. Game Audio Mixing is essential reading for all game audio professionals, including those new to the industry, as well as experienced professionals working on AAA and indie titles, in addition to aspiring professionals and hobbyists.

Game Changers: The Unsung Heroines of Sports History

by Molly Schiot

&“The embrace of women&’s sports sometimes feels almost like a political act...Molly Schiot&’s Game Changers: The Unsung Heroines of Sports History is so valuable.&” —The Wall Street Journal &“A thoughtful, exhaustively researched, and long-overdue tribute to the women who have paved the way for the likes of Serena Williams, Abby Wambach, Simone Biles, and more.&” —espnW Based on the Instagram account @TheUnsungHeroines, a celebration of the pioneering, forgotten female athletes of the twentieth century that features rarely seen photos and new interviews with past and present game changers including Abby Wambach and Cari Champion.Two years ago, filmmaker Molly Schiot began the Instagram account @TheUnsungHeroines, posting a photo each day of a female athlete who had changed the face of sports around the globe in the pre-Title IX age. These women paved the way for Serena Williams, Carli Lloyd, and Lindsey Vonn, yet few today know who they are. Slowly but surely, the account gained a following, and the result is Game Changers, a beautifully illustrated collection of these trailblazers’ rarely-before-seen photos and stories. Featuring icons Althea Gibson and Wyomia Tyus, complete unknowns Trudy Beck and Conchita Cintron, policymaker Margaret Dunkle, sportswriter Lisa Olson, and many more, Game Changers gives these “founding mothers” the attention and recognition they deserve, and features critical conversations between past and present gamechangers—including former US Women’s National Soccer Team captain Abby Wambach and SportsCenter anchor Cari Champion—about what it means to be a woman on and off the field. Inspiring, empowering, and unforgettable, Game Changers is the perfect gift for anyone who has a love of the game.

Game Character Creation with Blender and Unity

by Chris Totten

A complete guide to creating usable, realistic game characters with two powerful toolsCreating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. It presents a step-by-step approach to modeling, texturing, and animating a character using the popular Blender software, with emphasis on low polygon modeling and an eye for using sculpting and textures, and demonstrates how to bring the character into the Unity game engine. Game creation is a popular and productive pursuit for both hobbyists and serious developers; this guide brings together two effective tools to simplify and enhance the processArtists who are familiar with Blender or other 3D software but who lack experience with game development workflow will find this book fills important gaps in their knowledgeProvides a complete tutorial on developing a game character, including modeling, UV unwrapping, sculpting, baking displacements, texturing, rigging, animation, and exportEmphasizes low polygon modeling for game engines and shows how to bring the finished character into the Unity game engineWhether you're interested in a new hobby or eager to enter the field of professional game development, this book offers valuable guidance to increase your skills.

Game Design Deep Dive: Real-Time Strategy (Game Design Deep Dive)

by Joshua Bycer

Game Design Deep Dive: Real‑Time Strategy focuses on what was once one of the most popular genres in the world and the one that truly kicked off the rise of eSports. It has seen more fundamental changes as a genre than any other genre, and Game Design Critic Josh Bycer will talk about its history and where it stands today with regard to its relevancy in the market.Key Features: Discusses balancing and designing asymmetrical features and units. Explores user interface (UI)/user experience (UX) design and building effective GUIs. Examines the differences between multiplayer and single‑player balancing and how to appeal to both audiences. Provides predictions on the next big trend for the genre.

Game Design Deep Dive: Role Playing Games

by Joshua Bycer

Game Design Critic Josh Bycer is back with another entry in the Game Design Deep Dive series to discuss the Role-Playing Game genre. Arguably one of the most recognizable in the industry today, what is and what isn’t an RPG has changed over the years. From the origins in the tabletop market, to now having its design featured all over, it is one of the most popular genres to draw inspiration from and build games around. This is a genre that looks easy from the outside to make, but requires understanding a variety of topics to do right. • A breakdown of RPG mechanics and systems, perfect for anyone wanting to study or make one themselves • The history of the genre – from tabletop beginnings to its worldwide appeal • The reach of the genre – a look at just some of the many different takes on RPGs that have grown over the past 40 years • An examination of how RPG systems can be combined with other designs to create brand new takes

Game Design Essentials

by Briar Lee Mitchell

An easy-to-follow primer on the fundamentals of digital game designThe quickly evolving mobile market is spurring digital game creation into the stratosphere, with revenue from games exceeding that of the film industry. With this guide to the basics, you'll get in on the game of digital game design while you learn the skills required for storyboarding, character creation, environment creation, level design, programming, and testing.Teaches basic skill sets in the context of current systems, genres, and game-play stylesDemonstrates how to design for different sectors within gaming including console, PC, handheld, and mobileExplores low-poly modeling for game playAddresses character and prop animation, lighting and rendering, and environment designDiscusses the path from concept to product, including pre- and post-productionIncludes real-world scenarios and interviews with key studio and industry professionalsWith Game Design Essentials, you'll benefit from a general-but-thorough overview of the core art and technology fundamentals of digital game design for the 21st century.

Game Design for Free-to-Play Live Service (Synthesis Lectures on Image, Video, and Multimedia Processing)

by Stanislav Stanković

"Game Design for Free to Play Live Service" is the ultimate guide to designing successful free-to-play mobile games. Based on a decade of experience at companies like Rovio, EA, and Supercell, the author provides practical advice on gameplay mechanics, monetization strategies, and player engagement. With case studies and expert insights, this book is essential reading for any game developer looking to create a hit mobile game.

Game Dev Stories Volume 1: Interviews About Game Development and Culture

by David L. Craddock

Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.

Game Dev Stories Volume 2: More Interviews About Game Development and Culture

by David L. Craddock

Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.

Game Development Patterns with Unity 2021: Explore practical game development using software design patterns and best practices in Unity and C#

by David Baron

Solve your programming woes in Unity with practical design propositionsKey FeaturesGain a comprehensive overview of Unity engine architecture and coding modelBuild a complete racing game using software design patterns and understand how to implement them in UnityDownload the source code of the complete prototype demonstrating each of the software patterns usedBook DescriptionThis book is written for every game developer ready to tackle the bigger picture and start working with advanced programming techniques and design patterns in Unity. Game Development Patterns with Unity 2021 is an introduction to the core principles of reusable software patterns and how to employ them to build components efficiently. In this second edition, you'll tackle design patterns with the help of a practical example; a playable racing game prototype where you’ll get to apply all your newfound knowledge. Notable updates also include a game design document (GDD), a Unity programming primer, and the downloadable source code of a complete prototype. Your journey will start by learning about overall design of the core game mechanics and systems. You’ll discover tried-and-tested software patterns to code essential components of a game in a structured manner, and start using classic design patterns to utilize Unity's unique API features. As you progress, you'll also identify the negative impacts of bad architectural decisions and understand how to overcome them with simple but effective practices. By the end of this Unity book, the way you develop Unity games will change – you’ll adapt a more structured, scalable, and optimized process that will help you take the next step in your career. What you will learnStructure professional Unity code using industry-standard development patternsIdentify the right patterns for implementing specific game mechanics or featuresDevelop configurable core game mechanics and ingredients that can be modified without writing a single line of codeReview practical object-oriented programming (OOP) techniques and learn how they re used in the context of a Unity projectBuild unique game development systems such as a level editorExplore ways to adapt traditional design patterns for use with the Unity APIWho this book is forThis book is for Unity game developers who want to learn industry standards for building Unity games. Knowledge of the Unity game engine and programming in the C# language is a must, so if you’re a beginner, try our Learning C# by Developing Games with Unity 2021 handbook instead.

Game Development Patterns with Unity 2021: Explore practical game development using software design patterns and best practices in Unity and C#, 2nd Edition

by David Baron

Discover practical design propositions to resolve game programming challenges in UnityKey FeaturesGet an overview of Unity engine architecture and coding modelBuild a complete racing game using software design patterns and understand how to implement them in UnityDownload the source code of the complete prototype demonstrating each of the software patterns usedBook DescriptionUnity's coding model and architecture require knowledge of common software design patterns. To optimally code a game in Unity, in the same way you do in other engines, you'll have to adapt to programming techniques that involve the use of design patterns. In this second edition, you'll get to grips with using design patterns with the help of supplemented code examples based on actual implementations of game mechanics and systems of a playable racing game prototype. You'll be introduced to the core principles of reusable software patterns and how to employ them to build components efficiently. Some notable additions include a game design document (GDD), a Unity programming primer, and the downloadable source code of a complete prototype. You'll start by learning about the overall design of the core game mechanics and systems that you'll be building throughout this Unity book, and discover tried-and-tested software patterns to code essential components of a game in a structured manner. You'll also find out how you can use classic design patterns to utilize Unity's unique API features. Finally, you'll identify the negative impacts of bad architectural decisions and understand how to overcome them with simple but effective practices. By the end of this book, you'll be able to develop Unity games in a structured, scalable, and optimized way.What you will learnStructure professional Unity code using industry-standard development patternsIdentify the right patterns for implementing specific game mechanics or featuresDevelop configurable core game mechanics and ingredients that can be modified without writing a single line of codeReview practical object-oriented programming (OOP) techniques and learn how they're used in the context of a Unity projectBuild unique game development systems such as a level editorExplore ways to adapt traditional design patterns for use with the Unity APIWho this book is forThis book is for Unity game developers who want to learn industry standards for building Unity games. Knowledge of the Unity game engine and programming in the C# language is expected. If you're only just starting your journey to becoming a Unity game developer, this book is not suitable for you.

Game Development for iOS with Unity3D

by Jeff W. Murray

This hands-on guide takes you through the complete process of Unity iOS game development. A game developer for over 12 years, the author presents production-proven techniques and valuable tips and tricks needed to plan, build, test, and launch games for the iPhone, iPod, and iPad. He walks you through all the necessary procedures, including how to publish your game to the App Store.

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