Browse Results

Showing 19,951 through 19,975 of 58,393 results

Game Development with Blender and Godot: Leverage the combined power of Blender and Godot for building a point-and-click adventure game

by Kumsal Obuz

Understand how to use one of the most popular 3D modeling software and advanced game engines to create a seamless workflow between the two and produce dynamic gamesKey FeaturesLearn how to create, rig, and animate 3D low-poly models in BlenderDiscover the 3D workflow of Godot Engine and understand how to enhance your modelsUse modeling and game design skills to create a dynamic point-and-click gameBook DescriptionGame Development with Blender and Godot is a comprehensive introduction for those new to building 3D models and games, allowing you to leverage the abilities of these two technologies to create dynamic, interactive, and engaging games.This book will start by focusing on what low-poly modeling is, before showing you how to use Blender to create, rig, and animate your models. You will also polish these assets until they're game-ready, making it easy for you to import them into Godot and use them effectively and efficiently. Next, you will use the game engine to design scenes, work with light and shadows, and transform your 3D models into interactive, controllable assets.By the end of this book, you will have a seamless workflow between Blender and Godot which is specifically geared toward game development. Alongside, you'll also be building a point-and-click adventure game following the instructions and guidance in the book. Finishing this game will help you take these newly acquired skills and create your own 3D games from conception to completion.What you will learnDiscover what low-poly modeling is and why it mattersUnderstand how to use materials, shaders, and textures in your modelsExplore how to render and animate a scene in BlenderFocus on how to export Blender assets and import them into GodotUse 3D low-poly models in Godot to create fun gamesDesign a dynamic and easy-to-navigate game worldExplore how to interact with the game via interfacesUnderstand how to export your game for WindowsWho this book is forThis book is for game developers who are looking to make the transition from 2D to 3D games. Readers should have a basic understanding of Godot, being able to navigate the UI, understand the inspector panel, create scenes, add scripts to game objects, and more. Previous experience with Blender is helpful but not required.

Game Development with Unreal Engine 5 Volume 1: Design Phase

by Tiow Wee Tan

Dive into the heart of game development with Unreal Engine 5 (UE5), the latest revolution in creating immersive and visually stunning game worlds. Crafted to encourage your imaginative and inventive skills, Volume 1 of this two-part guide stands as a crucial tool in your journey towards developing incredible video games with UE5 and serves as a transition into the programming dimensions of game creation with C++ featured in Volume 2. Blending artistic mastery with technical prowess, you’ll journey from the basics of UE5’s environment to creating expansive landscapes with procedural content generation and combining materials for lifelike terrains. Discover the power of Quixel Bridge and Megascans to bring realistic textures and models into your projects, and master Nanite for rendering complex scenes with cinematic fidelity. You’ll also learn to create dynamic lighting and shadow effects with Lumen, enrich your game’s atmosphere with sophisticated particle systems using Niagara. Then integrate characters and adversaries into our worlds, making them come alive with interactive elements. From designing large open landscapes to implementing advanced visual effects, Game Development with UE 5, Volume 1 is your gateway to elevating the visual appeal and interactive experience of your game. What You Will Learn Sculpt vast, open worlds with UE5's advanced landscape tools and Heightmaps. Construct highly detailed environments with Nanite, achieving unparalleled visual quality without sacrificing performance. Introduce dynamic global illumination with Lumen, crafting stunning lighting and shadow effects that respond to changes in the game world in real-time. Implement Real-Time Virtual Textures to significantly enhance texture streaming efficiency in large-scale environments. Use Procedural Content Graph to populate your game worlds with dynamic, lifelike vegetation that adds depth and realism to your landscapes. Explore Niagara's powerful visual effects system to create complex and captivating effects that elevate the aesthetic appeal of your game. Who This Book Is For Game developers who want to learn how to use Unreal Engine 5 would benefit from this book.

Game Engine Architecture

by Jason Gregory

Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

Game Engine Architecture

by Jason Gregory

In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches compiler optimizations C++ language standardization the IEEE-754 floating-point representation 2D user interfaces plus an entirely new chapter on hardware parallelism and concurrent programming This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

Game Engine Gems 2

by Eric Lengyel

This book, the second volume in the popular Game Engine Gems series, contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of game engine development. The 31 chapters cover three broad categories-graphics and rendering, game engine design, and systems programming. Profess

Game Face: What Does a Female Athlete Look Like?

by Jane Gottesman

The extraordinary collection of photographs and rich personal stories that make upGame Facedocuments the tremendous impact that sports has on the daily lives of millions of girls and women. On playing fields and street corners, in backyards and gyms, the people in this arresting array of pictures are unselfconsciously exploring the physical and emotional pleasures of competition and play. Each image offers an affirming and satisfying answer to the question at the heart ofGame Face: What do girls and women look like, freed from traditional feminine constraints, using their bodies in joyful and empowering ways? When Title IX was passed in 1972, only one out of twenty-seven school-age girls played sports. Now one in three does. Yet their expanding involvement in sports is still largely overlooked by the media, and as a consequence, millions of young female athletes crave not only role models but an authentic and appealing reflection of their own athleticism. As a young sports journalist, Jane Gottesman was all too aware of this imbalance, and saw the need for a book that honors both our top female athletes and the everyday girls and women whose self-image is strengthened through athletic participation. With the goal of showing America what women's sports looks like, she searched through the work of our country's best photographers, from the newest photojournalists to artists such as Annie Leibovitz and Ansel Adams. The result isGame Face, a unique and inspiring selection of color and black-and-white photographs, a text with first-person accounts by athletes, and an illustrated time line of women's athletic milestones. Published simultaneously with the opening of an important exhibition at the Smithsonian Institution that will tour for five years,Game Facehas been endorsed by the Girl Scouts of the USA, who've developed aGame Facepatch, the NCAA, and the YWCA of the USA. An inspiring gift for an athlete of any age, this powerful, timely book takes one of art's most studied subjects the female body and celebrates it in a brand-new way.

Game Feel: A Game Designer's Guide to Virtual Sensation

by Steve Swink

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe

Game Physics

by David H. Eberly

Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them.

Game Physics Cookbook

by Gabor Szauer

Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book • Get a comprehensive coverage of techniques to create high performance collision detection in games • Learn the core mathematics concepts and physics involved in depicting collision detection for your games • Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn • Implement fundamental maths so you can develop solid game physics • Use matrices to encode linear transformations • Know how to check geometric primitives for collisions • Build a Physics engine that can create realistic rigid body behavior • Understand advanced techniques, including the Separating Axis Theorem • Create physically accurate collision reactions • Explore spatial partitioning as an acceleration structure for collisions • Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

Game Physics Cookbook: Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

by Gabor Szauer

Collision Detection and Rigid body physics for Game DevelopmentKey FeaturesGet a comprehensive coverage of techniques to create high performance collision detection in gamesLearn the core mathematics concepts and physics involved in depicting collision detection for your gamesGet a hands-on experience of building a rigid body physics engineBook DescriptionPhysics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You’ll begin by building a strong foundation in mathematics that will be used throughout the book. We’ll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We’ll explore advanced physics topics such as constraint solving. You’ll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games!What you will learnImplement fundamental maths so you can develop solid game physicsUse matrices to encode linear transformationsKnow how to check geometric primitives for collisionsBuild a Physics engine that can create realistic rigid body behaviorUnderstand advanced techniques, including the Separating Axis TheoremCreate physically accurate collision reactionsExplore spatial partitioning as an acceleration structure for collisionsResolve rigid body collisions between primitive shapesWho this book is forThis book is for beginner to intermediate game developers. You don’t need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D.

Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game

by Ian Millington

Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne

Game Poems: Videogame Design as Lyric Practice

by Jordan Magnuson

Scholars, critics, and creators describe certain videogames as being “poetic,” yet what that means or why it matters is rarely discussed. In Game Poems: Videogame Design as Lyric Practice, independent game designer Jordan Magnuson explores the convergences between game making and lyric poetry and makes the surprising proposition that videogames can operate as a kind of poetry apart from any reliance on linguistic signs or symbols. This rigorous and accessible short book first examines characteristics of lyric poetry and explores how certain videogames can be appreciated more fully when read in light of the lyric tradition—that is, when read as “game poems.” Magnuson then lays groundwork for those wishing to make game poems in practice, providing practical tips and pointers along with tools and resources. Rather than propose a monolithic framework or draw a sharp line between videogame poems and poets and their nonpoetic counterparts, Game Poems brings to light new insights for videogames and for poetry by promoting creative dialogue between disparate fields. The result is a lively account of poetic game-making praxis. “Everyone who loves the true power of games will benefit from the treasure trove of insights in Game Poems.” — Jesse Schell, author of The Art of Game Design “Magnuson shines a sensitive and incisive light on small, often moving, videogames.” — D. Fox Harrell, Ph.D., Professor of Digital Media, Computing, and Artificial Intelligence, MIT “[Game Poems] tells a new story about games— that games can be lyrical, beautiful, emotionally challenging—to inspire creators and critics alike.” —Noah Wardrip-Fruin, author of How Pac-Man Eats “Even as the news swells with impending doom for creativity, writing, and text itself, this literate and crafty book pursues poetry not through implacable algorithms but in concrete and personal play. It should be an indispensable guide for anyone who aims to maintain the true, human promise of technical poetics.”—Stuart Moulthrop, coauthor of Twining: Critical and Creative Approaches to Hypertext Narratives “For far too long videogames have flourished – and commanded both capital and attention – in a kind of counterculture that they seem to have created as if ex nihilo for themselves and their players. But we are these players, and their culture has always been integrated with all of our own. In this evenhanded artist-scholar’s ars poetica Jordan Magnuson respects the material cultural specificity of videogames while regarding them through the ‘lens of poetry’ in order to discover – and help create – a practice and an art of Game Poems within the wider field. Magnuson formally, int(erv)entionally embraces this art as lyrically poetic.”—John Cayley, Brown University “In Game Poems, Magnuson listens carefully to videogames, and hears them speak to questions of art, language, and meaning that connect our written past to our software future. Read this book and you will hear it too.”—Frank Lantz, Director, NYU Game Center “Jordan Magnuson has created a work that ties together the worlds of poetry and videogames in a deep and enlightening way. For those of us who care about the potential of poetic games, Jordan greatly improves the language of how we talk about them and expands our ability to see what this unique form can become. This is one of my favorite books on game design and I apologize in advance to those whom I will end up cornering and not being able to stop talking to about it.”—Benjamin Ellinger, Game Design Program Director, DigiPen Institute of Technology “A groundbreaking and accessible book that helps us think about games as poems. With patient tenacity, Magnuson teases out what he felt for years as he engaged in his own practice of making videogames. His mission to help us apply a ‘

Game Programming using Qt 5 Beginner's Guide: Create amazing games with Qt 5, C++, and Qt Quick, 2nd Edition

by Pavel Vladimirovich Strakhov

A complete guide to designing and building fun games with Qt and Qt Quick using associated toolsetsKey FeaturesA step by step guide to learn Qt by building simple yet entertaining gamesGet acquainted with a small yet powerful addition—Qt Gamepad Module, that enables Qt applications to support the use of gamepad hardware Understand technologies such as QML, OpenGL, and Qt Creator to design intuitive gamesBook DescriptionQt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming popular by the day, especially on mobile and embedded devices. It's a powerful tool that perfectly fits the needs of game developers. This book will help you learn the basics of Qt and will equip you with the necessary toolsets to build apps and games.The book begins by how to create an application and prepare a working environment for both desktop and mobile platforms. You will learn how to use built-in Qt widgets and Form Editor to create a GUI application and then learn the basics of creating graphical interfaces and Qt's core concepts.Further, you'll learn to enrich your games by implementing network connectivity and employing scripting. You will learn about Qt's capabilities for handling strings and files, data storage, and serialization.Moving on, you will learn about the new Qt Gamepad module and how to add it in your game and then delve into OpenGL and Vulcan, and how it can be used in Qt applications to implement hardware-accelerated 2D and 3D graphics. You will then explore various facets of Qt Quick: how it can be used in games to add game logic, add game physics, and build astonishing UIs for your games. By the end of this book, you will have developed the skillset to develop interesting games with Qt.What you will learnInstall the latest version of Qt on your systemUnderstand the basic concepts of every Qt game and application Develop 2D object-oriented graphics using Qt Graphics ViewBuild multiplayer games or add a chat function to your games with Qt Network moduleScript your game with Qt QMLExplore the Qt Gamepad module in order to integrate gamepad support in C++ and QML applicationsProgram resolution-independent and fluid UIs using QML and Qt QuickControl your game flow in line with mobile device sensors Test and debug your game easily with Qt Creator and Qt TestWho this book is forIf you want to create great graphical user interfaces and astonishing games with Qt, this book is ideal for you. No previous knowledge of Qt is required; however knowledge of C++ is mandatory.

Game Time: Understanding Temporality in Video Games (Digital Game Studies)

by Christopher Hanson

Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating. . . . Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls game time. Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. Hanson demonstrates that compared to analog tabletop games, sports, film, television, and other forms of media, the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time. Hanson's argument features comparative analysis of key video games titles including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.

Game Usability: Advancing the Player Experience

by Katherine Isbister Noah Schaffer

Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human c

Game Usability: Advice from the Experts for Advancing UX Strategy and Practice in Videogames

by Katherine Isbister Celia Hodent

This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.

Game Worn: Baseball Treasures from the Game's Greatest Heroes and Moments

by Francesco Sapienza Stephen Wong Dave Grob

Game Worn: Baseball Treasures from the Game's Greatest Heroes and Moments is a richly illustrated exploration and first-of-its-kind compendium study of the world's most coveted and precious baseball uniforms worn by Major League ballplayers during the twentieth century. This coffee-table book features many of the most historically significant uniforms, jackets, hats, as well as other treasured baseball collectibles that tell us as much about the history and soul of America as they do about the game and the players.Some of the extraordinary highlights featured in this book include: Babe Ruth's road jersey from his first season with the New York Yankees (1920), the sole surviving uniform from the infamous 1919 World Series, Joe DiMaggio's rookie uniform from 1936, the Boston Red Sox road uniform Ted Williams wore during his epic 1941 season, Jackie Robinson's Brooklyn Dodgers home jersey from the 1952 season, Bill Mazeroski's Pittsburgh Pirates home uniform worn to hit the game-winning home run in game 7 of the 1960 World Series, and a visual feast of rare uniform styles.Each of the 71 entries includes sumptuous photography of the uniform and associated memorabilia, as well as a poignant and lively narrative highlighting its significance. The book also features a first-of-its-kind illustrated compendium with elaborate definitions of relevant terms that every baseball fan and collector needs to know, ranging from the All Star Game Uniform to the Zig-Zag Stitch. This book is an absolute must-have for anyone who has ever loved the game of baseball.

Game of Thrones (Fan Phenomena Ser.)

by Kavita Finn

Winter is coming. Every Sunday night, millions of fans gather around their televisions to take in the spectacle that is a new episode of Game of Thrones. Much is made of who will be gruesomely murdered each week on the hit show, though sometimes the question really is who won’t die a fiery death. The show, based on the Song of Ice and Fire series written by George R. R. Martin, is a truly global phenomenon. <P><P> With the seventh season of the HBO series in production, Game of Thrones has been nominated for multiple awards, its cast has been catapulted to celebrity, and references to it proliferate throughout popular culture. Often positioned as the grittier antithesis to J. R. R. Tolkien’s Lord of the Rings, Martin’s narrative focuses on the darker side of chivalry and heroism, stripping away these higher ideals to reveal the greed, amorality, and lust for power underpinning them. <P><P> Fan Phenomena: Game of Thrones is an exciting new addition to the Intellect series, bringing together academics and fans of Martin’s universe to consider not just the content of the books and HBO series, but fan responses to both. From trivia nights dedicated to minutiae to forums speculating on plot twists to academics trying to make sense of the bizarre climate of Westeros, everyone is talking about Game of Thrones. Edited by Kavita Mudan Finn, the book focuses on the communities created by the books and television series and how these communities envision themselves as consumers, critics, and even creators of fanworks in a wide variety of media, including fiction, art, fancasting, and cosplay.

Game of Thrones - A View from the Humanities Vol. 1: Time, Space and Culture

by Cristina Rosillo-López Alfonso Álvarez-Ossorio Fernando Lozano Rosario Moreno Soldevila

This book reflects on time, space and culture in the Game of Thrones universe. It analyses both the novels and the TV series from a multidisciplinary perspective ultimately aimed at highlighting the complexity, eclecticism and diversity that characterises Martin’s world. The book is divided into three thematic sections. The first section focuses on space—both the urban and natural environment—and the interaction between human beings and their surroundings. The second section follows different yet complementary approaches to Game of Thrones from an aesthetic and cultural perspective. The final section addresses the linguistic and translation implications of the Game of Thrones universe, as well as its didactic uses. This book is paired with a second volume that focuses on the characters that populate Martin’s universe, as well as on one of the ways in which they often interact—violence and warfare—from the same multidisciplinary perspective.

Game of Thrones: In Memoriam

by Running Press

Game of Thrones: In Memoriam is a tribute to some of the most memorable characters that have died during the course of the first four seasons. The book includes quotes, brief character profiles, and is fully illustrated with series photography throughout.

Game of Thrones: Inside the Creation of a Targaryen Dynasty

by Insight Editions

Discover the filmmaking secrets behind HBO&’s House of the Dragon! With fire and blood, House Targaryen ruled Westeros for over 200 years—a legendary reign depicted in HBO&’s House of the Dragon. Now, fans can embark on an epic behind the scenes journey, with this deluxe coffee table book chronicling the production of the landmark television series. An official collection of concept art, interviews with cast and crew, and stunning unit photography, The Making of HBO&’s House of the Dragon will be the ultimate account of this hugely anticipated television event.

Game of Thrones: Inside the Dawn of the Targaryen Civil War

by Gina McIntyre

Return to Westeros with this deluxe book that explores the creation of season two of HBO&’s hit series House of the Dragon.Following the huge international success of House of the Dragon season one, HBO&’s acclaimed series returns for a second season. Author Gina McIntyre, who wrote Insight&’s best-selling book on season one, Game of Thrones: House of the Dragon: Inside the Creation of a Targaryen Dynasty, has returned to the set at Leavesden Studios near London to chronicle the making of season two, receiving unprecedented access to the production. Season two promises even more intrigue and action, with remarkable performances and unforgettable set pieces, all explored in-depth within this must-have volume that makes the perfect companion to McIntyre&’s original book. Filled with concept art, on-set photography, and other dazzling visuals, this will be the ultimate exploration of a highly anticipated TV event. EXCLUSIVE ACCESS: Go behind the scenes of season two of House of the Dragon and discover exclusive insights and secrets from the show&’s set. REVEALING INTERVIEWS: Go behind the scenes of House of the Dragon through in-depth interviews with showrunner Ryan Condal and the incredible cast and crew. STUNNING IMAGERY: Explore a treasure trove of never-before-seen images, including concept designs for the show&’s dragons, locations, and costumes, plus candid on-set photos. OFFICIALLY LICENSED: The only officially licensed making-of book for season two of HBO&‘s House of the Dragon. COMPLETE YOUR COLLECTION: Game of Thrones: House of the Dragon: Inside the Dawn of the Targaryen Civil War is the perfect companion to Game of Thrones: House of the Dragon: Inside the Creation of a Targaryen Dynasty, The Art of Game of Thrones, and Game of Thrones: The Costumes, also published by Insight Editions

Game of Thrones: Seasons 1-5

by Running Press

An essential guide to Games of Thrones seasons 1-5, profiling the noble houses of Westeros through their history, family tree, character profiles, photos, and much more.Game of Thrones: The Noble Houses of Westeros Seasons 1-5 serves as a guide to the key houses as their constant struggle for power persists and as the hierarchical structure of the kingdom evolves. The book is filled with essential information including each house's sigil, history, home, family tree, character profiles, and is fully illustrated with series photography throughout.

Game of Thrones: The Complete Series (Game Of Thrones X Chronicle Bks.)

by Myles McNutt

Bound in gorgeous gold and silver foil, this remarkable volume celebrates and explores the complex stories, relationships, and world building in HBO's Emmy-award winning Game of Thrones series, from Season 1 through Season 8. The book follows the story of Essos and southern Westeros, with firebreathing dragons and clashing noble houses, and the story of northern Westeros, where the Night King leads his army of the dead across the icy landscape. Mapping bloodlines and battle lines, the approximately 300 pages are filled with stunning photographs, original art, timelines, and charts newly created for this book. This definitive visual guide commemorates this momentous series and offers a must-have companion for every Game of Thrones fan.©2019 Home Box Office, Inc. All rights reserved. Game of Thrones and related trademarks are the property of Home Box Office, Inc.

Game of X v.1: Xbox (Game Of X Ser.)

by Rusel DeMaria

Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft’s unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live. Key Features Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft’s unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live.

Refine Search

Showing 19,951 through 19,975 of 58,393 results