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Game Devs & Others: Tales from the Margins

by Tanya DePass

Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you’re not part of the supposed “majority”. <P><P> <P><P>Key Features <li>This book is perfect for anyone interested in getting into the games industry who feels they have a marginalized identity <li>For those who wish to better diversify their studio or workplace who may or may not have access to individuals that could or would share their stories about the industry <li>Includes initiatives aimed at diversifying the industry that have a positive or negative impact on the ongoing discussions <li>Coverage of ajor news items about diversity, conferences aimed at or having diversity at its core of content and mission are discussed <li>Included essays are written with as little game dev specific jargon as possible, makeing it accessible to people outside the industry as well as those in the scene but that may not have all the insider lingo

Game Economy Design: Metagame, Monetization and Live Operations

by Charlie Czerkawski

This book provides a comprehensive overview of game economy design. It begins with a high-level overview, then utilizes subsequent chapters to break this down into finer details, showing methods to approach the various problems and challenges involved in creating an intricate game economy and metagame experience. The content of the book extends to associated and related fields such as monetization and live operations.The book contains step-by-step processes with best practices and examples, with content written from an empirical standpoint. The reader will gain insights into the components that form a game economy, how these components are utilized to shape a metagame experience and how monetization is integrated into this. The content will consider the work economy designers undertake during development through to postlaunch live operations.The book will appeal to all game design professionals and students of game design that wish to gain a deeper understanding of how to develop game economies.

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 Design and Implementation (Foundations of Game Development)

by Alan Thorn

Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine related questions, are explored and discussed in this book. In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine-tune an understanding of solid engine design and implementation for creating games that sell.

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 Engine Gems 3

by Eric Lengyel

This book, the third volume in the popular Game Engine Gems series, contains 22 new chapters that concisely present particular techniques, describe clever tricks, or offer practical advice within the subject of game engine development. Each chapter is filled with the expert knowledge and wisdom of seasoned professionals from both industry and acade

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 Hacking: Developing Autonomous Bots for Online Games

by Nick Cano

You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle.Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries.Level up as you learn how to:–Scan and modify memory with Cheat Engine–Explore program structure and execution flow with OllyDbg–Log processes and pinpoint useful data files with Process Monitor–Manipulate control flow through NOPing, hooking, and more–Locate and dissect common game memory structuresYou’ll even discover the secrets behind common game bots, including:–Extrasensory perception hacks, such as wallhacks and heads-up displays–Responsive hacks, such as autohealers and combo bots–Bots with artificial intelligence, such as cave walkers and automatic lootersGame hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.

Game Invaders: The Theory and Understanding of Computer Games

by Clive Fencott Jo Clay Mike Lockyer Paul Massey

Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysis—offering detailed guidance for how to conduct in-depth critiques of game content and gameplay. Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find: • Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design • Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling • Tasks and solutions for readers wishing to practice techniques introduced in the book • A companion website featuring access to an app that enables the reader to conduct their own activity profiling of games An important resource for those wishing to dig deeper into the games they design, Game Invaders gives game designers the skills they need to stand out from the crowd. It is also a valuable guide for anyone wishing to learn more about computer games, virtual reality, and new media.

Game Jams – History, Technology, and Organisation

by Allan Fowler Foaad Khosmood

This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams.

Game Magic: A Designer's Guide to Magic Systems in Theory and Practice

by Jeff Howard

Make More Immersive and Engaging Magic Systems in GamesGame Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis wi

Game Master: Mansion Mystery

by Rebecca Zamolo Matt Slays

New York Times bestselling authors and creators of the mega-popular YouTube series Game Master Network Matt and Rebecca Zamolo return with a brand-new adventure about everyone’s favorite mystery-solving team. Rebecca Zamolo has managed to foil the Game Master’s plans before, but this time the Game Master has snake-napped Nacho, her good friend Miguel’s pet. No way is Becca going to let the Game Master get away with this dastardly plan. But when the clues lead Becca and her new friends in the direction of the one house in their entire neighborhood that none of them ever want to go near, they know they have no choice but to screw up their courage and dare to investigate, if they want to rescue Nacho.But the problem is that getting into the superspooky house is way easier than getting out. The Game Master is up to their old tricks, and Becca, Matt, Kylie, Frankie, and Miguel are going to have to face their fears and use all their smarts and strengths to solve the puzzles and games and save the day.Mansion Mystery is another action-packed adventure from New York Times bestselling authors and super-sleuthing team Rebecca and Matt Zamolo, stars of the hugely popular Game Master Network.Read the book and unlock special clues that will open exclusive content online!

Game Narrative Design and UX Fundamentals: Tools for Player-centric Storytelling

by Abigail Rindo

Game narrative and UX share a deep, interconnected relationship. This book explores the connections between narrative and UX to develop a framework for creating player-centric stories in games by covering best practices in both crafts using a unified language.Games are beautiful motivation engines, and there are three primary gears that power these engines: Context, Action, and Emotion. Each of the three sections of this book will lay out the elements of narrative and UX that lead to a coherent experience, guiding the player through the game world while teaching them the systems and actions of the gameplay.This is very much intended to be a reference book emphasizing fundamentals, but also offers a deep dive into the best practices and methodologies. It will appeal to aspiring and current game narrative designers, UX designers, researchers, writers, developers, students at the graduate level, or anyone interested in expanding their understanding of player centricity or world‑building.

Game On

by Jon Radoff

A never-before published look at the many possibilities of social game developmentAs one of the few entrepreneurs in the world with expertise building both social media and games, author Jon Radoff brings a one-of-a-kind perspective to this unique book. He shows that games are more than a profitable form of entertainment?the techniques of social games can be used to enhance the quality of online applications, social media and a wide range of other consumer and business experiences. With this book, you?ll explore how social games can be put to work for any business and examine why they work at all. The first part of explains what makes games fun, while the second part reviews the process and details of game design. Looks at how games are the basis for many everyday functions and explains how techniques of social games can be used by businesses as money-making toolsDrills down the process of game design while focusing on the design, analysis, and creation of games Features screen shots, diagrams and explanations to illuminate key concepts, accessible to anyone regardless of game playing or design experienceReviews what works and what doesn?t using a range of real-world scenarios as examplesAuthor Jon Radoff has a unique blend of experiences creating games, Internet-based social media, and Web technology.Game On is not playing around. Discover how social media games make money?and how you can enhance your business using games.

Game On! (Step into Reading)

by Susan Amerikaner

Disney's Wreck-It Ralph is a computer-animated feature film about a video game villain who wants nothing more than to be the good guy for a change. But when Ralph finally gets his chance, he discovers that being the hero isn't as easy as it looks. Soon the entire video game world is at stake, and if Ralph doesn't play to win, it could mean "Game Over" for every game in the arcade! This Step 2 reader based on the film is perfect for kids ages 4-6.

Game On! 2017: All The Best Games: Awesome Facts and Coolest Secrets

by Scholastic Imagine Publishing Staff

Game On! 2017 is the second edition of this hot new annual! Features information and statistics about all of the most popular games, tips and tricks for gamers, and interviews from gaming's biggest personalities--including game developers and pro gamers! With the help of Imagine Publishing, learn how to dominate the biggest online multiplayer games and unlock the rarest trophies and achievements in different game worlds.

Game On! 2020: An AFK Book (Game On!)

by Scholastic

Learn all about the hottest games coming in 2020, how they were developed, and how to beat them in Scholastic's annual gaming guide!Get ready for another awesome year of gaming with this ultimate guide to all your favorite games, including a definitive list of the biggest games of the past year and hot new ones coming in 2020!Game On! 2020 is the most comprehensive guide to all the best games, tech, and streamers, featuring some of the year's greatest gaming moments and exclusive interviews with Twitch stars, YouTube legends, and game developers.This complete guide is packed with top gaming secrets, stats, tips, and tricks for all your favorite games. All games featured in Game On! 2020 are rated T for Teen or younger, keeping it appropriate for young gamers.

Game On!: Gamification, Gameful Design, and the Rise of the Gamer Educator (Tech.edu: A Hopkins Series on Education and Technology)

by Kevin Bell

Helping teachers take advantage of game design principles and intrinsic motivators to build more effective courses.The changing student body in American higher education demands a new approach to teaching, one that moves toward inclusive, hyperpersonalized learning environments that have much in common with games and social media. Kevin Bell’s Game On! presents dynamic case studies of gamer educators and game-derived techniques to help instructors creatively formulate their own teaching strategies. Breaking gamefully designed classes into their component parts, Bell analyzes what these classes are actually doing and explains why they work. He offers faculty a rubric to assess their own courses for their propensity to engage students, particularly those from low socioeconomic and high-risk populations. Bell explores how game design, pedagogy, and intrinsic motivators can level the playing field to produce rigorous learning environments that are as addictive to all participants as the latest apps and social media systems. He also discusses best practices, lays out the broader context of computer-mediated teaching and learning, and considers the challenges and opportunities that gamification presents.Instructors would do well to consider the key tenets of successful games if they are to engage and graduate the coming generations of learners. Bell’s careful analysis of the theories behind gamification, cognitive science, and instructional design will help them to do just that.

Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More

by Dustin Hansen

Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted. <P><P>Learn about the creators and inspiration (Mario was named after Nintendo's landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game). <P><P>Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!

Game Over, Pete Watson

by Joe Schreiber Andy Rash

When videogame obsessed Pete Watson discovers his dad is not only a super-spy but has been kidnapped and is now trapped inside a video game, he has to use his super gaming skills and enter the game to rescue him. <P><P> Will he be able to save his friends and family and the entire world from giant mechanical cockroaches and a massive cyber attack set to take down the world's network? And if he succeeds, who will save Pete from his massive crush on Callie Midwood? <P><P> From the comedic mind of Joe Schreiber (Lenny Cyrus School Virus, Au Revoir Crazy European Chick, Perry's Killer Playlist), comes an action-packed Alex Rider-meets-Greg Heffley middle grade romp that grabs readers by the funny bone and doesn't let go! Illustrated throughout with black and white comic drawings by Andy Rash.

Game Over: How Nintendo Conquered the World

by David Sheff

More American children recognize Super Mario, the hero of one of Nintendo's video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion--a tale of innovation and cutthroat tactics.

Game Over: Press Start To Continue

by David Sheff

The history of Nintendo. How did a Japanese company that once manufactured playing cards end up capturing nearly all of America's multi-billion dollar video-game industry in the early '90s? What is it about games that feature an obstinate ape ("Donkey Kong") and an intrepid plumber ("Super Mario Bros. ") that make them so addictive to consumers of all ages? And was it inventive genius or business hardball that enabled Nintendo to gross more after taxes in 1992 than Apple, IBM, Microsoft or all the major U. S. film studios combined?

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.

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