1 - 20
Next
- Schell, Jesse, author.
- 3rd edition. - Boca Raton, FL : CRC Press/Taylor & Francis Group, [2020]
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Ch 1 In the Beginning, There Is the Designer. Ch 2 The Designer Creates an Experience. Ch 3 The Experience Takes Place in a Venue. Ch 4 The Experience Rises Out of a Game. Ch 5 The Game Consists of Elements. Ch 6 Ch 7 The Elements Support a Theme. Ch 8 The Game Begins with an Idea. Ch 9 The Game Improves through Iteration. Ch 10 The Game Is Made for a Player. Ch 11 The Experience Is in the Player's Mind. Ch 12 The Player's Mind Is Driven by the Player's Motivation. Ch 13 Some Elements Are Game Mechanics. Ch 14 Game Mechanics Must Be in Balance. Ch 15 Game Mechanics Support Puzzles. Ch 16 Players Play Games through an Interface. Ch 17 Experiences Can Be Judged by Their Interest Curves. Ch 18 One Kind of Experience Is the Story. Ch 19 Story and Game Structures Can Be Artfully Merged with Indirect Control. Ch 20 Stories and Games Take Place in Worlds. Ch 21 Worlds Contain Characters. Ch 22 Worlds Contain Spaces. Ch 23 The Look and Feel of a World Is Defined by Its Aesthetics. Ch 24 Some Games Are Played with Other Players. Ch 25 Other Players Sometimes Form Communities. Ch 26 The Designer Usually Works with a Team. Ch 27 The Team Sometimes Communicates through Documents. Ch 28 Good Games Are Created through Playtesting. Ch 29 The Team Builds a Game with Technology. Ch 30 Your Game Will Probably Have a Client. Ch 31 The Designer Gives the Client a Pitch. Ch 32 The Designer and Client Want the Game to Make a Profit. Games Ch 33 Transform Their Players. Designers Have Certain Responsibilities. Ch 34 Each Designer Has a Purpose.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Art of game design. German
- Schell, Jesse, author.
- 2. Auflage 2016. - [Germany] : mitp, [2016]
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
Grundlagen der Entwicklung und Konzeption klassischer Spiele von einem der weltweit führenden Game Designer Mehr als 100 Regeln und zentrale Fragen zur Inspiration für den kreativen Prozess Zahlreiche wertvolle Denkanstöße für die Konzeption eines erfolgreichen Spiels Jeder kann die Grundlagen des Game Designs meistern - dazu bedarf es keines technischen Fachwissens. Dabei zeigt sich, dass die gleichen psychologischen Grundprinzipien, die für Brett-, Karten- und Sportspiele funktionieren, ebenso der Schlüssel für die Entwicklung qualitativ hochwertiger Videospiele sind. Mit diesem Buch lernen Sie, wie Sie im Prozess der Spielekonzeption und -entwicklung vorgehen, um bessere Games zu kreieren. Jesse Schell zeigt, wie Sie Ihr Game durch eine strukturierte methodische Vorgehensweise Schritt für Schritt deutlich verbessern. Mehr als 100 gezielte Fragestellungen eröffnen Ihnen dabei neue Perspektiven auf Ihr Game, so dass Sie die Features finden, die es erfolgreich machen. Hierzu gehören z.B. Fragen wie: Welche Herausforderungen stellt mein Spiel an die Spieler? Fördert es den Wettbewerb unter den Spielern? Werden sie dazu motiviert, gewinnen zu wollen? So werden über hundert entscheidende Charakteristika für ein gut konzipiertes Spiel untersucht. Mit diesem Buch wissen Sie, worauf es bei einem guten Game ankommt und was Sie alles bedenken sollten, damit Ihr Game die Erwartungen Ihrer Spieler erfüllt und gerne gespielt wird. Zugleich liefert es Ihnen jede Menge Inspiration - halten Sie beim Lesen Zettel und Stift bereit, um Ihre neuen Ideen sofort festhalten zu können. Aus dem Inhalt: Ein Erlebnis erschaffen Elemente des Spiels Die Spielidee Prototypentwicklung Spieler motivieren und Bedürfnisse erfüllen Spielmechaniken wie Aktionen, Regeln, Fähigkeiten, Wahrscheinlichkeiten Game Balancing Das Interface Die Story Spielwelten und -charaktere Spieletests Profit erzielen.
- McGonigal, Jane author.
- New York, New York : Penguin Books, 2016
- Description
- Book — xii, 466 pages ; 22 cm
- Summary
-
An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for "post-traumatic growth" that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade's worth of scientific research into the ways all games-including videogames, sports, and puzzles-change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more "gameful" mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games-such as optimism, creativity, courage, and determination-to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: * Your ability to control your attention, and therefore your thoughts and feelings * Your power to turn anyone into a potential ally, and to strengthen your existing relationships * Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You'll never say that something is "just a game" again.
(source: Nielsen Book Data)
- Online
- Nelson, Shawn.
- [San Francisco, CA] : New Riders, ©2015.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
Most game artists use Photoshop to work out idea as much as to create a final product that can be used in a game. There are many ways to work efficiently in the program that can be tapped for a workflow that keeps artists productive and sane. This book takes an approach to creating assets in Photoshop that both beginners and intermediates will find refreshing. Where other books focus on Photoshop lessons or on the basics of drawing, Photoshop for Games gives you many hands-on lessons for developing artwork that can be adapted for many purposes. Full of inspiring projects , readers will find examples from comic, realistic, graphic styles, and more. Downloadable project files and videos accompany some of the tutorials so that readers can dive deeper on topics. Whether they are developing games for consoles, mobile devices, or the Web, game artists from all backgrounds will learn the best practices to game art creation in Photoshop. .
(source: Nielsen Book Data)
- Social game design
- Fields, Tim.
- Second edition. - Boca Raton : CRC Press, Taylor & Francis Group, [2014]
- Description
- Book — 1 online resource (xiii, 222 pages) : illustrations
- Summary
-
- Introduction. What Is a Social Game? Are Mobile Games Social? History of Game Monetization. Why Create a Social or Mobile Game? Industry Terms and Metrics. What Is a Social Network? How to Acquire, Keep, and Regain Users. Monetization Strategies. Virtual Goods. Currency. Conclusions.
- (source: Nielsen Book Data)
- Introduction The Changing Tide What This Book Is Not
- What Is a Social Game? Are Mobile Games Social? Meet Your Competition BBS Games and MUDs MMOs Just Being Multiplayer Doesn't Make You Social Great Mobile Games ARE Social Interview with Words with Friends Creators, The Bettners
- History of Game Monetization What Do We Mean By Monetization A Brief History of Game Monetization Interview with Richard Garriott, "The Three Grand Eras of Gaming"
- Why Create a Social or Mobile Game?
- Social and Mobile Games Put a Lot of Power in the Hands of the Developers Social Games Make the Developer Responsible Social Games Give Power to the Users Used Retail Game Sales: Friend to Social and Mobile Developers Interview with Jason Decker of Pocket Legends, "Love Letters from Your Community"
- Industry Terms and Metrics Industry Terms and Metrics Measuring Player Population Measuring Monetization Social Network Advertising Mobile Terms General Terms Why These Metrics Matter Case Study: Ravenwood Fair and the Use of Metrics in Game Design Interview with Everett Lee of OMGPop, "The Science of Social Game Design"
- What Is a Social Network? What Is a Social Network? Who Is the Average Social Gamer? Who Is the Average Mobile Gamer? What Social Networks Are Popular Today? Games Are Global It's All about Scale Using Social Networks to Extend Traditional Games Creating Social Networks as a Platform Holder Is Apple's Game Center a Social Network? Conclusions Interview with Janus Anderson, "Gaming and the Social Graph"
- How to Acquire, Keep, and Regain Users How to Build it So They'll Come The Purchase Funnel Acquisition: How to Get Players Acquiring New Users on Facebook Acquiring New Users on Mobile Platforms Advertising Efficiently The Rising Cost of CPI Virality Redirecting Users for Increased Virality How to Retain Users Tracking Retention Using Leaderboards and Messaging to Add Stickiness Using Messages to Remind Users to Return Only the Last Inch Matters Interview with Exploding Barrel: "Give Them What They Want"
- Monetization Strategies Show Us the Money Classic Premium Download Models Subscriptions "Freemium" Play the Numbers Combinations Case Study: Hunters Episode I and Different Monetization Methods Why You Should Avoid Giving Players Real Money Transitioning Models Which Models Fit Best for Which Type of Game? Interview with Ryan Cleven: "Social Platforms"
- Virtual Goods Fake Estates Selling Premium Goods Functional Advantages Game Balance Considerations Aesthetic "Vanity" Items Rarity Interview with Dimitri Delattre, Founder of Deadpan Dodo-"Indie Perspective"
- Currency Greenspan for the Win Single Currency Models Dual Currency Models Closed and Open Economies Addressing the Matter of "Honest" Gameplay Interview with Ben Lamm-"Controlling Chaos"
- Conclusions The Plentiful Tide Review A Fond Farewell to Friends.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
Successfully Navigate the Evolving World of Mobile and Social Game Design and Monetization Completely updated, Mobile & Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier, " more compelling games on all types of devices. Through the book's many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Learn How to Attract-and Retain-Gamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the game's overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.
(source: Nielsen Book Data)
- Oehlke, Andreas.
- Birmingham : Packt Publishing, 2013.
- Description
- Book — 1 online resource (388 pages) : illustrations (some color) Digital: text file.
- Summary
-
A clear and practical guide to building games in libGDX.This book is great for Indie and existing game developers, as well as those who want to get started with game development using libGDX. Java game knowledge of game development basics is recommended.
(source: Nielsen Book Data)
- Oehlke, Andreas.
- Birmingham : Packt Publishing, 2013.
- Description
- Book — 1 online resource (388 pages) : illustrations (some color) Digital: text file.
- Summary
-
A clear and practical guide to building games in libGDX.This book is great for Indie and existing game developers, as well as those who want to get started with game development using libGDX. Java game knowledge of game development basics is recommended.
(source: Nielsen Book Data)
8. Game design essentials [2012]
- Mitchell, Briar Lee.
- Indianapolis, In. : Wiley, ©2012.
- Description
- Book — 1 online resource (xxiv, 296 pages) : illustrations Digital: data file.
- Summary
-
- Introduction xix
- Chapter 1 Game Design Origins 1
- Chapter 2 Gameplay Styles 25
- Chapter 3 Core Game Design Concepts 43
- Chapter 4 Visual Design 81
- Chapter 5 Detailed Development of Visuals 111
- Chapter 6 Navigation and Interfaces 139
- Chapter 7 Designing Levels and the Game Design Document 165
- Chapter 8 Sound 185
- Chapter 9 Job Descriptions, Game Tracking, and Legal Issues 203
- Chapter 10 Distribution and Marketing 225 Appendix A Answers to Review Questions 249 Appendix B Education, Training, and Working in Games 255 Appendix C Game Design Document 275 Index 289.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Van Verth, James M.
- 2nd ed - Amsterdam ; Boston : Morgan Kaufmann ; Burlington, Mass. ; Oxford : Imprint of Elsevier Science, ©2008
- Description
- Book — 1 online resource (xxx, 670 pages) : illustrations
- Summary
-
- The following gives a high-level table of contents. Starred chapters will change significantly from the current edition, with changes noted.
- Chapter 1: Vectors and Points
- This chapter covers basic linear algebra topics such as vectors, points, lines and planes. Most changes will be in presentation, not in topic.
- Chapter 2: Matrices and Linear Transformations
- This continues the linear algebra discussion and discusses the mathematical methods for changing the concepts presented in Chapter 1. Most modifications will be in presentation, not in topic.
- *Chapter 3: Affine Transformations
- This completes the algebra discussion and covers basic graphics transformations such as translation, rotation and scale. Most changes will be in presentation, not in topic, although there will be a small section added on skinning.
- Chapter 4: Real-World Computer Number Representation
- This chapter covers the problems of representing the infinite space of numbers in a finite computer. Most modifications will be in presentation, not in topic.
- Chapter 5: Viewing and Projection
- This chapter begins the graphics topics with a discussion of building virtual cameras. Most modifications will be in presentation, not in topic.
- *Chapter 6: Lighting and Color
- This new chapter collates the color topics from the original Chapter 6 and the non-shading aspects of the original Chapter 7. To be presented here are the more abstract notions of color, normals to a surface, direction to a light, and how a lit color value is generated without any reference to triangles or interpolation.
- *Chapter 7: Geometry, Shading and Texturing
- As with the previous chapter, this one will take mostly material from the original chapters 6 and 7, and some from Chapter 8. The chapter will conclude with a brief discussion of hardware vertex and pixel shaders, but as this is not a graphics book per se it will only be at an introductory level.
- *Chapter 8: Rasterization and Antialiasing
- The final graphics chapter will now focus on sampling the continuous functions discussed in the previous two so that they can be represented on discrete hardware. Both rasterization and texturing will lead into a discussion of antialiasing and solving the problems for both processes: mip-mapping, multi-sampling, and other approaches.
- *Chapter 9: Animation of Position
- The previous version of this chapter focused on curves, and the new one will be no exception. However, rather than attempting to be a general curve discussion it will focus more on the particular curve types that are most often used in an interactive application for animating cameras and object position.
- -- *Chapter 10: Animation of Orientation
- As with the previous chapter, this one will be retargeted to focus mainly on animation issues. There will also be more material dedicated to approximating slerp, as there have been a number of publications and debate on this topic since the original publication of the book.
- Chapter 11: Intersection Testing
- This chapter covers basic bounding object tests and some topics in collision detection and culling. There will be few changes.
- *Chapter 12: Physical Simulation
- The general structure of this one will remain the same with only a few additions and expansions of existing topics based on the author's participation in the Physics for Game Programmers GDC tutorial. First, symplectic Euler and its stability properties will be discussed. Secondly, more attention will be given to generating inertial tensors for triangle soups. Finally, simple constraints will be presented.
- *Chapter 13: Random Numbers
- This chapter was originally planned for the first edition and was requested by a number of reviewers. It will cover basic probability, three methods for generating pseudo-random numbers on a digital computer, and some applications of random numbers: Artificial intelligence routines, simulating die rolls and card draws, Perlin noise for procedural textures, and finally some basic presentation of stochastic sampling for anti-aliasing
- [Place of publication not identified] : Game Studies, ©2001-
- Description
- Journal/Periodical
11. Game development with MonoGame : build a 2D game using your own reusable and performant game engine [2022]
- Salin, Louis.
- Berkeley, CA : Apress, 2022.
- Description
- Book — 1 online resource (208 pages)
- Summary
-
- Game Performance
- The Content Pipeline Tool
- Cameras and layers
- Level editor
- Scripting
- Enemy AI and algorithms
- Game state and gamepad input
- Packaging the game with bells and whistles
- Tying it all together.
(source: Nielsen Book Data)
12. Godot Engine game development projects : build five cross-platform 2D and 3D games with Godot 3.0 [2018]
- Bradfield, Chris, author.
- Birmingham, UK : Packt Publishing, 2018.
- Description
- Book — 1 online resource (1 volume) : illustrations Digital: data file.
- Summary
-
- Table of Contents Introduction Coin Dash Escape the Maze Space Rocks Platformer 3D Minigolf Additional Topics.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Manzur, Ariel, author.
- Indianapolis, Indiana : Pearson, [2018]
- Description
- Book — 1 online resource (1 volume) : illustrations Digital: data file.
- Summary
-
In just 24 sessions of one hour or less, this guide will help you create great 2D and 3D games for any platform with the 100% free Godot 3.0 game engine. Its straightforward, step-by-step approach guides you from basic scenes, graphics, and game flow through advanced shaders, environments, particle rendering, and networked games. Godot's co-creator and main contributorwalk you through building three complete games, offering advanced techniques you won't find anywhere else. Every lesson builds on what you've already learned, giving you a rock-solid foundation for real-world success. Step-by-step instructions carefully walk you through the most common Godot engine programming tasks and techniques Practical, hands-on examples show you how to apply what you learn Quizzes and exercises help you test your knowledge and stretch your skills Notes and tips point out shortcuts, solutions, and problems to avoid Learn how to... * Install Godot, create projects, and use the visual editor * Master the scene system, and organize games with Scene Trees * Create 2D graphics, 3D graphics, and animations * Use basic and advanced scripting to perform many game tasks * Process player input from any source * Control game flow, configurations, and resources * Maximize realism with Godot's physics and particle systems * Make the most of 3D shaders, materials, lighting, and shadows * Control effects and post-processing * Build richer, more sophisticated game universes with viewports * Develop networked games, from concepts to communication and input * Export games to the devices you've targeted * Integrate native code, third-party APIs, and engine extensions (bonus chapter).
(source: Nielsen Book Data)
- Penn, Jonathan.
- [Frisco, TX] : Pragmatic Bookshelf, 2014.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
Take your game ideas from paper to pixels using Sprite Kit, Apple's 2D game development engine. Build two exciting games using Sprite Kit and learn real-world, workshop-tested insights about game design, including cognitive complexity, paper prototyping, and levels of fun. You'll learn how to implement sophisticated game features such as obstacles and weapons, power-ups and variable difficulty, physics, sound, special effects, and both single- and two-finger control. In no time, you'll be building your own thrilling iOS games. Power up your inner game developer and start building incredible games with Sprite Kit. This book will teach you everything you need to know about Apple's 2D game engine. If you have some programming experience but you're new to game development, you'll hit the ground running, no complex tools required--just the Sprite Kit SDK. You'll start out fast by building a single-finger infinite runner game, where the goal is to stay alive as long as possible and rack up points. You'll explore the Sprite Kit template, actions, and particle editor and watch your game take shape with an armed player ship, asteroids and enemy ships, explosions, power-ups, and variable difficulty. Then you'll stitch the game together with cutscenes, menus, and scoring. Next, you'll build a classic pinball game with all the fun and physics of the real thing. You'll discover the powerful Sprite Kit physics engine and enhance your game with gravity, friction, ricochets, and spin physics, as well as sound effects, bonus scoring, and special effects. Plus, this game features two-finger control. Dust off those game ideas you've been tucking away and let your imagination bring them to life. This book will show you how. What You Need: You need a computer running Mac OS X Mavericks and Xcode 5.
(source: Nielsen Book Data)
15. Fundamentals of Vehicle Simulation Design [2014]
- Adams, Ernest (Ernest W.)
- [Place of publication not identified] : New Riders, 2014.
- Description
- Book — 1 online resource
- Summary
-
You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the vehicle simulation genre. This focused guide gives you exactly what you need. It walks you through the process of designing for the vehicle simulation genre and shows you how to use the right techniques to create fun and challenging experiences for your players.
- Isbister, Katherine, 1969-
- Burlington, MA : Morgan Kaufmann, ©2008.
- Description
- Book — 1 online resource (x, 388 pages) : illustrations
- Summary
-
- I. What is usability and why should I care? A. Overview
- chapter Isbister and Schaffer (Editors) Introduces key concepts and positions book for primary audiences: game developers and students aspiring to work in game development. Addresses key concerns that developers may have about adopting usability, and sets a broad road map of what is to come in the book. B. Interview with Tobi Saulnier of 1st Playable A discussion with the CEO of a small game studio about why and how she uses usability techniques in her development. C. Interview with Don Norman of Nielsen Norman group A discussion with one of the preeiminent HCI practitioners of usability in design practice, about how game developers may benefit from usability techniques, and about trends in usability. II. Usability techniques 101 A. Use of Classic usability techniques at Microsoft Games Wixon (Microsoft) An overview of the tactics in use to improve games usability at one of the earliest adopters of usability techniques. B. Expert evaluation Laitinen (Adage, Helsinki) Overview of how to conduct expert evaluations and when they can be of value in game usability. C. Heuristic evaluation Schaffer (RPI) Overview of the use of heuristics in game evaluation. D. Selling usability in the organization Noergaard (Copenhagen U.) & Rau (IO Interactive) Overview of challenges and process for convincing your company to adopt usability practices. E. Think-aloud evaluation and other interview techniques Hounhoot (Philips Research) Interview techniques including think-aloud and retrospective think-aloud as they apply to game usability. F. Interview with Eric Schaffer, CEO and Founder of Human Factors International On the use of standards and their application to game usability and development. G. (seeking another interview with a game company person about bringing usability to their organization) III. Focus on types of players A. The four fun keys Lazarro (Xeo) Overview of the her taxonomy of fun that is a result of player observation, and how this applies to game usability. B. Game usability for children Lieberman (UC Santa Barbara) Overview of usability topics of special interest to developers of children's games. C. Interview with Tsurumi of Sony Japan about cultural issues in usability, by Kenji Ono D. (seeking another interview with one of Nicole's clients about use of fun keys?) IV. Focus on special contexts A. Mobile games usability Mayra (U. Tampere, Finland) B. Casual games usability Fortugno (Rebel Monkey, NYC) C. Alternate reality games usability Thompson (Georgia IT) D. RPG usability Tychsen (ITU) E. Educational games usability Hounhoot and Verhaegh (Philips) F. (still seeking someone to write about MMOs in particular) V. Advanced tactics A. Rigorous prototyping Swink (Flashbang Studios) The role of rapid, iterative prototyping in games usability. B. Instrumenting games Pagulayan (Microsoft) How this was done in Halo 3, and lessons/advice for others interested in this method. C. Social psychology and usability Isbister (ITU) Using social psychological research findings to benchmark designs in usability. D. Physiological approaches (1) Hazlett (Johns Hopkins) Use of small muscle movement in the face to detect emotion when playing games. E. Physiological approaches (2) Mandryk (U. Saskatchewan) Use of integrated suite of physiological measures to detect emotion when playing games. F. Interview with Jenova Chen about prototyping fl0w and contributions to its usability. G. Interview with Will Wright about rapid prototyping and usability in his design process. VI. Putting it all together A. At-a-glance matrix of issues and tools Isbister and Schaffer (Editors) To help guide readers with particular issues to particular chapters. B. Interview with Saito of Ritsumeikan of the role of game technologies in driving innovation in other product areas in Japan (by Kenji Ono).
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Engelbrecht, Dylan, author.
- [California] : Apress, [2022]
- Description
- Book — 1 online resource
- Summary
-
- Chapter 1: IntroductionSub-Topics Why you should care about the contents of this book Prerequisites & Resources
- Chapter 2: The Messenger Pigeon, Packets, and a Trip Around the WorldSub-Topics Introduction to networking Understanding packets How packets of data get transported across the world IPV4 and UDP The transport layer The firewall The importance of keeping your packets small
- Chapter 2: A Hall of Mirrors and ApathySub-Topics What is Mirror Networking Understand where Mirror comes from and why it was created Learn the limitations of Mirror Break some of those limitations with Apathy What is Apathy and where to get it? The client, the server, and the host
- Chapter 3: The Chain of CommandSub-Topics: Game server architecture Authority Understanding the chain of command Remote Procedure Calls (RPC's) Commands Syncvars Syncvar Hooks Mirror Events Creating our first multiplayer game
- Chapter 4: Memory of a GoldfishSub-Topics: What are database engines? Relational vs non-relational databases A few popular relational database engines with their pros and cons A few popular non-relational database engines with their pros and cons Designing the database Connecting to the database from your game server Storing information Retrieving information Serving information to your players
- Chapter 5: Scaling Up, A LotSub-Topics: The cloud AWS Google Cloud Azure Unity Multiplay Hosting your databases Understanding the bottleneck How Apex Legends created the perfect launch Stress testing and stress clients Things to consider, like security
- Chapter 6: Insights From the MastersSub-Topics: 10 Mini-stories and interviews of game developers
- Chapter 7: Challenge What You KnowSub-Topics: 2 beginner multiplayer challenges 2 intermediate multiplayer challenges with user data persistence 1 advanced multiplayer challenge with user and world data persistence
- Chapter 8: ConclusionSub-Topics: Next steps for the reader Best wishes and thanks.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Butterfield-Addison, Paris, author.
- First edition. - Sebastopol, CA : O'Reilly Media, 2019.
- Description
- Book — 1 online resource (1 volume) : illustrations
19. Getting started with Unity 2018 : a beginner's guide to 2D and 3D game development with Unity [2018]
- Lavieri, Edward D., Jr., author.
- Third edition. - Birmingham, UK : Packt Publishing, 2018.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Table of Contents Downloading and Installing Unity The Unity Interface Designing the Game Creating our Terrain Lights, Cameras, and Shadows Creating and Importing 3D Objects for our Game Implementing our Player Character Implementing our Non-Player Characters Adding a Heads-Up Display Scripting our Points System Scripting Victory and Defeat Adding Audio and Visual Effects to our Game Optimizing our Game for Deployment First steps in Virtual Reality.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
20. Hands-on game development without coding : create 2D and 3D games with Visual Scripting in Unity [2018]
- Bertolini, Lucas, author.
- Birmingham, UK : Packt Publishing, 2018.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Table of Contents Game Design - Introduction User Interface - Layouts and Shortcuts Basic Concepts - Variables and Components Getting Started - Object Placement Object Behaviours - Adding logic to objects Player Character - Components and Behaviors Interactable Objects - Enhancing Interaction Playing with Visual and Sound Effects Enemy Logic - Basic AI Enemy Components and Behaviors A Bigger Challenge - The Boss UI Interaction - Menu and Button Feedback Gameplay HUD - Player UI and Dialog Box Project End - Platform Selection and Building.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
Articles+
Journal articles, e-books, & other e-resources
Guides
Course- and topic-based guides to collections, tools, and services.