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Animal-Assisted Brief Therapy - Terri Pichot - Bog - Taylor & Francis Ltd - Plusbog.dk

Unity 4 Fundamentals - Alan Thorn - Bog - Taylor & Francis Ltd - Plusbog.dk

Distributed Game Development - Tim Fields - Bog - Taylor & Francis Ltd - Plusbog.dk

Collaborative Worldbuilding for Video Games - Kaitlin Tremblay - Bog - Taylor & Francis Ltd - Plusbog.dk

Approaching a Pedagogy of Game Writing - Seth (george Mason University Hudson - Bog - Taylor & Francis Ltd - Plusbog.dk

OpenGL Insights - - Bog - Taylor & Francis Ltd - Plusbog.dk

A Practical Guide to Level Design - Benjamin Bauer - Bog - Taylor & Francis Ltd - Plusbog.dk

The Park Avenue Cubists - Robert S. Lubar - Bog - Taylor & Francis Ltd - Plusbog.dk

Approaching a Pedagogy of Game Writing - Seth Hudson - Bog - Taylor & Francis Ltd - Plusbog.dk

Collaborative Worldbuilding for Video Games - Kaitlin Tremblay - Bog - Taylor & Francis Ltd - Plusbog.dk

3D Game Environments - Luke Ahearn - Bog - Taylor & Francis Ltd - Plusbog.dk

3D Game Environments - Luke (author; Game Publisher Ahearn - Bog - Taylor & Francis Ltd - Plusbog.dk

Digital Character Creation for Video Games and Collectibles - Samuel King - Bog - Taylor & Francis Ltd - Plusbog.dk

Making Great Games - Michael Thornton Wyman - Bog - Taylor & Francis Ltd - Plusbog.dk

Multiphysics Modeling with Application to Biomedical Engineering - Z. Yang - Bog - Taylor & Francis Ltd - Plusbog.dk

Unity Game Audio Implementation - Andrew Coggan - Bog - Taylor & Francis Ltd - Plusbog.dk

Game Audio Programming 4 - - Bog - Taylor & Francis Ltd - Plusbog.dk

Game Audio Mixing - Alex Riviere - Bog - Taylor & Francis Ltd - Plusbog.dk

Politics and Pitfalls of Japan Ethnography - - Bog - Taylor & Francis Ltd - Plusbog.dk

Politics and Pitfalls of Japan Ethnography - - Bog - Taylor & Francis Ltd - Plusbog.dk

Four anthropologists, Elise Edwards, Ann Elise Lewallen, Bridget Love and Tomomi Yamaguchi, draw on their fieldwork experiences in Japan to demonstrate collectively the inadequacy of both the Code of Ethics developed by the American Anthropological Association (AAA) and the dictates of Institutional Review Boards (IRB) when dealing with messy human realities. The four candidly and critically explore the existential dilemmas they were forced to confront with respect to this inadequacy, for the AAA’s code and IRBs consider neither the vulnerability and powerlessness of ethnographers nor the wholly unethical (and even criminal) deportment of some informants. As Jennifer Robertson points out in her Introduction, whereas the AAA’s Code tends to perpetuate the stereotype of more advantaged fieldworkers studying less advantaged peoples, IRBs appear to protect their home institutions (from possible litigation) rather than living and breathing people whose lives are often ethically compromised irrespective of the presence of an ethnographer. In her commentary, Sabine Frühstück, who incurred ample experience with ethical dilemmas in the course of her pathbreaking ethnographic research on Japan’s Self-Defense Forces, situates the four articles in a broader theoretical context, and emphasizes the link between political engagement and ethnographic accuracy. This book was previously published as a special issue of Critical Asian Studies .

DKK 486.00
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Passion and Play - Michelle Clough - Bog - Taylor & Francis Ltd - Plusbog.dk

Videogames and Agency - Bettina (de Montfort University Bodi - Bog - Taylor & Francis Ltd - Plusbog.dk

Game Engine Architecture, Third Edition - Jason Gregory - Bog - Taylor & Francis Ltd - Plusbog.dk

Game Engine Architecture, Third Edition - Jason Gregory - Bog - Taylor & Francis Ltd - Plusbog.dk

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.

DKK 819.00
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Professional Techniques for Video Game Writing - Wendy Despain - Bog - Taylor & Francis Ltd - Plusbog.dk

Professional Techniques for Video Game Writing - Wendy Despain - Bog - Taylor & Francis Ltd - Plusbog.dk

This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it’s still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The book also offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative. Key Features Comprehensive enough for veterans and accessible enough for novices Goes into detail about how to write tutorials, script doctoring, and writing for AAA games Delivers invaluable experiences directly from writers in the games industry Full of practical advice from industry pros on how to get a job, and then how to get the job done Author Bio Wendy Despain has more than two decades of experience spearheading digital media projects. She has worked with teams around the world as a writer, narrative designer, producer, and consultant on interactive experiences ranging from video games to augmented reality. She’s worked with EA, Disney, Ubisoft, Cartoon Network, PBS, Marvel, and Wargaming. Currently, she’s a Production Director at ArenaNet, makers of the Guild Wars franchise. Her books include: - - - Writing For Videogame Genres: From FPS to RPG - - - Talking to Artists/Talking to Programmers - 100 Principles of Game Design

DKK 476.00
1

Narrative Design - Michael Breault - Bog - Taylor & Francis Ltd - Plusbog.dk

Narrative Design - Michael Breault - Bog - Taylor & Francis Ltd - Plusbog.dk

Narrative designers and game designers are critical to the development of digital and analog games. This book provides a detailed look at the work writers and designers perform every day on game development projects. It includes practical advice on how to break into the game industry as a writer or game designer. Readers can use the templates and detailed instructions provided here to create lively portfolios that will help open the door to jobs in the game industry. Key features of this book: • An intimate look at the workings of AAA game development from someone who has spent decades embedded on teams at well-known companies. • An insider’s look at the game industry, including advice on breaking into the industry. • Detailed instructions for creating a portfolio to demonstrate narrative design and game design skills to prospective employers. • Lessons and exercises to help students develop narrative design and game design skills. • A how-to guide for college instructors teaching classes in narrative design and game design. Detailed assignments and syllabi are included. Author Bio: Michael Breault is a 35-year industry veteran who has contributed his writing and game design skills to over 130 published games. He currently teaches narrative design and game design courses at Webster University in St. Louis. The courses he creates and teaches are based on the tasks narrative designers and game designers undertake every day while developing games. These classes provide his students with a real-world view of the work they will be doing as writers and designers in the game industry.

DKK 532.00
1

Exploring Roguelike Games - John Harris - Bog - Taylor & Francis Ltd - Plusbog.dk

Exploring Roguelike Games - John Harris - Bog - Taylor & Francis Ltd - Plusbog.dk

Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "roguelikes." For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple graphics (often just text characters), high difficulty, and their demand that a player brings more of themselves to the game than your typical AAA title asks. This book covers many of the most prominent titles and explains in great detail what makes them interesting, the ways to get started playing them, the history of the genre, and more. It includes interviews, playthroughs, and hundreds of screenshots. It is a labor of love: if even a fraction of the author’s enthusiasm for these games gets through these pages to you, then you will enjoy it a great deal. Key Features: Playing tips and strategy for newcomers to the genre - - Core roguelikes Rogue, Angband, NetHack, Dungeon Crawl Stone Soup, ADOM, and Brogue - - - The "lost roguelikes" Super Rogue and XRogue, and the early RPG dnd for PLATO systems - - - The Japanese console roguelikes Taloon’s Mystery Dungeon and Shiren the Wanderer - - - Lesser-known but extremely interesting games like Larn, DoomRL, HyperRogue, Incursion, and Dungeon Hack - - - "Rogue-ish" games that blur the edges of the genre, including Spelunky, HyperRogue, ToeJam & Earl, Defense of the Oasis, Out There, and Zelda Randomizer - - - Interviews with such developers as Keith Burgun (100 Rogues and Auro), Rodain Joubert (Desktop Dungeons), Josh Ge (Cogmind), Dr. Thomas Biskup (ADOM), and Robin Bandy (devnull public NetHack tournament) - - - An interview regarding Strange Adventures in Infinite Space - - - Design issues of interest to developers and enthusiasts - Author Bio: John Harris has bumped around the Internet for more than 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra, he has spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University.

DKK 468.00
1