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Aaron Marks' Complete Guide to Game Audio For Composers Sound Designers Musicians and Game Developers

Aaron Marks' Complete Guide to Game Audio For Composers Sound Designers Musicians and Game Developers

Whether trying to land that first big gig or working to perfect the necessary skills to fill a game world with sound Aaron Marks’ Complete Guide to Game Audio 3rd edition will teach the reader everything they need to know about the audio side of the multi-million dollar video game industry. This book builds upon the success of the second edition with even more expert advice from masters in the field and notes current changes within the growing video game industry. The tools of the trade excerpts will showcase what professionals like Marty O’Donnell Richard Jacques and Tom Salta use to create their work and to help newcomers in the field prepare their own sound studios. Sample contracts are reviewed within the text as well as helpful advice about contractual terms and negotiable points. These sample contracts can also be found as a downloadable zip for the reader’s convenience. Aaron Marks also explores how to set your financial terms and network efficiently along with examples of how projects can go completely awry and achieving the best results in often complicated situations. Aaron Marks’ Complete Guide to Game Audio serves as the ultimate survival guide to navigating an audio career in the video game industry. Key Features New full color edition with a complete update of information. Added and expanded coverage of field recording for games creating voiceovers adaptive and interactive audio and other cutting edge sound creation and implementation techniques used within games. Update/Replacement of interviews. Include interviews/features on international game audio professionals New and expanded interview features from game composers and sound designers of every experience level such as Keith Arem Bradley Meyer Christopher Tin and Rodney Gates including many international professionals like Pasi Pitkanen Henning Nugel and Christos Panayides. Expanded and updated game console coverage of the Wii Wii U Xbox 360 Xbox One PS3 and PS4. Includes new scripting and middleware concepts and techniques and review of powerful tools such as FMOD and Wwise. | Aaron Marks' Complete Guide to Game Audio For Composers Sound Designers Musicians and Game Developers

GBP 46.99
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Game Development for iOS with Unity3D

Game Anim Video Game Animation Explained

Pattern Language for Game Design

Pattern Language for Game Design

Chris Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students teachers and game development professionals how to derive best practices in all aspects of game design. Using a series of practical rigorous exercises designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design. From an in-depth look at Alexander’s work to a critique of pattern theory in various fields to a new approach that will challenge your knowledge and put it to work this book seeks to transform how we look at building the interactive experiences that shape us. Key Features: Background on the architectural concepts of patterns and a Pattern Language as defined in the work of Christopher Alexander including his later work on the Fifteen Properties of Wholeness and Generative Codes. Analysis of other uses of Alexander’s work in computer science and game design and the limitations of those efforts. A comprehensive set of example exercises to help the reader develop their own patterns that can be used in practical day-to-day game design tasks. Exercises that are useful to designers at all levels of experience and can be completed in any order allowing students to select exercises that match their coursework and allowing professionals to select exercises that address their real-world challenges. Discussion of common pitfalls and difficulties with the pattern derivation process. A guide for game design teachers studio leaders and university departments for curating and maintaining institutional Pattern Languages. An Interactive Pattern Language website where you can share patterns with developers throughout the world (patternlanguageforgamedesign. com). Comprehensive games reference for all games discussed in this book. Author Chris Barney is an industry veteran with more than a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences including GDC DevCom and PAX on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed Barney built his own undergraduate and graduate curricula out of offerings in sociology computer science and independent study. In pursuit of a broad understanding of games he has worked on projects spanning interactive theater live-action role-playing game (LARP) design board games and tabletop role-playing games (RPGs). An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign. com.

GBP 56.99
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Interactive Stories and Video Game Art A Storytelling Framework for Game Design

Game Anim Video Game Animation Explained

Pixel Art for Game Developers

Pixel Art for Game Developers

Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software it focuses on the universal principles of the craft. The book provides an introduction to Pixel Art its utility foundational elements and concepts such as light and shadow. It offers tutorials on creating animations and serves as a functional guide for the most common methodology in 2D game development. Gamers love the retro feel of Pixel Art and lucky for you it is easy to create. You'll love the tiny file sizes that will reduce compile times and help your game run faster. Providing you with the skills to create the characters and environments needed for 2D games this book will help you: Create tilesets to build game environments Understand light and shadow Work efficiently with pixels Use atmospheric and linear perspective Create professional-quality Pixel Art This book has chapters dedicated to theory as well as step-by-step tutorials both of which describe the process explicitly. Whether you are an artist programmer indie developer or certified public accountant after reading this book you'll understand the steps necessary to create production-quality Pixel Art graphics. Praise for the Book:Pixel Art and Pixel Art games are very popular and the technique is a great way for independent creators to create very good-looking games with limited resources. It‘s frankly shocking that there hasn‘t been a resource like this before . a very timely book. Chris Totten George Mason University Washington DC USA

GBP 180.00
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Game Development Tools

The Pocket Mentor for Video Game Writers

3D Game Environments Create Professional 3D Game Worlds

Basics of Game Design

The Game Design Toolbox

The Game Production Toolbox

Game Design Deep Dive: Horror

Game Design Deep Dive: Horror

The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples including the differences between survival action-horror and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s Bendy and the Ink Machine and recent Resident Evil titles the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series Joshua Bycer will go over the evolution of horror in video games and game design and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre anyone who wants to understand game design or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time through Game-Wisdom he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series. | Game Design Deep Dive: Horror

GBP 42.99
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Situational Game Design

Surviving Game School...and the Game Industry After That

Game AI Pro 2 Collected Wisdom of Game AI Professionals

Game AI Pro 2 Collected Wisdom of Game AI Professionals

Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips tricks and techniques for artificial intelligence (AI) in games drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge advice hard-earned wisdom and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. In this book 47 expert developers and researchers have come together to bring you their newest advances in game AI along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews while intermediate to expert professional game developers will find focused deeply technical chapters on specific topics of interest to them. Covers a wide range of AI in games with topics applicable to almost any gameTouches on most if not all of the topics necessary to get started in game AIProvides real-life case studies of game AI in published commercial gamesGives in-depth technical solutions from some of the industry’s best-known gamesIncludes downloadable demos and/or source code available at http://www. gameaipro. com | Game AI Pro 2 Collected Wisdom of Game AI Professionals

GBP 68.99
1

The Advanced Game Narrative Toolbox

The Indie Game Developer Handbook

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

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

2D Game Development with Unity

2D Game Development with Unity

This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020 including 2D game development prefabs cameras animation character controllers lighting and sound. Includes a step-by-step introduction to Unity 2019. 3. Extensive coverage of GIMP Audacity and MuseScore for the creation of 2D graphics sound effects and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio an independent game development and music studio in Sunnyvale California. He started his career in game programming in 1982 at Atari Games Inc. where he designed and programmed the classic arcade game Crystal Castles. In 1989 he joined Tengen where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters where he designed and coded games including Rampart and Championship Pool for the NES and SNES and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996 he founded Actual Entertainment publisher and developer of the Gubble video game series. He has a B. Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author game developer accompanist and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender. | 2D Game Development with Unity

GBP 56.99
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Game Design Tools Cognitive Psychological and Practical Approaches

Game Engine Architecture Third Edition

Game Engine Architecture Third Edition

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 Architecture Third Edition

GBP 82.99
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