
Video Game Design Revealed
322 pages | Charles River Media; 1 edition (December 11, 2007) | 1584505621 | CHM | 1 Mb
Whether you are a professional game developer working in an established studio or a creative thinker interested in trying your hand at game design, “Video Game Design Revealed” will show you the steps and processes involved in bringing a video game from concept to completion. Beginning with an overview of the history of video games and an examination of the elements of successful games, the book breaks down the video game design process into its simplest elements and builds from there. (more…)
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Archive for the 'Game' Category

Course Technology PTR | 2006 | ISBN: 1598632906 | 352 pages | CHM | 8,1 MB
Successful game programmers understand that in order to take their skills beyond the basics, they must have an understanding of central math topics; however, finding a guide that explains how these topics relate directly to games is not always easy. Beginning Math Concepts for Game Developers is the solution! It includes several hands-on activities in which basic math equations are used for the creation of graphs and, ultimately, animations. By the time you finish, you will have developed a complete application from the ground up that (more…)

Game Character Design Complete: Using 3ds Max 8 and Adobe Photoshop CS2
by David Franson, Eric Thomas,
ISBN-10 / ASIN: 1598632701
ISBN-13 / EAN: 9781598632705
Publisher: Course Technology PTR
Number Of Pages: 216
Publication Date: 2006-06-16
(more…)
Many consider chess to be the best game ever invented. Chess imposes a set of rules and has finite limits, but just as you start to think you’re finally solving its mysteries, chess thwarts you. Sometimes, therefore, the game is frustrating, but far more often, chess proves both surprising and delightful.
The deeper you get into chess, the more of its secrets you unearth — but the game has never been tapped out. Even today’s monster computers are far from playing the theorized “perfect” chess game.
The book goes into some detail about the business model of wireless game distribution.
This book features step-by-step examples in major game programming areas such as graphics, GUI, networking, tiles, animation, and sound. Additionally, the book goes into some detail about the business model of wireless game distribution.
500 pages | CHM | 3 MB
With imagination and humor, these games help teams that are serious about their success. The facilitation notes begin where most games leave off, helping teams to make concrete connections between the game experience and ‘real life
Boost individual and team performance with this indispensable guide!
From one of the worlds foremost game designers comes a book that contains a collection of newly-designed and field-tested games. Steve Sugar shows how, with practice and learning reinforcement, these dynamic games can enhance individual and team development in the areas of prioritizing, problem solving, decision-making, communication, and collaboration. A valuable Game-to-Outcome chart helps facilitators match the appropriate game to the desired learning outcome and intended (more…)
Product Description
Java 1.4 Game Programming covers a number of key features in the game development environment, including graphics, sound, input, networking, and databases.
About the Author
Andrew Mullholland and Glenn Murphy have each been programming games for more than six years and have several years of experience with Java. They are both in the final year of the Computer Games Technology program at the University of Abertay in Dundee, Scotland. Andrew is also a co-author of Developer’s Guide to Multiplayer Games from Wordware Publishing. (more…)

Get ready to make the most of Sony’s awesome entertainment device, and hacker’s dream - the PSP. Hacking the PSP covers everything you need to know to:
Transfer video and DVDs to your PSP
Transfer audio books and text
Hack the games you play every day (including using the PSP as an XBox game save device)
Move your TiVo and Replay TV shows to your PSP
Convert your DVDs to run on your PSP
Create your own quick-charge battery packs (more…)
With the impressive growth the games industry has enjoyed for the past decade, game developers, educators, and marketing firms are excitedly envisioning serious games applications for computer game technologies. These applications- serious games- represent opportunities for game developers to apply their talents to areas outside of the entertainment industry. Developing Serious Games is a practical handbook that details what’s involved in developing these serious games. It explores the emergence of serious games as a viable niche in the multi-billion dollar gaming industry, and it covers the various types of serious games, including military, academic, medical, and training & development. From there it continues with a discussion of the enabling (more…)
Using this book, you should be able to pick up the beginning concepts of game development pretty easily. It takes you through the simple sprite-based games, all the way through a basic 3-D game implementation.
The whole book is designed to be read in a continuous way. In Chapter 1, westart by creating a very simple game while presenting the basics of collision detection. Chapter 2 shows how to build a new game, using the concepts presented in Chapter 1 and adding new explanations and examples about artificial intelligence in games.
Please keep in mind though that this book isn’t intended to provide a route to the professional game programming world, because we don’t go deep enough into some (more…)














