Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools a
The book will provide a comprehensive overview on information visualization and visual exploration. In the era of Big Data visual interactive approaches that support the investigation of large volumes
Vintage Games 2.0 explores the most influential videogames of all time. Drawing on interviews as well as the author’s own lifelong experience with video games, this book discusses each game’s developm
Presents over 100 sets of questions, or different lenses, for viewing a game’s design. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles
Can we learn through play? Can we really play while learning?Of course! But how?!We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning n
Can we learn through play? Can we really play while learning?Of course! But how?!We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning n
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 chan
This book will cover the latest version of of Unreal Technology (specifically Unreal Engine 4.14) for development of real-time digital interactive contents to be used in computerized games or simulati
This book will cover the latest version of of Unreal Technology (specifically Unreal Engine 4.14) for development of real-time digital interactive contents to be used in computerized games or simulati
The game of Dots-and-Boxes, the popular game in which two players take turns connecting an array of dots to form squares, or "boxes" has long been considered merely a child's game. In this book, howev
Covers theory and practice of game engine software development, bringing together a wide range of concepts and techniques actually used by real game studios like Electronic Arts and Naughty Dog. The e
This book takes a real-world, in-depth journey through the game-design process, from the initial blue sky sessions to pitching for a green light. The author discusses the decision and brainstorming ph
Physically based modeling and animation is used to drive the automatic generation of motion and geometry for computer animation and visual effects. This book captures the foundations of the field, beg
This book provides readers with a solid understanding of game development, design, narrative, charaterization, plot, back story and world creation--elements that are crucial for game writers and desig
If you want to be successful in any area of game development?game design, programming, graphics, sound, or publishing?you should know how standouts in the industry approach their work and address prob
Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and analysis of romance and sexuality in video games. Whether disc
How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alik
The Artist’s Guide to Game Programming provides a foundation for artists to program their own games and improve the efficiency of their code. It is an accessible and practical guide focused on three a
Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers rendering. This v
Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers rendering. This v