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Based on the classic 1989 film, Westerberg High is ruled by a shoulder-padded, scrunchie-wearing junta: Heather, Heather and Heather, the hottest and cruelest girls in all of Ohio. But misfit Veronica Sawyer rejects their evil regime for a new boyfriend, the dark and sexy stranger J.D., who plans to put the Heathers in their place - six feet under.
What is a game? -- The game industry -- Roles on the team -- Teams -- Effective communication -- Game production overview -- Game concept -- Characters, setting, and story -- Game requirements -- Game plan -- Production cycle -- Voiceover and music -- Localization -- Testing and code releasing -- Marketing and public relations.
The Game Production Toolbox focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development. This book isn’t going to tell you how to design a game or what technologies to use. Instead it provides techniques for and insights into managing, from concept to release, all the pieces that must come together in order to get a game into the hands of a player. Readers will learn about each phase of game production: prototyping, defining the requirements, assembling the team, making the game, and releasing to the players. Interviews from professional game developers gi...
Updated to reflect the rapidly evolving game development landscape, industry veteran Heather Chandler continues to educate game enthusiasts on the procedures and processes of game production. This Third Edition presents information that a producer, lead, or studio manager must know to successfully develop a game from concept to gold master.
Authored by two internationally known experts in game localization, this text is a comprehensive, up-to-date reference for information about how to localize software for games, whether they are developed for the PC, console, or other platforms.
Education in Popular Culture explores what makes schools, colleges, teachers and students an enduring focus for a wide range of contemporary media. What is it about the school experience that makes us wish to relive it again and again? The book provides an overview of education as it is represented in popular culture, together with a framework through which educators can interpret these representations in relation to their own professional values and development. The analyses are contextualised within contemporary, historical and ideological frameworks, and make connections between popular representations and professional and political discourses about education. Through its examination of f...
The papers collected in this volume are expanded from papers given at the 6th Global Conference on Evil and Human Wickedness, which took place in March 2005. The chapters here represent the diversity and interdisciplinary nature of the conference itself covering topics such as historical and theological concepts of evil, media representations of evil, contemporary debates surrounding the Bosnia war and woman perpetrators in Birkenau, and the construction of the Other as evil in the face of the continuing hysteria over AIDS. The range of the papers collected here makes this book essential reading for students of all humanities disciplines.
Public awareness of bullying has increased tremendously in recent years, largely through its representation in film, television and novels. In popular media targeted towards young readers and viewers, depictions of bullying can present teachable moments and relatable situations. Written from a variety of perspectives, this collection of new essays offers a broad overview of bullying. The contributors discuss the changing face of bullying in popular media, bullying among females, parents who cyberbully, anti-bullying novels, the phenomenon of a Schadenfreude obsessed culture, and how reality television shapes youth perceptions of what is acceptable aggressiveness.
Assesses the layered meanings and persistent global legacy of an American film classic.