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A Playful Production Process
  • Language: en
  • Pages: 409

A Playful Production Process

  • Type: Book
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  • Published: 2021-10-12
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  • Publisher: MIT Press

How to achieve a happier and healthier game design process by connecting the creative aspects of game design with techniques for effective project management. This book teaches game designers, aspiring game developers, and game design students how to take a digital game project from start to finish—from conceptualizing and designing to building, playtesting, and iterating—while avoiding the uncontrolled overwork known among developers as “crunch.” Written by a legendary game designer, A Playful Production Process outlines a process that connects the creative aspects of game design with proven techniques for effective project management. The book outlines four project phases—ideation, preproduction, full production, and post-production—that give designers and developers the milestones they need to advance from the first glimmerings of an idea to a finished game.

Directing Video Games
  • Language: en
  • Pages: 236

Directing Video Games

What does a video game director actually do? What guiding principles do they follow while leading a team of game creators? Longtime Ratchet & Clank director, Brian Allgeier, boils down his decades of experience into 101 fully illustrated tips. Written for both aspiring and experienced creative leaders, this book covers the expansive and multi-faceted role of the director, from developing the initial vision to key methods on tackling design, story development, and production challenges. 5 essential qualities of a creative director: 1. Hold the Vision 2. Provide Structure 3. Keep a Creative Toolbox 4. Lead Effectively 5. Know Production For those who are curious about what it takes to be a vid...

Games, Learning, and Society
  • Language: en
  • Pages: 489

Games, Learning, and Society

This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.

Values at Play in Digital Games
  • Language: en
  • Pages: 222

Values at Play in Digital Games

  • Type: Book
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  • Published: 2016-09-02
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  • Publisher: MIT Press

A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at...

Forgotten Genocides
  • Language: en
  • Pages: 264

Forgotten Genocides

Unlike the Holocaust, Rwanda, Cambodia, or Armenia, scant attention has been paid to the human tragedies analyzed in this book. From German Southwest Africa (now Namibia), Burundi, and eastern Congo to Tasmania, Tibet, and Kurdistan, from the mass killings of the Roms by the Nazis to the extermination of the Assyrians in Ottoman Turkey, the mind reels when confronted with the inhuman acts that have been consigned to oblivion. Forgotten Genocides: Oblivion, Denial, and Memory gathers eight essays about genocidal conflicts that are unremembered and, as a consequence, understudied. The contributors, scholars in political science, anthropology, history, and other fields, seek to restore these ma...

So Much More the Man
  • Language: en
  • Pages: 168

So Much More the Man

Philip is an English teacher in Worcester, nearing retirement. Feeling melancholy, as another academic year approaches, he looks back with sadness at his life because, although happy and successful, it has been unremarkable.

Accounting in France (RLE Accounting)
  • Language: en
  • Pages: 573

Accounting in France (RLE Accounting)

  • Type: Book
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  • Published: 2014-04-03
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  • Publisher: Routledge

This volume illustrates the research not only of French accountants (Colasse, Durand, Jouanique, Lemarchand, Nikitin, Richard, Tessier) but also the work of Belgian authors writing in French (Stevelinck, Haulotte) and of French non-accountants (de Swarte, Durdilly, Sauvy). The work of British and North American academics, writing in English on French accounting history is also illustrated from the 1930s (Howard, Edwards), through to the 1960s (Parker) and the more recent research of Standish, Fortin and Bhimani. The contributions to this volume have been arranged both chronologically and thematically as follows: the earliest business accounting records; the first French accounting authors; Colbert, Savbary and the Ordonnance de Commerce; the eighteenth and nineteenth centuries; cost accounting; the national accounting plan; national income accounting; government accounting and accounting theory. An abstract of each contribution is given in both English and French.

Game Design Workshop
  • Language: en
  • Pages: 851

Game Design Workshop

  • Type: Book
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  • Published: 2018-08-06
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  • Publisher: CRC Press

This book helps you to create the digital games you love to play, using a non-technical approach to game design without the need for programming or artistic experience. Award-winning author Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, the book gives you the skills and tools necessary to create a compelling and engaging game. This fully updated 4th edition includes expanded coverage of new platforms and genres of play, including casual games and games for learning. It expands on agile development processes and includes a host of new perspectives from top industry game designers. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.

Games, Learning, and Society
  • Language: en
  • Pages: 489

Games, Learning, and Society

Leaders in the field provide an introduction to video games and learning, including essays on game design and game culture.

Game Engine Architecture
  • Language: en
  • Pages: 1018

Game Engine Architecture

  • Type: Book
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  • Published: 2017-03-27
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  • Publisher: CRC Press

Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, math...