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Video game designers --- Pokémon (Game) --- Pokémon (Fictitious characters) --- Tajiri, Satoshi, --- Game Freak (Firm)
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Embark on a transformative journey through the exciting world of Roblox Lua scripting with this comprehensive hands-on guide. Tailored to game developers, both seasoned and new, this book serves as your roadmap to mastering the art and science of Lua scripting within the dynamic Roblox Studio environment. You'll explore a wide spectrum of foundational concepts, including variables, functions, loops, tables, arrays, and more. Delve into advanced topics like raycasting, object-oriented programming with humanoids, and intricate leaderboard systems. Each chapter is crafted with real-world examples and step-by-step tutorials, empowering you to create engaging and interactive gameplay experiences. You'll gain profound insights into modularization, efficient coding practices, and techniques to optimize your scripts, paving the way to elevate your game development to an entirely new plane of creativity and complexity. You'll also discover sophisticated scripting concepts, such as custom events, and client-server communication. Invest in your future as a Roblox developer today, and let this book be your guide to crafting extraordinary gaming experiences. Roblox Lua Scripting Essentials provides the insight, tools, and guidance needed to shape your unique path in this thrilling domain of game development.
Computer. Automation --- games --- programmeren (informatica) --- Video games --- Programming. --- Roblox (Video game)
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Interactive Sound and Music: Beyond Pressing Play provides an accessible exploration into the aesthetics of interactive audio, using examples from video games, experimental music, and participatory theatre and sound installations.
Mixed media (Music) --- Interactive multimedia. --- Video game music. --- History and criticism.
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Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures.
Video games industry. --- Video games --- Video game industry --- Electronic games industry --- Design. --- Social aspects. --- Computer games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Design
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Electronic games industry --- New products --- Industrial efficiency --- Management. --- Electronic industries --- Toy industry --- Computer games industry --- Internet games industry --- Video game industry
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Grasp the fundamentals of digital audio work in the context of video games, including the basics of middleware such as Fmod and Wwise. We will review software such as Apple's Logic and Garageband, Paul Davis's Ardour, and many other popular digital audio workstations. We will start with an introduction to the basic terminology of digital audio work while also getting acquainted with current generation audio hardware. We will then discuss the basics of the venerable Musical Instrument Digital Interface (MIDI) and how it relates to music composition as well as the tools and techniques for writing tracker music/chiptunes. The book also covers plug-in software, soundproofing at home, and voice work. The book takes a practical approach while tackling both hardware and software components used in cutting edge audio engineering, composition, and audio monitoring. What You Will Learn • Understand the fundamentals of digital audio production in the context of video games • Learn about audio integration with popular middleware solutions and APIs • Leverage plugin effects software to sculpt your audio to professional levels • Identify modern audio file formats and how and when to use them • Learn best practices when mixing sound effects and music for video games.
Electronics --- Engineering sciences. Technology --- Computer. Automation --- digitale signaalverwerking --- games --- spraaktechnologie --- signal processing --- programmeren (informatica) --- signaalprocessoren --- signaalverwerking --- Video games --- Video game music --- Sound effects. --- Writing and publishing.
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"Ten years ago, Superbrothers: Sword & Sworcery was released at the forefront of an exciting era of "indie games" - with the aesthetic of punk rock and the edge of modernist fiction, indie games pushed gaming into the realm of the avant-garde. Superbrothers (Craig D. Adams) was hailed as a visionary in the video game world. Now, his long-awaited followup, Jett: The Far Shore, has been released for Sony Playstation and Epic Games Store. In the decade from inception to launch, Adams brought author Adam Hammond along for the ride, allowing unprecedented insight into the complicated genesis of Jett. The Far Shore offers a portrait of the enigmatic Adams and his team, the genius and artistry, the successes and setbacks, that went into building the world of Jett, in which you're tasked with scouting a new home for a humanoid people after they've decimated their planet. To provide context, Hammond recounts the history of indie games and how their trajectory has followed that of independent art and literature. A riveting insider's look at one of our most popular art forms."--
Adams, C. D. --- Superbrothers (Firm) --- Video games. --- Video games industry. --- JETT: the far shore (Video game) --- Video games --- Video games industry --- Indie culture --- Authorship --- Design
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"This book reveals the unequal politics of game development as a dream job, which only privileged subjects can enjoy, while many others have to face significant social and individual costs"---
Ethnology --- Video games industry --- Video game designers --- Video game industry --- Electronic games industry --- Designers --- Cultural anthropology --- Ethnography --- Races of man --- Social anthropology --- Anthropology --- Human beings --- Social aspects --- Job satisfaction --- Employees --- video games, labor studies, e-sports, game development, gender inequality. --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
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Grasp the fundamentals of digital audio work in the context of video games, including the basics of middleware such as Fmod and Wwise. We will review software such as Apple's Logic and Garageband, Paul Davis's Ardour, and many other popular digital audio workstations. We will start with an introduction to the basic terminology of digital audio work while also getting acquainted with current generation audio hardware. We will then discuss the basics of the venerable Musical Instrument Digital Interface (MIDI) and how it relates to music composition as well as the tools and techniques for writing tracker music/chiptunes. The book also covers plug-in software, soundproofing at home, and voice work. The book takes a practical approach while tackling both hardware and software components used in cutting edge audio engineering, composition, and audio monitoring. What You Will Learn • Understand the fundamentals of digital audio production in the context of video games • Learn about audio integration with popular middleware solutions and APIs • Leverage plugin effects software to sculpt your audio to professional levels • Identify modern audio file formats and how and when to use them • Learn best practices when mixing sound effects and music for video games.
Video game music --- Video games --- Writing and publishing. --- Sound effects. --- Sound effects (Video games) --- Video game music composition --- Composition (Music) --- Music publishing --- Design --- Composition --- Computer games—Programming. --- Speech processing systems. --- Signal processing. --- Game Development. --- Speech and Audio Processing. --- Processing, Signal --- Information measurement --- Signal theory (Telecommunication) --- Computational linguistics --- Electronic systems --- Information theory --- Modulation theory --- Oral communication --- Speech --- Telecommunication --- Singing voice synthesizers
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"Many early efforts in higher education are variations of traditional computer science curriculums, so while students might be learning how to make games in the classroom, they are learning very little about the business of games. That means they are not equipped to talk to investors, negotiate with publishers, and engage with major platforms like Steam and Nintendo--all of which are mandatory skills for modern indie developers. The future of gaming curriculums is not just teaching students how to create games, but in preparing them for the business of games"--
Video games industry. --- Video games --- COMPUTERS / Computer Graphics / Game Programming & Design --- Marketing. --- Television games --- Videogames --- Electronic games --- Video game industry --- Electronic games industry --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
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