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The game design reader : a rules of play anthology
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ISBN: 0262195364 Year: 2006 Publisher: Cambridge (Mass.) : MIT Press,

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Better game characters by design : a psychological approach
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ISBN: 1558609210 012369535X 9781558609211 9780123695352 Year: 2006 Publisher: Amsterdam ; Boston : Elsevier/Morgan Kaufmann,

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Game programming : Gems 6
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ISBN: 1584504501 Year: 2006 Publisher: Boston : Charles River Media,

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3D game textures.
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ISBN: 0240807685 9780240807683 Year: 2006 Publisher: Burlington Focal press

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ShaderX4 : advanced rendering techniques
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ISBN: 1584504250 Year: 2006 Publisher: Hingham (Mass.) : Charles River Media,

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The Game Maker's Apprentice : Game Development for Beginners
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ISBN: 1280726857 9786610726851 1430201592 1590596153 Year: 2006 Publisher: Berkeley, CA : Apress : Imprint: Apress,

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The Game Makers Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle games complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise. The book also includes a DVD containing Game Maker software and all of the game projects that are created in the book—plus a host of professional-quality graphics and sound effects that you can use in your own games.

The business and culture of digital games : gamework/gameplay
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ISBN: 1412900476 1412900468 9781412900478 9781412900461 9786611251581 144621141X 1446230724 1281251585 1847877672 Year: 2006 Publisher: London : SAGE,

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'Digital Games' looks at games as a new media form, the design development and marketing of games, and the use of games in public and private spaces.


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2006 IEEE Symposium on Computational Intelligence and Games : CIG'06, May 22-24, 2006, Reno/Lake Tahoe, Nevada, USA
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ISBN: 1424404649 1509094997 Year: 2006 Publisher: [Place of publication not identified] Institute of Electrical and Electronics Engineers

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Programming Sudoku
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ISBN: 1280700750 9786610700752 143020138X 1590596625 Year: 2006 Publisher: Berkeley, CA : Apress : Imprint: Apress,

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Sudoku is a wildly popular puzzle game. Sudoku puzzles are 9x9 grids, and each square in the grid consists of a 3x3 subgrid called a region. Your goal is to fill in the squares so that each column, row, and region contains the numbers 1 through 9 exactly once. And some squares already contain numbers or symbols, which lend clues toward the solution. Programming Sudoku provides you with great approaches to building and solving Sudoku and other similar puzzles. Using ingenious artificial intelligence and game theory techniques, you'll learn how to get a computer to solve these puzzles for you. This is a fun, intriguing read, whether you're a novice or advanced programmer. It acknowledges the .NET platform as a base, but you'll find this book interesting whatever your programming background. The core techniques in the book enable you to solve Sudoku on any programming platform.

Developing serious games.
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ISBN: 9781584504443 1584504447 Year: 2006 Publisher: Hingham : Charles River,

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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 technology trends, emerging standards, and the tools that promise to reinforce the current trajectory of development and user demand for serious games. The second half of the book emphasizes the economic realities of the serious games industry, including and evaluation of the market, the economic potential of the space, and the customer base. The book culminates with a serious game design document that illustrates the important differences between entertainment games and serious games. It also provides a look to the future of serious gaming from a developer's perspective. The book is written for students, established game developers, and professionals in related fields, such as modeling and simulation or instructional design, who are skilled in training with traditional approaches and tools. It is also applicable to programmers, graphic artists, and management contemplating or involved in the development of serious games.

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