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Get transported back to the golden age of 1930s animation with an art book celebrating the acclaimed run & gun platformer Cuphead! Each page of this curated collection of artwork is designed to capture the vintage look and feel of the Thirties. Take a gander at the game's traditional hand-drawn, frame-by-frame animation. Peek at the early concepts, production work, and early ideas that went into the making of Cuphead's characters, bosses, stages, and more! And relive the most cherished and challenging moments of Cuphead and Mugman's adventure to reclaim their souls from the Devil! Guided by personal insights from game directors Chad and Jared Moldenhauer, take a trip through the Inkwell Isles and discover a new appreciation for Cuphead's animation style and challenging retro gameplay.
Cuphead (Video game) --- Video games --- Video game characters --- Design
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"On January 31, 2012, in an internet cafe on the outskirts of New Taipei City, Taiwan, 23-year-old student Chen Rong-yu was found dead at his keyboard while the video game he had been playing for three days straight continued to flash on the screen in front of his corpse. As Simon Parkin reconstructs what happened that night, he begins a journey that takes him around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we lose our sense of time and reality within this medium, arguably more than any other? And what is it about video games that often proves compelling, comforting and irresistible to the human mind? In Death by Video Game, Simon Parkin meets the players and game developers at the frontline of virtual extremism, including the New York surgeon attempting to break the Donkey Kong world record; the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world, and the German hacker who risked prison to discover the secrets behind Half-Life 2. A riveting and wildly entertaining look at the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds"--R©♭sum©♭ de l'©♭diteur.
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The Atari 2600 is alive and well, with new games being released all the time by homebrew programmers! The Atari 2600 Homebrew Companion: Volume 1 Deluxe Edition covers 34 homebrew video game titles spanning from 1995 to 2018. The deluxe edition is printed in full color, and covers the exact same game titles as the volume 1 black and white edition. Each game gets the attention it deserves, with screenshots, as well as a lengthy write-up containing information about the development and release info. The games included (with color pictures) are: 2048-2600, A-VCS-Tec Challenge, Assembloids 2600, Asses of Fire, Blinky Goes Up, Bomb on Pixel City, Conquest of Mars, Crazy Valet, Defend Your Castle, Desert Bus 2600, Edtris 2600, Explosive Diarrhea, Fall Down, Four-Play, Halo 2600, Juno First, L.E.M., Lady Bug, LEDHead/BLiP Football, Mappy (Work In Progress), Medieval Mayhem, Miss It!, Okie Dokie, Princess Rescue, Reindeer Rescue, Scramble, Space Rocks, Spies in the Night, Stay Frosty 2: Stay Frostier, Three.S, Toyshop Trouble, Wall Jump Ninja, Yahtzee, & Zippy the Porcupine.
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Recovering video game addict Kevin Roberts offers a step-by-step guide to recovery for those struggling with compulsive video gaming and internet surfing. Video gaming and Internet surfing are the top sources of entertainment for tens of millions of North Americans today. As these technologies continue to grow and flourish, so does the number of people becoming obsessively absorbed in the imagination and fantasy that they present. More and more people are isolating themselves, turning their backs on reality, ignoring family and friends, and losing their sleep and even their jobs due to
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Written by the developer of Berklee School of Music's pioneering game scoring program, this guide covers everything professional composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee. Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation. Inside, you'll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing.
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Music Video Games takes a look (and listen) at the popular genre of music games - video games in which music is at the forefront of player interaction and gameplay. With chapters on a wide variety of music games, ranging from well-known console games such as Guitar Hero and Rock Band to new, emerging games for smartphones and tablets, scholars from diverse disciplines and backgrounds discuss the history, development, and cultural impact of music games. Each chapter investigates important themes surrounding the ways in which we play music and play with music in video games. Starting with the precursors to music games - including Simon, the hand-held electronic music game from the 1980s, Michael Austin's collection goes on to discuss issues in musicianship and performance, authenticity and "selling out," and composing, creating, and learning music with video games. Including a glossary and detailed indices, Austin and his team shine a much needed light on the often overlooked subject of music video games
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"With its cutting edge graphics and extensive catalogue of iconic games, the NES/Famicom played a huge part in the history of videogaming.Nintendo’s console stormed onto the market and immediately raised the bar with classic titles such as Donkey Kong, Super Mario Bros., Mega Man, The Legend of Zelda, Final Fantasy, Fire Emblem and many more. Over the course of its 20-year lifespan the console sold in excess of 60 million units, making Nintendo a household name, and introducing youngsters everywhere to a whole new world of characters and stories. For many, this would be a turning point in their lives, leading them to become artists, game designers and programmers. It helped to popularise manga and anime among Western gamers, and brought icons of Western culture into Japanese homes. Nintendo’s little 8-bit console changed the world of entertainment forever, and its influence cannot be overstated.NES/Famicom: a visual compendium aims to showcase the very best pixel art, box art and product design on each system. Spread over 536 pages, it features more than 170 classic games, with articles on the leading developers, interviews with key figures in the industry and mini-features on subjects such as packaging, fan art and unreleased games." -- provided by the publisher
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"Weaving the author's own lived experience with theoretical insights from the fields of game studies, psychology, sociology and anthropology, Esport Play probes and advances current gaming topics such as addiction, expertise, and toxicity. Based on a 4-year engagement period with League of Legends, a multiplayer online battle arena, Veli-Matti Karhulahti makes two major contributions. First, he explicates what esport play is: analyzing, documenting, and identifying competitive play as a present-day means to satisfy the human need for competence. Second, he presents a theory of psycholudic development, i.e. a theory that explains and organizes the development of player-play relationships over the days, months, and years of evolution"--
eSports (Contests) --- Video game addiction. --- Psychological aspects.
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This book provides an in-depth exploration of video game addiction. It discusses the nature and history of video games, the various categories and platforms, and the characteristics of gamers. The book delves into the physiological and psychological aspects of video game addiction, examining why games can be addictive and the symptoms of addiction. It also addresses the potential benefits of video games, including their use in psychological therapy and patient education. Finally, the book offers strategies for preventing and treating video game addiction, with a focus on counseling and family involvement. The primary audience includes parents, educators, and mental health professionals.
Video game addiction --- Video games --- Psychological aspects
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