Hands-On C++ Game Animation Programming by Gabor SzauerThis book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You'll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You'll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering.
Publication Date: 2020
The Art of Game Design by Jesse SchellThis book guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games.
Publication Date: 2019
Thinking about Video Games by David S. HeinemanBringing together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Topics include: their history of innovations from the earliest days of the video game industry through to the present, relationships between those who create games and those who play them, how to research and write about games in ways that engage a range of audiences.
Publication Date: 2015
Learning Unreal Engine Game Development by Joanna LeeThis book explains in detail what goes into the development of a game, provides hands-on examples that you can follow to create the different components of a game, and provides sufficient background/theory to equip you with a solid foundation for creating your own games.
Publication Date: 2016
One up: Creativity, competition, and the global business of video games by Joost van DreunenWhat explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment?One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.
Publication Date: 2020
Game Development Using Python by James R. ParkerThis book will guide you through the basic game development process using Python, covering game topics including graphics, sound, artificial intelligence, animation, game engines, etc.
Publication Date: 2019
Gaming the System by David J. GunkelGaming the System takes philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Žižek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.
Publication Date: 2018
Every Game Is an Island by Riccardo FassoneDespite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.
Publication Date: 2017
Works of Game by John SharpAn exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks.
Publication Date: 2015
Level up! the Guide to Great Video Game Design by Scott RogersThis book provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Including how to develop marketable ideas, learn what perils and pitfalls await during a game's pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects.
Publication Date: 2014
Library eBooks Collections
Search using subject keywords, title of book or author's name.
This multi-subject eBook collection covers topics across programs and fields of study offered in Community Colleges as well as subject areas such as the Humanities and Social Sciences, Business and Science & Technology.
E-book Central provides access to more than 80,000+ titles and growing.
Creating an account will allow you to save to your bookshelf, highlight, take notes and download books.
Access to books, hours of video, curated learning paths, case studies, interactive tutorials, audio books, and O'Reilly conference video focused on IT and Business topics.
Pressbooks Directory is a free, searchable catalog that includes over 5,000 open access books to download or read online. Nearly all books are highly accessible, and many include interactive learning activities.