Results 1 to 10 of 59 | next »
- Fundamentals of game development / by Chandler, Heather Maxwell.; Chandler, Rafael.;
Includes bibliographical references and index.What is a game? -- The game industry -- Roles on the team -- Teams -- Effective communication -- Game production overview -- Game concept -- Characters, setting, and story -- Game requirements -- Game plan -- Production cycle -- Voiceover and music -- Localization -- Testing and code releasing -- Marketing and public relations.
- Subjects: Computer games;
- © c2011., Jones and Bartlett Learning,
- Available copies: 1 / Total copies: 1
-
unAPI
- Online gaming : the surge of esports and mobile gaming / by New York Times Company.; New York Times Educational Publishing,publisher.;
Includes bibliographical references (pages 217-220) and index.Introduction -- Chapter 1. Massively Multiplayer Online Gaming -- Go to the Mattresses (No, It's Not a Mob War) / Steven Zeitchik -- Even in a Virtual World, 'Stuff' Matters / Shira Boss -- It's Love at First Kill / Stephanie Rosenbloom -- Four Hours of Screen Time? No Problem / Diane Mehta -- Disruptions: Minecraft, an Obsession and an Educational Tool / Nick Bilton -- Behind League of Legends, E-Sports's Main Attraction / David Segal -- The Minecraft Generation / Clive Thompson -- Closing the Gender Gap, One E-Battle at a Time / Hayley Krischer -- A New Phase for World of Warcraft's Lead Designer: His Own Start-Up / Nick Wingfield -- A Non-Gamer's Guide to Fortnite, the Game That Conquered All the Screens / Sandra E. Garcia -- Chapter 2. The Fast-Paced Market for Mobile Games -- Will Zynga Become the Google of Games? / Miguel Helft -- From the Land of Angry Birds, a Mobile Game Maker Lifts Off / Nick Wingfield -- Candy Crush and the Curve of Impressiveness / Daniel Victor -- Executive at Struggling Rovio, Maker of Angry Birds, Pushes Silver Lining / Mark Scott -- Bobby Kotick's Activision Blizzard to Buy King Digital, Maker of Candy Crush / Michael J. De La Merced and Nick Wingfield -- Pokémon Go See the World in Its Splendor / Amy Butcher -- Mario, Nintendo's Mustachioed Gaming Legend, Arrives on iPhones / Nick Wingfield and Vindu Goel -- How I Became Addicted to Online Word Games / Liesl Schillinger -- An Angry Birds Empire: Games, Toys, Movies and Now an I.P.O. / Chad Bray -- China Embraces a Game About a Traveling Frog / Karoline Kan and Austin Ramzy -- Chapter 3. Esports and Gaming as Public Spectacle -- The Land of the Video Geek / Seth Schiesel -- Video Gaming on the Pro Tour, for Glory but Little Gold / Richard Nieva -- Seeking to Be Both N.F.L. and ESPN of Video Gaming / Alan Feuer -- What's Twitch? Gamers Know, and Amazon Is Spending $1 Billion on It / Nick Wingfield -- Activision Buys Major League Gaming to Broaden Role in E-Sports / Nick Wingfield -- Esports Sees Profit in Attracting Female Gamers / Gregory Schmidt -- Big Ten Universities Entering a New Realm: E-Sports / Marc Tracy -- Gamer's Death Pushes Risks of Live Streaming Into View / Daniel E. Slotnik -- All We Want to Do Is Watch Each Other Play Video Games / Nellie Bowles -- With Twitch, Amazon Tightens Grip on Live Streams of Video Games / John Herrman -- Chapter 4. Struggles in Gaming Communities -- Feminist Critics of Video Games Facing Threats in 'GamerGate' Campaign / Nick Wingfield -- It's Game Over for 'Gamers' / Anita Sarkeesian -- Twine, the Video-Game Technology for All / Laura Hudson -- In the Documentary 'GTFO,' Female Video Gamers Fight Back / Robert Ito -- How Gaming Helped Launch the Attack of the Internet Trolls / Quentin Hardy -- Why Some Men Don't Work: Video Games Have Gotten Really Good / Quoctrung Bui -- The Real Problem With Video Games / Seth Schiesel -- Video Game Addiction Tries to Move From Basement to Doctor's Office / Tiffany Hsu -- Endless Gaming May Be a Bad Habit. That Doesn't Make It a Mental Illness / Benedict Carey -- Glossary -- Media Literacy Terms -- Media Literacy Questions."In the mid 2000s, online gaming was a robust and thriving culture, with dedicated participants around the world. A decade later, mobile games had spawned billion-dollar franchises, and e-sports had earned a viewership rivaling the audiences of blockbuster films. As online gaming grew into a pop culture industry, new questions were raised about the role of video games in business, politics, education, and culture. The articles in this collection showcase the development of this multi-faceted industry, and features such as media literacy terms and questions will engage readers beyond the text."--
- Subjects: Internet games.; Computer games.; Mobile games.;
- Available copies: 1 / Total copies: 1
-
unAPI
- Introduction to game development / by Rabin, Steve.;
Includes bibliographical references and index.System requirements: Intel Pentium -series, AMD Athlon or newer processor; Windows XP (64MB RAM) or Windows 2000 (128MB RAM); 3D graphics card required for some sample applications; DirectX 9 or newer also required. The following software is required in order to take advantage of all the files provide on the CD-ROM; Microsoft Visual Studio, .NET 2003, 3ds max 6, Microsoft Word, Microsoft Excel, Microsoft PowerPoint, Adobe Reader, and QuickTime Player.
- Subjects: Computer games; Computer games; Video games;
- © c2010., Course Technology Cengage Learning,
- Available copies: 1 / Total copies: 1
-
unAPI
- Reality is broken : why games make us better and how they can change the world / by McGonigal, Jane.;
Visionary game designer Jane McGonigal shows how we can harness the power of computer games to solve real-world problems and boost global happiness, since her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges.Includes bibliographical references and index.Introduction -- pt. One: Why games make us happy -- What exactly is a game? -- The rise of the happiness engineers -- More satisfying work -- Fun failure and better odds of success -- Strong connectivity -- Becoming a part of something bigger than ourselves --pt. Two: Reinventing reality -- The benefits of alternate realities -- Leveling up in life -- Fun with strangers -- Happiness hacking --pt. Three: How very big games can change the world -- The engagement economy -- Missions impossible -- Collaboration superpowers -- Saving the real world together -- Conclusion: Reality is better -- Appendix: How to play.
- Subjects: Computer games;
- © 2011., Penguin Group,
- Available copies: 1 / Total copies: 1
-
unAPI
- The golden age of video games : the birth of a multi-billion dollar industry / by Dillon, Roberto.;
Includes bibliographical references (p. 171-172) and index.Machine generated contents note: Part I -- The Beginning -- The Firs: Commercial Game and the First Home Console -- Atari, Pong, and the Jackals -- Pong Goes Home -- Home Consoles -- Meanwhile, in Japan... -- Computers Go Home Too! -- Games That Pushed Boundaries I -- Part II -- 1983: The Crash -- Computers, Computers, Computers -- Atari and Commodore: from Here, Where? -- Nintendo Gives Consoles an Extra Life: the NES, ROB, and Super Mario -- New Competition: the Sega Master System -- Games That Pushed Boundaries II -- Part III -- The Beginning of a New Era -- New Generations with Some of the Same Old Problems -- 1991: Sony and Nintendo? -- The PC Becomes Gaming Mature -- Games That Pushed Boundaries III -- Epilogue -- Game Over -- Press Start to Continue."This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene"--Provided by publisher.
- Subjects: Video games; Electronic games; Computer games; Video games industry.;
- © c2011., A K Peters/CRC Press,
- Available copies: 1 / Total copies: 1
-
unAPI
- Anime and the visual novel : narrative structure, design and play at the crossroads of animation and computer games / by Cavallaro, Dani.;
Includes bibliographical references and index.Includes filmography.Anime and the visual novel: theoretical approaches -- Parallel worlds -- Returns to the past -- Epic exploits -- Journeys of self-discovery."This book describes the thematic and structural traits of a recent and popular development within the realm of anime: series adapted from visual novels. Anime based on visual novels capitalize on the parent games' attributes, yielding thought-provoking yarns and complex personalities"--Provided by publisher.
- Subjects: Animated films; Computer games;
- © c2010., McFarland & Co.,
- Available copies: 1 / Total copies: 1
-
unAPI
- Coding games in Scratch / by Woodcock, Jon.;
Bklst 02/01/2016Kirkus 11/01/2015Outlines simple steps for creating computer games using the Scratch programming language.4-6
- Subjects: Scratch (Computer program language).; Computer games.; Programming (Computers).; Scratch (Computer program language); Computer games;
- Available copies: 1 / Total copies: 1
-
unAPI
- Super Mario : [electronic resource] : How Nintendo conquered America. by Ryan, Jeff.;
The story of Nintendo's rise and the beloved icon who made it possible. Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: *Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. *Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. *The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.Electronic reproduction.
- Subjects: Electronic books.; Video games industry; Nintendo video games.; Nonfiction.; Business.; Computer Technology.;
- © 2011.,
- On-line resources: https://link.overdrive.com/?websiteID=130119&titleID=522575 -- Click to access digital title in OverDrive.;
-
unAPI
- Tom Clancy's Ghost recon / by Michaels, David,1955-; Clancy, Tom,1947-;
"The U.S. Army's Special Forces are known for their highly specialized training and courage behind enemy lines, but there is a group that is even more stealthy and deadly. Composed of the most feared operators on the face of the earth, they are the soldiers of Ghost Recon. Captain Scott Mitchell and his Ghost Recon team infiltrate China's eastern coast to seek and destroy the Spring Tiger Group. The small band of renegade Chinese military leaders is poised to execute operation Pouncing Dragon, a plot to seize Taiwan and trigger a battle for dominance in the Pacific. But when Mitchell realizes that an old nemesis is assisting the cabal, World War III becomes personal..."--P. [4] of cover.
- Subjects: Soldiers; Terrorism; Computer war games;
- © 2008., Berkley Books,
- Available copies: 1 / Total copies: 1
-
unAPI
- 50 fantasy vehicles to draw and paint : create awe-inspiring crafts for comics, computer games, and graphic novels / by Thompson, Keith.;
Foreword -- About this book -- Great shipyard: Basic craft -- Magical age -- Industrial revolution -- Craft of tomorrow -- Alien craft -- Index -- Credits.
- Subjects: Vehicles in art.; Fantasy in art.; Drawing; Painting;
- © 2007., Barron's,
- Available copies: 1 / Total copies: 1
-
unAPI
Results 1 to 10 of 59 | next »