Half Life 2 Mods For Dummies

Author by : Erik Guilfoyle
Languange : en
Publisher by : John Wiley & Sons
Format Available : PDF, ePub, Mobi
Total Read : 72
Total Download : 180
File Size : 46,5 Mb
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Half Life 2 Mods For Dummies

Author by : Erik Guilfoyle
Languange : en
Publisher by : For Dummies
Format Available : PDF, ePub, Mobi
Total Read : 54
Total Download : 672
File Size : 48,6 Mb
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Description : Modify gameplay, add textures, and integrate amazing effects Develop intense environments, then share your design with players online How cool would it be to build your own levels and customized weapons for Half-Life 2? This book will get you ready to mod so you can enjoy the ultimate gaming experience. You'll find out how to create your own maps, strategically place high-tech military equipment, and modify your levels for smoother play. All this on the bonus CD-ROM Samples from the book A video walk-through of your first mod Adobe(r) Photoshop(r) CS2 tryout version NormalMapGenerator and Compressonator by ATI Technologies, Inc. Packrat version 0.95 for Half-Life 2 and Adobe Photoshop Normal Map and DDS Authoring Plugins For details and complete system requirements, see the CD-ROM appendix. Discover how to Design maps and playing levels Load your creation into the game Expand your map with additions Include armor and weapons Distribute levels on the Web Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.


Machinima For Dummies

Author by : Hugh Hancock
Languange : en
Publisher by : John Wiley & Sons
Format Available : PDF, ePub, Mobi
Total Read : 53
Total Download : 734
File Size : 41,9 Mb
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Description : Use this book to learn how you can, at little or no expense, make virtually any movie using Machinima. The authors guide you from making your first Machinima movie to a grounding in both conventional filmmaking and Machinima technology that will let you tackle very complex film projects. The book focuses on the following Machinima platforms: The Sims 2: Arguably the most popular Machinima platform of all time, The Sims 2 allows you to tell stories ranging from romance to noir action. World Of Warcraft: Tell your own tales of heroism in the world of Azeroth, following in the footsteps of award-winning Machinima creators and even the makers of South Park. Medieval 2: Total War - This astonishing new game allows you to create Lord of the Rings-scale medieval battle films using just a home computer! MovieStorm: For the first time, unleash the power of Machinima as a professional user using a fully-featured, fully-licensed commercial Machinima platform. You'll be introduced to all aspects of Machinima production, from live filming in a game through the creation of sets, props and characters, as well as the basics of cinematography, storytelling and sound design.


Half Life 2 Titles

Author by : Anonim
Languange : en
Publisher by : PediaPress
Format Available : PDF, ePub, Mobi
Total Read : 56
Total Download : 203
File Size : 55,6 Mb
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Half Life Series

Author by : Anonim
Languange : en
Publisher by : PediaPress
Format Available : PDF, ePub, Mobi
Total Read : 65
Total Download : 704
File Size : 51,8 Mb
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Quake 4 Mods For Dummies

Author by : Erik Guilfoyle
Languange : en
Publisher by : John Wiley & Sons
Format Available : PDF, ePub, Mobi
Total Read : 53
Total Download : 478
File Size : 41,5 Mb
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Description : Create your own levels and game mods Build single- and multi-player levels, add scripts, and share your mods Ever wonder what Quake 4 would be like if it included that especially cool weapon you dreamed up? Here's the fun and easy way? to find out. Start by creating a basic level, and then discover how to include your own weapons and effects, change colors, add textures, and send your creations out into the world. Everything you need to get started -- * Adobe? Photoshop? Elements tryout version * WinZip? evaluation version * The Compressonator and NormalGapGenerator by ATI Technologies, Inc. * Sample tools, textures, and examples from the book * For details and complete system requirements, see the CD-ROM appendix. Discover how to * Work with various modding tools * Develop a map * Alter user interfaces * Paint and decorate your level * Script advanced actions * Distribute your creations online


The Orange Box

Author by : Anonim
Languange : en
Publisher by : PediaPress
Format Available : PDF, ePub, Mobi
Total Read : 62
Total Download : 330
File Size : 44,8 Mb
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Video Gaming

Author by : Anonim
Languange : en
Publisher by : PediaPress
Format Available : PDF, ePub, Mobi
Total Read : 18
Total Download : 703
File Size : 47,7 Mb
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Creating Games

Author by : Morgan McGuire
Languange : en
Publisher by : CRC Press
Format Available : PDF, ePub, Mobi
Total Read : 25
Total Download : 371
File Size : 54,5 Mb
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Description : Creating Games offers a comprehensive overview of the technology, content, and mechanics of game design. It emphasizes the broad view of a games team and teaches you enough about your teammates' areas so that you can work effectively with them. The authors have included many worksheets and exercises to help get your small indie team off the ground.


Serious Games Development And Applications

Author by : Minhua Ma
Languange : en
Publisher by : Springer
Format Available : PDF, ePub, Mobi
Total Read : 46
Total Download : 195
File Size : 48,9 Mb
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Description : This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012, held in Bremen, Germany in September 2012. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover various topics on serious games including engineering, education, health care, military applications, game design, game study, game theories, virtual reality, 3D visualisation and medical applications of games technology.


Computer Games And New Media Cultures

Author by : Johannes Fromme
Languange : en
Publisher by : Springer Science & Business Media
Format Available : PDF, ePub, Mobi
Total Read : 75
Total Download : 577
File Size : 55,7 Mb
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Description : Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.


Transdisciplinary Digital Art

Author by : Randy Adams
Languange : en
Publisher by : Springer Science & Business Media
Format Available : PDF, ePub, Mobi
Total Read : 78
Total Download : 951
File Size : 55,7 Mb
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Description : This volume collects selected papers from the past two instances of Digital Art Weeks (Zurich, Switzerland) and Interactive Futures (Victoria, BC, Canada), two parallel festivals of digital media art. The work represented in Transdisciplinary Digital Art is a confirmation of the vitality and breadth of the digital arts. Collecting essays that broadly encompass the digital arts, Transdisciplinary Digital Art gives a clear overview of the on-going strength of scientific, philosophical, aesthetic and artistic research that makes digital art perhaps the defining medium of the 21st Century.


Women And Video Game Modding

Author by : Bridget Whelan
Languange : en
Publisher by : McFarland
Format Available : PDF, ePub, Mobi
Total Read : 44
Total Download : 727
File Size : 40,5 Mb
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Description : The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying the games. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.


Game On

Author by : Dustin Hansen
Languange : en
Publisher by : Feiwel & Friends
Format Available : PDF, ePub, Mobi
Total Read : 45
Total Download : 726
File Size : 48,9 Mb
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Description : Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted. Learn about the creators and inspiration (Mario was named after Nintendo’s landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game). Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!


The Video Games Guide

Author by : Matt Fox
Languange : en
Publisher by : McFarland
Format Available : PDF, ePub, Mobi
Total Read : 97
Total Download : 298
File Size : 43,8 Mb
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Description : "The Video Games Guide is the world's most comprehensive reference book on computer and video games. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review of the game itself"--Provided by publisher.


Playing With Videogames

Author by : James Newman
Languange : en
Publisher by : Routledge
Format Available : PDF, ePub, Mobi
Total Read : 91
Total Download : 251
File Size : 40,8 Mb
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Description : Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.


History Of Digital Games

Author by : Andrew Williams
Languange : en
Publisher by : CRC Press
Format Available : PDF, ePub, Mobi
Total Read : 49
Total Download : 711
File Size : 47,5 Mb
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Description : The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends


Affective Computing And Intelligent Interaction

Author by : Sidney D ́Mello
Languange : en
Publisher by : Springer
Format Available : PDF, ePub, Mobi
Total Read : 43
Total Download : 905
File Size : 49,9 Mb
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Description : The two-volume set LNCS 6974 and LNCS 6975 constitutes the refereed proceedings of the Fourth International Conference on Affective Computing and Intelligent Interaction, ACII 2011, held in Memphis,TN, USA, in October 2011. The 135 papers in this two volume set presented together with 3 invited talks were carefully reviewed and selected from 196 submissions. The papers are organized in topical sections on recognition and synthesis of human affect, affect-sensitive applications, methodological issues in affective computing, affective and social robotics, affective and behavioral interfaces, relevant insights from psychology, affective databases, Evaluation and annotation tools.


Games Most Wanted

Author by : Ben H. Rome
Languange : en
Publisher by : Potomac Books, Inc.
Format Available : PDF, ePub, Mobi
Total Read : 18
Total Download : 379
File Size : 40,7 Mb
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Description : Ever thought about capturing a queen, amassing real estate gold, or striking down a zombie or two? For centuries, games have stimulated the imagination. They have divided, and they have united. They have driven our competitive spirit and indulged our fancy. Live an entire lifetime in a few rolls of the dice. Push a few buttons and sustain perfect health. Essentially, games have and will continue to provide people worldwide a break from the everyday grind. With more than forty chapters, Games' Most Wanted whisks readers away into the fantasyland of games. Learn more about board games that have been passed through generations, video games that predict the future, and card games that have brought down the house. Ben H. Rome and Chris Hussey also reveal the culture behind the entertainment-the codes of conduct, the language, the conventions, and the workshops-proving that leisure can be a lifestyle. Something they won't reveal: how to rescue the princess. Regardless of the hand you're dealt, Games' Most Wanted is sure to cure any boredom.


Real Wars On Virtual Battlefields

Author by : Stefan Werning
Languange : en
Publisher by : transcript Verlag
Format Available : PDF, ePub, Mobi
Total Read : 98
Total Download : 270
File Size : 43,5 Mb
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Description : The book analyzes the multifarious exchange of algorithmic technologies and concepts between the military and the media industry from the early 1990s until now. Unlike most related scholarly work which focuses on digital games, it drafts a model of programmable media which is grounded in a close-reading of the key technologies, most notably the paradigm of object-oriented programming, and reconsiders technical disciplines from a humanities perspective. This model is then applied to analyze the effects of algorithmic logic on the military-civilian continuum, including economic practices, patterns of media usage and military decision-making.


Advances In Visual Computing

Author by : Richard Boyle
Languange : en
Publisher by : Springer
Format Available : PDF, ePub, Mobi
Total Read : 89
Total Download : 461
File Size : 41,8 Mb
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Description : It is with greatpleasure that we present the proceedings of the 5th International Symposium on Visual Computing (ISVC 2009), which was held in Las Vegas, Nevada. ISVC o?ers a common umbrella for the four main areas of visual c- puting includingvision,graphics,visualization,andvirtualreality.Thegoalisto provide a forum for researchers, scientists, engineers, and practitioners throu- out the world to present their latest research ?ndings, ideas, developments, and applications in the broader area of visual computing. This year, the program consisted of 16 oral sessions, one poster session, 7 special tracks, and 6 keynote presentations. Also, this year ISVC hosted the Third Semantic Robot Vision Challenge.The responseto the call for papers was verygood;wereceivedover320submissionsfor themainsymposiumfromwhich we accepted 97 papers for oral presentation and 63 papers for poster presen- tion. Special track papers were solicited separately through the Organizing and Program Committees of each track. A total of 40 papers were accepted for oral presentation and 15 papers for poster presentation in the special tracks. All papers were reviewed with an emphasis on potential to contribute to the state of the art in the ?eld. Selection criteria included accuracy and originality of ideas, clarity and signi?cance of results, and presentation quality. The review process was quite rigorous, involving two to three independent blind reviews followed by several days of discussion. During the discussion period we tried to correct anomalies and errors that might have existed in the initial reviews.


Networking And Online Games

Author by : Grenville Armitage
Languange : en
Publisher by : John Wiley & Sons
Format Available : PDF, ePub, Mobi
Total Read : 79
Total Download : 366
File Size : 55,8 Mb
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Description : The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.


The Routledge Companion To British Media History

Author by : Martin Conboy
Languange : en
Publisher by : Routledge
Format Available : PDF, ePub, Mobi
Total Read : 99
Total Download : 452
File Size : 55,8 Mb
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Description : The Routledge Companion to British Media History provides a comprehensive exploration of how different media have evolved within social, regional and national contexts. The 50 chapters in this volume, written by an outstanding team of internationally respected scholars, bring together current debates and issues within media history in this era of rapid change, and also provide students and researchers with an essential collection of comparable media histories. The first two parts of the Companion comprise a series of thematic chapters reflecting broadly on historiography, providing historical context for discussions of the power of the media and their social importance, arranged in the following sections: Media History Debates Media and Society The subsequent parts are made up of in-depth sections on different media formats, exploring various approaches to historicizing media futures, divided as follows: Newspapers Magazines Radio Film Television Digital Media The Routledge Companion to British Media History provides an essential guide to key ideas, issues, concepts and debates in the field. Chapter 40 of this book is freely available as a downloadable Open Access PDF at www.tandfebooks.com/openaccess. It has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 3.0 license.


Adventure Games

Author by : Aaron A. Reed
Languange : en
Publisher by : Bloomsbury Publishing USA
Format Available : PDF, ePub, Mobi
Total Read : 32
Total Download : 416
File Size : 41,6 Mb
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Description : The genre of adventure games is frequently overlooked. Lacking the constantly-evolving graphics and graphic violence of their counterparts in first-person and third-person shooters or role-playing games, they are often marketed to and beloved by players outside of mainstream game communities. While often forgotten by both the industry and academia, adventure games have had (and continue to have) a surprisingly wide influence on contemporary games, in categories including walking simulators, hidden object games, visual novels, and bestselling titles from companies like Telltale and Campo Santo. In this examination of heirs to the genre's legacy, the authors examine the genre from multiple perspectives, connecting technical analysis with critical commentary and social context. This will be the first book to consider this important genre from a comprehensive and transdisciplinary perspective. Drawing upon methods from platform studies, software studies, media studies, and literary studies, they reveal the genre's ludic and narrative origins and patterns, where character (and the player's embodiment of a character) is essential to the experience of play and the choices within a game. A deep structural analysis of adventure games also uncovers an unsteady balance between sometimes contradictory elements of story, exploration, and puzzles: with different games and creators employing a multitude of different solutions to resolving this tension.


Lua Quick Start Guide

Author by : Gabor Szauer
Languange : en
Publisher by : Packt Publishing Ltd
Format Available : PDF, ePub, Mobi
Total Read : 62
Total Download : 898
File Size : 40,9 Mb
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Description : The easiest way to learn Lua programming Key Features The easiest way to learn Lua coding Use the Lua standard libraries and debug Lua code Embed Lua as a scripting language using the Lua C API Book Description Lua is a small, powerful and extendable scripting/programming language that can be used for learning to program, and writing games and applications, or as an embedded scripting language. There are many popular commercial projects that allow you to modify or extend them through Lua scripting, and this book will get you ready for that. This book is the easiest way to learn Lua. It introduces you to the basics of Lua and helps you to understand the problems it solves. You will work with the basic language features, the libraries Lua provides, and powerful topics such as object-oriented programming. Every aspect of programming in Lua, variables, data types, functions, tables, arrays and objects, is covered in sufficient detail for you to get started. You will also find out about Lua's module system and how to interface with the operating system. After reading this book, you will be ready to use Lua as a programming language to write code that can interface with the operating system, automate tasks, make playable games, and much more. This book is a solid starting point for those who want to learn Lua in order to move onto other technologies such as Love2D or Roblox. A quick start guide is a focused, shorter title that provides a faster paced introduction to a technology. It is designed for people who don't need all the details at this point in their learning curve. This presentation has been streamlined to concentrate on the things you really need to know. What you will learn Understand the basics of programming the Lua language Understand how to use tables, the data structure that makes Lua so powerful Understand object-oriented programming in Lua using metatables Understand standard LUA libraries for math, file io, and more Manipulate string data using Lua Understand how to debug Lua applications quickly and effciently Understand how to embed Lua into applications with the Lua C API Who this book is for This book is for developers who want to get up and running with Lua. This book is ideal for programmers who want to learn to embed Lua in their own applications, as well as for beginner programmers who have never coded before.


Encyclopedia Of Video Games The Culture Technology And Art Of Gaming 2nd Edition 3 Volumes

Author by : Mark J. P. Wolf
Languange : en
Publisher by : ABC-CLIO
Format Available : PDF, ePub, Mobi
Total Read : 89
Total Download : 564
File Size : 53,6 Mb
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Description : Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games


Half Life

Author by : Source Wikipedia
Languange : en
Publisher by : University-Press.org
Format Available : PDF, ePub, Mobi
Total Read : 30
Total Download : 314
File Size : 47,5 Mb
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Description : Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 78. Chapters: Half-Life, Portal 2, Half-Life 2, The Orange Box, Creatures in the Half-Life series, Half-Life 2: Episode One, Half-Life 2: Episode Two, Locations of Half-Life, Half-Life: Opposing Force, Half-Life: Blue Shift, Concerned, Half-Life: Decay, Half-Life 2: Lost Coast, Codename: Gordon, Still Alive, Black Mesa, Planet Half-Life, Gravity gun, PHWOnline, WON2, Half-Life: Escape from City 17, Half-Life 2: Survivor, Half-Life 2: Deathmatch, List of GoldSrc engine mods, Half-Life 2: Raising the Bar, Half-Life Dedicated Server. Excerpt: Portal 2 is a first-person puzzle-platform video game developed by Valve Corporation. It is the sequel to the 2007 video game Portal and was announced on March 5, 2010, following a week-long alternate reality game based on new patches to the original game. Though initially slated for release in the last quarter of 2010, the game was postponed to the week of April 18, 2011. The game was released by Valve through Steam for Microsoft Windows and Mac OS X, while the PlayStation 3, Xbox 360 and retail Windows/OS X versions of the game are distributed by Electronic Arts. The game's release on Steam was preceded by a second multi-week alternate reality game, the Potato Sack, involving 13 independently-developed titles, culminating in a distributed computing spoof to release Portal 2 several hours early. Portal 2 comprises a series of puzzles that must be solved by teleporting the player's character and simple objects using the "portal gun," a device that can create inter-spatial portals between flat planes. The game's unique physics allow momentum to be retained through portals, requiring creative use of portals to maneuver through the test chambers. Other gameplay elements were added to Portal 2, including tractor beams, laser redirection, and special paint-like gels that impart special properties...


Fundamentals Of Game Design

Author by : Ernest Adams
Languange : en
Publisher by : New Riders
Format Available : PDF, ePub, Mobi
Total Read : 82
Total Download : 197
File Size : 55,5 Mb
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Description : Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They’ll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They’ll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.


Essential Xna Game Studio 2 0 Programming

Author by : Jim Perry
Languange : en
Publisher by : Jones & Bartlett Learning
Format Available : PDF, ePub, Mobi
Total Read : 77
Total Download : 825
File Size : 48,5 Mb
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Description : Essential XNA Game Studio 2.0 Programming provides both hobbyists and experienced programmers with the information they need to take advantage of Microsoft’s powerful XNA Framework and XNA Game Studio to produce professional-level games for both the PC and the Xbox 360. Beginners learn the fundamentals of 2D game development, creating a complete top-down shooter. Intermediate and advanced users can jump right into 3D game development and create a version of the 3D game that takes advantage of hardware acceleration using High-Level Shader Language (HLSL). Learn how to build an input system to receive events from devices; use the Microsoft Cross-Platform Audio Creation Tool (XACT) to integrate sounds and music into your game; design difficulty systems to tailor your game to players with different skill levels; create a multiplayer game using the networking features of the XNA Framework; implement an achievement system to provide incentive for continued play of your game.