'Masters of Doom' is the true inside story of John Carmack and John Romero, co-creators of the most innovative and notoriously successful video games in history - Doom and Quake. They created an empire, ruled a multi-billion-dollar industry, and provoked a national controversy.
Teaches game designers, aspiring game developers, and game design students how to take a digital game project from start to finish--from conceptualizing and designing to building, playtesting, and iterating
Focuses on creating computer systems, where users experience a dramatically compelling narrative that responds to their actions. The objective of this book is to provide readers with a cohesive picture of the research currently being undertaken in interactive storytelling. In ad…
Presents over 100 sets of questions for viewing a game's design and it describes how tactics used in board, card, and athletic games also work in video games. It also contains examples from new VR and AR platforms as well as examples from modern games such as Free to Play games,…
A New History of Animation guides readers through the history and context of animation from around the world. The book assumes no prior knowledge of the subject and explains all the key technical concepts, filling a gap in the market for a complete and well-researched animation …
War has been an integral theme of the games industry since the invention of the first video game, "Spacewar!" in 1962. While war video games began as entertainment, military organizations soon saw their potential as combat simulation and recruitment tools. This anthology examine…
Discourse Analysis is becoming increasingly "multimodal", concerned primarily with the interplay of language, image and sound. Video Games allow humans to create, live in and have conversations with new multimodal worlds. In this ground-breaking new textbook, best-selling author…
Monster studies, dystopian literature and film studies have become central to research on the now-proliferating works that give voice to culture-specific anxieties. This new development in scholarship reinforces the notion that the genres of fantasy and science fiction call for …
George R.R. Martin's acclaimed seven-book fantasy series A Song of Ice and Fire is unique for its strong and multi-faceted female protagonists, from teen queen Daenerys, scheming Queen Cersei, child avenger Arya, knight Brienne, Red Witch Melisandre, and many more. The Game of T…
This book addresses how program teams can develop complex games within the constraints of deadlines, budgets, and changing technologies. It establishes a set best practices taken from real-world experiences, while making sure readers understand that there are not any absolute so…
Utopic Dreams and Apocalyptic Fantasiesi invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.
This book offers an insider's view of online games and how they change us. In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a videogame. It was the best thing that ever happened to me. So begins this story of personal redempt…
Uncovers the real stories behind our video game obsession. Along the way Simon Parkin meets the players and game developers at the frontline of virtual extremism
Design great Facebook, iOS, and Web games and learn from the experts what makes a game a hit. This book shows how to put into action the proven design and marketing techniques from the industry's best game designers, who all started on a small scale
"Digital Play" offers a critical analysis of interactive media. Inspired by the work of Raymond Williams, the book traces the development of video gaming from its humble origins in hacker circles to its status as a $ 20 billion global cultural industry. Stephen Kline, Nick Dyer-…
Provides information on creating video game concepts and stories, covering the components of structure, process, characters, player desire, and outcomes