"Suitable for an introductory game development course or a reference for game developers and designers, this book offers coverage of all the key concepts and ideas that encompass game development, while providing real-life examples and practical insight."--Books24x7 website.
Acknowledgments -- Introduction / Peter Zackariasson and Timothy L. Wilson -- This is not a software industry / Casey O'Donnell -- Video games : a subcultural industry / Mikolaj Dymek -- Marketing of video games / Peter Zackariasson and Timothy L. Wilson -- An exploration of the…
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unco…
Provides information on creating video game concepts and stories, covering the components of structure, process, characters, player desire, and outcomes.
Provides information on creating video game concepts and stories, covering the components of structure, process, characters, player desire, and outcomes.
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unco…
"For years, major film studios have licensed products related to their most popular films; video game spin-offs have become an important part of these licensing practices. Where blockbuster films are concerned, the video game release has become the rule rather than the exception…
"Analyzes paratextual board games--particularly games based on film, television, and books--as unique media texts"--
"Analyzes paratextual board games--particularly games based on film, television, and books--as unique media texts"--
"This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most in…
Digital gaming re-imagines the Middle Ages
"Digital gaming's cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages…
Video games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas or a computer screen the artist's challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different.
Video games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas or a computer screen, the artist's challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. The author …