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1 CD-ROM : sd., col. ; 4 3/4 in. + 1 booklet (23 p. ; 19 cm).
"Live the epic adventure; play as 9 characters including Gandalf, Aragorn, Legolas, Gimli, Sam, and Frodo, battle through 15 highly-interactive levels. Form your fellowship; destroy the Ring of Power and restore peace to Middle-Earth, fight side-by-side in multiplayer co-op mode. Defeat the forces of evil; confront Shelob, Nazgul, Mumakil, The Witch King, The King of the Dead, Sauron's Lieutenant, and more. Movie exclusives; the only game with scenes and music from the films--"Container of Playstation version.
Media & Microtext Center
1 DVD-ROM ; 4 3/4 in. + 1 instruction booklet
Join the fellowship as Aragorn, Legolas or Gimli and defeat the Dark Lord's minions in locations from the first two films.
Media & Microtext Center
xviii, 240 pages : illustrations ; 25 cm.
  • Foreword by Richard Leppert -- Introduction -- Chapter 1: A Tune at the End of the World -- Chapter 2: How Celes Sang -- Chapter 3: Dead Ringers -- Chapter 4: Role-Playing toward a Virtual Musical Democracy -- Chapter 5: The Wizard, the Troll, and the Fortress -- Epilogue -- End Notes -- Works Cited -- Index.
  • (source: Nielsen Book Data)9780199969975 20160613
Video games open portals into fantastical worlds where imaginative play prevails. The virtual medium seemingly provides us with ample opportunities to behave and act out with relative safety and impunity. Or does it? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of our engagements with gaming's audio phenomena-from sonic violence to synthesized operas, from democratic music-making to vocal sexual harassment. Author William Cheng shows how the simulated environments of games empower designers, composers, players, and scholars to test and tinker with music, noise, speech, and silence in ways that might not be prudent or possible in the real world. In negotiating utopian and alarmist stereotypes of video games, Sound Play synthesizes insights from across musicology, sociology, anthropology, communications, literary theory, and philosophy. With case studies that span Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here.
(source: Nielsen Book Data)9780199969975 20160613
Green Library
xxi, 226 p. : ill. ; 25 cm.
  • ANIMATION/COMICS/GAMES: History/Evolution of the art form: Genres and Categories, Where I'm Coming From-- The Basics: Terms and Nomenclature, The Script Format, Beyond the Basics (advice, tips and tricks)-- Breaking & Entering: Ways to Break In, Location, Agents, Unions & Organizations, Books and Links.
  • (source: Nielsen Book Data)9780240805825 20160528
"Writing for Animation, Comics, and Games" explains the practical aspects of creating scripts for animation, comics, graphic novels, and computer games. It details how you can create scripts that are in the right industry format, and follow the expected rules for you to put your best foot forward to help you break-in to the trade. This book explains approaches to writing for exterior storytelling (animation, games); interior/exterior storytelling (comics and graphic novels), as well as considerations for non-linear computer games in the shortest, pithiest, and most economical way. The author offers insider's advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration. It covers career rules of-the-road for comics, computer games, and animation...from an insider's perspective. It is written for beginners and professionals alike. It is authored by a distinguished writer, whose credits include "X-Men Evolution", "Teenage Mutant Ninja Turtles", and "Lord of the Rings".
(source: Nielsen Book Data)9780240805825 20160528
Green Library
xxi, 278 pages ; 21 cm
  • Introduction
  • Reporting note
  • Pillars of eternity
  • Uncharted 4
  • Stardew Valley
  • Diablo III
  • Halo wars
  • Dragon age: Inquisition
  • Shovel Knight
  • Destiny
  • The Witcher 3
  • Star Wars 1313
  • Epilogue.
NATIONAL BESTSELLER Developing video games-hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean-it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings-even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell-and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
(source: Nielsen Book Data)9780062651235 20180312
Green Library


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