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1. Game Development Tools [2016]
- Ansari, Marwan, WMS Gaming, Plainfield, Illinois, USA author
- 1st. - A K Peters/CRC Press, 2016.
- Description
- Book — 1 online resource (344 pages)
- Summary
-
- PHILOSOPHY AND METHODOLOGY: Taming the Beast: Managing Complexity in Game Build Pipelines. Game Streaming: A Planned Approach. Workflow Improvement via Automatic Asset Tracking. Continuous Integration for Games. Persistence Management of Asset Metadata and Tags. Real-Time Tool Communication. Robust File I/O. BUILDABLE TOOLS: Real-Time Constructive Solid Geometry. A COLLADA Toolbox. Shape-Preserving Terrain Decimation and Associated Tools. In-Game Audio Debugging Tools. Pragmatic XML Use in Tools. Low Coupling Command System. Object-Oriented Data. Improving Remote Perforce Usage. THIRD-PARTY TOOLS: Vector Displacement in the Sculpting Workflow. Optimizing a Task-Based Game Engine. Efficient Texture Creation with Genetica. Reducing Video Game Creation Effort with Eberos GML2D. YAML for C++: Applied Data-Driven Design. GPU Debugging and Profiling with NVIDIA Parallel Nsight. FBX Games Development Tools. Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
2. International journal of computer games technology [2008 - ]
- International journal of computer games technology (Online)
- [Cairo, Egypt] : Hindawi Pub. Corp., 2008-
- Description
- Journal/Periodical — 1 online resource
- [Place of publication not identified] : Game Studies, ©2001-
- Description
- Journal/Periodical
4. The art of computer game design [1984]
- Crawford, Chris, 1950-
- Berkeley, Calif. : Osborne/McGraw-Hill, c1984.
- Description
- Book — xiv, 113 p. : ill. (some col.) ; 24 cm.
- Online
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
---|---|
Stacks | Request (opens in new tab) |
GV1469.2 .C72 1984 | Available |
- Advances in Computer Games (Conference) (10th : 2003 : Graz, Austria)
- New York : Springer Science+Business Media, [2004]
- Description
- Book — 1 online resource (xiv, 382 pages) : illustrations, 1 online resource (XIV, 383 pages)
- Summary
-
- Foreword. Preface. Evaluation Function Tuning via Ordinal Correlation-- D. Gomboc, T.A. Marsland, M. Buro. First Experimental Results of ProbCut Applied to Chess-- A.X. Jiang, M. Buro. Search versus Knowledge: An Empirical Study of Minimax on KRK-- A. Sadikov, I. Bratko, I. Kononenko. Static Recognition of Potential Wins in KNNKB and KNNKN-- E.A. Heinz. Model Endgame Analysis-- G.McC. Haworth, R.B. Andrist. Chess Endgames: Data and Strategy-- J.A. Tamplin, G.McC. Haworth. Evaluation in Go by a Neural Network using Soft Segmentation-- M. Enzenberger. When One Eye is Sufficient: A Static Classification-- R. Vila, T. Cazenave. DF-PN in Go: An Application to the One-Eye Problem-- A. Kishimoto, M. Muller. Learning to Score Final Positions in the Game of Go-- E.C.D. van der Werf, H.J. van den Herik, J.W.H.M. Uiterwijk. Monte-Carlo Go Developments-- B. Bouzy, B. Helmstetter. Static Analysis by Incremental Computation in Go Programming-- K. Nakamura. Building the Checkers 10-piece Endgame Databases-- J. Schaeffer, Y. Bjoernsson, N. Burch, R. Lake, P. Lu, S. Sutphen. The 7-piece Perfect Play Lookup Database for the Game of Checkers-- E. Trice, G. Dodgen. Search and Knowledge in Lines of Action-- D. Billings, Y. Bjoernsson. An Evaluation Function for Lines of Action-- M.H.M. Winands, H.J. van den Herik, J.W.H.M. Uiterwijk. Solving 7x7 Hex: Virtual Connections and Game-State Reduction-- R. Hayward, Y. Bjoernsson, M. Johanson, M. Kan, N. Po, J. van Rijswijck. Automated Identification of Patterns in Evaluation Functions-- T. Kaneko, K. Yamaguchi, S. Kawai. An Evaluation Function for the Game of Amazons-- J. Lieberum. Opponent-Model Search in Bao: Conditions for a SuccessfulApplication-- H.H.L.M. Donkers, H.J. van den Herik, J.W.H.M. Uiterwijk. Computer Programming of Kriegspiel Endings: The Case of KR versus K-- A. Bolognesi, P. Ciancarini. Searching with Analysis of Dependencies in a Solitaire Card Game-- B. Helmstetter, T. Cazenave. Solving the Oshi-Zumo Game-- M. Buro. New Games Related to Old and New Sequences-- S. Fraenkel. Author Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
6. Gamer theory [2007]
- Wark, McKenzie, 1961-
- Cambridge, Mass. : Harvard University Press, 2007.
- Description
- Book — 1 online resource (1 volume (unpaged)) : illustrations
- Summary
-
- Agony (on The Cave) Allegory (on The Sims) America (on Civilization III) Analog (on Katamari Damacy) Atopia (on Vice City) Battle (on Rez) Boredom (on State of Emergency) Complex (on Deus Ex) Conclusions (on SimEarth) Cuts (List of Samples).
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
Ever get the feeling that life's a game with changing rules and no clear sides? Welcome to gamespace, the world in which we live. Where others argue obsessively over violence in games, Wark contends that digital computer games are our society's emergent cultural form, a utopian version of the world as it is. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the imperfect gamespace of everyday life in the rat race of free-market society.
(source: Nielsen Book Data)
- McAllister, Ken S., 1966- author.
- Tuscaloosa, Ala. : University of Alabama Press, ©2004.
- Description
- Book — 1 online resource (xiv, 232 pages) : illustrations Digital: data file.
- Summary
-
- 1. Studying the computer game complex
- Computer games as a mass culture
- Computer games as mass media
- Computer games as psychophysiological force
- Computer games as economic force
- Computer games as instructional force
- So, why study computer games?
- 2. A grammar of gamework
- Rhetoric and dialectic
- Propositions of the gamework
- The problematic of play
- The grammar of gameworks: analyzing the computer game complex
- 3. Capturing imaginations: rhetoric in the art of computer game development
- Rhetorical functions revisited
- Rhetoric in the discourse of game developers
- Working through the grammar of gameworks: agents, influences, manifestations, and transformative locales
- 4. Making meanings out of contradictions: the work of computer game reviewing
- Computer game reviewing online
- Computer game reviewing in print
- Playing up influence to influence play
- Reviewing the meanings of the computer game complex
- 5. The economies of black & white
- Defining economies
- The "purchase" of natural resources
- The "purchase" of spiritual resources
- The "purchase" of temporal resources
- The work of black & white
- Transformative locales: economic force as game work.
(source: Nielsen Book Data)
- McAllister, Ken S., 1966- author.
- Tuscaloosa, Ala. : University of Alabama Press, ©2004.
- Description
- Book — 1 online resource (xiv, 232 pages) : illustrations Digital: data file.
- Summary
-
- 1. Studying the computer game complex
- Computer games as a mass culture
- Computer games as mass media
- Computer games as psychophysiological force
- Computer games as economic force
- Computer games as instructional force
- So, why study computer games?
- 2. A grammar of gamework
- Rhetoric and dialectic
- Propositions of the gamework
- The problematic of play
- The grammar of gameworks: analyzing the computer game complex
- 3. Capturing imaginations: rhetoric in the art of computer game development
- Rhetorical functions revisited
- Rhetoric in the discourse of game developers
- Working through the grammar of gameworks: agents, influences, manifestations, and transformative locales
- 4. Making meanings out of contradictions: the work of computer game reviewing
- Computer game reviewing online
- Computer game reviewing in print
- Playing up influence to influence play
- Reviewing the meanings of the computer game complex
- 5. The economies of black & white
- Defining economies
- The "purchase" of natural resources
- The "purchase" of spiritual resources
- The "purchase" of temporal resources
- The work of black & white
- Transformative locales: economic force as game work.
9. Building interactive worlds in 3D : virtual sets and pre-visualization for games, film, and the Web [2005]
- Gauthier, Jean-Marc, 1960-
- Burlington, MA : Elsevier/Focal Press, ©2005.
- Description
- Book — 1 online resource (xxiv, 422 pages) : illustrations (chiefly color)
- Summary
-
- Chapter 1 - A short history of computer simulations History of interactive 3D, from early flight simulaters during World War 2 to state of the art low cost virtual sets. - Inverview: Ken Perlin, Director of CAT/NYU, special effects supervisor for Tron, Disney. Cahpter 2 3D basic kit - Solutions to practical and conceptual problems - Modeling and texturing for interactive 3D - Alpha channels and transparencies - Photorealistic real-time 3D rendering on a PC or on a Mac - Project:designing a skybox - Interview: Benjy Bernhard about creating virtual sets for the AMNH's Planetarium
- Chapter 3 Adding interactivity - Director - Virtools - Reusable behaviors - Scripting interactions - Simulating natural laws or physics in a virtual set - Controlling interactions with input devices: dragging 3D objects - Project: 3D artist, Tamiko Thiel, about museum installations
- Chapter 4 Animation basics - Keyframed animation: simple animation in Maya and Lightwave - Morphing - Animated textures - Exporting animated 3D models - Character animation: bones and biped - Exporting animate dcharacters - Scripted animation in Lingo - Advanced interactive animation - Capturing real-time motion - Project: Interactive showcase for virtual actors - Interview: dancer-animator, Liza Herlinger-Thompson, Troika Ranch, about character animation
- Chapter 5 Interactive Lighting - Natural lighting - Indoor lighting - Distant light - Spot light - Point light - Building a virtual light studio: a virtual set for TV - Adding interactivity - Testing the virtual light studio on a movie set - Advanced interactive lighting: particle animation, special effects and volumetrics - Project: Interactive lighting of a character isnide a virtual set - Interview: interactive 3D artist, Florent Aziosmanoff about lighting for virtual sets
- Chapter 6 Virtual Cameras - Virtual cameras adapted from Hitchkok and Stanley Kubrick's movies - Steadycams - Movie previsualization - Parent-child scripting and targets - Controlling virtual cameras - Advanced interactivity for virtual cameras: artificial intelligence, portals - Tutorial: 3D interactive adaptation from a scene from "Night Hawks" from E. Hopper - Interview: director of photography, Kaminski, AI, Minority Report, discusses using virtual sets for movies
- Chapter 7 3D sound - Introduction to immersive experiences - Synchronization of display and sound - Spatialized sound - Controlling several sound streams - Real-time 3D sound - Sound envelopes - Tutorial: sound mixer - Interview: 3D Sound inventor and engineer, Bo Gehring, discusses spatialized sound for virtual sets
- Chapter 8 User interface and input devices - Linear and non-linear story telling - User testing - Testing playback performance - Building input devices: serial inputs - Midi inputs - Interactive phones - PDAs - Project: Designing a new interactive camera: the "cocktail camera" - Interview: Interactive designer, Bill Tomlinson, Synthetic Character Group, MIT MediaLab about input devices for virtual sets
- Chapter 9 Following a terrain with a remote controlled car - Modeling and texturing a terain - Modeling the car and obstacles - Collision against the terrain - Collision between a character and walls and other collisions - Adding physics: springs - Other methods: ray calculations - Project: an online 3D game - Interview: game designer, Sokal, creator of Syberiade, about virtual sets for game design
- Chapter 10 Communication environments - Communication from and to the virtual set - Introduction to multiplayer 3D games - Serial communication - Web communication - Interactive phone communication - Example of online multiplayer 3D game - Project: a robot talks to a virtual set - Interview: bio-robotic specialist Robert Full, Director of the Polypedal Lab, Bugs Life, Disney and Pixar, about using virtual sets to stimulate robots inspired by insects.
- Chapter 11 Advanced interactive 3D characters - Advanced character animation: blending motions - Cloning motions - Crowd control - Path finding and terrain analysis - Project: characters from a movie set are controlled by cellular phones - Interview: virtual sets designer, Colin Green, from Pixel Liberation Front, The Matrix, Panic Room, discusses movie previsualization for virtual sets
- Chapter 12 Artificial intelligence and gameplay for virtual sets - Introduction to AI - Decision making and self-determination - Managing crowd in an open space - Integrating AI in a game with AI - Project: virtual agora in the antique city of Aphrodisias - Interview: 3D interavtive designer, Zach Rosen, about using AI inside virtual sets
- Chapter 13 Multi-user server and database - Database administration - Connection to database - Saving and loading - Managing characters in multi-player environment - Chat in 3D world - Project: Multi player virtual movie set - Interview: CEO of SIA-TV, Adrian Simonovitch, about database driven virtual sets for interactive TV games.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
10. The complete guide to game audio : for composers, musicians, sound designers, and game developers [2009]
- Marks, Aaron.
- 2nd ed. - Burlington, MA ; Oxford : Focal Press/Elsevier, ©2009.
- Description
- Book — 1 online resource (xxv, 426 pages) : illustrations, music
- Summary
-
- An Introduction to Game Audio.- Essential Skill sets and Tools.- Getting organized and ready for business.- Finding and Getting the Jobs.- The Bidding Process.- Making the Deals.- Setting the Stage .- Creating Music for Games.- Creating Sound Effects for Games.- Blending the Total Soundscape.- Understanding Game Platforms and their Audio Development Issues.- For the Developer.- Game over - Not hardly!.- Appendix A - The Grammy's and other awards.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
Turn your musical passion into a profitable career with this essential guide to the business and technical skills you need to succeed in the multi-billion dollar games industry. Step-by-step instructions lead you through the entire music and sound effects process - from developing the essential skills and purchasing the right equipment to keeping your clients happy. Learn everything you need to: Find the jobs. Identify your niche, implement a business and marketing plan that includes a great demo reel, and plug into the established network to find clients. Make the deals. Make the bidding and contract process work for you by knowing the standard industry terminology, understanding how to set fees, and employing non-confrontational negotiating tactics to reach sound agreements that establish acceptable boundaries for change orders, reworks, payment options, and other essentials. Create music and sound effects for games. Master the exacting specifications for composing music and creating sound effects on the various gaming platforms and systems. The companion DVD features audio and cinematic examples, demos of useful sound editing and sequencing programs, and sample business contracts.
(source: Nielsen Book Data)
- Advances in Computer Games (Conference) (12th : 2009 : Pamplona, Spain)
- Berlin ; New York : Springer, ©2010.
- Description
- Book — 1 online resource (xiv, 231 pages) : illustrations.
- Summary
-
- Adding Expert Knowledge and Exploration in Monte-Carlo Tree Search.- A Lock-Free Multithreaded Monte-Carlo Tree Search Algorithm.- Monte-Carlo Tree Search in Settlers of Catan.- Evaluation Function Based Monte-Carlo LOA.- Monte-Carlo Kakuro.- A Study of UCT and Its Enhancements in an Artificial Game.- Creating an Upper-Confidence-Tree Program for Havannah.- Randomized Parallel Proof-Number Search.- Hex, Braids, the Crossing Rule, and XH-Search.- Performance and Prediction: Bayesian Modelling of Fallible Choice in Chess.- Plans, Patterns, and Move Categories Guiding a Highly Selective Search.- 6-Man Chess and Zugzwangs.- Solving Kriegspiel Endings with Brute Force: The Case of KR vs. K.- Conflict Resolution of Chinese Chess Endgame Knowledge Base.- On Drawn K-In-A-Row Games.- Optimal Analyses for 3xn AB Games in the Worst Case.- Automated Discovery of Search-Extension Features.- Deriving Concepts and Strategies from Chess Tablebases.- Incongruity-Based Adaptive Game Balancing.- Data Assurance in Opaque Computations.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Neiburger, Eli.
- Chicago : American Library Association, 2007.
- Description
- Book — 1 online resource (ix, 178 pages) : illustrations
- Summary
-
- This is a library, not an arcade, and other entirely artificial distinctions
- The gaming world, and how it can be appropriately appropriated into the library world
- Software, hardware, and other ware
- Planning your events, or, getting geeky with it
- How to promote your events, or, infecting the growth medium
- Setting it up, or, more about cables than you ever wanted to know
- Running a tournament, or why the thirty-third player always shows up right after you make the bracket
- Now what, or, how to leverage the interesting smell you've discovered
- Links, resources, and even a book or two.
(source: Nielsen Book Data)
- Darley, Andrew.
- London ; New York : Routledge, 2000.
- Description
- Book — 1 online resource (x, 225 pages) Digital: data file.
- Summary
-
- Introduction
- 1. History
- 2. Aesthetics
- 3. Spectators Conclusion.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
14. Physics for game programmers [2005]
- Palmer, Grant.
- Berkeley, CA : Apress ; New York, NY : Distributed by Springer, ©2005.
- Description
- Book — 1 online resource (xxv, 444 pages) : illustrations Digital: text file; PDF.
- Summary
-
- A table of contents is not available for this title.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Chirurgien, Estelle.
- Sainte-Foy, Québec : Éditions MultiMondes, ©2002.
- Description
- Book — 1 online resource (xvi, 147 pages)
- Bogost, Ian.
- Cambridge, Mass. : MIT Press, ©2006.
- Description
- Book — 1 online resource (xv, 243 pages) Digital: data file.
- Summary
-
- Unit operations
- Structuralism and computation
- Humanism and object technology
- Comparative videogame criticism
- Videogames and expression
- Encounters across platforms
- Cellular automata and simulation
- An alternative to fun
- The simulation gap
- Complex networks
- Complex worlds
- Critical networks.
(source: Nielsen Book Data)
- Lever, Nik, author.
- 1st edition. - Routledge, 2001.
- Description
- Book — 1 online resource (496 pages) Digital: text file.
- Summary
-
Do you have some experience and a reasonable knowledge of C++ and want to write your own computer games? Have you ever looked at a PC or Playstation (R) game with characters running and leaping through an exciting landscape and wondered how it was done? If so then this book will give you all the information you need to achieve this goal, whether you are a hobby programmer, student or even a professional wanting to add that third dimension to your website. Nik Lever takes you through the journey from the basics of 3D manipulation all the way to morph objects and sub-division surfaces. On the way you get Visual C++ project files to study and software that runs on the Windows desktop. The free CD-ROM gives you a full-featured development environment for 3D character animation, so even if you find some of the maths and the code hard to follow straight away you can still create your own games. The game engine (Toon3DCreator) provided free and fully functional on the CD-ROM, even has an ActiveX control that allows you to distribute your work on the Internet. All source code for Toon3D is included on the CD. You will also get an insight into the artist's problems; learn how to keep the characters interesting while not exhausting the game engine. Understand the complete picture and make the most of your skills to help you succeed in, or break into the computer gaming industry with this comprehensive guide to programming for real-time 3D character animation.
- Davison, Andrew.
- Berkeley, CA : Appress ; New York, NY : Distributed to the Book trade worldwide by Springer-Verlag, ©2007.
- Description
- Book — 1 online resource (xxviii, 498 pages) : illustrations Digital: text file; PDF.
- Summary
-
- A table of contents is not available for this title.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Amsterdam ; Washington, DC : IOS Press, ©2006.
- Description
- Book — 1 online resource (xiv, 317 pages) : illustrations. Digital: data file.
- Summary
-
- Title page; Foreword; Acknowledgements; Supplementary Material Available via the Internet; Contents; Game-Based Learning; Affective Gaming: Advancing the Argument for Game-Based Learning; Didactic Analysis of Digital Games and Game-Based Learning; Immersive Environments: What Can We Learn from Commercial Computer Games?; What Is a Game Ego? (or How the Embodied Mind Plays a Role in Computer Game Environments); Multiple Motivations Framework; An Instructional Design/Development Model for the Creation of Game-Like Learning Environments: The FIDGE Model.
- Cambridge, Mass. : MIT Press, ©1998.
- Description
- Book — 1 online resource (xviii, 360 pages) : illustrations (some color) Digital: text file; PDF.
- Summary
-
- 1. Chess for girls? feminism and computer games / by Justine Cassell and Henry Jenkins
- 2. Computer games for girls : what makes them play? / by Kaveri Subrahmanyam and Patricia M. Greenfield
- 3. Girl games and technological desire / by Cornelia Brunner, Dorothy Bennett, and Margaret Honey
- 4. Video game designs by girls and boys : variability and consistency of gender differences / by Yasmin B. Kafai
- 5. An interview with Brenda Laurel (Purple Moon) 6. An interview with Nancie S. Martin (Mattel) 7. An interview with Heather Kelley (Girl Games) 8. Interviews with Theresa Duncan and Monica Gesue (Chop Suey) 9. An Interview with Lee McEnany Caraher (Sega) 10. An interview with Marsha Kinder (Intertexts Multimedia) 11. Retooling play : dystopia, dysphoria, and difference / by Suzanne de Castell and Mary Bryson
- 12. Complete freedom of movement : video games as gendered play spaces / by Henry Jenkins
- 13. Storytelling as a nexus of change in the relationship between gender and technology : a feminist approach to software design / by Justine Cassell
- 14. Voices from the combat zone : game grrlz talk back.
(source: Nielsen Book Data)
Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. Although many people associate video games mainly with boys, the girls' games movement has emerged from an unusual alliance between feminists activists (who want to change the "gendering" of digital technology) and industry leader (who want to create a girls' market for their games). Contributors explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the steroetypes that dominate most toy store aisles. The lively mix of perspective and voices includes those of media and technology, educators, psychologists, industry insiders, and girl gamers.
(source: Nielsen Book Data)
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