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This book builds on the revolutionary work of architect Christopher Alexander to show how to derive best practices in all aspects of game design. Using a series of... Læs mere
This book explains the steps in creating a licensed tabletop game and the factors which influence its design using examples, including the designer’s first-hand experience of converting the Fallout videogames into Fallout: Wasteland Warfare.
Immersive Sound Volume II: The Design and Practice of Binaural and Multi-Channel Experiences is a collection... Læs mere
Game AI Uncovered: Volume Five continues the series with another collection of chapters from twenty-three of the top game AI professionals and researchers, from around the... Læs mere
This Element provides an analysis of digital mystery game narratives through the lens of game studies approaches, game design principles,... Læs mere
This new edition offers the most up-to-date and comprehensive guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games.
Virtual Reality Audio: A Guide to Immersive Sound in Virtual Experiences takes you inside the world of immersive sound in VR, revealing how it transforms music, film sound, and game audio through practical examples and rich aesthetic, technical, and historical insights.
The Games that Computers (and Humans) Play is a non-technical introduction to AI using games to... Læs mere
Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms.
This book offers a timely analysis of play and politics woven together to imagine and enact new worlds, democratic and reactionary alike. It will interest media studies, philosophy, cultural studies, games and play studies, and political theory and philosophy.
This interactive book allows readers to play tic-tac-toe against the book itself. Players can either allow the book to make the first move or take the initiative themselves.