Books: 348

Game Development

CoverTitleYear
Create Professional 3D Game Worlds
From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety more » of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments. « less
2017
KEY FEATURES * Create your own augmented reality game from scratch and join the virtual reality gaming revolution * Use the latest Unity 5 VR SDK to create pro-level AR games like Pokemon Go * Innovate and explore the latest and most promising trend of AR gaming in the mobile gaming industry BOOK more » DESCRIPTION The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokemon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand! If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience. This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help. WHAT YOU WILL LEARN * Build a location-based augmented reality game called Foodie Go * Animate a player's avatar on a map * Use the mobile device's camera as a game background * Implement database persistence with SQLLite4Unity3D to carry inventory items across game sessions * Create basic UI elements for the game, inventory, menu, and settings * Perform location and content searches against the Google Places API * Enhance the game's mood by adding visual shader effects * Extend the game by adding multiplayer networking and other enhancements ABOUT THE AUTHOR Micheal Lanham is a solutions architect with petroWEB and currently resides in Calgary, Alberta in Canada. In his current role he develops integrated GIS applications with advanced spatial search capabilities. He has worked as a professional and amateur game developer building desktop and mobile games for over 15 years. In 2007, Micheal was introduced to Unity 3D and has been an avid fan and developer ever since. TABLE OF CONTENTS 1. Getting Started 2. Mapping the Player's Location 3. Making the Avatar 4. Spawning the Catch 5. Catching the Prey in AR 6. Storing the Catch 7. Creating the AR World 8. Interacting with an AR World 9. Finishing the Game 10. Troubleshooting « less
2017
Games Programming for the Absolute Beginner
Go through the steps necessary to create high-speed 2D retro-style games. This easy-to-read-and-follow one of a kind book on BlitzMax game programming also covers some 3D programming. BlitzMax for Absolute Beginners includes game application projects such as The Great Escape, Tank Attack, and Paratrooper. more » These will help you build your skills as you go. Have you ever wanted to program your own computer game? Never felt you could? Well, now you can. What You'll Learn * Program computer games from scratch with BlitzMax * Produce high-quality arcade games with sound and graphics * Utilize the power of OpenGL to create fantastic 3D effects Who This Book Is For Those new to game programming and those new to BlitzMax. « less
2017
100 Programming Challenges
Push your GameMaker programming skills to the edge with 100 programming challenges using the popular GameMaker: Studio and GML. Each challenge includes an outline of the challenge, a scoring and time guide, useful GML code, and a working example provided in GMZ format. For more advanced programmers, more » each challenge comes with an additional task to complete. Think you're a good GameMaker game application developer or programmer? Think again with this awesome book! What You'll Learn * Upgrade your skills with each specific game application coding challenge * Create many different game events, action or scenarios * Code for many different kinds of game applications or themes from space to adventure to sports to fantasy Who This Book Is For GameMaker and GameMaker: Studio users and coders. « less
2017
The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook more » is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field. « less
2017
Three.js – HTML5 and WebGL
Over the year’s web browsers have been incorporating new technologies, changing from simple page viewers with plain text and some images to platforms that allow us to create three-dimensional games. The revolution began with improved CSS styles and continued with the addition of relational and documental more » databases and the ability to create applications that work in offline mode without internet connection. Progress continued with the incorporation of audiovisual technologies, the possibility of watching movies, native audio management, including speech recognition and speech synthesis for reading texts. Finally, the incorporation of 3D technology (WebGL) with hardware acceleration, motion detection and virtual reality technology, have meant that the WEB programming is as every bit as good as other platforms and traditional languages. Therefore, I decided to start a collection of books that allows us to explore these developments and become true experts. To distinguish the collection from other books on the market I’ve focused on teaching how to perform a role-playing game in first person, merely as an excuse to gradually introduce WEB technologies. What does the first book of the collection cover? The book is aimed at those who want to explore how to create 3D animation, either to add visual elements to their web pages, as well as those who want to try their luck in game design. In it we’ll learn how to: • Use the Three.js library to create and animate a basic scene. • To prepare the development environment and solve the main problems we encounter. • To use geometries and materials offered by the default library. • To create advanced textures and transparencies. • To illuminate the scene and create shadows. • To load objects made with third party platforms and animate them using different techniques. • To use the keyboard, mouse and even body movement to control the camera. Finally, we’ll create our first game location. A beautiful medieval village with its castle and cemetery, full of villagers walking about and doing daily chores and a thick forest full of dangerous monsters. What is the game like? The game spans from the creation of 3D scenes to the management of music and sound effects, artificial intelligence, character animation and monsters, saving the current game, subsequently recovering it and finally packaging. What prior knowledge is needed? This book is suitable for anyone with basic knowledge of JavaScript and HTML. No knowledge of advanced mathematics or WebGL are needed. « less
2017
Develop apps and games using the Leap Motion sensor. This book starts with a brief introduction to Leap Motion, then covers getting the Leap Motion working and setting up a Leap Motion development environment. Leap Motion for Developers also covers the life cycle of how you interact with Leap Motion more » and the workflow of making a complete app. You’ll see how to use different programming languages for simple and steady development. The next part of the book walks through the basics of Leap Motion with Python and Java. We will then work on using Leap Motion with Unity, where we will build an app using Unity and then add different functionality to it. In the last part we cover Unreal 4, Processing, and JavaScript for Leap Motion. What You Will Learn * Look at the basics of Leap Motion * Develop apps for the Leap Motion sensor * See how different languages work with Leap Motion * Discover the future of Leap Motion * Who This Book Is For Students, developers, game developers, and tech enthusiasts. * « less
2017
Gain the basics of Python and use PyGame to create fast-paced video games with great graphics and sounds. You'll also learn about object oriented programming (OOP) as well as design patterns like model-view-controller (MVC) and finite state machines (FSMs). Python, PyGame and Raspberry Pi Game Development more » teaches you how to use Python and PyGame on your computer. Whether you use Windows, macOS, Linux, or a Raspberry Pi you can unleash the power of Python and PyGame to create great looking games. Included in the text are complete code listings and explanations for "Bricks," "Snake" and "Invaders"-- three fully-working games. These allow you to get started making your own great games. Modify them or build your own exciting titles. What You'll Learn * Gain the basics of Python and employ it for game development * Design your game * Build games using game projects as templates like Bricks, Snake, and Invaders * Work with user defined functions, inheritance, composition, and aggregation * Add sound to your games * Implement finite state machines Who This Book Is For Experienced coders or game developers new to Python, PyGame and Raspberry Pi. This book is also for makers interested in getting into game development. « less
2017
KEY FEATURES * Create and design games for iPhone and iPad using SpriteKit and Swift 3.0 * Learn the core fundamentals of SpriteKit game development and mix and match techniques to customize your game * This step-by-step practical guide will teach you to build games from scratch using little-known more » tips and strategies for maximum fun BOOK DESCRIPTION Swift is the perfect choice for game development. Developers are intrigued by Swift 3.0 and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. This book starts by introducing SpriteKit and Swift's new features that can be used for game development. After setting up your first Swift project, you will build your first custom class, learn how to draw and animate your game, and add physics simulations. Then, you will add the player character, NPCs, and powerups. To make your game more fun and engaging, you will learn how to set up scenes and backgrounds, build fun menus, and integrate with Apple Game Center to add leaderboards and achievements. You will then make your game stand out by adding animations when game objects collide, and incorporate proven techniques such as the advanced particle system and graphics. Finally, you will explore the various options available to start down the path towards monetization and publish your finished games to the App Store. By the end of this book, you will be able to create your own iOS games using Swift and SpriteKit. WHAT YOU WILL LEARN * Deliver powerful graphics, physics, and sound in your game by using SpriteKit * Set up the scene using the new capabilities of the scene editor and custom classes * Maximize gameplay with little-known tips and strategies for fun and repeatable action * Make use of animations, graphics, and particles to polish your game * Understand the current mobile monetization landscape to choose the best option for your own situation * Integrate your game with Game Center so that your players can share their high scores and achievements * Publish your game to the App Store and enjoy people playing your games ABOUT THE AUTHOR Stephen Haney has written two books on iOS game development. He began his programming journey at the age of 8 years on a dusty, ancient laptop using BASIC. He has been fascinated with building software and games ever since. Now well versed in multiple languages, he enjoys programming as a creative outlet the most. He believes that indie game development is an art form-- an amazing combination of visual, auditory, and psychological challenges--rewarding to both the player and the creator. He enjoyed writing this book and sincerely hopes that it directly furthers your career or hobby. TABLE OF CONTENTS 1. Designing Games with Swift 2. Sprites, Camera, Action! 3. Mix in the Physics 4. Adding Controls 5. Spawning Enemies, Coins, and Power-ups 6. Generating a Never-Ending World 7. Implementing Collision Events 8. Polishing to a Shine - HUD, Parallax Backgrounds, Particles, and More 9. Adding Menus and Sounds 10. Standing Out in the Crowd with Advanced Features 11. Choosing a Monetization Strategy 12. Integrating with Game Center 13. Ship It! Preparing for the App Store and Publication « less
2017
From Macro to Micro
This insightful four part book explores the challenging and evolving world of the game writer. Part I provides a fascinating overview of the history of game writing, following its humble roots in the 60s to today’s AAA titles. Part II asks and answers the key question: What do game writers do and how do more » they do it? Especially useful reading for novice game writers, the book covers a broad range of topics including contracts, NDAs, creative collaboration, narrative design, editing, adaptations, and environmental storytelling. Part III, of particular value for more advanced students of writing, addresses deeper theoretical questions increasingly relevant in today’s game titles, including: Why have story at all? What is plot and how does it work? How best can a writer use agency? Finally, Part IV presents readers with hard-earned nuggets of wisdom from today’s game writers working in America, Europe, and Japan. Packed with practical samples, case studies, and exercises, this book is essential reading for anyone interested in the world of games writing. Features +Covers history of games writing, narrative design, storytelling, plot, contracts, and packed with practical samples, case studies, and exercises +Presents readers with opinions and suggestions from today’s game writers who are working in the US, Europe, and Japan +Includes a broad range of topics e.g., creative collaboration, editing, adaptations, and environmental storytelling Brief Table of Contents 1: A Brief History of Game Stories. 2: Decoding and Devising the Brief. 3: NDAs and Contracts. 4: Collaboration: Team Us. 5: Narrative Design. 6: Outlines and Treatments. 7: Character Documents. 8: Environmental Storytelling. 9: Writing Scripts. 10: Editing. 11: Consultancy. 12: Adaptations. 13: Other Roles of the Games Writer. 14: Why Have Stories At All? 15: What Is Plot and How Does It Work? 16: Other Resources for Writers. 17: Marrying Design and Story: Driver 76 Case Study. 18: Storyloading. 19: Shifting Agency. 20: Time Gates and Act Stimulants. 21: Aristotle, Games Writing, and Games. 22: Choice or Enlightenment? 23: The Future of Games Writing. 24: What’s It Like Being a Games Writer? Appendices. A Few of the Game Titles Discussed! Elder Scrolls V: Skyrim Borderlands 2 The Walking Dead L.A. Noire Grand Theft Auto V Mass Effect 3 The Stanley Parable The Last of Us Alien Isolation The Witcher 3: Wild Hunt Life is Strange Until Dawn Quantum Break BioShock World of Warcraft Eve Online Tales of Monkey Island Elite Half Life Legend of Zelda: Ocarina of Time Metal Gear Solid Mass Effect Portal Portal 2 Alan Wake Silent Hill Broken Sword Uncharted: Drake’s Fortune About the Authors Maurice Suckling and Marek Walton have, between them, worked on over 45 games, for almost every major Western publisher. The last 18 years have seen one or both of them work as writers on titles such as Borderlands: The Pre-Sequel, Mafia III, Fable Legends, Civilization 6, Killing Floor 2, Wonderbook: Book of Spells, Red Orchestra 2: Heroes of Stalingrad, Driver: Parallel Lines, XCOM, Sonic & Sega All-Star Racing, Driver 76, Planet 51, BattleForge, Don King Presents Prizefighter, Unsolved Crimes, Virtua Tennis 4, and James Noir’s Hollywood Crimes. « less
2017