The Anatomy of a Game

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Publisher : University of Delaware Press
ISBN 13 : 9780874134551
Total Pages : 610 pages
Book Rating : 4.52/5 ( download)

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Book Synopsis The Anatomy of a Game by : David M. Nelson

Download or read book The Anatomy of a Game written by David M. Nelson and published by University of Delaware Press. This book was released on 1994 with total page 610 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This is the first football history to chronicle year by year how playing rules developed the game. Football - a four-dimensional game of rushing, kicking, forward passing, and backward passing - has had more playing rule changes since its inception than any other sport. The Anatomy of a Game follows football rules from the game's European roots through its beginning in the United States to its position as the number-one spectator sport in the 1990s. Highlighted are details of the crisis years that changed the character of the game, with coaches and rules committee members the featured players. David M. Nelson, who served on the NCAA Rules Committee longer than Walter Camp, provides personal insight into all Rules Committee meetings since 1958, as well as an appendix - chronological and by rule - listing every change since 1876." "Ever since the first two human beings kicked, threw, or batted an object competitively, there have been playing rules. Games are mentioned in the Bible, and the Romans brought football's forerunner to Britain, from where it was exported to the United States. It was in the United States that college students decided to make their game rugby rather than soccer. Although the students invented United States football and made the first rules, their ruling power was eventually lost to the faculty, administrators, coaches, rules committees, and the NCAA." "Beginning as a brutal sport, football survived several crises before and after the turn of the century, eventually becoming respectable. The 1931 injury crisis split the high school and college rules and the same year the professionals went their own way, with rules largely based on spectator appeal." "Today the sport is a national treasure primarily because of its playing rules, over seven hundred in total, which make college football unique among the world's team sports. Moreover, football remains an American game, never having the same impact in other countries as do baseball and basketball." "Rules make the game, but people make the rules. Football survived the major crises that threatened the game because committee members adhered to the precepts that had governed football since its inception. The game began with an attempt to have a consistent code of justice, personal accountability, and equality. In some sense the playing rules are a type of moral precept that explains in the simplest terms what can and cannot be done. The Football Code, which first prefaced the rules in 1916, makes the game - more than any other sport - a moral one because it sets standards for coaching, playing, sportsmanship, and officiating."--BOOK JACKET.Title Summary field provided by Blackwell North America, Inc. All Rights Reserved

Game Engine Architecture, Third Edition

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Publisher : CRC Press
ISBN 13 : 1351974289
Total Pages : 1240 pages
Book Rating : 4.88/5 ( download)

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Book Synopsis Game Engine Architecture, Third Edition by : Jason Gregory

Download or read book Game Engine Architecture, Third Edition written by Jason Gregory and published by CRC Press. This book was released on 2018-07-20 with total page 1240 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

Game Art

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Publisher : No Starch Press
ISBN 13 : 1593276656
Total Pages : 278 pages
Book Rating : 4.52/5 ( download)

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Book Synopsis Game Art by : Matt Sainsbury

Download or read book Game Art written by Matt Sainsbury and published by No Starch Press. This book was released on 2015-09-01 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Art is a collection of breathtaking concept art and behind-the-scenes interviews from videogame developers, including major players like Square Enix, Bioware, and Ubisoft as well as independent but influential studios like Tale of Tales and Compulsion Games. Immerse yourself in fantastic artwork and explore the creative thinking behind over 40 console, mobile, and PC games. A lone independent developer on a tiny budget can create an experience as powerful and compelling as a triple-A blockbuster built by a team of 1,000. But like all works of art, every game begins with a spark of inspiration and a passion to create. Let Game Art take you on a visual journey through these beautiful worlds, as told by the minds that brought them to life.

The Anatomy of England

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Publisher : Orion
ISBN 13 : 1409113647
Total Pages : 416 pages
Book Rating : 4.45/5 ( download)

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Book Synopsis The Anatomy of England by : Jonathan Wilson

Download or read book The Anatomy of England written by Jonathan Wilson and published by Orion. This book was released on 2010-05-20 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'A masterful work...it could be the best thing to have happened to English football in years' TIME OUT '[A] thought-provoking reappraisal of ten key games in England's football history ... this book should be required reading for all future England squads' INDEPENDENT ON SUNDAY Having invented the game, everything that has followed for England and its national football team has been something of an anticlimax. There was, of course, the golden summer of 1966, and the great period of English dominance on the world stage, which fell roughly between 1886 and 1900, when England won 35 of their 40 internationals ... But before long foreign teams, with their insistence on progressive 'tactics', began to pose a few questions. And much of what followed for England constituted a series of false dawns. In THE ANATOMY OF ENGLAND Jonathan Wilson seeks to place the bright spots in context. Time and again, progressive coaches have been spurned by England - technique being all very well, but what really matters is pluck and 'organised muscularity', or, to quote Jimmy Hogan's chairman at Aston Villa in 1936: 'I've no time for these theories about football. Just get the ball in the bloody net.' Wilson takes ten key England fixtures and explores how what actually happened on the pitch shaped the future of the English game. Bursting with insight and critical detail, yet imbued with a wry affection, this is a history of England like none before.

Action Anatomy

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Publisher : Harper Collins
ISBN 13 : 006073681X
Total Pages : 182 pages
Book Rating : 4.11/5 ( download)

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Book Synopsis Action Anatomy by : Takashi Iijima

Download or read book Action Anatomy written by Takashi Iijima and published by Harper Collins. This book was released on 2005-05-31 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: Experience real human body structures and movements with this indispensable guide to the the digital expression of anatomical mechanisms. Impressive graphic details, along with clear explanations, explore the character animation of each body part and movement as illustrated for art directors, designers, and animators. Packed with 650 full-color computer-graphic visuals, and covering more than 280 useful topics, with commentaries on every body part, bone, and muscular movement, this comprehensive body-animation graphic manual is a must have for every digital artist and designer!

Rules of Play

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Publisher : MIT Press
ISBN 13 : 9780262240451
Total Pages : 680 pages
Book Rating : 4.59/5 ( download)

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Book Synopsis Rules of Play by : Katie Salen Tekinbas

Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Game Anim

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Publisher : CRC Press
ISBN 13 : 1000357805
Total Pages : 307 pages
Book Rating : 4.06/5 ( download)

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Book Synopsis Game Anim by : Jonathan Cooper

Download or read book Game Anim written by Jonathan Cooper and published by CRC Press. This book was released on 2021-04-19 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.

Anatomy for Kids | Human Body, Dentistry and Food Quiz Book for Kids | Children's Questions & Answer Game Books

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Author :
Publisher : Speedy Publishing LLC
ISBN 13 : 1541924444
Total Pages : 64 pages
Book Rating : 4.44/5 ( download)

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Book Synopsis Anatomy for Kids | Human Body, Dentistry and Food Quiz Book for Kids | Children's Questions & Answer Game Books by : Dot EDU

Download or read book Anatomy for Kids | Human Body, Dentistry and Food Quiz Book for Kids | Children's Questions & Answer Game Books written by Dot EDU and published by Speedy Publishing LLC. This book was released on 2018-05-15 with total page 64 pages. Available in PDF, EPUB and Kindle. Book excerpt: Would you like to know more about the human body? Then you better get a copy of this quiz book today! It has questions about the human body, dentistry, food and nutrition too. Have a friend or maybe a parent throw questions at you to test your knowledge on the subject. How many can you answer correctly? Get started today!

Fundamentals of Game Design

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Publisher : New Riders
ISBN 13 : 013210475X
Total Pages : 697 pages
Book Rating : 4.53/5 ( download)

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Book Synopsis Fundamentals of Game Design by : Ernest Adams

Download or read book Fundamentals of Game Design written by Ernest Adams and published by New Riders. This book was released on 2010-04-07 with total page 697 pages. Available in PDF, EPUB and Kindle. Book excerpt: To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade

Level Up!

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Publisher : John Wiley & Sons
ISBN 13 : 0470970928
Total Pages : 515 pages
Book Rating : 4.28/5 ( download)

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Book Synopsis Level Up! by : Scott Rogers

Download or read book Level Up! written by Scott Rogers and published by John Wiley & Sons. This book was released on 2010-09-29 with total page 515 pages. Available in PDF, EPUB and Kindle. Book excerpt: Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!