Tron, Evolution

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Publisher :
ISBN 13 : 9780307470836
Total Pages : 0 pages
Book Rating : 4.30/5 ( download)

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Book Synopsis Tron, Evolution by : David Alan Knight

Download or read book Tron, Evolution written by David Alan Knight and published by . This book was released on 2010 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: *Spiral bound so you can keep your place and keep both hands on the game *All the essential strategy you need to beat the game *Compact size to stay where you play *Find every TRON file and Abraxas shard! *Upgrade your skills with breakdowns of all characters and derezz tactics for all enemies. *Become a Game Grid champion with multiplayer tips!

Digital World

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Publisher : Routledge
ISBN 13 : 1135021988
Total Pages : 206 pages
Book Rating : 4.86/5 ( download)

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Book Synopsis Digital World by : Gillian Youngs

Download or read book Digital World written by Gillian Youngs and published by Routledge. This book was released on 2013-06-26 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Internet and digital technologies have changed the world we live in and the ways we engage with one another and work and play. This is the starting point for this collection which takes analysis of the digital world to the next level exploring the frontiers of digital and creative transformations and mapping their future directions. It brings together a distinctive collection of leading academics, social innovators, activists, policy specialists and digital and creative practitioners to discuss and address the challenges and opportunities in the contemporary digital and creative economy. Contributions explain the workings of the digital world through three main themes: connectivity, creativity and rights. They combine theoretical and conceptual discussions with real world examples of new technologies and technological and creative processes and their impacts. Discussions range across political, economic and cultural areas and assess national contexts including the UK and China. Areas covered include digital identity and empowerment, the Internet and the ‘Fifth Estate’, social media and the Arab Spring, digital storytelling, transmedia and audience, economic and social innovation, digital inclusion, community and online curation, cyberqueer activism. The volume developed out of a UK Economic and Social Research Council funded research seminar series.

What Is a Game?

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Publisher : McFarland
ISBN 13 : 147666837X
Total Pages : 292 pages
Book Rating : 4.76/5 ( download)

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Book Synopsis What Is a Game? by : Gaines S. Hubbell

Download or read book What Is a Game? written by Gaines S. Hubbell and published by McFarland. This book was released on 2020-02-14 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.

A Guide to Movie Based Video Games, 2001 Onwards

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Publisher : White Owl
ISBN 13 : 1399048295
Total Pages : 274 pages
Book Rating : 4.93/5 ( download)

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Book Synopsis A Guide to Movie Based Video Games, 2001 Onwards by : Christopher Carton

Download or read book A Guide to Movie Based Video Games, 2001 Onwards written by Christopher Carton and published by White Owl. This book was released on 2024-08-30 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Play Along with the Film! When gaming moved from the 16-bit era and into the exciting realm of 3D gameplay, Hollywood properties continued their journey into the interactive medium. Popular home and handheld consoles played host to ambitious titles that sought to bridge the gap between movies and video games, providing fans with scenarios that both replicated and went beyond their favorite stories. Gathered in this book are some of the biggest video games that originated from movies; some being direct adaptations and others that expanded existing universes. With 20 chapters covering over 450 games - including every Lego movie video game and franchises such as Star Wars, Aliens, Disney, Pixar and The Lord of the Rings - A Guide to Movie Based Video Games: 2001-2023 gives readers a chance to revisit and discover the ups and downs of licensed titles across two action-packed decades. Load up the reels, press start, and immerse yourself in timeless adventures!

Fantastic Transmedia

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Publisher : Springer
ISBN 13 : 1137306041
Total Pages : 333 pages
Book Rating : 4.43/5 ( download)

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Book Synopsis Fantastic Transmedia by : C. Harvey

Download or read book Fantastic Transmedia written by C. Harvey and published by Springer. This book was released on 2015-05-26 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contemporary culture is packed with fantasy and science fiction storyworlds extending across multiple media platforms. This book explores the myriad ways in which imaginary worlds use media like films, novels, videogames, comic books, toys and increasingly user-generated content to captivate and energise contemporary audiences.

Interactive Stories and Video Game Art

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Publisher : CRC Press
ISBN 13 : 1315401215
Total Pages : 192 pages
Book Rating : 4.18/5 ( download)

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Book Synopsis Interactive Stories and Video Game Art by : Chris Solarski

Download or read book Interactive Stories and Video Game Art written by Chris Solarski and published by CRC Press. This book was released on 2017-01-20 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.

Flickers of Film

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Publisher : Rutgers University Press
ISBN 13 : 0813576040
Total Pages : 209 pages
Book Rating : 4.46/5 ( download)

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Book Synopsis Flickers of Film by : Jason Sperb

Download or read book Flickers of Film written by Jason Sperb and published by Rutgers University Press. This book was released on 2015-12-15 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: Whether paying tribute to silent films in Hugo and The Artist or celebrating arcade games in Tron: Legacy and Wreck-It-Ralph, Hollywood suddenly seems to be experiencing a wave of intense nostalgia for outmoded technologies. To what extent is that a sincere lament for modes of artistic production that have nearly vanished in an all-digital era? And to what extent is it simply a cynical marketing ploy, built on the notion that nostalgia has always been one of Hollywood’s top-selling products? In Flickers of Film, Jason Sperb offers nuanced and unexpected answers to these questions, examining the benefits of certain types of film nostalgia, while also critiquing how Hollywood’s nostalgic representations of old technologies obscure important aspects of their histories. He interprets this affection for the prehistory and infancy of digital technologies in relation to an industry-wide anxiety about how the digital has grown to dominate Hollywood, pushing it into an uncertain creative and economic future. Yet he also suggests that Hollywood’s nostalgia for old technologies ignores the professionals who once employed them, as well as the labor opportunities that have been lost through the computerization and outsourcing of film industry jobs. Though it deals with nostalgia, Flickers of Film is strikingly cutting-edge, one of the first studies to critically examine Pixar’s role in the film industry, cinematic representations of videogames, and the economic effects of participatory culture. As he takes in everything from Terminator: Salvation to The Lego Movie, Sperb helps us see what’s distinct about this recent wave of self-aware nostalgic films—how Hollywood nostalgia today isn’t what it used to be.

Drawing Basics and Video Game Art

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Publisher : Watson-Guptill
ISBN 13 : 0823098486
Total Pages : 242 pages
Book Rating : 4.84/5 ( download)

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Book Synopsis Drawing Basics and Video Game Art by : Chris Solarski

Download or read book Drawing Basics and Video Game Art written by Chris Solarski and published by Watson-Guptill. This book was released on 2012-09-18 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book supports my own 30-year crusade to demonstrate that games are an art form that undeniably rivals traditional arts. It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc. "Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf." — Marc Mason, Comics Waiting Room Video games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium. Also available as an eBook

Cinema as a Worldbuilding Machine in the Digital Era

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Publisher : Indiana University Press
ISBN 13 : 0861969820
Total Pages : 345 pages
Book Rating : 4.21/5 ( download)

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Book Synopsis Cinema as a Worldbuilding Machine in the Digital Era by : Alain Boillat

Download or read book Cinema as a Worldbuilding Machine in the Digital Era written by Alain Boillat and published by Indiana University Press. This book was released on 2023-01-03 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: This essay examines the primacy of worldbuilding in the age of CGI, transmedia practices and "high concept" fiction by studying the principles that govern the creation of a multiverse in a wide range of film and TV productions. Emphasis is placed on Hollywood sci-fi movies and their on-screen representation of imaginary machines that mirror the film medium, following in the tradition of Philip K. Dick's writings and the cyberpunk culture. A typology of worlds is established, as well as a number of analytical tools for assessing the impact of the coexistence of two or more worlds on the narrative structure, the style (uses of color, editing practices), the generic affiliation (or hybridity), the seriality and the discourse produced by a given film (particularly in fictions linked to post-9/11 fantasies). Among the various titles examined, the reader is offered a detailed analysis of the Resident Evil film series, Total Recall and its remake, Dark City, the Matrix trilogy, Avatar, Source Code and other time-loop films, TRON and its sequel, Christopher Nolan's Tenet, and several TV shows – most notably HBO's Westworld, but also Sliders, Lost, Fringe and Counterpart.

Simulated Evolution and Learning

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Publisher : Springer
ISBN 13 : 3540488731
Total Pages : 484 pages
Book Rating : 4.36/5 ( download)

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Book Synopsis Simulated Evolution and Learning by : Bob McKay

Download or read book Simulated Evolution and Learning written by Bob McKay and published by Springer. This book was released on 2003-05-21 with total page 484 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume contains selected papers presented at the Second Asia-Paci c C- ference on Simulated Evolution and Learning (SEAL’98), from 24 to 27 Nov- ber 1998, in Canberra, Australia. SEAL’98 received a total of 92 submissions (67 papers for the regular sessions and 25 for the applications sessions). All papers were reviewed by three independent reviewers. After review, 62 papers were - cepted for oral presentation and 13 for poster presentation. Some of the accepted papers were selected for inclusion in this volume. SEAL’98 also featured a fully refereed special session on Evolutionary Computation in Power Engineering - ganised by Professor Kit Po Wong and Dr Loi Lei Lai. Two of the ve accepted papers are included in this volume. The papers included in these proceedings cover a wide range of topics in simulated evolution and learning, from self-adaptation to dynamic modelling, from reinforcement learning to agent systems, from evolutionary games to e- lutionary economics, and from novel theoretical results to successful applications, among others. SEAL’98 attracted 94 participants from 14 di erent countries, namely A- tralia, Belgium, Brazil, Germany, Iceland, India, Japan, South Korea, New Z- land, Portugal, Sweden, Taiwan, UK and the USA. It had three distinguished international scientists as keynote speakers, giving talks on natural computation (Hans-Paul Schwefel), reinforcement learning (Richard Sutton), and novel m- els in evolutionary design (John Gero). More information about SEAL’98 is still available at http://www.cs.adfa.edu.au/conference/seal98/.