David Perry On Game Design

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David Perry On Game Design
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Author : David Perry
language : en
Publisher:
Release Date : 2009
David Perry On Game Design written by David Perry and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009 with Computers categories.
Presents a collection of ready-to-use ideas to create computer and video games, with information on game types, storyline creation, character development, weapons and armor, game worlds, obstacles, and goals and rewards.
Theory Of Fun For Game Design
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Author : Raph Koster
language : en
Publisher: "O'Reilly Media, Inc."
Release Date : 2005
Theory Of Fun For Game Design written by Raph Koster and has been published by "O'Reilly Media, Inc." this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005 with Computers categories.
Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.
Game Of Sales
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Author : David Perry
language : en
Publisher: Lioncrest Publishing
Release Date : 2020-12-08
Game Of Sales written by David Perry and has been published by Lioncrest Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-08 with categories.
In the fast-paced world of enterprise sales, are you looking to sharpen your skill set to gain an edge? Do you want to drive efficient, repeatable success without getting worn down? Game of Sales is the candid conversation you always wanted to have with a top enterprise salesperson. David Perry holds nothing back. He takes you behind the scenes of what he's learned working for top companies like Adobe, Amazon, Google, and IBM. David shares the tools, strategies, and techniques you need to beat your number and create mega deals. He answers questions you never thought to ask. You'll discover the mindset needed to perform at the highest level and maximize your earnings potential over the long term.
The Black Art Of Video Game Console Design
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Author : André LaMothe
language : en
Publisher: Sams Publishing
Release Date : 2006
The Black Art Of Video Game Console Design written by André LaMothe and has been published by Sams Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Computer games categories.
Written by Computer Scientist Andre' LaMothe, the world's best selling game programming author, The Black Art of Video Game Console Design breaks new ground in game development by bridging the alien worlds of hardware and software together for the first time! The Black Art of Video Game Console Design is written for the programmer and/or hobbyist interested in software game development, but also wants to understand the hardware games are implemented on. This book assumes no prior knowledge of Electrical Engineering or Computer Architecture, but takes you on a breathtaking journey from atomic semiconductor theory to the design and construction of basic video game consoles that you can build and write your own games for! Included in the book is the entire design of numerous embedded game systems including the XGameStation systems and much more. The Black Art of Video Game Console Design with 800+ pages covers everything you need to know to design your own game console including: * Basic atomic physics and semiconductor theory primer. * Introduction to circuit analysis; current, voltage, and resistance. * Analog design using discrete components. * Digital electronics and Boolean algebra. * Physical hardware construction and prototyping techniques. * Combinational logic and advanced integrated circuit building blocks. * Finite state machine design. * Computer architecture and design. * Understanding and using microprocessors and microcontrollers. * Developing software for embedded systems. * Designing video (NTSC/VGA), audio, and input device systems. * Interfacing and communications. * The complete design and discussion of numerous game systems including the XGameStations! CD-ROM Contains * PCB and circuit simulation tools. * All necessary data sheets. * Demos and source code. * Complete designs to numerous embedded systems including the XGameStations.
Spatial Simulation
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Author : David O'Sullivan
language : en
Publisher: John Wiley & Sons
Release Date : 2013-08-05
Spatial Simulation written by David O'Sullivan and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-08-05 with Technology & Engineering categories.
A ground-up approach to explaining dynamic spatial modelling for an interdisciplinary audience. Across broad areas of the environmental and social sciences, simulation models are an important way to study systems inaccessible to scientific experimental and observational methods, and also an essential complement to those more conventional approaches. The contemporary research literature is teeming with abstract simulation models whose presentation is mathematically demanding and requires a high level of knowledge of quantitative and computational methods and approaches. Furthermore, simulation models designed to represent specific systems and phenomena are often complicated, and, as a result, difficult to reconstruct from their descriptions in the literature. This book aims to provide a practical and accessible account of dynamic spatial modelling, while also equipping readers with a sound conceptual foundation in the subject, and a useful introduction to the wide-ranging literature. Spatial Simulation: Exploring Pattern and Process is organised around the idea that a small number of spatial processes underlie the wide variety of dynamic spatial models. Its central focus on three ‘building-blocks’ of dynamic spatial models – forces of attraction and segregation, individual mobile entities, and processes of spread – guides the reader to an understanding of the basis of many of the complicated models found in the research literature. The three building block models are presented in their simplest form and are progressively elaborated and related to real world process that can be represented using them. Introductory chapters cover essential background topics, particularly the relationships between pattern, process and spatiotemporal scale. Additional chapters consider how time and space can be represented in more complicated models, and methods for the analysis and evaluation of models. Finally, the three building block models are woven together in a more elaborate example to show how a complicated model can be assembled from relatively simple components. To aid understanding, more than 50 specific models described in the book are available online at patternandprocess.org for exploration in the freely available Netlogo platform. This book encourages readers to develop intuition for the abstract types of model that are likely to be appropriate for application in any specific context. Spatial Simulation: Exploring Pattern and Process will be of interest to undergraduate and graduate students taking courses in environmental, social, ecological and geographical disciplines. Researchers and professionals who require a non-specialist introduction will also find this book an invaluable guide to dynamic spatial simulation.
Game Usability
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Author : Katherine Isbister
language : en
Publisher: CRC Press
Release Date : 2008-08-12
Game Usability written by Katherine Isbister and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-08-12 with Art categories.
Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively.
Games Learning And Society
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Author : Constance Steinkuehler
language : en
Publisher: Cambridge University Press
Release Date : 2012-06-11
Games Learning And Society written by Constance Steinkuehler and has been published by Cambridge University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-06-11 with Computers categories.
Leaders in the field provide an introduction to video games and learning, including essays on game design and game culture.
100 Principles Of Game Design
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Author : DESPAIN
language : en
Publisher: New Riders
Release Date : 2012-12-18
100 Principles Of Game Design written by DESPAIN and has been published by New Riders this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-12-18 with Computers categories.
Game designers spend their lives solving extraordinary problems and facing mind-bending paradoxes. It’s their job to make a meticulous plan for “spontaneous fun” players will want to experience over and over again. Pressure is heaped on with demands for innovation and blockbuster status. So designers find themselves facing an abyss of problems, pressure, and possibilities, armed only with their brains and an assortment of design principles they picked up over years of experience. For the first time, 100 Principles of Game Design gathers some of the best of these big ideas into one toolkit. Seasoned designers will be glad they don’t have to hold it all in their heads anymore, and beginning design students can use the book to learn the tools of the trade. When the going gets tough, everyone can turn to this book for guidance, inspiration, or just to remind them of what works. Collected from every popular school of thought in game design, these core principles are organized by theme: innovation, creation, balancing, and troubleshooting. • Includes advances from the world’s leading authorities on game design, some explained by the creators themselves • A reference book of finite, individual principles for easy access, providing a jumping off point for further research • Principles originating in fields as diverse as architecture, psychiatry, and economics, but shown here as they apply to game design • Richly designed with illustrations and photos, making each principle easy to understand and memorable • Timeless approach includes feedback loops, game mechanics, prototyping, economies of scale, user-centered design, and much more Professional designers and instructors at one of the world’s leading game design institutions lay out the building blocks of diverse knowledge required to design even the simplest of games.
Video Game Storytelling
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Author : Evan Skolnick
language : en
Publisher: Watson-Guptill
Release Date : 2014-12-02
Video Game Storytelling written by Evan Skolnick and has been published by Watson-Guptill this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-12-02 with Games & Activities categories.
UNLOCK YOUR GAME'S NARRATIVE POTENTIAL! With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.