Jagged Alliance 2
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Official Jagged Alliance 2
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Author : Bart Farkas
language : en
Publisher: Sybex
Release Date : 1999
Official Jagged Alliance 2 written by Bart Farkas and has been published by Sybex this book supported file pdf, txt, epub, kindle and other format this book has been release on 1999 with Jagged alliance 2 categories.
Arulco's ruler has been overthrown by his nation's corrupt army, led by the evil Queen Deidranna. It'll take more than a rag-tag effort by a group of doomed rebels to restore him to power. It'll take strategy, combat, and above all else, a battle-hardened team of mercenaries--soldiers for hire.
Jagged Alliance 2
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Author : Darius Kazemi
language : en
Publisher: Boss Fight Books
Release Date : 2014
Jagged Alliance 2 written by Darius Kazemi and has been published by Boss Fight Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with Fiction categories.
How a classic tactical game got made, told by the developers themselves.
Jagged Alliance 2
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Author : Markus Betz
language : de
Publisher:
Release Date : 1999
Jagged Alliance 2 written by Markus Betz and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1999 with categories.
Game Balance
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Author : Ian Schreiber
language : en
Publisher: CRC Press
Release Date : 2021-08-16
Game Balance written by Ian Schreiber and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-08-16 with Computers categories.
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
Developer S Dilemma
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Author : Casey O'Donnell
language : en
Publisher: MIT Press
Release Date : 2014-11-21
Developer S Dilemma written by Casey O'Donnell and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-11-21 with Technology & Engineering categories.
An examination of work—including the organization of work and the market forces that surround it—through the lens of the collaborative practice of game development. Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O’Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O’Donnell shows that the ability to play with the underlying systems—technical, conceptual, and social—is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process. Drawing on extensive fieldwork in game studios in the United States and India, O’Donnell stakes out new territory empirically, conceptually, and methodologically. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a “rant” about lessons learned and tools mastered. O’Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, “socially mandatory” overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. He links work practice to broader systems of publishing, manufacturing, and distribution; introduces the concept of a privileged “actor-intra-internetwork”; and describes patent and copyright enforcement by industry and the state.
The Crpg Book A Guide To Computer Role Playing Games
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Author : Felipe Pepe
language : en
Publisher:
Release Date : 2019-09
The Crpg Book A Guide To Computer Role Playing Games written by Felipe Pepe and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-09 with Computer games categories.
Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.
Women In Game Development
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Author : Jennifer Brandes Hepler
language : en
Publisher: CRC Press
Release Date : 2019-04-24
Women In Game Development written by Jennifer Brandes Hepler and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-04-24 with Computers categories.
Videogame development is usually seen as a male dominated field; even playing videogames is often wrongly viewed as a pastime for men only. But behind the curtain, women have always played myriad important roles in gaming. From programmers to artists, designers to producers, female videogame developers endure not only the pressures of their jobs but also epic levels of harassment and hostility. Jennifer Brandes Hepler’s Women in Game Development: Breaking the Glass Level-Cap gives voice to talented and experienced female game developers from a variety of backgrounds, letting them share the passion that drives them to keep making games. Key Features Experience the unique stories of nearly two dozen female game developers, from old-school veterans to rising stars. Understand the role of women in videogames, from the earliest days of development to the present day. Hear first-hand perspectives from working professionals in fields including coding, design, art, writing, community management, production and journalism. Get tips for how to be a better ally and make your company and teams more inclusive. Learn about the obstacles you face if you’re an aspiring female developer, and how to overcome them. Meet the human face of some of the women who have endured the industry’s worst harassment... and kept on going.
Spelunky
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Author : Derek Yu
language : en
Publisher: Boss Fight Books
Release Date : 2016-03-29
Spelunky written by Derek Yu and has been published by Boss Fight Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-03-29 with Computers categories.
A game's creation as told by its creator, perhaps the best rpimer on game design.
Game Design Workshop
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Author : Tracy Fullerton
language : en
Publisher: CRC Press
Release Date : 2008-02-08
Game Design Workshop written by Tracy Fullerton and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-02-08 with Art categories.
Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.
Shovel Knight
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Author : David L. Craddock
language : en
Publisher: Boss Fight Books
Release Date : 2018-11-15
Shovel Knight written by David L. Craddock and has been published by Boss Fight Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-11-15 with Computers categories.
In 2014, Yacht Club Games released its very first game, Shovel Knight, a joyful 2D platformer that wears its NES influences on its sleeve. This unlikely pastiche of 8-bit inspirations manages to emulate the look, feel, and even the technical limitations of nostalgic titles like Mega Man, Zelda II, and Castlevania III-imbued with a contemporary sense of humor and self-awareness. But how is a fundamentally retro game created in the modern era? And what do the games of the past have to teach today's game designers? Based on extensive original interviews with the entire Yacht Club Games team, writer David L. Craddock unearths the story of five game developers who worked so well together while at WayForward Games that they decided to start their own studio. From the high highs of Shovel Knight's groundbreaking Kickstarter to the low lows of its unexpectedly lengthy development, Boss Fight presents a new master class in how a great game gets made. Get ready to steel your shovel and dig into this fascinating oral history. For Shovelry!