Interactive Storytelling for Video Games, Josiah Lebowitz
Автор: Solarski Chris Название: Interactive Stories and Video Game Art ISBN: 1498781500 ISBN-13(EAN): 9781498781503 Издательство: Taylor&Francis Рейтинг: Цена: 5686 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
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.
Key Features:
The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games
Accessible to industry professionals as well as non-developers
Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art
The definitive framework for designing interactive stories
Автор: Sloan Название: Virtual Character Design for Games and Interactive Media ISBN: 1466598190 ISBN-13(EAN): 9781466598195 Издательство: Taylor&Francis Рейтинг: Цена: 7259 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of critical frameworks to support the analysis and design of virtual characters. Virtual Character Design for Games and Interactive Media covers a breadth of topics to establish a relationship between pertinent artistic and scientific theories and good character design practice. Targeted at students, researchers, and professionals, the book aims to show how both character presentation and character performance can be enhanced through careful consideration of underlying theory. The book begins with a focus on virtual character presentation, underpinned by a discussion of biological, artistic, and sociological principles. Next it looks at the performance of virtual characters, encompassing the psychology of emotion and personality, narrative and game design theories, animation, and acting. The book concludes with a series of applied virtual character design examples. These examples examine the aesthetics of player characters, the design and performance of the wider cast of game characters, and the performance of characters within complex, hyperreal worlds.
Автор: Cheng William, Cheng Willam Название: Sound Play: Video Games and the Musical Imagination ISBN: 0199969973 ISBN-13(EAN): 9780199969975 Издательство: Oxford Academ Рейтинг: Цена: 3563 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Video games open portals into fantastical worlds where imaginative play prevails. Sound Play explores the aesthetic, ethical, and sociopolitical stakes of people`s engagements with audio phenomena in video games-from sonic violence to synthesized operas, from democratic musical performances to verbal sexual harassment.
An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games.
In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects -- which include not only music but also sound effects, ambient sound, dialogue, and interface sounds -- both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games.
Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it).
Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.
Автор: Zeman Название: Storytelling For Interactive Digita ISBN: 1498703844 ISBN-13(EAN): 9781498703840 Издательство: Taylor&Francis Рейтинг: Цена: 5444 р. Наличие на складе: Невозможна поставка.
Описание:
The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can't. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs from previous incarnations of mediums for stories
Key Features:
Explores the necessary elements of a story (setting, character, events, sequence, and perspective) and how they affect the viewer of the story
Discusses media and its role in storytelling, including images, art, sound, video, and animation
Explores the effect of interactivity on the story, such as contest TV, web-based storytelling, kiosks, and games
Shows the different types of story themes in gaming and how they are interwoven
Describes how to make games engaging and rewarding intrinsically and extrinsically
Автор: Van Verth James M. Название: Essential Mathematics for Games and Interactive Applications ISBN: 1482250926 ISBN-13(EAN): 9781482250923 Издательство: Taylor&Francis Рейтинг: Цена: 12099 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Expert Guidance on the Math Needed for 3D Game Programming Developed from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.
New to the Third Edition Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.
The Foundation for Successful 3D Programming The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.
An Introduction to Creating Real and Active Virtual Worlds This updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.
Web Resource A supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.
Автор: Collins Karen, Kapralos Bill, Tessler Holly Название: The Oxford Handbook of Interactive Audio ISBN: 0199797226 ISBN-13(EAN): 9780199797226 Издательство: Oxford Academ Рейтинг: Цена: 16500 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice.
Автор: Newman Michael Z. Название: Atari Age: The Emergence of Video Games in America ISBN: 0262035715 ISBN-13(EAN): 9780262035712 Издательство: MIT Press Рейтинг: Цена: 2772 р. Наличие на складе: Нет в наличии.
Описание: The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful)
A fun and lively look at the mathematical ideas concealed in video games
Did you know that every time you pick up the controller to your PlayStation or Xbox, you are entering a game world steeped in mathematics? Power-Up reveals the hidden mathematics in many of today's most popular video games and explains why mathematical learning doesn't just happen in the classroom or from books--you're doing it without even realizing it when you play games on your cell phone.
In this lively and entertaining book, Matthew Lane discusses how gamers are engaging with the traveling salesman problem when they play Assassin's Creed, why it is mathematically impossible for Mario to jump through the Mushroom Kingdom in Super Mario Bros., and how The Sims teaches us the mathematical costs of maintaining relationships. He looks at mathematical pursuit problems in classic games like Missile Command and Ms. Pac-Man, and how each time you play Tetris, you're grappling with one of the most famous unsolved problems in all of mathematics and computer science. Along the way, Lane discusses why Family Feud and Pictionary make for ho-hum video games, how realism in video games (or the lack of it) influences learning, what video games can teach us about the mathematics of voting, the mathematics of designing video games, and much more.
Power-Up shows how the world of video games is an unexpectedly rich medium for learning about the beautiful mathematical ideas that touch all aspects of our lives--including our virtual ones.
Автор: Garo Green Название: Video Games and Creativity ISBN: 0128014628 ISBN-13(EAN): 9780128014622 Издательство: Elsevier Science Рейтинг: Цена: 6484 р. Наличие на складе: Поставка под заказ.
Описание: Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as:. . Can video games be used to develop or enhance creativity?. Is there a place for video games in the classroom?. What types of creativity are needed to develop video games?. While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success.
Автор: Phillips Winifred Название: Composing Music for Video Games ISBN: 1138021415 ISBN-13(EAN): 9781138021419 Издательство: Taylor&Francis Рейтинг: Цена: 6412 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Composing Music for Games is a guidebook for launching and maintaining a successful career as a video game composer. It offers a pragmatic approach to learning, intensified through challenging project assignments and simulations. Author Chance Thomas begins with the foundation of scoring principles applicable to all media, and then progresses serially through core methodologies specific to video game music. This book offers a powerful blend of aesthetic, technique, technology and business, which are all necessary components for a successful career as a video game composer.
Автор: Wolf Mark J. P. Название: Video Games Around the World ISBN: 0262527162 ISBN-13(EAN): 9780262527163 Издательство: MIT Press Рейтинг: Цена: 6415 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents.
Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language.
Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations.
Africa - Arab World - Argentina - Australia - Austria - Brazil - Canada - China - Colombia - Czech Republic - Finland - France - Germany - Hong Kong - Hungary - India - Indonesia - Iran - Ireland - Italy - Japan - Mexico - The Netherlands - New Zealand - Peru - Poland - Portugal - Russia - Scandinavia - Singapore - South Korea - Spain - Switzerland - Thailand - Turkey - United Kingdom - United States of America - Uruguay - Venezuela
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