Описание: Do you aspire to become a concept artist in the video game industry but don't know where to start? The Big Bad World of Concept Art for Video Games: An Insider's Guide for Students is a comprehensive book that gives aspiring artists an honest, informative, and concise look at what it takes to do just that. Author Eliott Lilly uses his own student work as a teaching tool along with personal experiences to help you on your journey. From finding the right school and getting the most out of your education, to preparing your portfolio and landing your first job, the advice and strategies Eliott offers are organized for easy reference and review. The book also features an extensive list of resources that students will find useful, as well as interviews with renowned concept artists David Levy, Sparth, Stephan Martiniere, Ben Mauro, and Farzad Varahramyan, all offering their own invaluable advice. With his firsthand knowledge about the ins and outs of the video game industry, Eliott Lilly is an exceptional guide who can help prepare you for the long journey toward realizing your ambitions.
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games.
We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction.
With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.
Important Notice: The digital edition of this book is missing some of the images found in the physical edition.
An exploration of why we play video games despite the fact that we are almost certain to feel unhappy when we fail at them.
We may think of video games as being "fun," but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox.
In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do?
Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it.
The Art of Failure is essential reading for anyone interested in video games, whether as entertainment, art, or education.
Автор: Dhusiya, Mithuraaj Название: Indian horror cinema ISBN: 1138693189 ISBN-13(EAN): 9781138693180 Издательство: Taylor&Francis Рейтинг: Цена: 22202.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book studies the hitherto overlooked genre of horror cinema in Indiauncovering some unique and diverse themes that these films deal with, including the fear of the unknown. It focuses on the construction of gender subjectivities in select horror films across seven major languages - Hindi, Tamil, Telugu, Kannada, Bangla, Marathi and Malayalam.
Автор: Guy Blacknes Название: The Ultimate Reference Guide to Snes Fighting Games ISBN: 1989120172 ISBN-13(EAN): 9781989120170 Издательство: Неизвестно Цена: 3689.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Are you a fan of the original Super Nintendo or SNES Classic Edition?
This is a must have guide for anyone who has the SNES Classic Edition or an original SNES.
In this guide, you will find tips, tricks, and strategies to the most popular SNES Fighting Games.Take a trip down memory lane and relive some of the most classic SNES secrets ever made.
Strategies on how to beat bosses, which power-ups help you the most:
Choose Your Character. Complete pages devoted to each playable character for every game give you character descriptions and backstory, allowing you to discover your favorite fighters.
Master the Moves. A Special Moves table is located on every character page. Learn the moves only that character can perform.
Unlock the Secrets. Cheats and codes allow you to unlock characters. It's your choice to accomplish it the originally way or skip right into having a full roster.
Experience History. History sections and trivia for each game provide context. Not only will you learn characters and moves, you willl learn about the development of some of the most popular SNES fighting games ever created.
And So Much More. Whether you want to master the basics or become and expert, the information inside this book will help you play with confidence.
Pages of passwords, codes, and hidden items which make playing these games for the first time and mastering these games that much easier.
Автор: Phillips, Hubert Название: Complete book of card games ISBN: 1406799491 ISBN-13(EAN): 9781406799491 Издательство: Неизвестно Рейтинг: Цена: 6619.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Автор: Mark Wolf Название: Before the Crash: Early Video Game History ISBN: 0814334504 ISBN-13(EAN): 9780814334508 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 4712.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Contributors examine the early days of video game history before the industry crash that ended the medium`s golden age.
Автор: Payne Matthew Thomas, Huntemann Nina B. Название: How to Play Video Games ISBN: 147980214X ISBN-13(EAN): 9781479802142 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 12289.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Forty original contributions on games and gaming culture What does Pok?mon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Автор: Keyan Tomaselli Название: The Cinema of Apartheid: Race and Class in South African Film ISBN: 0415726743 ISBN-13(EAN): 9780415726740 Издательство: Taylor&Francis Рейтинг: Цена: 22968.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This study analyses the historical development of South African cinema up to he book's original publication in 1988. It describes the films and comments on their relationship to South African realities, addressing all aspects of the industry, focusing on domestic production, but also discussing international film companies who use South Africa as a location. It explores tensions between English-language and Afrikaans-language films, and between films made for blacks and films made for whites. Going behind the scenes the author looks at the financial infrastructure, the marketing strategies, and the works habits of the film industry. He concludes with a discussion of independent filmmaking, the obstacles facing South Africans who want to make films with artistic and political integrity, and the possibilities of progress in the future. Includes comprehensive bibliography and filmography listing all feature films made in South Africa between 1910 and 1985 together with documentary films by South Africans, non-South Africans, and exiles about the country.
Автор: Brett Weiss Название: Classic Home Video Games, 1972-1984: A Complete Reference Guide ISBN: 0786469382 ISBN-13(EAN): 9780786469383 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 4158.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This thoroughly researched reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex. Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive, encyclopedia-style entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work. An appendix lists a number of ""homebrew"" titles that have been created by fans and amateur programmers and are available for download or purchase.
Описание: The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.
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