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Making Videogames


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Цена: 4125.00р.
Кол-во:
Наличие: Поставка под заказ.  Есть в наличии на складе поставщика.
Склад Англия: Есть  Склад Америка: Есть  
При оформлении заказа до: 2025-07-28
Ориентировочная дата поставки: Август-начало Сентября

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Автор: Duncan Harris   (Дункан Харрис)
Название:  Making Videogames
Перевод названия: Дункан Харрис: Создание видеоигр
ISBN: 9780500023143
Издательство: Thames & Hudson
Классификация:


ISBN-10: 050002314X
Обложка/Формат: Hardcover
Страницы: 256
Вес: 1.52 кг.
Дата издания: 16.09.2021
Серия:
Язык: English
Иллюстрации: 350 illustrations, color; 350 illustrations, color
Размер: 222 x 286 x 28
Читательская аудитория: General (us: trade)
Основная тема: Illustration & Animation
Подзаголовок: The Art of Creating Digital Worlds
Рейтинг:
Поставляется из: Европейский союз
Описание:

Making Videogames is an extraordinary snapshot of modern interactive entertainment, with insight from pioneers about the most important games in the industry. Illustrated with some of the most arresting in-game images ever seen in print, this book explores the unique alchemy of a technical and artistic endeavor striking a captivating balance between insider insight and accessibility.

Across twelve chapters, each focusing on a specific game from AAA blockbusters such as Control, Half-Life: Alyx, Dishonored 2, and Rise of the Tomb Raider to cult breakthrough games including No Mans Sky and Fortnite, this volume documents the incredible craft of videogame worldbuilding. These chapters present masterful visual storytelling via the worlds most popular, but seldom fully understood, entertainment medium.

Demonstrating the magic and method behind each studios work, the book includes enlightening text by Alex Wiltshire complementing specially created imagery photographed in-engine by screen capture artist Duncan Harris. A book for die-hard videogame fanatics, aspiring designer-creatives, video game developers, and the visually curious alike, Making Videogames will showcase the boundless creativity of this thrilling industry.




100 greatest retro videogames

Автор: Limited, Future Publishing
Название: 100 greatest retro videogames
ISBN: 1787393089 ISBN-13(EAN): 9781787393080
Издательство: Неизвестно
Рейтинг:
Цена: 3442.00 р.
Наличие на складе: Нет в наличии.

Описание: This brilliantly illustrated book contains the 100 greatest retro videogames, as chosen by the experts at Retro Gamer magazine.

Real Games: What`s Legitimate and What`s Not in Contemporary Videogames

Автор: Consalvo Mia, Paul Christopher A.
Название: Real Games: What`s Legitimate and What`s Not in Contemporary Videogames
ISBN: 0262042606 ISBN-13(EAN): 9780262042604
Издательство: MIT Press
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Цена: 5079.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them.

In videogame criticism, the worst insult might be "That's not a real game " For example, "That's not a real game, it's on Facebook " and "That's not a real game, it's a walking simulator " But how do people judge what is a real game and what is not--what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them.

Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play--held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games "real.

Playback - A Genealogy of 1980s British Videogames

Автор: Wade Alex
Название: Playback - A Genealogy of 1980s British Videogames
ISBN: 1501341847 ISBN-13(EAN): 9781501341847
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 5542.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

Through interviews with developers, gamers, and journalists examining the phenomena of bedroom coding, arcade gaming, and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting, and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media, and games studies and will be of interest to employees of the videogames and media industries.

Research into videogames have never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions. What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape? With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time.

Co-creating Videogames

Автор: John Banks
Название: Co-creating Videogames
ISBN: 1474268420 ISBN-13(EAN): 9781474268424
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 6018.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book draws from, and is supported by, a decade of ethnographic research undertaken with videogames development companies located in Australia and the USA. It explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.

Co-creating Videogames

Автор: John Banks
Название: Co-creating Videogames
ISBN: 184966496X ISBN-13(EAN): 9781849664967
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 12672.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book draws from, and is supported by, a decade of ethnographic research undertaken with videogames development companies located in Australia and the USA. It explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.

Автор: Snyders Oliver
Название: A Gamer`s Guide to Gaming 2016: A Guide to Understanding, Appreciating, Loving, and Loathing Videogames
ISBN: 1537353993 ISBN-13(EAN): 9781537353999
Издательство: Неизвестно
Цена: 6895.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Playback – A Genealogy of 1980s British Videogames

Автор: Alex Wade
Название: Playback – A Genealogy of 1980s British Videogames
ISBN: 1628924896 ISBN-13(EAN): 9781628924893
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 19008.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

Through interviews with developers, gamers, and journalists examining the phenomena of bedroom coding, arcade gaming, and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting, and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media, and games studies and will be of interest to employees of the videogames and media industries.

Research into videogames have never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions. What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape? With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time.


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