The Duke Nukem 3d Level Design Handbook PDF Download
Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download The Duke Nukem 3d Level Design Handbook PDF full book. Access full book title The Duke Nukem 3d Level Design Handbook.
Author | : Matt Tagliaferri |
Publisher | : Sybex Incorporated |
Total Pages | : 335 |
Release | : 1996 |
Genre | : Games |
ISBN | : 9780782118698 |
Download The Duke Nukem 3D Level Design Handbook Book in PDF, ePub and Kindle
ee's runaway shareware hit, Duke Nukem 3D, this book includes instruction tips on using the level editing tools provided by Apogee on the companion disk.
Author | : Matt Tagliaferri |
Publisher | : Sybex |
Total Pages | : 372 |
Release | : 1997 |
Genre | : Games & Activities |
ISBN | : 9780782121186 |
Download Quake Level Design Handbook Book in PDF, ePub and Kindle
A tutorial in 3D game design using the included software, this text allows Quake enthusiasts to create their own levels of the game. The CD includes non-shareware version of qED level editor and playable, independantly designed Quake level.
Author | : Scott Rogers |
Publisher | : John Wiley & Sons |
Total Pages | : 515 |
Release | : 2010-09-29 |
Genre | : Computers |
ISBN | : 0470970928 |
Download Level Up! Book in PDF, ePub and Kindle
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Author | : Fabien Sanglard |
Publisher | : Software Wizards |
Total Pages | : 432 |
Release | : |
Genre | : Computers |
ISBN | : |
Download Game Engine Black Book: DOOM Book in PDF, ePub and Kindle
It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.
Author | : Matthew Tagliaferri |
Publisher | : Apress |
Total Pages | : 396 |
Release | : 2008-01-01 |
Genre | : Computers |
ISBN | : 1430208082 |
Download Learn VB .NET Through Game Programming Book in PDF, ePub and Kindle
This is a fun book that teaches fundamental concepts of object-oriented programming using games as example applications.
Author | : Marc Saltzman |
Publisher | : Bradygames |
Total Pages | : 478 |
Release | : 2000 |
Genre | : Computers |
ISBN | : |
Download Game Design Book in PDF, ePub and Kindle
BradyGames-Game Design: Secrets of the Sages-2nd Edition Features. More information about the console gaming market. How multiplayer gameplay is affecting the industry. More game and design theory, with inspirations and insights from the experts. Updated content on the newest, hottest games.
Author | : James Paul Gee |
Publisher | : Macmillan |
Total Pages | : 233 |
Release | : 2014-12-02 |
Genre | : Education |
ISBN | : 1466886420 |
Download What Video Games Have to Teach Us About Learning and Literacy. Second Edition Book in PDF, ePub and Kindle
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Author | : Andrew Rollings |
Publisher | : New Riders Publishing |
Total Pages | : 964 |
Release | : 2004 |
Genre | : Computers |
ISBN | : 9780735713635 |
Download Game Architecture and Design Book in PDF, ePub and Kindle
A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.
Author | : Tynan Sylvester |
Publisher | : "O'Reilly Media, Inc." |
Total Pages | : 416 |
Release | : 2013-01-03 |
Genre | : Computers |
ISBN | : 144933802X |
Download Designing Games Book in PDF, ePub and Kindle
Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design
Author | : Liam Mitchell |
Publisher | : John Hunt Publishing |
Total Pages | : 265 |
Release | : 2018-12-14 |
Genre | : Computers |
ISBN | : 1785354892 |
Download Ludopolitics Book in PDF, ePub and Kindle
What can videogames tell us about the politics of contemporary technoculture, and how are designers and players responding to its impositions? To what extent do the technical features of videogames index our assumptions about what exists and what is denied that status? And how can we use games to identify and shift those assumptions without ever putting down the controller? Ludopolitics responds to these questions with a critique of one of the defining features of modern technology: the fantasy of control. Videogames promise players the opportunity to map and master worlds, offering closed systems that are perfect in principle if not in practice. In their numerical, rule-bound, and goal-oriented form, they express assumptions about both the technological world and the world as such. More importantly, they can help us identify these assumptions and challenge them. Games like Spec Ops: The Line, Braid, Undertale, and Bastion, as well as play practices like speedrunning, theorycrafting, and myth-making provide an aesthetic means of mounting a political critique of the pursuit and valorization of technological control.