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The Stuff Games are Made of

The Stuff Games are Made of
Author: Pippin Barr
Publisher:
Total Pages: 0
Release: 2023
Genre: Video games
ISBN: 9780262375115

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"Experimental game designer Pippin Barr explores the "stuff" videogames are made of by offering a conceptual discussion of the fundamentals of game design grounded in eight case studies of his own games"--


The Stuff Games Are Made Of

The Stuff Games Are Made Of
Author: Pippin Barr
Publisher: MIT Press
Total Pages: 181
Release: 2023-08-01
Genre: Games & Activities
ISBN: 0262546116

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A deep dive into practical game design through playful philosophy and philosophical play. What are video games made of? And what can that tell us about what they mean? In The Stuff Games Are Made Of, experimental game maker Pippin Barr explores the materials of video game design. Taking the reader on a deep dive into eight case studies of his own games, Barr illuminates the complex nature of video games and video game design, and the possibilities both offer for exploring ideas big and small. Through a variety of engaging and approachable examples, Barr shows how every single aspect of a game—whether it is code, graphics, interface, or even time itself—can be designed with and related to the player experience. Barr’s experimental approach, with its emphasis on highly specific elements of games, will leave readers armed with intriguing design philosophy, conceptual rigor, and diverse insights into the inner life of video games. Upon finishing this book, readers will be ready to think deeply about the nature of games, to dive into expressive and experimental game design themselves, or simply to play with a new and expanded mindset.


Stuff

Stuff
Author: Ivan Amato
Publisher:
Total Pages: 312
Release: 1997-04-17
Genre: Business & Economics
ISBN:

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Much more than a history of the material sciences, Stuff brims with interviews with cutting-edge experts in the field, many of whom are building new materials literally atom by atom, and describes such astounding achievements as artificial diamonds created from peanut butter and how nanotechnologists are building new-age, state-of-the-art machines no thicker than a few hundred atoms.


Game Feel

Game Feel
Author: Steve Swink
Publisher: CRC Press
Total Pages: 377
Release: 2008-10-13
Genre: Art
ISBN: 1482267330

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"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe


How Games Move Us

How Games Move Us
Author: Katherine Isbister
Publisher: MIT Press
Total Pages: 187
Release: 2017-10-27
Genre: Games & Activities
ISBN: 0262534452

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An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.


Blood, Sweat, and Pixels

Blood, Sweat, and Pixels
Author: Jason Schreier
Publisher: HarperCollins
Total Pages: 304
Release: 2017-09-05
Genre: Business & Economics
ISBN: 0062651242

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NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.


Playful Materialities

Playful Materialities
Author: Benjamin Beil
Publisher: transcript Verlag
Total Pages: 296
Release: 2022-09-30
Genre: Social Science
ISBN: 3732862003

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Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.


Stuff Matters

Stuff Matters
Author: Mark Miodownik
Publisher: Houghton Mifflin Harcourt
Total Pages: 277
Release: 2014
Genre: History
ISBN: 0544236041

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An eye-opening adventure deep inside the everyday materials that surround us, from concrete and steel to denim and chocolate, packed with surprising stories and fascinating science.


The Rule Book

The Rule Book
Author: Jaakko Stenros
Publisher: MIT Press
Total Pages: 253
Release: 2024-03-12
Genre: Games & Activities
ISBN: 0262377535

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How games are built on the foundations of rules, and how rules—of which there are only five kinds—really work. Board games to sports, digital games to party games, gambling to role-playing games. They all share one thing in common: rules. Indeed, rules are the one and only thing game scholars agree is central to games. But what, in fact, are rules? In The Rule Book, Jaakko Stenros and Markus Montola explore how different kinds of rules work as building blocks of games. Rules are constraints placed on us while we play, carving a limited possibility space for us. They also inject meaning into our play: without rules there is no queen in chess, no ball in Pong, and no hole in one in golf. Stenros and Montola discuss how rules constitute games through five foundational types: the explicit statements listed in the official rules, the private limitations and goals players place on themselves, the social and cultural norms that guide gameplay, the external regulation the surrounding society places on playing, and the material embodiments of rules. Depending on the game, rules can be formal, internal, social, external, or material. By considering the similarities and differences of wildly different games and rules within a shared theoretical framework, The Rule Book renders all games more legible.


The Dreams That Stuff Is Made Of

The Dreams That Stuff Is Made Of
Author: Stephen Hawking
Publisher: Running Press Adult
Total Pages: 1090
Release: 2011-10-25
Genre: Science
ISBN: 076244374X

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"God does not play dice with the universe." So said Albert Einstein in response to the first discoveries that launched quantum physics, as they suggested a random universe that seemed to violate the laws of common sense. This 20th-century scientific revolution completely shattered Newtonian laws, inciting a crisis of thought that challenged scientists to think differently about matter and subatomic particles.The Dreams That Stuff Is Made Of compiles the essential works from the scientists who sparked the paradigm shift that changed the face of physics forever, pushing our understanding of the universe on to an entirely new level of comprehension. Gathered in this anthology is the scholarship that shocked and befuddled the scientific world, including works by Niels Bohr, Max Planck, Werner Heisenberg, Max Born, Erwin Schrodinger, J. Robert Oppenheimer, Richard Feynman, as well as an introduction by today's most celebrated scientist, Stephen Hawking.