The Art Of Video Games
"This book supports my own 30-year crusade to demonstrate that games are an art form that undeniably rivals traditional arts. It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc.
Everywhere you look, physical play-what some might call "roughhousing"-is being marginalized. Gym classes are getting shorter. Recess periods are being eliminated. Some new schools don't even have playgrounds. Is it any wonder children retreat to "virtual horseplay" via video games? But Drs. Anthony T. DeBenedet and Lawrence J. Cohen are here to shake things up-literally! With The Art of Roughhousing, they show how rough-and-tumble play can nurture close connections, solve behavior problems, boost confidence, and more.
Paperback, Consortium Book Sales & Dist, 2016, ISBN13 9781552453186, ISBN10 1552453189
The Art of Videogames explores how philosophy of the arts theories developed to address traditional art works can also be applied to videogames. Presents a unique philosophical approach to the art of videogaming, situating videogames in the framework of analytic philosophy of the arts Explores how philosophical theories developed to address traditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogame enthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artistic and entertainment media, how videogames allow for interactive fiction, the role of game narrative, and the moral status of violent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and exciting form of representational art
More than any other entertainment medium, videogames offer the chance for us to participate in a worldbeyond the ordinary. Whether you are playing as asupersonic hedgehog, an athletic archeologist, or amoustachioed Italian plumber, video games allow theirplayers to inhabit spaces where the usual parameters ofexistence do not apply. The medium's history ischronicled through the individual stories of 151 of themost iconic video games.
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In the forty years since the first Magnavox Odyssey pixel winked on in 1972, the home video game industry has undergone a mind-blowing evolution. Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide.
Everywhere you look, physical play-what some might call "roughhousing"-is being marginalized. Gym classes are getting shorter. Recess periods are being eliminated. Some new schools don't even have playgrounds. Is it any wonder children retreat to "virtual horseplay" via video games? But Drs. Anthony T. DeBenedet and Lawrence J. Cohen are here to shake things up-literally With "The Art of Roughhousing," they show how rough-and-tumble play can nurture close connections, solve behavior problems, boost confidence, and more.
In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics.
Are you ready to begin your career as 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: How to Start Your Career as a Concept Artist is book two in the Big Bad series, delving deeper into the subjects and topics explored previously in An Insider's Guide for Students. Going beyond the amateur level, this guide prepares the upcoming professional, or any other artist, for a future in the entertainment industry.
One third of the artist collective Paper Rad and the Creative Director of Fox's forthcoming late night animation block "ADHD," Ben Jones (born 1977) makes work that harks back to the Saturday morning cartoons and video games of the 1980s. Jones' previous book, "New Painting and Drawing," quickly sold out, making "Men's Group: The Video" the only currently available collection of his work.
"At once insightful, educational, scientific, and interesting, Gene outlines clear, succinct principles backed by tons of research and great storytelling about the science and art of creating blockbuster, franchise-type movies for kids of all ages."-Danny Kaye, executive vice president of research and technology strategy at 20th Century Fox"Creating Blockbusters is a blockbuster in itself in terms of its scope and its sweep.
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.
A selection of Seeley's artwork for movies, books, and video games are reproduced with background notes and anecdotes about the artist's career.
THE BLACK ART OF MULTIPLATFORM GAME PROGRAMMING covers all the skills necessary to create amazing games. It will take you all the way from pixel plotting to full-blown game development. Written with beginners in mind, this book assumes no prior knowledge of game programming-anyone can learn how to program exciting video games using this book. Inside you'll find an introduction to game development on multiple platforms using SDL, extensive coverage of coding techniques used by programming gurus, a complete guide to game engine design and implementation, a modern approach to software architecture, and advanced programming procedures and optimizations.
Studies video game addiction from a cross-disciplinary approach, bridging the divide between liberal arts academics and clinical researchers. This book reveals how gamers interact with and become consumed by the virtual worlds of their videogames.
The game industry continues to grow and evolve as the years pass. Despite this growth, the competition in obtaining a career in video games remains as arduous as ever. Becoming a Video Game Artist helps guide readers from their first steps of making a portfolio, to acing the job interview and beyond. John Pearl explores the different art related jobs and their responsibilities.
Over the last 10 years, Greg Horn has established himself as one of the premier digital painters in comics, creating some of the most memorable covers and images of characters such as Elektra, Emma Frost, She-Hulk, and Ms. Marvel. This brand-new art book is a visually stunning collection of the artist's most recent work for Marvel, Image, and DC, as well as his best illustrations in advertising and video games.
This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition. Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios All You Need to Know to Create Great Video Game Mu
Composing Music For Games: The Art, Technology And Business Of Video Game Scoring
Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business careers. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study or a prospective career path.
Go Go Samurai!A new generation of Rangers is here for the Nintendo Wii & DS! Practice the mysterious Samurai Symbols of Power, activate your Ancient Samurai Sword Discs and become your favorite Power Ranger Samurai! Use your special powers & weapons to battle the evil forces of the netherworld. Use teamwork to join forces with your fellow rangers and become Samurai Megazord for epic boss battles! Rangers Together, Samurai Forever! Power Rangers Samurai video games forPower Rangers Samurai features: Protect the World From Evil! Join the new generation of Power Rangers to master the mysticaland ancient Samurai Symbols of Power which give you control over the elements of Fire, Water, Sky, Forest, and Earth! Armed For Battle! Use your Samuraizer (DS Stylus, Wii Remote) to master the symbols and morph into Red, Blue, Green, Yellow or Pink Ranger, then use your Fire Smasher, HydroBow, Forest Spear, Earth Slicer, or Sky Fan to battle hordes of Knighlok monsters.