FreeComputerBooks.com
Links to Free Computer, Mathematics, Technical Books all over the World
|
|
- Title: More than a Game: The Computer Game as Fictional Form
- Author(s) Barry Atkins
- Publisher: Manchester University Press (September 6, 2003); eBook (Creative Commons Licensed)
- License(s): Creative Commons License (CC)
- Hardcover/Paperback: 176 page
- eBook: PDF
- Language: English
- ISBN-10/ASIN: 0719063647
- ISBN-13: 978-0719063640
- Share This:
Taking its cue from practices of reading texts in literary and cultural studies, this book considers the computer game as a new and emerging mode of contemporary storytelling. In a carefully organized study, Barry Atkins discusses questions of narrative and realism in four of the most significant games of the last decade: Tomb Raider, Half-Life, Close Combat and SimCity. This is a work for both the student of contemporary culture and those game-players who are interested in how computer games tell their stories.
About the Authors- Barry Atkins is Lecturer in English and Senior Learning and Teaching Fellow at Manchester Metropolitan University.
- Computer and Video Game Programming
- Gaming, Gameplay, and Gamers
- Software Design Patterns
- Human-Computer Interaction
- Computer and Machine Vision
- More than a Game: The Computer Game as Fictional Form (Barry Atkins)
- The Mirror Site (1) - PDF
- The Mirror Site (2) - PDF
-
Game Programming Patterns (Robert Nystrom)
This book brings the benefits of reusable design patterns to the world of game programming. It bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming.
-
The Art of Computer Game Design (Chris Crawford)
This book is one of the pioneer works seriously about video game. It talks about such topics as what is a game, why people play games, and how to design a game, all about the foundational skills behind the design and architecture of a game.
-
Design Patterns of Successful Role-Playing Games
In a Role-Playing Games (RPG), users control a character, usually in the game's imaginary universe. This book contains patterns, both good and bad, gleaned from a study of many traditional and cutting-edge role-playing games. Game Summaries are also included.
-
Game Design with AGS (Dave Ensminger, et al)
Adventure Game Studio (AGS) is an open-source tool which is best for creating graphic point and click style adventure games. AGS provides all the tools you need to make a complete game, including graphics, sounds and scripting.
-
A Beginner's Guide to Understanding Game Hacking Techniques
Game hacking allows you to add functionality and change how games work. Whether your goal is to add a new unit to an RTS game or create an aimbot for a FPS game, this book will teach you what you need to become a true game hacker.
-
Designing Virtual Worlds (Richard A. Bartle)
This book is the most comprehensive treatment of Virtual World design to-date from one of the true pioneers and most sought-after design consultants. It brings a rich, well-developed approach to the design concepts behind virtual worlds.
-
Build Your Own First-Person Shooter in Unity
Making a fast-paced 3D action game needn't be as daunting as it sounds. This book will take you step-by- step through the process of making Zombie Panic using Unity: a frenetic battle for survival inside a castle heaving with the undead.
-
Game Design Research (Petri Lankoski, et al)
Design research is an active academic field covering disciplines such as architecture, graphic, product, service, interaction, and systems design. The book demonstrates different approaches to design research in game design research.
-
3D Game Shaders For Beginners (David Lettier)
Interested in adding textures, lighting, shadows, normal maps, glowing objects, ambient occlusion, reflections, refractions, and more to your 3D game? Great! Below is a collection of shading techniques that will take your game visuals to new heights.
-
DOOM: SCARYDARKFAST (Dan Pinchbeck)
This is a book about what is considered the most important first-person game ever made; about the blueprint that has defined one of the most successful genres of digital gaming. The author brings together the complete story of DOOM for the first time.
:
|
|