Quake Level Design Handbook

Quake Level Design Handbook

Author: Matt Tagliaferri

Publisher: Sybex

Published: 1997

Total Pages: 372

ISBN-13: 9780782121186

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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.


Video Game Spaces

Video Game Spaces

Author: Michael Nitsche

Publisher: MIT Press

Published: 2008-12-05

Total Pages: 315

ISBN-13: 0262293013

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An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.


Rules of Play

Rules of Play

Author: Katie Salen Tekinbas

Publisher: MIT Press

Published: 2003-09-25

Total Pages: 680

ISBN-13: 9780262240451

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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.


Designers' Handbook to Eurocode 1: Basis of design

Designers' Handbook to Eurocode 1: Basis of design

Author: H. Gulvanessian

Publisher: Thomas Telford

Published: 1996

Total Pages: 142

ISBN-13: 9780727725240

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Providing detailed information for civil and structural engineers on the use of Eurocode, this handbook covers the basis of design, its background and relationship to the other Eurocodes. This Eurocode provides general principles for the structural design


The Art of Quake

The Art of Quake

Author: David W. R

Publisher:

Published: 2010-04-25

Total Pages:

ISBN-13: 9781320687317

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Take a journey through the world of Quake. An examination of the environments from the ID software classic.


Visual Basic .NET Codemaster's Library

Visual Basic .NET Codemaster's Library

Author: Matt Tagliaferri

Publisher: John Wiley & Sons

Published: 2002-04-04

Total Pages: 398

ISBN-13: 078214103X

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Experienced VB.NET programmers, as well as experienced Visual Basic 6 programmers can learn the VB.NET's new features through the code examples included in this book.


Earthquake Engineering Handbook

Earthquake Engineering Handbook

Author: Charles Scawthorn

Publisher: CRC Press

Published: 2002-09-27

Total Pages: 1508

ISBN-13: 1420042440

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Earthquakes are nearly unique among natural phenomena - they affect virtually everything within a region, from massive buildings and bridges, down to the furnishings within a home. Successful earthquake engineering therefore requires a broad background in subjects, ranging from the geologic causes and effects of earthquakes to understanding the imp


The Game Production Handbook

The Game Production Handbook

Author: Heather Maxwell Chandler

Publisher: Jones & Bartlett Publishers

Published: 2009

Total Pages: 510

ISBN-13: 1934015407

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This handbook focuses on the major production issues of game development, including managing tasks and schedules, organizing and motivating a team, creating an efficient art program and engineering the design production pipeline. This second edition also includes interviews with industry experts.