{"title":"Game Design","description":"\u003cp\u003eLevel up your knowledge with our game design collection. From coding to concept art, explore essential guides for creating immersive worlds and engaging gameplay. Perfect for aspiring developers and seasoned pros.\u003c\/p\u003e","products":[{"product_id":"games-design-and-play-book-colleen-macklin-9780134392073","title":"Games, Design and Play","description":"The play-focused, step-by-step guide to creating great game designs   This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design.   Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between.   Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists.   Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences!   Coverage includes:     Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game’s design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!","brand":"WoB","offers":[{"title":"GB \/ VERY_GOOD \/ INTERNAL","offer_id":49536307953937,"sku":"GOR010595343","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"GB \/ NEW \/ GARDNERS","offer_id":49727327502609,"sku":"NGR9780134392073","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"US \/ VERY_GOOD \/ SBYB","offer_id":49850204487953,"sku":"CIN0134392078VG","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"US \/ GOOD \/ SBYB","offer_id":51415501865233,"sku":"CIN0134392078G","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"GB \/ GOOD \/ INTERNAL","offer_id":51587267100945,"sku":"GOR011946175","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/0134392078.jpg?v=1769684319"},{"product_id":"introduction-to-game-design-prototyping-and-development-book-jeremy-gibson-bond-9780134659862","title":"Introduction to Game Design, Prototyping, and Development","description":"Master the Unity Game Engine to Design and Develop Games for Web, Mobile, Windows, macOS, and More!     If you want to design and develop games, there’s no substitute for strong hands-on experience with modern techniques and tools—and that is exactly what this book provides. The first edition was frequently the top-selling game design book on Amazon, with more than 70% of the reviews being 5 stars. In a testament to the iterative process of design, this new edition includes hundreds of improvements throughout the text, all designed to make the book easier to understand and even more useful. This book was written with Unity 2017; the book.prototools.net website will cover changes for later versions of the software.    Award-winning game designer and professor Jeremy Gibson Bond has spent more than a decade teaching game design and building great games. In that time, his most successful students have been those who combine knowledge of three critical disciplines: game design theory, rapid iterative prototyping, and practical programming. In this book, Bond distills the most important aspects of all three disciplines into one place.    Part I: Game Design and Paper Prototyping  • The Layered Tetrad framework: a synthesis of 50 years of game design theory  • Proven practices for brainstorming and refining game designs through the iterative process of design  • Methods and tools to manage game projects and small teams  • Processes to make playtesting and feedback easier    Part II: Digital Prototyping with Unity and C#  • Chapters that guide you through learning C# the right way  • Instruction that takes you from no prior programming knowledge through object-oriented programming  • Deep exploration of Unity, today’s most popular game engine on both macOS and Windows  • Methods for understanding and debugging code issues you encounter    Part III: Game Prototype Examples and Tutorials  • In-depth tutorials for seven different game prototypes, including a simple action game, a space shooter, a solitaire card game, a word game, and a top-down adventure  • Instructions to compile these games for PC, web, or any of the dozens of other release platforms supported by Unity  • Improved structure and layout that makes the steps of each tutorial easier to follow  • A completely new Dungeon Delver prototype not present in the first edition","brand":"WoB","offers":[{"title":"GB \/ VERY_GOOD \/ INTERNAL","offer_id":49595068449041,"sku":"GOR013257048","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"US \/ GOOD \/ SBYB","offer_id":50136899485969,"sku":"CIN0134659864G","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"US \/ WELL_READ \/ SBYB","offer_id":51333440995601,"sku":"CIN0134659864A","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"US \/ VERY_GOOD \/ SBYB","offer_id":51911063634193,"sku":"CIN0134659864VG","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/0134659864.jpg?v=1769687977"},{"product_id":"unreal-engine-4-for-design-visualization-book-tom-shannon-9780134680705","title":"Unreal Engine 4 for Design Visualization","description":"The Official, Full-Color Guide to Developing Interactive Visualizations, Animations, and Renderings with Unreal Engine 4    Unreal Engine 4 (UE4) was created to develop video games, but it has gone viral among architecture, science, engineering, and medical visualization communities. 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Throughout, he writes from the perspective of visualization professionals in architecture, engineering, or science–not gaming.     Understand UE4’s components and development environment Master UE4’s pipeline from source data to delivered application Recognize and adapt to the differences between UE4 and traditional visualization and rendering techniques Achieve staggering realism with UE4’s Physically Based Rendering (PBR) Materials, Lighting, and Post-Processing pipelines Create production-ready Materials with the interactive real-time Material Editor Quickly set up projects, import massive datasets, and populate worlds with accurate visualization data Develop bright, warm lighting for architectural visualizations Create pre-rendered animations with Sequencer Use Blueprints Visual Scripting to create complex interactions without writing a single line of code Work with (and around) UE4’s limitations and leveraging its advantages to achieve your vision  All UE4 project files and 3ds Max source files, plus additional resources and links, are available at the book's companion website.","brand":"WoB","offers":[{"title":"GB \/ VERY_GOOD \/ INTERNAL","offer_id":49622446604561,"sku":"GOR008843296","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"US \/ VERY_GOOD \/ SBYB","offer_id":51423275483409,"sku":"CIN0134680707VG","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"US \/ GOOD \/ SBYB","offer_id":51424271106321,"sku":"CIN0134680707G","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"GB \/ WELL_READ \/ INTERNAL","offer_id":51612186968337,"sku":"GOR011731075","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/0134680707.jpg?v=1779962176"},{"product_id":"introduction-to-game-design-prototyping-and-development-book-jeremy-gibson-bond-9780321933164","title":"Introduction to Game Design, Prototyping, and Development","description":"Learn Game Design, Prototyping, and Programming with Today’s Leading Tools: Unity™ and C#        Award-winning game designer and professor Jeremy Gibson has spent the last decade teaching game design and working as an independent game developer. 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Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC\/Mac\/Linux tower defense game (written in C# using XNA\/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net.   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Set up your C++ development tools quickly, and get started Implement basic 2D graphics, game updates, vectors, and game physics Build more intelligent games with widely used AI algorithms Implement 3D graphics with OpenGL, shaders, matrices, and transformations Integrate and mix audio, including 3D positional audio Detect collisions of objects in a 3D environment Efficiently respond to player input Build user interfaces, including Head-Up Displays (HUDs) Improve graphics quality with anisotropic filtering and deferred shading Load and save levels and binary game data   Whether you’re a working developer or a student with prior knowledge of C++ and data structures, Game Programming in C++ will prepare you to solve real problems with C++ in roles throughout the game development lifecycle. 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Drawing on his experience building AAA-level game systems (including games in the Star Wars and Marvel franchises), Gazaway covers all this, and more:           Exploring the essentials of game design and its emerging subdisciplines Asking the essential questions at the heart of all design Getting started with modern game system design tools, including the spreadsheets most professionals now use Creating systems and data from a blank page Populating and quantifying a world of data into a game Tuning and balancing game systems Testing game systems and data Leveraging communication, psychology, and rewards within your games Balancing game probability within systems           Whether you're a college freshman entering a game design program, an indie developer using Unreal or Unity, a Dungeon Master, or  anyone who wants to really understand modern games, this guide will help you get where you want to go.","brand":"WoB","offers":[{"title":"US \/ GOOD \/ SBYB","offer_id":50113585578257,"sku":"CIN0137440847G","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"GB \/ NEW \/ GARDNERS","offer_id":51188160430353,"sku":"NGR9780137440849","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"US \/ NEW \/ INGRAM","offer_id":52462396702993,"sku":"NIN9780137440849","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"US \/ VERY_GOOD \/ SBYB","offer_id":53534466113809,"sku":"CIN0137440847VG","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/0137440847.jpg?v=1781864959"},{"product_id":"writing-interactive-music-for-video-games-book-michael-sweet-9780321961587","title":"Writing Interactive Music for Video Games","description":"“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 Music        Written by the developer of Berklee School of Music’s pioneering game scoring program, this guide covers everything professional composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee.       Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. 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Ranging from Go to Texas Hold’em and Magic: The Gathering to Dishonored 2, Hiwiller teaches indispensable lessons about game decision-making, playability, narrative, mechanics, chance, winning, originality, cheats, and a whole lot more. He gleans powerful insights from virtually every type of game: console, mobile, PC, board, card, and beyond.   Every game is presented in full color, with a single purpose: to show you what makes it exceptional, so you can create legendary games of your own.      Discover how game designers use randomness and luck Make the most of narrative and the narrator’s role Place the game challenge front and center Optimize game mechanics, and place mechanics in a broader context Uncover deep dynamic play in games with the simplest rules Find better ways to teach players how to play See what games can teach about the process of game design Build games with unusual input\/output modalities Explore winning, losing, and game dynamics beyond “one-vs.-all”   Register your book for convenient access to downloads, updates, and\/or corrections as they become available. 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