Formerly known as App Annie, Data.ai proves particularly useful for stats regarding the state of the mobile games industry. While much of their data is sold as part of a subscription, they also provide free reports.
GameDev.net is an independent, community-driven social platform for developers in the games and interactive media industries. Here you will find forums, articles and tutorials, developer blogs, news, career resources, and an industry marketplace for assets and services.
Log in HERE or through the link below, with your myWSU ID and password to request a book, article, or video. Materials take 3-5 days on average and are sent to Ablah Library for you to pick up. It's free!
Good game design happens when you view your game from as many perspectives as possible. The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game's design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. Here are described the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in top-quality video games. This title provides readers useful perspectives on how to make better game designs faster.
Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O'Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O'Donnell shows that the ability to play with the underlying systems--technical, conceptual, and social--is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process. Drawing on extensive fieldwork in game studios in the United States and India, O'Donnell stakes out new territory empirically, conceptually, and methodologically.
Game Art is a collection of breathtaking concept art and behind-the-scenes interviews from videogame developers, including major players like Square Enix, Bioware, and Ubisoft as well as independent but influential studios like Tale of Tales and Compulsion Games.
Welcome to Game Coding Complete, your hands-on guide to developing commercial-quality games. The book examines the entire game development process and all the unique challenges associated with creating a game. In this excellent introduction to game architecture, you'll explore all the major subsystems of modern game engines and learn professional techniques used in actual games, as well as Teapot Wars, a game created specifically for this book.
Design great Facebook, iOS, and Web games and learn what makes a game a hit! The book walks novice and experienced game designers through the step-by-step process of conceptualizing, designing, launching, and managing a winning game on platforms including Facebook, iOS, and the Web. It is filled with examples that highlight key design features, explain how to market your game, and illustrate how to turn your design into a money-making venture.
Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysis—offering detailed guidance for how to conduct in-depth critiques of game content and gameplay.
This book equips the reader with the rationale for vigorous testing of game software, how game testing and the tester fit into the game development process, practical knowledge of tools to apply to game testing, game tester roles and responsibilities, and the measurements to determine game quality and testing progress.
"Interactive Stories and Video Game Art" defines a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon.
This title provides fundamental information and theoretical material, detailed illustrations, and projects to test the reader's understanding of the concepts covered. All students wanting to learn more about computer graphics from an artistic viewpoint, particularly those intending to pursue a career in computer game design or film animation, will find this book invaluable.
This book guides you through the basic game development process, covering game development topics including graphics, sound, artificial intelligence, animation, game engines, Web-based games, etc. Real games will be created, and significant parts of a game engine will be built and made available for download. Processing is a free, graphics-oriented language that provides the basic functionality needed for building games and runs on all major platforms. Moreover, it allows games to be built for desktop computers, HTML 5, and Android.
Part critical essay, part manifesto, part DIY guide and altogether unprecedented, Anna Anthropy's Rise of the Videogame Zinesters shows why the multi-billion dollar videogame industry needs to change - and how a new generation of artists can change it. In this first intergalactic offensive against corporate systems of production, condescending media coverage and pervasive 'gamer' culture, Anthropy takes a look at the new artists who are beginning to build an alternative body of work. A unique guide for anyone who wants to join the coming revolution of videogames.
In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways. Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation, and suggests ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.
This book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors.
All of the industry's workers frequently need to understand concepts from other specialties, and this book lets them look up and grasp the basics of any visual effects concept in a matter of seconds. It's a great way for everyone, regardless of experience, to find their way through the jargon and learn what they need to know.
The interactions between storytellers and readers, between programmers and creators, and among nbsp;fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.