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Demystifying Creativity
  • Language: en
  • Pages: 382

Demystifying Creativity

  • Type: Book
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  • Published: 2024-12-24
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  • Publisher: Unknown

This book presents readers with a high-level discussion on the creative process for games, demonstrating how our brains work to create ideas, before presenting multiple techniques that can be used to foster and generate creativity among game design teams.

Demystifying Creativity
  • Language: en
  • Pages: 158

Demystifying Creativity

  • Type: Book
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  • Published: 2024-12-24
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  • Publisher: CRC Press

This book is a study of the psychology, neuroscience, and philosophy of creativity, originality, and inspiration viewed from the lens of a seasoned game developer. It introduces the concept of creative sobriety—a practice that advocates better understanding our own sources of inspiration so that we can intellectually drive our creative voice closer to originality. The creative process is an improvised dance between the conscious and the subconscious mind, where knowledge, experience, intuition, observation, imagination, and projection meet in ways that are completely unique to each person. Presenting practical and theoretical approaches to originality and game concept generation, this book explores the notion of creative sobriety before moving to chapters that blend theory and practice, covering topics such as innovation, the creative process, auteurship, collaboration, and creative vision. This book will be of great interest to students of game design and creative professionals working within the industry as well as those looking to learn more about the creative process.

Game Design Tools
  • Language: en
  • Pages: 277

Game Design Tools

  • Type: Book
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  • Published: 2022-12-30
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  • Publisher: CRC Press

This book provides a series of transdisciplinary tools to help game designers improve their design pipeline and design output. Using approaches from psychology, anthropology, and sociology, it offers practical tools for all the main aspects of game design from conception through to testing. Drawing on game design theory, the book looks at the relationship between game design and other disciplines to create a toolbox of modern tools for game designers. It covers archetypes, praxeology, behavioural game design, and emotional game design. Covering a wide breadth of content, the book includes chapters on: Documentation Production Evaluation Analysis and Marketing tools This book will be of great interest to students on game design courses, as well as early-career game designers and those looking to break into the industry. It will also be of interest to more experienced game designers looking for new game design tools.

The Rules We Break
  • Language: en
  • Pages: 210

The Rules We Break

Whether you're a game player, a designer of any kind, or someone who wants to know more about design, The Rules We Break will open your mind to creative and thought-provoking approaches to design. Play through more than 20 hands-on, real-world games and exercises to explore how people think, how games and systems work, and how to move through a creative process. Everyone can learn from game design: interaction designers and software developers, graphic designers and urban planners, kids in after-school programs and university students studying design. This collection of interactive games and exercises is designed to help you consider new ways of approaching productive collaboration, creative...

The Art of Game Design
  • Language: en
  • Pages: 522

The Art of Game Design

  • Categories: Art
  • Type: Book
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  • Published: 2008-08-04
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  • Publisher: CRC Press

Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.

A Guide to Japanese Role-Playing Games
  • Language: en
  • Pages: 547

A Guide to Japanese Role-Playing Games

  • Type: Book
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  • Published: 2021-10-25
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  • Publisher: Unknown

description not available right now.

Coding with Roblox Lua in 24 Hours
  • Language: en
  • Pages: 944

Coding with Roblox Lua in 24 Hours

In just 24 lessons of one hour or less, Coding with Roblox Lua in 24 Hours: The Official Roblox Guide helps you learn all the skills and techniques you'll need to code your own Roblox experiences. Perfect for beginners, each short and easy lesson builds upon everything that's come before, helping you quickly master the essentials of Lua programming. Step-by-step instructions walk you through common questions, issues, and tasks; Q&As, Quizzes, and Exercises build and test your knowledge; “Did You Know?” tips offer insider advice and shortcuts; and “Watch Out!” alerts help you avoid pitfalls. Learn how to... * Code with properties, variables, functions, if/then statements, and loops * Organize information using arrays and dictionaries * Work with events to make things move, explode, count down, and do whatever you can imagine * Keep your code manageable with abstractions and object-oriented programming * Store data permanently to create leaderboards, inventories, and custom currency * Use raycasting to allow visitors to place their own objects, such as furniture and props, within your world

Assyrian Rulers of the Early First Millennium BC I (1114-859 BC)
  • Language: en
  • Pages: 456

Assyrian Rulers of the Early First Millennium BC I (1114-859 BC)

  • Type: Book
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  • Published: 1991-03-15
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  • Publisher: Unknown

The inscriptions speak of the kings' building of palaces and temples in various parts of Assyria, of the gods who were invoked to bless their enterprises, of revolutions and a multitude of military conquests.

The Gulf Directory
  • Language: en
  • Pages: 992

The Gulf Directory

  • Type: Book
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  • Published: 2003
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  • Publisher: Unknown

description not available right now.

The Gamer's Brain
  • Language: en
  • Pages: 383

The Gamer's Brain

  • Type: Book
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  • Published: 2017-08-10
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  • Publisher: CRC Press

Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding...