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The Art Of Video Games

Author: Chris Melissinos
Publisher: Welcome Books
ISBN: 159962110X
Size: 29.62 MB
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Showcases 80 video games selected by an international poll for inclusion in a Smithsonian American Art Museum exhibition, sharing the inside stories of the games' development, interviews with key artists and designers and vivid full-color artwork from the games, in a book that features Pac-Man, Space Invaders, BioShock, Uncharted, Mass Effect and many more.

The Epic Evolution Of Video Games

Author: Arie Kaplan
Publisher: Lerner Publications
ISBN: 1467712485
Size: 23.39 MB
Format: PDF, ePub, Mobi
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Have you ever wondered what video games would be like if they never changed? The first games were little more than bouncing dots on a plain screen. Modern games include astonishing action, realistic environments, and epic story lines. Take a look at how video games have evolved over the years, and learn about the kinds of games we might be playing in the future.

Popular Music Digital Technology And Society

Author: Nick Prior
Publisher: SAGE
ISBN: 1473934176
Size: 26.98 MB
Format: PDF, ePub, Docs
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Taking a distinctive, multi-theoretical look at popular music’s place in contemporary society, this book is both an original inquiry and an assessment of the state of popular music – its protagonists, audiences and practices.

Translation And Localisation In Video Games

Author: Miguel Á. Bernal-Merino
Publisher: Routledge
ISBN: 1317617843
Size: 12.27 MB
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This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry – understood as a global phenomenon in entertainment – and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game’s virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merino incorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.

Understanding Video Games

Author: Simon Egenfeldt-Nielsen
Publisher: Routledge
ISBN: 1136300422
Size: 23.34 MB
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This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game studies. Understanding Video Games, 2nd Edition is an essential read for newcomers to video game studies and experienced game scholars alike. This follow-up to the pioneering first edition takes video game studies into the next decade of the twenty-first century, highlighting changes in the game business, advances in video game scholarship, and recent trends in game design and development—including mobile, social, and casual gaming. In Understanding Video Games, 2nd Edition students will: Assess the major theories used to analyze games, such as ludology and narratology Gain familiarity with the commercial and organizational aspects of the game industry Trace the history of video games from Pong to Playstation 3 and beyond Explore the aesthetics of game design Evaluate the cultural position of video games Consider the potential effects of both violent and "serious" games. Extensively illustrated, and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline (including an interactive online version), Understanding Video Games, 2nd Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

Writing Interactive Music For Video Games

Author: Michael Sweet
Publisher: Addison-Wesley Professional
ISBN: 0133563510
Size: 42.90 MB
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“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. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation. Inside, you’ll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing. Coverage includes Overcoming the unique challenges of writing for games Composing music that can adapt in real time to player actions Developing thematic ideas Using audio middleware to create advanced interactive scores Working effectively with game development teams Understanding the life of a video game composer Managing contracts, rights, estimating, and negotiation Finding work The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games. See Appendix A for details.

Video Games Have Always Been Queer

Author: Bonnie Ruberg
Publisher: NYU Press
ISBN: 1479831034
Size: 31.49 MB
Format: PDF, ePub
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Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.

Media Art History

Author: Hans-Peter Schwarz
Publisher: Prestel Pub
ISBN:
Size: 40.84 MB
Format: PDF, Kindle
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Media - Art - History defines the position of multimedia art now. The catalogue section shows how mass media and new technologies have influenced art during the 19th and 20th centuries. Descriptions and interpretations of the works - supplemented by a CD-ROM - throw light on these new developments, ranging from the visions borne out by early Modernist artists, and the art forms in the 60s, to the present day.