Game Feel
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Author |
: Steve Swink |
Publisher |
: CRC Press |
Total Pages |
: 377 |
Release |
: 2008-10-13 |
ISBN-10 |
: 9781482267334 |
ISBN-13 |
: 1482267330 |
Rating |
: 4/5 (34 Downloads) |
Synopsis Game Feel by : Steve Swink
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
Author |
: Robert Nystrom |
Publisher |
: Genever Benning |
Total Pages |
: 353 |
Release |
: 2014-11-03 |
ISBN-10 |
: 9780990582915 |
ISBN-13 |
: 0990582914 |
Rating |
: 4/5 (15 Downloads) |
Synopsis Game Programming Patterns by : Robert Nystrom
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Author |
: Trygve B. Broch |
Publisher |
: Springer Nature |
Total Pages |
: 218 |
Release |
: 2019-12-21 |
ISBN-10 |
: 9783030351298 |
ISBN-13 |
: 3030351297 |
Rating |
: 4/5 (98 Downloads) |
Synopsis A Performative Feel for the Game by : Trygve B. Broch
Applying a cultural sociology of performance, this book interrogates how the meaning of sport intersects with gender. Trygve B. Broch points out uncertainties in the causal arguments made by key figures in the cultural studies tradition, instead advancing a meaning-centered study of sports as involving both a social and an athletic performance. Sports not only reflect or reverse social realities, but capture and keep our attention when we use and experience them as a means to reflect on social life, injustice, and hierarchy. More specifically, blending approaches from media studies with ethnography, Broch explores the women-dominated sport of handball in Norway, a country that considers gender equality a basis of democracy. As such, the analyses here show how broadly available meanings about sameness and equality are mediated and experienced through a performative feel for the game.
Author |
: Myra Sanderman |
Publisher |
: |
Total Pages |
: |
Release |
: 2018 |
ISBN-10 |
: 164262361X |
ISBN-13 |
: 9781642623611 |
Rating |
: 4/5 (1X Downloads) |
Synopsis A Feel for the Game by : Myra Sanderman
Corey plays a special role on his baseball team—he’s their first deaf player! He and the coach communicate on the field by using sign language. Will Corey help the Northfield Huskies win the game and go on to the championship?
Author |
: Ray Lewis |
Publisher |
: Simon and Schuster |
Total Pages |
: 288 |
Release |
: 2016-10-18 |
ISBN-10 |
: 9781501112379 |
ISBN-13 |
: 1501112376 |
Rating |
: 4/5 (79 Downloads) |
Synopsis I Feel Like Going On by : Ray Lewis
The legendary Baltimore Ravens linebacker assesses the state of football while recounting his troubled youth, his rise to athletic fame, and the allegations that threatened his NFL career.
Author |
: Raph Koster |
Publisher |
: "O'Reilly Media, Inc." |
Total Pages |
: 259 |
Release |
: 2005 |
ISBN-10 |
: 9781932111972 |
ISBN-13 |
: 1932111972 |
Rating |
: 4/5 (72 Downloads) |
Synopsis Theory of Fun for Game Design by : Raph Koster
Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.
Author |
: Brendan Keogh |
Publisher |
: MIT Press |
Total Pages |
: 249 |
Release |
: 2018-04-06 |
ISBN-10 |
: 9780262345446 |
ISBN-13 |
: 0262345447 |
Rating |
: 4/5 (46 Downloads) |
Synopsis A Play of Bodies by : Brendan Keogh
An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.
Author |
: Aubrey Anable |
Publisher |
: U of Minnesota Press |
Total Pages |
: 179 |
Release |
: 2018-02-21 |
ISBN-10 |
: 9781452956817 |
ISBN-13 |
: 1452956812 |
Rating |
: 4/5 (17 Downloads) |
Synopsis Playing with Feelings by : Aubrey Anable
How gaming intersects with systems like history, bodies, and code Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers. Looking at a wide variety of video games—including mobile games, indie games, art games, and games that have been traditionally neglected by academia—Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail. Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.
Author |
: Amy Jo Kim |
Publisher |
: Gamethinking.IO |
Total Pages |
: 214 |
Release |
: 2018-05-25 |
ISBN-10 |
: 099978854X |
ISBN-13 |
: 9780999788547 |
Rating |
: 4/5 (4X Downloads) |
Synopsis Game Thinking by : Amy Jo Kim
During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.
Author |
: Simon Sinek |
Publisher |
: Penguin |
Total Pages |
: 272 |
Release |
: 2019-10-15 |
ISBN-10 |
: 9780735213524 |
ISBN-13 |
: 0735213526 |
Rating |
: 4/5 (24 Downloads) |
Synopsis The Infinite Game by : Simon Sinek
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.