Reinventing Games Indie Style

Reinventing Games Indie Style PDF

Author: Jeff Tunnell

Publisher: A K Peters/CRC Press

Published: 1992-11-02

Total Pages: 150

ISBN-13: 9781568812861

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This practical handbook on independent game development offers expert tips on how to make successful games on your own terms. Readers will learn best practices for choosing the right game ideas, developing them efficiently, making gameplay fun, polishing a game for release, and taking games to market. Top indie game developers provide their advice, tips and tricks, and post-mortems of their experiences in hopes of encouraging more aspiring game makers to create innovative and fun games on their own.

Women and the Gothic

Women and the Gothic PDF

Author: Avril Horner

Publisher: Edinburgh University Press

Published: 2016-02-22

Total Pages: 248

ISBN-13: 1474409512

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A re-assessment of the Gothic in relation to the female, the 'feminine', feminism and post-feminismThis collection of newly commissioned essays brings together major scholars in the field of Gothic studies in order to re-think the topic of 'Women and the Gothic'. The 14 chapters in this volume engage with debates about 'Female Gothic' from the 1970s and '80s, through second wave feminism, theorisations of gender and a long interrogation of the 'women' category as well as with the problematics of post-feminism, now itself being interrogated by a younger generation of women. The contributors explore Gothic works from established classics to recent films and novels from feminist and post-feminist perspectives. The result is a lively book that combines rigorous close readings with elegant use of theory in order to question some ingrained assumptions about women, the Gothic and identity.Key FeaturesRevitalises the long-running debate about women, the Gothic and identityEngages with the political agendas of feminism and post-feminismPrioritises the concerns of woman as reader, author and criticOffers fresh readings of both classic and recent Gothic works

Videogames and Agency

Videogames and Agency PDF

Author: Bettina Bódi

Publisher: Taylor & Francis

Published: 2022-12-30

Total Pages: 173

ISBN-13: 1000829871

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Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.

Future Gaming

Future Gaming PDF

Author: Paolo Ruffino

Publisher: MIT Press

Published: 2018-05-11

Total Pages: 160

ISBN-13: 1906897700

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A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes] PDF

Author: Mark J. P. Wolf

Publisher: Bloomsbury Publishing USA

Published: 2021-05-24

Total Pages: 1173

ISBN-13:

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

The Indie Game Developer Handbook

The Indie Game Developer Handbook PDF

Author: Richard Hill-Whittall

Publisher: CRC Press

Published: 2015-02-11

Total Pages: 226

ISBN-13: 1317573641

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The indie game developer’s complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app or game has earned thousands of downloads and revenue. As the market size increases, so does the number of people developing and looking to develop their own app or game to publish. The Indie Game Developer Handbook covers every aspect of running a game development studio—from the initial creation of the game through to completion, release and beyond. Accessible and complete guide to many aspects of running a game development studio from funding and development through QA, publishing, marketing, and more. Provides a useful knowledge base and help to support the learning process of running an indie development studio in an honest, approachable and easy to understand way. Case studies, interviews from other studies and industry professionals grant an first-hand look into the world of indie game development

Born-Again Vintage

Born-Again Vintage PDF

Author: Bridgett Artise

Publisher: Potter Craft

Published: 2013-11-13

Total Pages: 146

ISBN-13: 0770435203

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Fashion designer Bridgett Artise believes in second chances—a philosophy that extends all the way to her clothing line, B. Artise Originals. Fashion gave her a second chance at happiness and success, and, in turn, she gives vintage garments that have lost their luster another chance at being fashionable. Mixing contemporary clothing with the best elements of a vintage piece—like the collar of a funky fifties housedress or the pockets of a seventies-style jacket—and piecing them back together in a whole new way, she creates one-of-a-kind garments that are both trend setting and timeless. An old-fashioned ruffled shirt with terrific buttons, plus an inexpensive tank top, can become a unique top. A poodle skirt and that so-last-year’s knee-length cardigan sweater can be turned into anything from a mini-poncho to a structured tube top. With fashions for every season, Born-Again Vintage contains patterns for: •Pants that pair perfectly with winter boots and a sweater dress that’s sexy and simple •A cropped jacket + sweater corset that are perfect for a flirty spring fling •Dresses + bags to keep summer easy and breezy •Pretty-in-a-blink dresses + accessories for a big night out Born-Again Vintage updates the trends of fashion eras gone by and brings the unparalleled quality of vintage into a new age. Complete with a vintage shopping guide, handy style tips, and ideas for reinventing disused cast-offs, Born-Again Vintage is a must-have for vintage shoppers and sewers alike.

The Oxford Handbook of Video Game Music and Sound

The Oxford Handbook of Video Game Music and Sound PDF

Author: William Gibbons

Publisher: Oxford University Press

Published: 2024

Total Pages: 977

ISBN-13: 0197556167

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Bringing together dozens of leading scholars from across the world to address topics from pinball to the latest in virtual reality, The Oxford Handbook of Video Game Music and Sound is the most comprehensive and multifaceted single-volume source in the rapidly expanding field of game audio research.

Reality Is Broken

Reality Is Broken PDF

Author: Jane McGonigal

Publisher: Penguin

Published: 2011-01-20

Total Pages: 416

ISBN-13: 1101475498

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“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

Adventure Games

Adventure Games PDF

Author: Aaron A. Reed

Publisher: Bloomsbury Publishing USA

Published: 2020-02-20

Total Pages: 196

ISBN-13: 1501346563

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The genre of adventure games is frequently overlooked. Lacking the constantly-evolving graphics and graphic violence of their counterparts in first-person and third-person shooters or role-playing games, they are often marketed to and beloved by players outside of mainstream game communities. While often forgotten by both the industry and academia, adventure games have had (and continue to have) a surprisingly wide influence on contemporary games, in categories including walking simulators, hidden object games, visual novels, and bestselling titles from companies like Telltale and Campo Santo. In this examination of heirs to the genre's legacy, the authors examine the genre from multiple perspectives, connecting technical analysis with critical commentary and social context. This will be the first book to consider this important genre from a comprehensive and transdisciplinary perspective. Drawing upon methods from platform studies, software studies, media studies, and literary studies, they reveal the genre's ludic and narrative origins and patterns, where character (and the player's embodiment of a character) is essential to the experience of play and the choices within a game. A deep structural analysis of adventure games also uncovers an unsteady balance between sometimes contradictory elements of story, exploration, and puzzles: with different games and creators employing a multitude of different solutions to resolving this tension.