Free Download Liliana Vale Costa, "Videogame Sciences and Arts: 13th International Conference, VJ 2023, Aveiro, Portugal, November 28-30, 2023, Revised Sel" English | ISBN: 3031514513 | 2024 | 356 pages | PDF | 23 MB This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28-30, 2023. Free Download Unit Operations: An Approach to Videogame Criticism by Ian Bogost English | 2006 | ISBN: 026202599X | 243 Pages | PDF | 1.9 MB In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames.
Free Download The Videogame Industry Does Not Exist by Brendan Keogh; English | 2023 | ISBN: 0262545403 | 267 pages | True PDF | 44.01 MB
Nostalgia and Videogame Music : A Primer of Case Studies, Theories, and Analyses for the Player-Academic by Can Aksoy, Sarah Pozderac-Chenevey English | 2022 | ISBN: 1789385512 | 271 Pages | True PDF | 14.2 MB MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz, 2 Ch Genre: eLearning | Language: English + srt | Duration: 5 lectures (2h 11m) | Size: 1.58 GB All the basics to become a real game writer, from the Description to the script of your videogame MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz, 2 Ch Genre: eLearning | Language: English + srt | Duration: 25 lectures (5h 12m) | Size: 3.94 GB game development with c++. You'll learn to use OOP, Sprites, Windows Forms, sprites, and arrays in Visual Studio Developer's Dilemma - The Secret World of Videogame Creators By Casey O'Donnell 2014 | 351 Pages | ISBN: 0262028190 | PDF | 8 MB An examination of work, the organization of work, and the market forces that surround it, through the lens of the collaborative practice of game development.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. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a "rant" about lessons learned and tools mastered. O'Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, "socially mandatory" overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. He links work practice to broader systems of publishing, manufacturing, and distribution; introduces the concept of a privileged "actor-intra-internetwork"; and describes patent and copyright enforcement by industry and the state. Foundations of Videogame Programming: Code Repository by Benjamin Sanders English | 2020 | ISBN: B08BWD2TZ3 | 542 pages | PDF | 6.74 MB |