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New perspectives on the social aspects of digital gaming : multiplayer 2 / / edited by Rachel Kowert and Thorsten Quandt
New perspectives on the social aspects of digital gaming : multiplayer 2 / / edited by Rachel Kowert and Thorsten Quandt
Pubbl/distr/stampa New York : , : Routledge, , 2017
Descrizione fisica 1 online resource (195 pages) : illustrations, tables
Disciplina 794.81
Altri autori (Persone) KowertRachel
QuandtThorsten
Collana Routledge Advances in Game Studies
Soggetto topico Internet games - Social aspects
Shared virtual environments
Soggetto genere / forma Electronic books.
ISBN 1-315-62930-5
1-317-24362-5
1-317-24363-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto pt. I. Social forms of gaming -- pt. II. Online gaming -- pt. III. Gender issues in gaming communities -- pt. IV. Games for change.
Record Nr. UNINA-9910164029803321
New York : , : Routledge, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Pattern language for game design / / Chris Barney
Pattern language for game design / / Chris Barney
Autore Barney Christopher William
Edizione [1st ed.]
Pubbl/distr/stampa Boca Raton : , : CRC Press, , 2021
Descrizione fisica xxv, 476 pages : illustrations; ; 24 cm
Disciplina 794.81
Soggetto topico Computer games - Design
ISBN 9780367633950
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Table of Contents -- Preface: How to Use This Book -- Pattern Library Website -- Acknowledgments -- Author -- Section I Introduction -- Chapter 1 Introduction -- What Is This Book For? -- Why Is This Book for You? -- Why Am I the Person Writing This Book? -- Patterns, Creativity, and Art -- Why Are There Patterns? -- Back to Art -- Is There Room for Creativity and Innovation? -- Different Designers, Different Patterns -- Forming Patterns vs. Accepting Tropes and Stereotypes -- Section II Background -- Chapter 2 Background on A Pattern Language by Christopher Alexander -- Pattern Theory -- Criticisms -- Implications for Games -- Chapter 3 Background on the Use of Pattern Languages in Other Fields -- Computer Science -- Social and Behavioral Science -- Chapter 4 Background on the Use of Patterns in Game Design -- Books -- Patterns in Game Design -- Game Mechanics: Advanced Game Design -- Scholarly Articles -- "The Case for Game Design Patterns" -- "Developing a Pattern Language for Flow Experiences in Video Games" -- "Design Patterns in Games: The Case for Sound Design" -- "Patterns and Computer Game Design Innovation" -- Other Game Design Pattern Projects -- LARP Pattern Language -- Kind Fortress -- Interactive Institute Swedish ICT -- Section III An Introduction to Patterns in Game Design -- Chapter 5 An Introduction to Patterns in Game Design -- What Does a Pattern Look Like, and How Can I Find It? -- The Pattern Template -- Example Pattern: Mystery-Driven Exploration -- Introduction to Pattern Exercises -- Chapter 6 Common Problems in Proposed Patterns -- Patterns Should Address a Design Problem -- Shallow Patterns -- Circular Pattern -- Patterns Should Be Prescriptive -- Jumping to Conclusions -- Anti-Patterns -- The Desire to be the Authority/Kill Your Babies.
Section IV Pattern Exercises -- Chapter 7 Pattern Exercises -- Example Exercises and Patterns -- Chapter 8 Basic Pattern Exercise -- Basic Pattern Exercise -- Pattern Purpose -- Example Basic Pattern Exercise -- Exercise -- Pattern: One of These Days That's Going to Get You Killed -- Chapter 9 Structural Pattern Exercises -- Higher-Order Patterns -- Pattern Purpose -- Example Higher-Order Pattern -- Exercise -- Pattern: The Three Bears Theory of Level Size -- Lower-Order Patterns -- Pattern Purpose -- Example Lower-Order Pattern -- Exercise -- Pattern: Old Me Was Afraid of Old You, But New Me Is Stronger! … And Now I'm Afraid of New You -- Formal and Functional Design Elements -- Formal Patterns -- Pattern Purpose -- Example Formal Pattern -- Exercise -- Pattern: Don't Intellectualize My Pain! -- Bonus Student Example: Temporally Unavailable Space -- Pattern: Temporally Unavailable Space -- Functional Patterns: Patterns from Rules -- Pattern Purpose -- Example Functional Pattern -- Exercise -- Pattern: Fight Like You Live -- Emotional Patterns -- Pattern Purpose -- Example Emotional Pattern -- Exercise -- Pattern: Oh! That Went Unexpectedly Well -- Player Experience Pattern -- Pattern Purpose -- Example Experience Pattern -- Exercise -- Pattern: The Risk of Knowing You -- Theme Patterns -- Pattern Purpose -- Example Pattern -- Exercise -- Pattern: Bringing About the Apocalypse -- Chapter 10 Focused Patterns -- Patterns from Micro, Macro, and Meta Circulation Patterns -- Pattern Purpose -- Example Pattern from Micro, Macro, and Meta Circulation Patterns -- Exercise -- Pattern: I Could Be Bounded in a Nutshell and Count Myself a King of Infinite Space -- Boss Encounter Patterns -- Pattern Purpose -- Example Boss Encounter Pattern -- Exercise -- Pattern: We're Going to a Dark Place Together -- Emergent Narrative Patterns -- Pattern Purpose.
Example Emergent Narrative Pattern -- Exercise -- Pattern: The Three Pillars of Meaning in Emergent Narrative -- Embedded and Environmental Narrative Patterns -- Pattern Purpose -- Example Embedded and Environmental Narrative Pattern -- Exercise -- Pattern: I Thought You Should Know -- Chapter 11 Patterns That Break the Mold -- Breaking Spaces Patterns -- Pattern Purpose -- Example Breaking Spaces Pattern -- Exercise -- Pattern: Know Your Past, Know Your Future, Know Yourself -- Player Manipulation Patterns -- Pattern Purpose -- Example Player Manipulation Pattern -- Exercise -- Pattern: Coercive Ludonarrative Resonance -- Patterns in Innovation -- Pattern Purpose -- Example pattern -- Exercise -- Pattern: There Had Better Be a Very Good Explanation for This -- Section V The Fifteen Properties -- Chapter 12 Taking a Step Back: What We Have Learned So Far -- Chapter 13 The "Fifteen Fundamental Properties of Wholeness" in Game Design -- Levels of Scale -- Strong Centers -- Boundaries -- Alternating Repetition -- Positive Space -- Good Shape -- Local Symmetries -- Deep Interlock -- Contrast -- Graded Variation -- Roughness -- Echoes -- The Void -- Inner Calm -- Not Separateness -- Section VI Advanced Pattern-Generation Exercises -- Chapter 14 Advanced Pattern-Generation Exercises -- Patterns from Core Mechanics -- Core Mechanics -- Pattern Purpose -- Example: Pattern from Core Mechanics -- Exercise -- Pattern: Greater Choice Requires Greater Motivation -- Finding Missing Patterns -- Pattern Purpose -- Example Finding Missing Pattern -- Exercise -- Pattern: And Now I Guess We're Doing This -- Finding Negative Patterns -- Pattern Purpose -- Example Negative Pattern -- Exercise -- Pattern: Game, Know Thyself -- Finding Positive Patterns from Negative Ones -- Pattern Purpose -- Example Positive Pattern -- Exercise.
Pattern: Familiarity Breeds Contempt, or at Least High Expectations -- Using Patterns for Understanding -- Understanding Techniques -- Pattern Purpose -- Example Pattern -- Exercise -- Pattern: More or Less Running Away -- Understanding Tropes -- Pattern Purpose -- Example Pattern -- Exercise -- Pattern: Can I Do This Alone? -- The First Choice -- Pattern Purpose -- Example Pattern -- Exercise -- Pattern: It All Depends on How You Look at It -- Audience Patterns -- Pattern Purpose -- Example Audience Patterns -- Exercise -- Pattern: This Game Isn't about You … But It Is for You -- Theoretical Patterns -- Pattern Purpose -- Example Theoretical Patterns -- Exercise -- Pattern: I See Where You Are Going with This -- Section VII Building a Language -- Chapter 15 Connecting Patterns into a Language -- Introduction to Pattern Language Construction -- Building a Pattern Language -- 1. Make Sure You Have Enough Patterns -- 2. Add Keywords -- Sample Keywords List -- 3. Understand the Scope of Your Language -- Pattern Categories -- Categories from Disciplines -- Categories from Game Mechanics -- Categories from Genre -- Categories from Patterns in Game Design -- Categories from Pedagogy -- Categories from Live-Action Role-Playing Game (LARP) Design -- Meta-, Macro-, and Micro-Level Patterns -- 4. Adding Existing Parent Patterns -- 5. Adding Existing Child Patterns -- 6. Linking Other Related Patterns -- 7. Suggest New Parents and Children -- 8. Use Exercise 24: Theoretical Patterns to Find Related Patterns -- 9. Link Confidence -- Chapter 16 Organizing and Maintaining a Pattern Language -- Integrating Patterns from Other Sources -- Game Mechanics: Advanced Game Design -- Pattern: I'm Doing It As Hard As I Can -- Patterns in Game Design -- The Art of Game Design: A Book of Lenses -- Exercise 25: Creating Patterns from Lenses -- Example Pattern from Lenses.
Exercise -- Pattern: Just Look at What You've Become -- Pitfalls of Pattern Relationships -- Combining Patterns -- Eliminating Patterns -- Chapter 17 Creating New Pattern Exercises -- Framing the Intent of the Exercise -- Listing and Describing Examples -- Analyzing the Examples -- Articulating the Pattern -- Chapter 18 Designing with a Pattern Language -- Integrating Pattern Language Use into Existing Design Processes -- Pattern Language as the Basis of Design -- Chapter 19 Teaching Yourself or Students with Pattern Languages -- An Institutional Pattern Language -- Developing with Patterns -- Providing Feedback -- Assessing Patterns from Others -- Developing with Other People's Patterns -- Group Pattern Exercises -- Dividing the Examples -- Reviewing Other's Projects -- Creating Keywords -- Categorizing Patterns -- Assessing a Pattern Language -- Design Exercise Using Patterns -- Afterword -- Games Reference -- References -- Index.
Record Nr. UNINA-9910860843003321
Barney Christopher William  
Boca Raton : , : CRC Press, , 2021
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Producing games [[electronic resource] ] : from business budgets to creativity and design / / D.S. Cohen, Sergio A. Bustamante II
Producing games [[electronic resource] ] : from business budgets to creativity and design / / D.S. Cohen, Sergio A. Bustamante II
Autore Cohen D. S
Edizione [1st edition]
Pubbl/distr/stampa Burlington, MA ; ; Oxford, : Focal Press, 2009
Descrizione fisica 1 online resource (305 p.)
Disciplina 794.81
Altri autori (Persone) BustamanteSergio A
Soggetto topico Video games - Design
Electronic games
Soggetto genere / forma Electronic books.
ISBN 1-136-13878-1
1-282-30927-7
9786612309274
0-08-092804-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Producing Games; Copyright Page; Table of Contents; About the Authors; Acknowledgements; Intro: So You Want to be a Video Game Producer; Section One: What is a Video Game Producer?; Chapter 1 Producer Primer; What a Producer Manages; Why Become a Game Producer; How to Become a Producer; Publishers and Developers; Internal and External Producer Roles; Chapter 2 Producing at a Developer; The Schedule; Dev Budget; Pitching Ideas and Representing the Team; Manage Milestone Submissions; Working With Your Publishing Counterpart; Chapter 3 Producing at a Publisher; Managing Schedules
Managing the BudgetsReviewing Milestones; Managing Approvals; Managing Testing; Support: Sales, Marketing, and PR; Working with Stakeholders; Supervising Audio Production; Voice-Over; Contractors; Prep for First Party Submissions; Chapter 4 Producer Roles; Executive Producer; Senior Producer; Producer; Associate Producer; Production Coordinator/Assistant Producer; Other Producer Roles; Localization Producer; Cinematics Producer; Licensor Producer; Chapter 5 Size and Scope: Large vs. Small, Licensed vs. Original; Team Sizes; Larger vs. Smaller; Big Budgets; Small Budgets
Long vs. Short SchedulesLicensed vs. Original IPs; Sequels and Expansion Packs and Downloadable Content; Chapter 6 Producing Skills; Managing a Game; The Key Skills of a Producer (Hard Skills); Soft Skills (Or, What You Should Know, but Can Learn on the Curve); Chapter 7 Tools of the Trade; Software Solutions and Recommendations; 3-D Graphics and Modeling Packages; Section Two: The Process in a Nutshell; Chapter 8 The History of Game Development; Case Study: The History of Game Development Through the Evolution of Sierra; Chapter 9 Game Project Lifecycle Overview; Concept Phase
Pre-Production PhaseProduction Phase; The Crunch: From Pre-Alpha to Release Candidate; Chapter 10 The Development Team; Technical Director; Programmers and Engineers; Creative Director; Designers; Art Director; Artists; Animators; Audio Director and Engineer; Writers; QA/Compliance; Chapter 11 The Publishing Team; The Producer; Operations, a.k.a. Ops; Tech Director; Art Director; QA Team; Creative Director; Chapter 12 Publishers Selecting Developers; Projects That Start With the Publisher (The Dog Wagging the Tail); Finding the Developer
Projects That Start With the Publisher (The Tail Wagging the Dog)Section Three: Scheduling and Structure; Chapter 13 Scheduling and Structure; The Producer's Role in Scheduling; Why Schedule? Heavy Scheduling vs. No Scheduling; Who Owns the Schedules?; Man-Month Schedule; Milestones: How They Affect Everything; Scrum, Waterfall, Agile, and Cowboy Coding; Elements of a Schedule; Troubleshooting; Other Teams' Needs and Schedules; Hardware; DLC, Expansion Packs, and Sequels; Marketing, PR, and Sales Needs; Screenshots and PR/Marketing Materials; Holidays and Vacation
Chapter 14 Development Plan Management (Scheduling to Production)
Record Nr. UNINA-9910456327703321
Cohen D. S  
Burlington, MA ; ; Oxford, : Focal Press, 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Producing games [[electronic resource] ] : from business budgets to creativity and design / / D.S. Cohen, Sergio A. Bustamante II
Producing games [[electronic resource] ] : from business budgets to creativity and design / / D.S. Cohen, Sergio A. Bustamante II
Autore Cohen D. S
Edizione [1st edition]
Pubbl/distr/stampa Burlington, MA ; ; Oxford, : Focal Press, 2009
Descrizione fisica 1 online resource (305 p.)
Disciplina 794.81
Altri autori (Persone) BustamanteSergio A
Soggetto topico Video games - Design
Video games
ISBN 1-136-13878-1
1-282-30927-7
9786612309274
0-08-092804-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Producing Games; Copyright Page; Table of Contents; About the Authors; Acknowledgements; Intro: So You Want to be a Video Game Producer; Section One: What is a Video Game Producer?; Chapter 1 Producer Primer; What a Producer Manages; Why Become a Game Producer; How to Become a Producer; Publishers and Developers; Internal and External Producer Roles; Chapter 2 Producing at a Developer; The Schedule; Dev Budget; Pitching Ideas and Representing the Team; Manage Milestone Submissions; Working With Your Publishing Counterpart; Chapter 3 Producing at a Publisher; Managing Schedules
Managing the BudgetsReviewing Milestones; Managing Approvals; Managing Testing; Support: Sales, Marketing, and PR; Working with Stakeholders; Supervising Audio Production; Voice-Over; Contractors; Prep for First Party Submissions; Chapter 4 Producer Roles; Executive Producer; Senior Producer; Producer; Associate Producer; Production Coordinator/Assistant Producer; Other Producer Roles; Localization Producer; Cinematics Producer; Licensor Producer; Chapter 5 Size and Scope: Large vs. Small, Licensed vs. Original; Team Sizes; Larger vs. Smaller; Big Budgets; Small Budgets
Long vs. Short SchedulesLicensed vs. Original IPs; Sequels and Expansion Packs and Downloadable Content; Chapter 6 Producing Skills; Managing a Game; The Key Skills of a Producer (Hard Skills); Soft Skills (Or, What You Should Know, but Can Learn on the Curve); Chapter 7 Tools of the Trade; Software Solutions and Recommendations; 3-D Graphics and Modeling Packages; Section Two: The Process in a Nutshell; Chapter 8 The History of Game Development; Case Study: The History of Game Development Through the Evolution of Sierra; Chapter 9 Game Project Lifecycle Overview; Concept Phase
Pre-Production PhaseProduction Phase; The Crunch: From Pre-Alpha to Release Candidate; Chapter 10 The Development Team; Technical Director; Programmers and Engineers; Creative Director; Designers; Art Director; Artists; Animators; Audio Director and Engineer; Writers; QA/Compliance; Chapter 11 The Publishing Team; The Producer; Operations, a.k.a. Ops; Tech Director; Art Director; QA Team; Creative Director; Chapter 12 Publishers Selecting Developers; Projects That Start With the Publisher (The Dog Wagging the Tail); Finding the Developer
Projects That Start With the Publisher (The Tail Wagging the Dog)Section Three: Scheduling and Structure; Chapter 13 Scheduling and Structure; The Producer's Role in Scheduling; Why Schedule? Heavy Scheduling vs. No Scheduling; Who Owns the Schedules?; Man-Month Schedule; Milestones: How They Affect Everything; Scrum, Waterfall, Agile, and Cowboy Coding; Elements of a Schedule; Troubleshooting; Other Teams' Needs and Schedules; Hardware; DLC, Expansion Packs, and Sequels; Marketing, PR, and Sales Needs; Screenshots and PR/Marketing Materials; Holidays and Vacation
Chapter 14 Development Plan Management (Scheduling to Production)
Record Nr. UNINA-9910781196603321
Cohen D. S  
Burlington, MA ; ; Oxford, : Focal Press, 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Producing games [[electronic resource] ] : from business budgets to creativity and design / / D.S. Cohen, Sergio A. Bustamante II
Producing games [[electronic resource] ] : from business budgets to creativity and design / / D.S. Cohen, Sergio A. Bustamante II
Autore Cohen D. S
Edizione [1st edition]
Pubbl/distr/stampa Burlington, MA ; ; Oxford, : Focal Press, 2009
Descrizione fisica 1 online resource (305 p.)
Disciplina 794.81
Altri autori (Persone) BustamanteSergio A
Soggetto topico Video games - Design
Video games
ISBN 1-136-13878-1
1-282-30927-7
9786612309274
0-08-092804-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Producing Games; Copyright Page; Table of Contents; About the Authors; Acknowledgements; Intro: So You Want to be a Video Game Producer; Section One: What is a Video Game Producer?; Chapter 1 Producer Primer; What a Producer Manages; Why Become a Game Producer; How to Become a Producer; Publishers and Developers; Internal and External Producer Roles; Chapter 2 Producing at a Developer; The Schedule; Dev Budget; Pitching Ideas and Representing the Team; Manage Milestone Submissions; Working With Your Publishing Counterpart; Chapter 3 Producing at a Publisher; Managing Schedules
Managing the BudgetsReviewing Milestones; Managing Approvals; Managing Testing; Support: Sales, Marketing, and PR; Working with Stakeholders; Supervising Audio Production; Voice-Over; Contractors; Prep for First Party Submissions; Chapter 4 Producer Roles; Executive Producer; Senior Producer; Producer; Associate Producer; Production Coordinator/Assistant Producer; Other Producer Roles; Localization Producer; Cinematics Producer; Licensor Producer; Chapter 5 Size and Scope: Large vs. Small, Licensed vs. Original; Team Sizes; Larger vs. Smaller; Big Budgets; Small Budgets
Long vs. Short SchedulesLicensed vs. Original IPs; Sequels and Expansion Packs and Downloadable Content; Chapter 6 Producing Skills; Managing a Game; The Key Skills of a Producer (Hard Skills); Soft Skills (Or, What You Should Know, but Can Learn on the Curve); Chapter 7 Tools of the Trade; Software Solutions and Recommendations; 3-D Graphics and Modeling Packages; Section Two: The Process in a Nutshell; Chapter 8 The History of Game Development; Case Study: The History of Game Development Through the Evolution of Sierra; Chapter 9 Game Project Lifecycle Overview; Concept Phase
Pre-Production PhaseProduction Phase; The Crunch: From Pre-Alpha to Release Candidate; Chapter 10 The Development Team; Technical Director; Programmers and Engineers; Creative Director; Designers; Art Director; Artists; Animators; Audio Director and Engineer; Writers; QA/Compliance; Chapter 11 The Publishing Team; The Producer; Operations, a.k.a. Ops; Tech Director; Art Director; QA Team; Creative Director; Chapter 12 Publishers Selecting Developers; Projects That Start With the Publisher (The Dog Wagging the Tail); Finding the Developer
Projects That Start With the Publisher (The Tail Wagging the Dog)Section Three: Scheduling and Structure; Chapter 13 Scheduling and Structure; The Producer's Role in Scheduling; Why Schedule? Heavy Scheduling vs. No Scheduling; Who Owns the Schedules?; Man-Month Schedule; Milestones: How They Affect Everything; Scrum, Waterfall, Agile, and Cowboy Coding; Elements of a Schedule; Troubleshooting; Other Teams' Needs and Schedules; Hardware; DLC, Expansion Packs, and Sequels; Marketing, PR, and Sales Needs; Screenshots and PR/Marketing Materials; Holidays and Vacation
Chapter 14 Development Plan Management (Scheduling to Production)
Record Nr. UNINA-9910809570103321
Cohen D. S  
Burlington, MA ; ; Oxford, : Focal Press, 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Serious Games : 4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018, Proceedings / / edited by Stefan Göbel, Augusto Garcia-Agundez, Thomas Tregel, Minhua Ma, Jannicke Baalsrud Hauge, Manuel Oliveira, Tim Marsh, Polona Caserman
Serious Games : 4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018, Proceedings / / edited by Stefan Göbel, Augusto Garcia-Agundez, Thomas Tregel, Minhua Ma, Jannicke Baalsrud Hauge, Manuel Oliveira, Tim Marsh, Polona Caserman
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Descrizione fisica 1 online resource (XII, 296 p. 75 illus.)
Disciplina 794.81526
794.81
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Optical data processing
Computer graphics
Artificial intelligence
Education—Data processing
Application software
User Interfaces and Human Computer Interaction
Image Processing and Computer Vision
Computer Graphics
Artificial Intelligence
Computers and Education
Computer Appl. in Social and Behavioral Sciences
ISBN 3-030-02762-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Invited Talks and Workshops -- eSport: Friend or Foe -- Academic Game Design Education: A Comparative Perspective -- Making serious games with reusable software components -- Serious Games Studies -- The Development of the Serious Game „Composites Cup on Tortuga” with the Support of “Kraken” -- Evaluating the adoption of Physical Board Game Ludo as Serious Game for Assessing Cognitive Abilities of Players -- Two Decades of Traffic System Education Using the Simulation Game MOBILITY -- See Me Roar: On the Over-positive, Cross-Cultural Response to an AR Game for Math Learning -- GAP: A Game for Improving Awareness about Passwords -- MiniColon; Teaching Kids Computational Thinking using an Interactive Serious Game -- Evaluation of an Augmented Reality Multiplayer Learning Game -- Prism, a Game to Promote Autism Acceptance among Elementary School Students -- Game-based Learning and Teaching -- Individuals’ variables in cognitive abilities using a narrative serious game -- Does Motivation Enhance Knowledge Acquisition in Digital Game-Based and Multimedia Learning? A Review of Studies from One Lab Predicting Learning Performance in Serious Games -- Connecting Theory and Design Through Research: Cognitive Skills Training Games -- Modeling Consumers’ Observational Learning in Digital Gaming: A Conceptual Model -- Design of a BCI Controlled Serious Game for Concentration Training -- A concept of a training environment for police using VR game technology -- The Virtual House of Medusa: Guiding museum visitors through a co-located Mixed Reality Installation -- Game Development – Serious Games Design, Models, Tools & Emerging Technologies -- Recognition of Full-Body Movements in VR-based Exergames using Hidden Markov Model -- A Review of Serious Games for Programming -- Examining approaches for mobility detection through Smartphone Sensors -- Towards a more reflective social media use through serious games and co-design -- Development of a Wii Balance Board Array System for Exergames -- Building a hybrid approach for a game scenario using a tangible interface in Human Robot Interaction -- Game Design Principles in a Game Programming Framework -- Making Serious Programming Games Adaptive -- Serious Games for Health -- The ExerCube: Participatory Design of an Immersive Fitness Game Environment -- Instant Measurement of the Difficulty Level of Exergames with Simple Uni-Dimensional Level Goals for Cerebral Palsy Players -- An Application to Promote Emotional Skills in Children with Autism Spectrum Disorders -- SmartLife – Exergames and smart textiles to promote Energy-related Behaviours among Adolescents. .
Record Nr. UNINA-9910349395403321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unreal development kit game design cookbook [[electronic resource] ] : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Unreal development kit game design cookbook [[electronic resource] ] : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Autore Mooney Thomas
Pubbl/distr/stampa Olton Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (544 p.)
Disciplina 794.81
Soggetto topico Video games - Design
Computer simulation
Soggetto genere / forma Electronic books.
ISBN 1-280-11912-8
9786613523358
1-84969-181-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Heads UP-UDK Interface Essentials; Introduction; Installing UDK and folder structure; What content comes with UDK?; Beginning, building, and testing a new level; Deciding on your preferences; UI survival steps; Navigating the Content Browser; Accessing assets in the Content Browser; Creating and managing packages; Importing your own content; Cooking a map in Unreal Frontend; Mobile device emulation; Kismet debugging
Chapter 2: Notes From an Unreal World-Constructing Game World Elements Introduction; How to handle BSP geometry; Building a hollow room; Adjusting surface properties of BSP; Generating volume from the BSP brush; Handling Static Mesh actors in the scene; Setting collision in the Static Mesh Editor; Creating Terrain, Deco Layers, and Material Layers; Creating a Landscape; Scattering meshes on a Landscape using the Foliage tool; Creating a steamy plume in Cascade; Chapter 3: It Lives!-Character Setup and Animation; Introduction; Installing ActorX and exporting skeletal animation
Importing Skeleta Mesh content into UDK Morph targets and .FBX importing; Setting up sockets; Attachments to Skeletal Meshes without using sockets; Setting up a custom AnimTree; Defining animations in your AnimTree; Configuring your character to use your AnimTree; How to use a single bone control chain to correct an offset crouch animation; Setting up a physics asset using PhAT; Adding limits to physics asset joint rotations; Adding a physics-driven tail to a key framed Skeletal Mesh; Enabling the head to face in a given direction for tracking purposes
Setting a Look At target for head rotation in code Setting morph weights in code; Calling up Skeletal Mesh animation using Matinee; Associating sounds with character moves in Matinee; Sound for non-Matinee controlled animation; Chapter 4: Got Your Wires Crossed?-Visual Scripting of Game play in Kismet; Introduction; Kismet UI essentials; Creating a simple enemy Bot; Event-based movement of scene objects in Matinee; Trace actions in a shooting situation; Revealing and hiding scene actors during game play; Producing sounds through Kismet; Using Take Damage events to produce explosions
Understanding the usage of Named Variables Tidying up Kismet networks using Sub-sequences; Tidying up Kismet networks using Remote Events; Toggling Materials through Kismet; Toggling lights through Kismet; Animating Point Lights in Matinee to mimic texture animation; Making a comparison following a countdown; Using Integer Counter to count enemy deaths; Controlling node flow using a Gate action; Making Bots follow a path; Chapter 5: It Is Your Destiny!-Scripting Complex Game play Flow in Kismet; Prefabs including Kismet references; Swapping control of a Bot using Possess Pawn
Ways to stop a recurring loop
Record Nr. UNINA-9910461212703321
Mooney Thomas  
Olton Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unreal development kit game design cookbook [[electronic resource] ] : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Unreal development kit game design cookbook [[electronic resource] ] : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Autore Mooney Thomas
Pubbl/distr/stampa Olton Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (544 p.)
Disciplina 794.81
Soggetto topico Video games - Design
Computer simulation
ISBN 1-280-11912-8
9786613523358
1-84969-181-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Heads UP-UDK Interface Essentials; Introduction; Installing UDK and folder structure; What content comes with UDK?; Beginning, building, and testing a new level; Deciding on your preferences; UI survival steps; Navigating the Content Browser; Accessing assets in the Content Browser; Creating and managing packages; Importing your own content; Cooking a map in Unreal Frontend; Mobile device emulation; Kismet debugging
Chapter 2: Notes From an Unreal World-Constructing Game World Elements Introduction; How to handle BSP geometry; Building a hollow room; Adjusting surface properties of BSP; Generating volume from the BSP brush; Handling Static Mesh actors in the scene; Setting collision in the Static Mesh Editor; Creating Terrain, Deco Layers, and Material Layers; Creating a Landscape; Scattering meshes on a Landscape using the Foliage tool; Creating a steamy plume in Cascade; Chapter 3: It Lives!-Character Setup and Animation; Introduction; Installing ActorX and exporting skeletal animation
Importing Skeleta Mesh content into UDK Morph targets and .FBX importing; Setting up sockets; Attachments to Skeletal Meshes without using sockets; Setting up a custom AnimTree; Defining animations in your AnimTree; Configuring your character to use your AnimTree; How to use a single bone control chain to correct an offset crouch animation; Setting up a physics asset using PhAT; Adding limits to physics asset joint rotations; Adding a physics-driven tail to a key framed Skeletal Mesh; Enabling the head to face in a given direction for tracking purposes
Setting a Look At target for head rotation in code Setting morph weights in code; Calling up Skeletal Mesh animation using Matinee; Associating sounds with character moves in Matinee; Sound for non-Matinee controlled animation; Chapter 4: Got Your Wires Crossed?-Visual Scripting of Game play in Kismet; Introduction; Kismet UI essentials; Creating a simple enemy Bot; Event-based movement of scene objects in Matinee; Trace actions in a shooting situation; Revealing and hiding scene actors during game play; Producing sounds through Kismet; Using Take Damage events to produce explosions
Understanding the usage of Named Variables Tidying up Kismet networks using Sub-sequences; Tidying up Kismet networks using Remote Events; Toggling Materials through Kismet; Toggling lights through Kismet; Animating Point Lights in Matinee to mimic texture animation; Making a comparison following a countdown; Using Integer Counter to count enemy deaths; Controlling node flow using a Gate action; Making Bots follow a path; Chapter 5: It Is Your Destiny!-Scripting Complex Game play Flow in Kismet; Prefabs including Kismet references; Swapping control of a Bot using Possess Pawn
Ways to stop a recurring loop
Record Nr. UNINA-9910790193803321
Mooney Thomas  
Olton Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unreal development kit game design cookbook : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Unreal development kit game design cookbook : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Autore Mooney Thomas
Edizione [1st ed.]
Pubbl/distr/stampa Olton Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (544 p.)
Disciplina 794.81
Soggetto topico Video games - Design
Computer simulation
ISBN 1-280-11912-8
9786613523358
1-84969-181-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Heads UP-UDK Interface Essentials; Introduction; Installing UDK and folder structure; What content comes with UDK?; Beginning, building, and testing a new level; Deciding on your preferences; UI survival steps; Navigating the Content Browser; Accessing assets in the Content Browser; Creating and managing packages; Importing your own content; Cooking a map in Unreal Frontend; Mobile device emulation; Kismet debugging
Chapter 2: Notes From an Unreal World-Constructing Game World Elements Introduction; How to handle BSP geometry; Building a hollow room; Adjusting surface properties of BSP; Generating volume from the BSP brush; Handling Static Mesh actors in the scene; Setting collision in the Static Mesh Editor; Creating Terrain, Deco Layers, and Material Layers; Creating a Landscape; Scattering meshes on a Landscape using the Foliage tool; Creating a steamy plume in Cascade; Chapter 3: It Lives!-Character Setup and Animation; Introduction; Installing ActorX and exporting skeletal animation
Importing Skeleta Mesh content into UDK Morph targets and .FBX importing; Setting up sockets; Attachments to Skeletal Meshes without using sockets; Setting up a custom AnimTree; Defining animations in your AnimTree; Configuring your character to use your AnimTree; How to use a single bone control chain to correct an offset crouch animation; Setting up a physics asset using PhAT; Adding limits to physics asset joint rotations; Adding a physics-driven tail to a key framed Skeletal Mesh; Enabling the head to face in a given direction for tracking purposes
Setting a Look At target for head rotation in code Setting morph weights in code; Calling up Skeletal Mesh animation using Matinee; Associating sounds with character moves in Matinee; Sound for non-Matinee controlled animation; Chapter 4: Got Your Wires Crossed?-Visual Scripting of Game play in Kismet; Introduction; Kismet UI essentials; Creating a simple enemy Bot; Event-based movement of scene objects in Matinee; Trace actions in a shooting situation; Revealing and hiding scene actors during game play; Producing sounds through Kismet; Using Take Damage events to produce explosions
Understanding the usage of Named Variables Tidying up Kismet networks using Sub-sequences; Tidying up Kismet networks using Remote Events; Toggling Materials through Kismet; Toggling lights through Kismet; Animating Point Lights in Matinee to mimic texture animation; Making a comparison following a countdown; Using Integer Counter to count enemy deaths; Controlling node flow using a Gate action; Making Bots follow a path; Chapter 5: It Is Your Destiny!-Scripting Complex Game play Flow in Kismet; Prefabs including Kismet references; Swapping control of a Bot using Possess Pawn
Ways to stop a recurring loop
Record Nr. UNINA-9910827546503321
Mooney Thomas  
Olton Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui