Academic Mindtrek : proceedings of the 21st International Academic Mindtrek Conference : 20th-21st October, Tampere, Finland / / in-cooperation, SIGMM, SIGCHI |
Pubbl/distr/stampa | New York : , : ACM, , 2017 |
Descrizione fisica | 1 online resource (271 pages) |
Disciplina | 303.4833 |
Soggetto topico |
Information society
Interactive multimedia Electronic games |
Soggetto genere / forma | Electronic books. |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti | Proceedings of the 21st International Academic Mindtrek Conference |
Record Nr. | UNINA-9910376053103321 |
New York : , : ACM, , 2017 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Academic MindTrek 2015 : proceedings of the 19th International Academic Mindtrek Conference : 22nd-24th September, Tampere, Finland / / conference chair, Markku Turunen |
Pubbl/distr/stampa | New York : , : ACM, , 2015 |
Descrizione fisica | 1 online resource (230 pages) |
Disciplina | 006.7 |
Soggetto topico |
Multimedia systems
Digital media Electronic games |
Soggetto genere / forma | Electronic books. |
ISBN | 1-4503-3948-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti |
Academic Mindtrek 2015
Proceedings of the 19th International Academic Mindtrek Conference |
Record Nr. | UNINA-9910376361603321 |
New York : , : ACM, , 2015 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
The complete guide to simulations and serious games [[electronic resource] ] : how the most valuable content will be created in the age beyond Gutenberg to Google / / Clark Aldrich |
Autore | Aldrich Clark <1967-> |
Pubbl/distr/stampa | San Francisco, : Pfeiffer, c2009 |
Descrizione fisica | 1 online resource (576 p.) |
Disciplina | 371.39/7 |
Collana | Pfeiffer essential resources for training and HR professionals The complete guide to simulations and serious games |
Soggetto topico |
Simulated environment (Teaching method)
Electronic games |
Soggetto genere / forma | Electronic books. |
ISBN |
0-470-50674-1
1-282-30208-6 9786612302084 0-470-50672-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google; CONTENTS; FOREWORD; PREFACE: THE ELEMENTS OF INTERACTIVITY; INTRODUCTION; Part I: GENRES: Savior or Saboteur for Literacy 2.0?; Part II: SIMULATION ELEMENTS-ACTIONS AND RESULTS: Framing the Missing Essence of Research and Analysis; Part III: SIMULATION ELEMENTS OF SYSTEMS; Part IV: BUILDING INTERACTIVE ENVIRONMENTS; Part V: FORMAL LEARNING PROGRAM; Appendix: SIMULATION CASE STUDIES: Do Sims Work Better Than Traditional Instruction?; INDEX; ABOUT THE AUTHOR |
Record Nr. | UNINA-9910455560203321 |
Aldrich Clark <1967-> | ||
San Francisco, : Pfeiffer, c2009 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Creating games with cocos2d for iPhone 2 [[electronic resource] ] : master cocos2d through building nine complete games for the iPhone / / Paul Nygard |
Autore | Nygard Paul |
Pubbl/distr/stampa | Birmingham, UK, : Packt Pub., 2012 |
Descrizione fisica | 1 online resource (388 p.) |
Disciplina | 794.81525 |
Collana | Community experience distilled |
Soggetto topico |
Computer games
Electronic games |
Soggetto genere / forma | Electronic books. |
ISBN |
1-283-93794-8
1-84951-901-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910463226303321 |
Nygard Paul | ||
Birmingham, UK, : Packt Pub., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Dos jogos concretos aos jogos eletrônicos / / Érica de Cássia Gonçalves and Eliane Giachetto Saravali |
Autore | Gonçalves Érica de Cássia |
Pubbl/distr/stampa | [Place of publication not identified] : , : Editora Oficina Universitária, , 2022 |
Descrizione fisica | 1 online resource |
Disciplina | 794.8 |
Soggetto topico | Electronic games |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | por |
Record Nr. | UNINA-9910734357103321 |
Gonçalves Érica de Cássia | ||
[Place of publication not identified] : , : Editora Oficina Universitária, , 2022 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Panda3D 1.7 game developer's cookbook [[electronic resource] ] : over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine / / Christoph Lang |
Autore | Lang Christophe |
Pubbl/distr/stampa | Birmingham U.K., : Packt Open Source, 2011 |
Descrizione fisica | 1 online resource (336 p.) |
Disciplina | 794.8 |
Collana | Quick answers to common problems |
Soggetto topico |
Electronic games
Electronic games - Design Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-283-37668-7
9786613376688 1-84951-293-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up Panda3D and Configuring Development Tools; Introduction; Downloading and configuring NetBeans to work with Panda3D; Configuring Visual Studio 2008 to work with Panda3D; Understanding Panda3D's runtime configuration options; Setting up the game structure; Building Panda3D from source code; Chapter 2: Creating and Building Scenes; Introduction; Loading terrain; Loading and attaching sounds to objects; Creating a scene using C++; Adding an additional camera
Inspecting and modifying the sceneModifying the scene graph; Moving objects based on time; Controlling actions using intervals; Making animations fit to intervals; Making objects follow a predefined path; Making the camera smoothly follow an object; Generating geometry at runtime; Loading data asynchronously; Chapter 3: Controlling the Renderer; Introduction; Changing a model's render attributes; Adding an alpha mask to a texture; Creating a splitscreen mode; Controlling the rendering order; Using multiple displays; Chapter 4: Scene Effects and Shaders; Introduction; Adding lights and shadows Using light rampsCreating particle effects; Animating textures; Adding ribbon trails to an object; Creating a flashlight effect; Making objects reflect the scene; Adding a custom shader generator; Applying a custom Cg shader; Chapter 5: Post-Processing & Screen Space Effects; Introduction; Adding built-in post-processing effects; Building custom effects; Adding a scanline and vignette effect; Adding a color grading effect; Adding a depth of field effect; Building a deferred rendering pipeline; Chapter 6: 2D Elements and User Interfaces; Introduction; Rendering text to the screen Rendering images to the 2D layerPlaying a movie file; Creating an interactive user interface; Making the user interface data-driven using XML; Chapter 7: Application Control; Introduction; Toggling window and fullscreen modes; Controlling game state; Decoupling modules using events; Handling events more elegantly; Managing recurring tasks; Chapter 8: Collision Detection and Physics; Introduction; Using the built-in collision detection system; Using the built-in physics system; Using the ODE physics engine; Using the PhysX physics engine; Integrating the Bullet physics engine Chapter 9: NetworkingIntroduction; Downloading a file from a server; Using assets hosted on a server; Sending high scores to a server; Establishing a network connection; Sending and receiving custom datagrams; Synchronizing object state between server and client; Chapter 10: Debugging and Performance; Introduction; Debugging Python code; Debugging C++ code; Using the PStats tool for finding performance bottlenecks; Improving performance by flattening scenes; Implementing performance critical code in C++; Chapter 11: Input Handling; Introduction; Handling keyboard and mouse input Implementing an abstraction layer for supporting multiple input methods |
Record Nr. | UNINA-9910459936303321 |
Lang Christophe | ||
Birmingham U.K., : Packt Open Source, 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Pelitutkimuksen vuosikirja |
Pubbl/distr/stampa | [Finland] : , : Suomen Pelitutkimuksen Seura, , [2009]- |
Descrizione fisica | 1 online resource |
Soggetto topico |
Video games
Electronic games |
Soggetto genere / forma | Periodicals. |
ISSN | 1798-355X |
Formato | Materiale a stampa |
Livello bibliografico | Periodico |
Lingua di pubblicazione | fin |
Record Nr. | UNISA-996335548803316 |
[Finland] : , : Suomen Pelitutkimuksen Seura, , [2009]- | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Pelitutkimuksen vuosikirja |
Pubbl/distr/stampa | [Finland] : , : Suomen Pelitutkimuksen Seura, , [2009]- |
Descrizione fisica | 1 online resource |
Soggetto topico |
Video games
Electronic games |
Soggetto genere / forma | Periodicals. |
ISSN | 1798-355X |
Formato | Materiale a stampa |
Livello bibliografico | Periodico |
Lingua di pubblicazione | fin |
Record Nr. | UNINA-9910383159003321 |
[Finland] : , : Suomen Pelitutkimuksen Seura, , [2009]- | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico 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 | ||
|
Producing games : 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 |
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 | ||
|