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Academic Mindtrek : proceedings of the 21st International Academic Mindtrek Conference : 20th-21st October, Tampere, Finland / / in-cooperation, SIGMM, SIGCHI
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
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Academic MindTrek 2015 : proceedings of the 19th International Academic Mindtrek Conference : 22nd-24th September, Tampere, Finland / / conference chair, Markku Turunen
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
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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
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
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Creating games with cocos2d for iPhone 2 [[electronic resource] ] : master cocos2d through building nine complete games for the iPhone / / Paul Nygard
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
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Dos jogos concretos aos jogos eletrônicos / / Érica de Cássia Gonçalves and Eliane Giachetto Saravali
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
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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
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
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Pelitutkimuksen vuosikirja
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
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Pelitutkimuksen vuosikirja
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
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 : from business budgets to creativity and design / / D.S. Cohen, Sergio A. Bustamante 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
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