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Showing posts with label Programming. Show all posts
Showing posts with label Programming. Show all posts

Wednesday 13 May 2015

Video Game Programming for Kids




Do you like to play video games? Have you ever thought about making video games yourself? If so, this is the book for you! In this fun-to-use book, teacher and game developer Jonathan Harbour will teach you about game programming and show you how to create your own video games. Even if you've never programmed a computer before, by following the steps in this book, you will soon be making fun games for yourself and your friends to play. Each chapter will teach you a new skill and help you on your way to becoming a game progammer. The software used in this book is free and easy to use. Get VIDEO GAME PROGRAMMING FOR KIDS, SECOND EDITION today, and get started with your own game-programming fun!


A Brief about –

Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at www.jharbour.com includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony (www.starflightgame.com) and Aquaphobia: Mutant Brain Sponge Madness (www.aquaphobiagame.com).


SAMPLE CUSTOMER REVIEWS –


1) Four Stars - Not a bad program.

By Justin on March 25, 2015




[TO PURCHASE]


CLICK here >Video Game Programming for Kids











Monday 9 February 2015

The Ultimate Guide to Video Game Writing and Design




• Authors are top game designers

• Aspiring game writers and designers must have this complete bible



There are other books about creating video games out there. 
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design
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In Brief about –

Flint Dille and John Zuur Platten’s company, The Bureau of Film and Games, develops original games for next-generation platforms. They co-wrote Chronicles of Riddick: Escape from Butcher Bay, which GameSpot called "superb…one of the year’s best action games." Flint Dille’s credits include Dead to Rights and Batman: Rise of Sin Tzu. John Zuur Platten’s credits include Red Ninja and Scooby-Doo 2005. The authors live in Los Angeles.



SAMPLE CUSTOMER REVIEWS –


1) Introduction to writing for video games - Overall, the book is a well written introduction to writing for video games. Calling this book an "ultimate guide" is a bit of an exaggeration, but it's a good jumping-off point for an aspiring game writer.

Unfortunately, the book is lacking in content on design. I can't really fault the authors on this one... their experience is primarily in writing, not game design.

The final part of the book contains realistic advice on breaking in to the industry and surviving once you get in.

The book also contains several creative exercises (called "Action Items") peppered throughout. Although they weren't the focus of the book, the action items were (in my opinion) one of the best parts of this book. If I buy this book, it will be because of the exercises.

I recommend picking up this book at your local public library if you're looking to break into the game industry and work as a script writer for games. If you're already writing for games, then chances are that you already know most of what this book has to teach.

By Adam Moore on October 8, 2009


2) A Real "How To" Direct From the Front Lines - When I read The Ultimate Guide to Videogame Writing and Design I was expecting quite a lot from a title like that. As a well read veteran game designer with over 34 million units sold to date, as well as game design professor at USC, I thought I had seen every element and angle in game development. Not only that, at USC we have developed a pretty robust curriculum on how to build great narrative into a solid game. To my amazement, my high expectations were not only met, but exceeded by a wide margin with this book! Ultimate Guide is extremely well thought out and presented in a no nonsense manner, with many excellent examples, points, and tips on not only writing, but also how to survive and prosper in the game industry. I guess it comes as no surprise since this book is practically a FedEx straight from the front lines, as these authors are still writing top games, and have written a number of "Story of the Year" games over the last five years. These guys have written for both film and interactive, and they know how to bring solid storytelling craft into the game space. I recommend this book to all my students as well as colleagues as a must read. You will not find a more straight forward and to the point book packed with real world examples anywhere. This is more than a "how to" book, but also a "how come" as it focuses down precisely on the challenges and pitfalls of game design and writing today from a variety of angles. I guarantee it will provide insights and value to both new and veteran game writers, as well as designers who are looking to bridge the gap between solid storytelling and great gameplay. I wish I'd had this book when I was starting out! But I'm sure glad I have it now!

By Everett D. Arey on March 2, 2008



[TO PURCHASE]

CLICK here >
The Ultimate Guide to Video Game Writing and Design











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