Mastering Unreal Technology: The Art of Level Design
Average customer rating: 4 out of 5 stars
  • A Very Helpful Book
  • Haven't Used it just yet...
  • If you want to know how to make a MOD or GAME... Get This...
  • Very good book
  • Top Notch Book!
Mastering Unreal Technology: The Art of Level Design
Jason Busby , Zak Parrish , and Joel VanEenwyk
Manufacturer: Sams
ProductGroup: Book
Binding: Paperback

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ASIN: 0672326922

Book Description

Let your imagination run wild in the world of Unreal Technology. Mastering Unreal Technology: The Art of Level Design knows no boundaries as it shows you how to build custom mods, maps and levels with the Unreal engine. Its tutorial format will give you immediate results through the tips and demos provided from the industry's top level designers. Learn to create your own characters, weapons and gaming environments, as well as how to go beyond the Unreal environment and export custom elements from 3D modeling applications. A CD that contains the Unreal Engine, graphics, examples and code is also included, giving you everything you need to create custom levels in Unreal or build your own games and virtual environments. Mastering Unreal Technology will help put you on the cutting-edge of gaming technology.

Customer Reviews:

4 out of 5 stars A Very Helpful Book.......2007-09-21

I am a Game Art Development student, and this book has been indespensible in aiding in my understanding of the Unreal Editor. Without this book, I'm sure that it would've taken me waaaaayyy longer to get things done than the limited time that I had. Even though the book is more expensive than the game itself, it is a must have for any aspiring modder or game creator.

4 out of 5 stars Haven't Used it just yet..........2007-08-04

I just bought this book, and although It seems like it's going to be great, my major problem is finding either Maya PLE 5.0's registration number, or Maya 7.0 PLE and its registration number.
the Autodesk site only has Maya PLE 8.5 to download and there are only plug-ins for Unreal for Maya 5.0 PLE and Maya 7.0 PLE (note: there is no version for the regular Maya)
So it kind of leaves you stuck with nothing to use. There is also nothing on the net about it either.

5 out of 5 stars If you want to know how to make a MOD or GAME... Get This..........2007-05-12

Wow, it Big, It heavy and yes my Friends it is a red Brick, But it well worth ever cent and every page. Packed full of Useful Information and Helpful Tutorials it writen with the Lamen in mind. and take you into the Skills needed to make almost a full game. The one thing it lacks is the swcripting language section. But this is forgivable as it would make the book way bigger and much more complex to read if you a new guy trying to make a few little Deathmatch levels.

4 out of 5 stars Very good book.......2007-04-10

This book is very complete and very easy to follow. Get the videos from 3dbuzz and the planetunreal tutorials and you'll be making great levels in no time.
Also great is the coverage static meshes and character production in maya and export to unrealed.

5 out of 5 stars Top Notch Book!.......2007-03-09

Anyone who wants to learn how to use the Unreal Engine should buy this bible, yes it is a bible, because without this book you would be lost, the second cd to the Unreal game which is all videos really isn't enough, this book will cover everything about the Unreal!

Definitely a good buy!
Extreme NXT: Extending the LEGO MINDSTORMS NXT to the Next Level (Technology in Action)
Average customer rating: 5 out of 5 stars
  • One of the Best Available!
  • Excellent!
Extreme NXT: Extending the LEGO MINDSTORMS NXT to the Next Level (Technology in Action)
Michael Gasperi , Isabelle L. Hurbain , and Philippe E. Hurbain
Manufacturer: Apress
ProductGroup: Book
Binding: Paperback

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Accessories:
  1. Windows Vista: Beyond the Manual Windows Vista: Beyond the Manual
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  3. Outlook 2007: Beyond the Manual Outlook 2007: Beyond the Manual

ASIN: 1590598180

Book Description

Extreme NXT: Extending the LEGO MIDSTORMS NXT to the Next Level is for intermediate-level users of NXT who would like to advance their capabilities by learning some of the basics of electronics. Plenty of examples are provided, and easy-to-follow instructions are included for building over 15 different sensors.

This makes a great reference for the NXT hardware interfaces. Examples even come complete with multiple, alternative NXT languages. The book is also abundant with illustrations.

Customer Reviews:

5 out of 5 stars One of the Best Available!.......2007-07-06

Reviewer J. Doubek, said it best - "I bought this book to get a better idea of how to safely interface my own circuits to the Lego Mindstorms NXT. In my opinion, you can't find a better book for this purpose."

And that is very true! I cannot add much more to his review... This book is the 'Make' book for the NXT. The authors have explained everything so any builder of any age or skill level can understand the processes. It teaches several techniques that can be developed into viable career skills. Including soldering, electronics knowledge and usage, and handy-tech projects that will also get one's mind flowing with other ideas. If you are a 'Maker' or tinkerer or would like to learn some inside knowledge of the NXT and how to build outside of the box you will find no better starter book.

Grab it, read it, and use it to expand your NXT knowledge!

Chris
MDP, MCP
USA - NASA

5 out of 5 stars Excellent!.......2007-05-07

I bought this book to get a better idea of how to safely interface my own circuits to the Lego Mindstorms NXT. In my opinion, you can't find a better book for this purpose. "Extreme NXT" contains the pinouts and proper usage of the NXT motor and sensor ports. It also provides a large number of the most useful homebrew sensor implementations, right down to parts lists containing part numbers for common component suppliers like Digikey and Radio Shack.

My background is in engineering, with an emphasis in control systems. The first book I read in the field of hobbiest robotics was "Mobile Robots: Inspiration to Implementation" (Jones and Flynn). In those days, the 6811's were king for these sorts of projects. I spent many a happy day with my MIT Handyboard (a simple 6811 robot controller board). Things have come a long way. Nowadays NXT is available, and this book is the modern day equivalent to that excellent text for those who want to dig in and find out what the NXT is capable of. The book is written in a format that is easy to understand for the novice, but also supplies plenty of content to allow the more advanced user to be able to push the NXT envelope. The organization is superb, commonly used charts and tables are easily found. I have been finding myself referring most often to the pinout tables for the NXT connectors, and these are very conveniently found towards the front of the book.

Chapters are broke down into sensor and output types, starting with the more basic and easily contructed passive sensors up to more advanced and expandable I2C sensors. Motor control, h-bridges, etc are also covered in detail. Both the construction of the circuits, and the NXT code to run them, are covered. Code is provided in it's most basic form first, NXT-G, which every NXT user will be familiar with. Examples proceed to more complex compilers, such as NBC, for sensors or circuits that are better suited to those implementations.

The appendix provides complete source code listings, useful websites and links categorized by chapter. There is also a great tutorial on prototyping with breadboards and perfboard for the uninitiated. With this book, any skill level in electronics should be enough to do some cool things with the NXT kit.

This book will become a very useful addition to any hobby robotics library. For me, it will be the goto book for designing circuits to safely interface to the Lego NXT. Highly recommended!
Beginning Game Level Design (Premier Press Game Development)
Average customer rating: 4.5 out of 5 stars
  • good but could have been great
  • Every page is full of precious information
  • Great book! Good for aspiring devs and everyone else.
  • FYI: Important tidbit of info not covered in description
Beginning Game Level Design (Premier Press Game Development)
John Harold Feil , and Marc Scattergood
Manufacturer: Course Technology PTR
ProductGroup: Book
Binding: Paperback

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ASIN: 1592004342

Book Description

Get ready to conquer the basics of building a strong level or mod for your games. "Beginning Game Level Design" covers everything from putting your ideas down on paper, to creating spaces and architecture, through placing units and scripting their behavior. You'll cover each important area of expertise that goes into creating a great level. As you cover each new topic, use the end-of-chapter projects to test your newfound skills. "Beginning Game Level Design" gives you a step-by-step look into the tasks a successful designer goes through in order to create levels that keep players coming back for more.

Customer Reviews:

4 out of 5 stars good but could have been great.......2007-09-15

This book makes the same mistake most every other book does having to do with game design in that the author assumes the reader has never played a video game before and spends the first few chapters explaining "game design concepts" that are beyond obvious and would only benefit someone who has lived in a cave for the last 10 years. When the authors finally get around to explaining how to do game levels, they dont give any particular button pushing instructions, its all "we did this, and then we did this.....". Despite these shortcomings this book is quite a bit better than the other books on game level design that are out there.

5 out of 5 stars Every page is full of precious information.......2007-01-08

This is the 3rd book I got about the subject and I can say that this one in my favourite. Is short but covers everything very well. Also, the authors really show a lot of experience and very good writing skills. A really hope they write and intermediate book covering more stuff and using a RPG Toolkit like NWN2 one. You can't go wrong with this book. GRAB IT !

5 out of 5 stars Great book! Good for aspiring devs and everyone else........2006-10-06

This book does an excellent job of teaching you all the different elements in game design. It also includes some of the tricks pro developers use as well! A nice bonus. The book is written in "simple to follow" English so as to not discourage anyone from following the lessons. I highly recommend this to all the gamers out there that want to get into game or level design!

4 out of 5 stars FYI: Important tidbit of info not covered in description.......2005-05-06

I ran across this book at a bookstore last night and whenever the author goes into step by step building, he is using the Crytek editor that comes with the game FarCry. An excellent and *powerful* editor. A lot of other information is also covered in the book and it looks very nice after browsing thru it at the store.

Be aware, I have not spent a lot of time with it yet, so I will give it a 4 star based upon brief inspection and not to skew future ratings.
Fundamentals of SVG Programming: Concepts to Source Code (Graphics Series)
Average customer rating: 4 out of 5 stars
  • Useful but disorganized
  • Not enough explanation
  • Much more than the fundamentals of SVG
  • Excellent SVG book for all skill levels
Fundamentals of SVG Programming: Concepts to Source Code (Graphics Series)
Oswald Campesato
Manufacturer: Charles River Media
ProductGroup: Book
Binding: Paperback

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ASIN: 1584502983

Book Description

Fundamentals of SVG Programming: Concepts to Source Code is a comprehensive guide to the core concepts of SVG programming, including the coordinate systems, color gradients, grid patterns, Bezier curves, transforms, charts, graphs, and more. Written for those new to SVG, this book does an excellent job of "marrying" SVG to mathematics, showing how simple equations can be used to create and manipulate SVG graphics. It presents the information in "bite-size" pieces, teaching users how to create a plethora of standard graphics, and includes a CD-ROM with over 20,000 ready-to-use code samples derived from geometric objects. These samples can be implemented as is or customized for specific projects.

Customer Reviews:

2 out of 5 stars Useful but disorganized.......2006-11-10

I agree wholeheartedly with the other reviewer who found this book lacking in explanations. What this book (and the accompanying CD) has is lots and lots of svg files. For getting a 'feel' for svg and what it can do all of this code is useful. As a tutorial and guide for learning svg, however, this book is sorely lacking. First, it lacks any sort of 'overview' of the svg language. It would be nice if this book had a quick reference listing of all of the svg elements and the attributes allowed for each and a page number referencing where that element/attribute is discussed. What the book does instead is jump right into code examples, seemingly wandering at random throughout the svg spec. For example, chapter 7 discusses a handful of svg filters. In the feTurbulence example the attribute "numOctaves" suddenly appears. What's that? What is the valid range of 'numOctave' parameters? Can I use it with the other filter elements? What does it *do*? Is 'numOctaves' in the index? Nope. And that's pretty much the story throughout the whole book. Another example: almost all of the code samples use the 'g' group element. It's first introduced on page 6 as 'The fifth line contains the 'g' element', followed a paragraph later with 'You can use the svg g element to enclose a group of components that are logically related and need to be treated as a single unit.' The g element is used in almost all of the code samples, sometimes with certain attributes like 'id' and sometimes without. So g must be a fairly important tag, right? Is 'g' in the index? Nope. 'Group'? Nope. Is there any page I can find that explains what attributes are available with the tag and how and when I should use them? Nope. There are five sizeable chapters devoted to ECMAscript and svg. There is *one* entry under J in the index, and that entry is '.js'. The page it refers to talks about placing svg code in .js files to sorta protect it from being viewed. If you didn't bother to read the introduction and weren't up to date with your web mastery you'd have no clue ECMAscript is simply the 'international name' for Javascript. Jeez.

BTW, svg is still very much a 'work in progress' as far as implementation support goes. On my Gentoo Linux system I can use Apache Batik to view most of the non-animated svg code examples. I have to use the Adobe svg viewer in Firefox to see the animations. (The built-in Firefox svg viewer won't display most of the code samples because of a missing namespace declaration in the svg tags.) A lot of the code samples in this book look nice but support among the various browsers seems patchy at best.

3 out of 5 stars Not enough explanation.......2006-08-11

Though this book does go through a lot of the different things you can do with SVG, I find that it doesn't give a full explanation of how certain parts of the code work. For example, when discussing the Bezier curves, the book doesn't explain much of the mathematics behind how the curves are created.

5 out of 5 stars Much more than the fundamentals of SVG.......2006-05-26

The Scalable Vector Graphics (SVG) is an XML markup language for describing vector graphics, both static and animated. It is an open standard created by the World Wide Web Consortium, which is also responsible for standards like HTML and XHTML.
This book is one of the best I've found for people who want to do more than just make basic shapes and text with SVG. The book starts from the beginning, assuming nothing more than an elementary knowledge of math and a good understanding of XML. It first discusses what a minimal SVG documents consists of, the SVG coordinate system, and then uses a basic rectangle to demonstrate opacity, shadowing, the standard SVG colors, and gradients. Next the circle and ellipse constructs are introduced, as well as arc-based drawing and creating 3D effects. The SVG pattern element is introduced and is used to generate several effects in combination with drawing a checkerboard. Next the more complex topic of quadratic and cubic bezier curves is introduced. Both the mathematics and the SVG facilities required to draw them are discussed. The less known subjects of affine transformation in SVG are then covered. Included are the basic translate, rotate, scale, skew, and matrix functions. However, more complex effects are discussed in the context of these function calls when it is shown how to draw an hourglass and a cylinder in SVG. Next, the more artistic side of SVG is exposed with its various filter primitives that include Gaussian blur and turbulence effects. This is followed by discussions of text both plain and with effects, animation in SVG, and drawing various types of graphs and charts in SVG. To go further with SVG, it is shown how to use ECMAscript with SVG to provide interactivity and added mathematical sophistocation by writing your own effects. A CD is included with all of the source code, plus the code is downloadable from the book's website. I highly recommend this book as a complete guide to the use of SVG for anyone who already knows XML, some ECMAscript, and basic mathematics and matrix algebra. It is the best and most complete of its kind that I have found.
Amazon does not show the table of contents, so I do that next:
1 SVG Coordinate System, Simple Shapes, and Colors
2 Color Gradients and Style
3 Circles, Ellipses, and pathElements
4 SVG pattern, Grid Patterns, and clipPath
5 Quadratic and Cubic Bezier Curves
6 SVG Transformations
7 SVG Filters
8 Displaying Text
9 Simple SVG Animation
10 SVG for Bar Charts and Line Graphs
11 HTML, ECMAScript, and SVG DOM
12 Interactive SVG and ECMAScript
13 ECMAScript and SVG Animation
14 ECMAScript and Polar Equations
15 SVG and Pie Charts
16 ECMAScript, Recursion, and SVG
17 Generating SVG Documents
18 Supplemental Patterns
A. XSL Basics
B. Introduction to XML
C. Perl Basics
D. About the CD-ROM

5 out of 5 stars Excellent SVG book for all skill levels.......2003-10-01

This is one of the best SVG books I've seen in a while. I think it is suited for all skill levels. The book makes good use of applying math to SVG. Whereas with other graphics tools you have to draw, the author shows how to use mathematical equations to create the images. Don't be intimidated--the math isn't that difficult . The book also shows a lot of images in color--somewhat rare these days, esp. for technical books. The book comes with a CD that has tons of samples--you're sure to find something that piques your interest. If you want to get up to speed in SVG, buy this book!
Level Design for Games: Creating Compelling Game Experiences (New Riders Games)
Average customer rating: 5 out of 5 stars
  • Excellent Book!
Level Design for Games: Creating Compelling Game Experiences (New Riders Games)
Phil Co
Manufacturer: New Riders Games
ProductGroup: Book
Binding: Paperback

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ASIN: 0321375971

Book Description

At the heart of any great computer game are expertly designed levels: the locales and stages that define gameplay. And at the core of any strong game development team are the level designers: the people who create the spaces and environments that you move through while playing the game. And because level design doesn’t require a fine arts or programming degree, it’s one of the best avenues into a career in game development. Level Design for Games: Creating Compelling Game Experiences is the definitive guide to level design, both for aspiring game developers, and for industry pros looking for practical, best-practice tips and advice.

With over ten years of experience with some of the industry’s top developers, Phil Co starts the reader at the very beginning of the
game development process, explaining the level designer’s role in the all-important preproduction phase. Co then moves into the
production phase, using a fictional level to demonstrate how to create and refine your level.

Packed with screenshots, diagrams, and real-world examples, this book gives you all the tools you need to build your own professional-grade
level, including level narratives, descriptions, diagrams, and templates. Chapter assignments help you practice what you’ve learned, and the demo of Epic’s UnrealEngine2 Editor (UnrealEd), included on the companion CD-ROM, gives you hands-on experience
with an industry-standard tool.

Phil Co has a degree in architecture from the University of Virginia but opted instead for a career in video games. Starting out as a tester at SEGA, he’s been a level designer since 1996 for some of the best-regarded game developers in the industry, including Cyclone Studios, Blizzard, and Valve Software, makers of the hugely popular “Half-Life” series. Phil lives in Seattle with his wife and son.


“Anyone interested in a level design career should read this book. Phil does an excellent job covering all
the aspects of level design across several game genres.”
—Rob Pardo, Vice President of Game Design,
Blizzard Entertainment

“An indispensable guide to the theory, process, and practice of level design.”
—Robin Walker, Designer, Valve Software

“This book contains a wealth of valuable information for anyone
interested in Level Design. It is one of the few books I would
recommend to my gaming students.”
—Todd Robinson, Game Design Instructor,
Academy of Art University, San Francisco

Customer Reviews:

5 out of 5 stars Excellent Book!.......2006-05-21

This is an excellent book. It is straightforward and delivers very useful information. This book is devoid of the fluff, generalizations and pseudo-intellectual chatter so many books in the game development/design genre contain. This author speaks from experience, which is evident from his bio, but more so from the flow and genuine voice of his writing. I am particularly cynically and harsh on books in this genre so I didn't write this review lightly.
3D Studio MAX R3 f/x and design: Filled with Professional Level Effects From Experts in Film and Video
Average customer rating: 4 out of 5 stars
  • Money badly spent
  • My Favorite Max book
  • Great Book with Cool Textures, Models and Plugins!
  • Lots of pretty pictures, poor tutorials
  • A given in anyone's library
3D Studio MAX R3 f/x and design: Filled with Professional Level Effects From Experts in Film and Video
Jon A. Bell , and Johnny Ow
Manufacturer: Coriolis Group Books
ProductGroup: Book
Binding: Paperback

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ASIN: 1576104230

Amazon.com

3D Studio Max R3: f/x & Design does not try to cover everything you need to know about Kinetix's complex and flexible 3-D graphics and animation system. Instead, it focuses on two specific features: materials and modeling. By narrowing the focus of the book, the authors have the breathing room needed to concentrate on these two important facets.

The 140-page section on materials goes into precise detail on creating and using diffuse maps, bump and displacement maps, animated maps, animated maps for effects, and raytraced and anisotropic effects. Realistic materials like glass and metals and effects materials like glowing edges and dissolving surfaces are explored. All of the projects and files used in all chapters are available on the enclosed CD-ROM.

Following "Materials" is 130 pages on modeling. The use of MeshSmooth and other Max modeling and model distortion tools is demonstrated, as is using the Morpher modifier. The section on SurfaceTools is the lion's share of the modeling section, and rightly so. Any Max user should have control of this advanced modeling tool.

3D Studio Max R3: f/x & Design also looks beyond materials and modeling. The book features a well-written section discussing Max's new rendering features, lighting, and material fundamentals, as well as a section covering MaxScript and some plug-ins.

If your Max skills have reached a plateau and you're ready for the next level, f/x & Design might be the book that'll jumpstart those skills into the next realm of 3-D animation and design. --Mike Caputo

Book Description

Discusses the latest changes to the software from R2/2.5 to R3. Shows in a step-by-step format how to create advanced special effects, such as building a human face, modeling creatures, and more. Addresses MAX's compatibility with other products, such as NewTek LightWave 3D, Adobe Photoshop, and others.

Customer Reviews:

2 out of 5 stars Money badly spent.......2003-06-06

I specifically targeted this book because of the disintegrate material effect but was unable to follow it cos of missing parts in the tutorials/scenes. upon trying to work it out my self , I still havent I will have to put this book in the toilet as emergency toilet paper. I was really dissappointed when I sent emails to coriolis to try and get the proper tut file scenes (2 years ago) and still havent recieved any feedback, this is so frustrating. I'll never buy another coriolis text again.

5 out of 5 stars My Favorite Max book.......2001-04-13

Wow, I don't know if they have awards for these kinds of books, but Jon Bell should be able to run away with this one.

He covers a lot of great stuff in this book including all the new things that R3 has. Including Flex, the new material options, plus it has some sweet models you can try. Like the SR-71 Blackbird, and an alien.

The CD that comes with is also the best to come around in a long time. It includes a bonus material library, hordes of free plugins including Greeble!, lots of free maps and chapter files. The Cd itself is worth the 40-50 bucks.

This one is worth the money!

5 out of 5 stars Great Book with Cool Textures, Models and Plugins!.......2000-07-26

If you want to get more out of 3D Studio MAX, then this book's for you. The chapters on advanced materials and lighting helped me create better-looking scenes immediately, and the special-effects stuff (including the great Greeble plugin) is well worth the price of the book. Highly recommended!

3 out of 5 stars Lots of pretty pictures, poor tutorials.......2000-05-23

This book isn't much more than a picutre book, showing what 3D Studio MAX R3 is capable of. The tutorials are poorly put together, and some of them are missing steps which for some users might not be able to complete them. Not a book I recommend buying.

5 out of 5 stars A given in anyone's library.......2000-05-13

If there were ever 2 things I couldn't do well they were making good Materials and Organic Modelling...until I bought this book. Unlike other books that tell you how to recreate their effects, this book tells you what the steps presented do, allowing you to recreate and tweak them as you need. Excellent book!
Game Level Design (Game Development Series)
Average customer rating: Not rated
    Game Level Design (Game Development Series)
    Ed Byrne
    Manufacturer: Charles River Media
    ProductGroup: Book
    Binding: Paperback

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    2. Mastering Unreal Technology: The Art of Level Design Mastering Unreal Technology: The Art of Level Design
    3. Game Design: Theory and Practice (2nd Edition) (Wordware Game Developer's Library) Game Design: Theory and Practice (2nd Edition) (Wordware Game Developer's Library)
    4. Level Design for Games: Creating Compelling Game Experiences (New Riders Games) Level Design for Games: Creating Compelling Game Experiences (New Riders Games)
    5. Rules of Play: Game Design Fundamentals Rules of Play: Game Design Fundamentals

    ASIN: 1584503696

    Book Description

    As a level designer in the game industry you can determine exactly what the player sees, hears, and feels in the game. The reward of seeing your game on a store shelf or hearing people talk about one of your levels is an incredibly fulfilling experience. If this is a path you want to take, Game Level Design will show you the way.This book is about the fundamentals of level design: it teaches you common procedures for designing, drafting, and creating interactive environments for games. It explains what level design is, where it came from, and, most important, how to plan, design, and construct levels professionally for modern-day computer and video games. Throughout the book, practical explanations and demonstrations use the basic, advanced, and real-world techniques needed to create game levels for hit titles. It also uses historical examples, interviews with outstanding level designers, and a focus on professional level design, to teach game developers of all levels, from amateur "mod" mappers to seasoned multi-title veterans, how to implement these techniques into your own projects. Although the content in the book uses many examples from popular genres, such as first-person shooters (FPS), action adventures, and real-time strategy (RTS) games, the approach is designed to teach level design as a genre- and platform-independent craft. All games need to take place in environments, and by extension, the rules of level design apply to all games to some degree, so with the skills and techniques you learn here, you'll be ready for any level challenge.
    Martial Arts Sudoku Level 9: Black Belt Sudoku (Martial Arts Sudoku)
    Average customer rating: Not rated
      Martial Arts Sudoku Level 9: Black Belt Sudoku (Martial Arts Sudoku)
      Frank Longo
      Manufacturer: Sterling
      ProductGroup: Book
      Binding: Paperback

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      Sudoku fever is on! Which book in the Martial Arts Sudoku series will provide the perfect challenge for you? The skill level recommended to solve these puzzles is ranked in the same way as Japanese karate levels—by different colored belts. Easy sudokus bore you, but The Black Belt collection never will. It’s the ultimate thrill for pros like you.
      Microsoft ADO.NET Professional Projects
      Average customer rating: 2 out of 5 stars
      • Utterly Confused
      • Truely awful
      • Disappointed after I bought it.
      • Disappointed after I bought it.
      • The Best Buy For ADO.NET
      Microsoft ADO.NET Professional Projects
      Sanjeev Rohilla , and Surbhi Malhotra
      Manufacturer: Course Technology PTR
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      ASIN: 1931841543

      Book Description

      Use ADO.NET to accomplish real-world, professional tasks. ADO.NET Professional Projects is your key to unlocking the power of ADO.NET. Each project focuses on a specific concept and is based on a real-world situation. Enhance your skills as you work through eleven projects including creating a MyEvents application, designing a credit card application, developing a score updates application, and creating a movie ticket booking application. When you are finished, you will have the skills necessary to modify projects to fit your professional needs.

      Customer Reviews:

      1 out of 5 stars Utterly Confused.......2004-06-09

      I am new to ADO.NET and have some working code in my projects, but wanted to know more about ADO.NET. This books has only confused me. I had a better understanding before I read this book.

      1 out of 5 stars Truely awful.......2003-03-22

      I also bought this book because of the 5 star review and the approach seemed interesting (the rating was probably given by the author himself, a friend, or someone that want's to drag everybody along in his misery of buying this).

      This book author describes in detail what sizes, colors, fonts of the buttons need to be for an application example, but then rushes very quick over the code, skipping difficult parts.

      If you're not advanced into ADO.NET, you'll feel very much left behind by the author. And if you are advanced in ADO.NET, you don't need this at all. Do not buy this.

      I can't believe this thing got published.

      Highly unrecommended.

      2 out of 5 stars Disappointed after I bought it........2003-03-14

      Last month I searched for an ADO.Net book, I found this book got a full 5 star, I couldn't wait running to a local book store and purchased this title. After I read it, I was disappointed. I recommend another book "Pragmatic ADO.NET: Data Access for the Internet World", which is a better title.

      2 out of 5 stars Disappointed after I bought it........2003-03-14

      Last month I searched for an ADO.Net book, I found this book got a full 5 star, I couldn't wait running to a local book store and purchased this title. After I read it, I was disappointed. I recommend another book "Pragmatic ADO.NET: Data Access for the Internet World", which is a better title.

      5 out of 5 stars The Best Buy For ADO.NET.......2002-07-06

      This book is the best buy for those who wants a real hand-on with ADO.NET. I bought this book and started reading it very casually. The book slowly and gradually guided me from the beginner's to advanced level in ADO.NET. I am not a VB.NET programmer, but I know VB6 pretty well and the VB.NET appendix was a bonus in that direction. This book has given me tremendous confidence on the subject.
      Introduction to Level Design for PC Games (Game Development Series)
      Average customer rating: 1.5 out of 5 stars
      • The entire book screams 'Amateur'
      • Very weak
      • Fluffy, no substance
      • Webgun -stick to programming art is not for you!
      • don't be fooled by the title!
      Introduction to Level Design for PC Games (Game Development Series)
      Andrew Charles Clayton
      Manufacturer: Charles River Media
      ProductGroup: Book
      Binding: Paperback

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      5. The gmax Handbook (Game Development Series) (Game Development Series) The gmax Handbook (Game Development Series) (Game Development Series)

      ASIN: 1584502053

      Book Description

      If you're like most gamers, you're always looking for more gameplay from your favorite games! Well now, thanks to today's technology and the tools developers are including in games, you can. Using the game editors that come with your game, or the free gmax software, you can create your own characters, weapons, objects, levels, and other assets. These tools might seem intimidating at first but once you overcome the initial hurdles, you'll find that you can achieve almost anything with them. Introduction to Level Design for PC Games is one of the best ways to get started. It teaches you everything you need to know about the fundamentals of game creation, so that the assets you create will work well with your favorite game. The focus throughout the book is on creating and texturing geometry for levels, but the concepts you learn and the tools covered in gmax can easily be applied to all types of asset creation. Plus, you'll begin to make the transition from player to creator, by learning many of the fundamental skills needed to become a marketable level designer. If you want to make game levels that many others will enjoy, you need to start with multiplayer levels, so the book covers popular multiplayer games, particularly First Per son Shooters (FPS). Working through the tutorials, you'll create a complete level and many of its objects. You'll find out everything you need to know to create all the elements of a level --geometry, textures, and exporting. And once you've mastered these skills, you can explore game industry jobs and salary ranges to see if this is your future!

      Customer Reviews:

      1 out of 5 stars The entire book screams 'Amateur'.......2004-03-25

      I think the general concensus of the body of reviews here is pretty much spot on.

      I am a student studying game design at University and I had hoped this book would offer some insight into Level Design.

      Unfortunately the book reads like something a tweleve year old would write for school and panders to its target audience (presumably teenage boys) by using phrases like:

      "Some levels that are moderately easy to create in a short period of time would be a Quake, Doom, or Unreal level. They area all about being cool and have nothing to do with story"

      "they are all about being cool" - did an author REALLY write something like that? Shame on you!

      It is grammatically hideous and absolutely superficial with regard to level design. The book frequently contradicts itself and whilst I can only assume it offers good tips on using GMax, it offers absolutely no insight into making levels fun.

      None of the opinions are backed up:

      "It is important to create intelligent systems of programming where several solutions are available to the player." Is it? why?

      "Try to design levels for combat in all areas." Really? why? is the initial level of half life (VERY little combat) not a good level? Do the 'quiet' areas of levels not increase suspense.

      If you want to learn GMax, this book may be suitable - I use XSI, I never read the 'tutorials' on GMax.

      If you want to learn about level design, look elsewhere. I think I probably LOST a few IQ points reading the book. I feel dumber already.

      2 out of 5 stars Very weak.......2004-02-02

      First, a bit on where I come from. I've been mapping for games such as Descent, FreeSpace, Red Faction, and Unreal Tournament as a hobbyist since 1997. There are very few books written on the subject of level design and so any book with the pontifical title of "Introduction to Level Design" would catch my attention. Sadly, this is a text that simply isn't worth your time.

      The majority of the book is a tutorial to gMax, a stripped-down version of discreet's 3D Studio Max software. This is bookended by discussions on the theory and then jobs in the industry.

      It's in the former section that the book loses all credibility. Here are a few choice quotes:

      (pg. xviii) "If you want to make game levels that many others will enjoy, you must make multiplayer levels. There is not a good market for single player levels, mainly due to the fact that they have little replay value." [This might be true for the hobbyist, however a map designer interested in breaking into the industry, of whom this book tries to appeal, simply must have several single player levels under his/her belt. Single player levels are more demanding, requiring cohesive stories, scripting, and usually more convincing architecture. Not to mention that there are still far, far more single player games on the market than multiplayer-oriented ones.]

      (pg. xxi) "Probably the best way to get a job creating levels is exposure. One was is creating levels and posting them on the various game sites. The forums give feedback and encouragement to the novice designers. Maybe think about how this quote is a great 'hook' to get the reader interested, I know it is in a later chapter (11) but maybe it could be deleted there or not. This quote validate the Level Designer as an up and coming desired position. I think it is better in the front end than the back end to the casual bookstore browser." [Yes, this was a sloppy editing comment that was not removed from the final version of the book. Alarms go off because of this blatant error in the Introduction. Was this book even edited?]

      (pg. 9) "Building a great level is truly just lots of trial and error and a little talent." [Baloney. There is a huge amount of artistic and modeling talent behind the best levels. It is not a crap shoot that makes a great level, it is skilled design.]

      Here's my advice. Build levels and build them well. Voraciously seek feedback and advice from others in the mapping community and implement their suggestions wisely. In this way you get better. No book can tell you how to design good levels just as no book can tell you how to write the next great American novel. These are learning experiences that you must learn and discover for yourself. There exist forums on the Internet for every major gaming community. Other mappers are more than willing to help newcomers, so seek their advice! This entire journey of improvement and discovery is precisely what makes map design such a fascinating hobby!

      Unfortunately, Mr. Clayton's background seems to limit him to 3DS Max modeling. As a result, this book is a simplistic treatment on the ins and outs of gMax. It is clear that the actual level design process sorely lacks detailed explanation. In other words, this book is predominantly a modeling tutorial disguised as level design tutorial. But pretty models do not make a good map. A solid foundation in gameplay fundamentals is crucial to complement the visuals. Sadly, Mr. Clayton's book is sorely lacking in that regard.

      1 out of 5 stars Fluffy, no substance.......2003-12-01

      "Level Design using gmax" would have been a much better title. I was expecting a book that covered general theory of level design. Instead, this book is focused entirely on gmax. That isn't a bad thing, but it is not what the title implies. The book consists of 1 chapter breezing over design, 1 chapter on architecture, and then 6 chapters of gmax, with one chapter of photoshop in the middle.. The final chapter covers careers in the game industry.

      The book is full of fluff and padding. For example, the book is written specifically for multiplayer, 3D FPS levels, which makes the book useless to anyone interested in any other kind of game. Despite this, the author wastes pages explaining all the types of pc games out there, from 2d to rpg to sims. The last chapter has interviewing tips, like not to lie on your application and sending the thank-you note after an interview. Gee, thanks, but I have a book on resumes. How about some design tips?

      This book desperately needed an editor. The author meanders around with no purpose, and repeats the same information 2 pages later. "Mod" is defined at least three times in the first chapter, and he repeatedly explains how people who make levels for games are called "level designers" or "modders". The same Frank Lloyd Wright picture is used in multiple chapters. I laughed out loud on page xxi of the introduction, where the publisher printed the author's notes ("Maybe think about how this quote is a great "hook" to get the reader interested, I know it is in a later chapter (11) but maybe it could be deleted there or not. This quote validates the Level Designer as an up and coming desired position. I think it is better in the front end than the back end to the casual bookstore browser." Finally something useful in the book, even if it is on selling lame game design books, not on level design.

      Charles River Media usually puts out good, solid books with a lot of valuable information. They should be ashamed of this one.

      4 out of 5 stars Webgun -stick to programming art is not for you!.......2003-09-26

      Unlike the last review done by the assistant manager for a Hardee's, I found the book to be very informative. Introduction to is just that. The book starts out with some good preparation methods on how to plan the design of the game, then goes into some architectual theory and fundamentals.
      Most games done by novices look like a novice did them totally missing the basics of design all together. They think the sizzle is in the programming(like Mr.Hardee's). Level design is about the way the game looks and feels, not totally code. (If you look up qualifications for a level designer, they want Max or Maya and Photoshop then some C++ ablities. )The gmax chapters were a good crash course on "Baby 3DSM", I use the daddy version -3D Studio Max , and found the gMax looked and operated very similar, way to go Discreet! The Photoshop tutorials were informative and good for some quick textures, the best textures are the real ones though. The Careers chapter was informative and gave me a little more knowledge about salaries and expectations. Good Job Andy! The book was worth it!

      1 out of 5 stars don't be fooled by the title!.......2003-07-06

      What a rip-off. There is very little info. about design in this book, and what is here is nothing specific. Chapter 1 is an overview of design info., chapter 2 an overview of building architecture info. 7 of the remaining 9 chapters are a gmax tutorial or about using gmax, 1 chapter is a photoshop tutorial, and 1 chapter is about careers in the gaming industry ( I guess the book wasn't thick enough and they needed to add pages ). If you are interested in a book about using gmax, possibly look here, but I don't think it is worth the full price. There are many online gmax resources/tutorials available for free, and other books devoted to gmax if you need a hard copy. If you are looking for detailed case studies of the 'whys' of level DESIGN, look somewhere else.

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      2. MCSA/MCSE Self-Paced Training Kit (Exam 70-270): Installing, Configuring, and Administering Microsoft Windows XP Professional, Second Edition
      3. MCSE Self-Paced Training Kit (Exams 70-290, 70-291, 70-293, 70-294): Microsoft Windows Server 2003 Core Requirements, Second Edition
      4. Mike Meyers' A+ Guide to Operating Systems
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      6. MP Principles of Auditing and Other Assurance Services with Updated Chapters 5, 6 & 7
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