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Mastering Unreal Technology: The Art of Level Design
Jason Busby , Zak Parrish , and Joel VanEenwyk Manufacturer: Sams ProductGroup: Book Binding: Paperback Similar Items:
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:
A Very Helpful Book.......2007-09-21
Haven't Used it just yet..........2007-08-04
If you want to know how to make a MOD or GAME... Get This..........2007-05-12
Very good book.......2007-04-10
Top Notch Book!.......2007-03-09
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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 Similar Items:
Accessories:
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:
One of the Best Available!.......2007-07-06
Excellent!.......2007-05-07
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Beginning Game Level Design (Premier Press Game Development)
John Harold Feil , and Marc Scattergood Manufacturer: Course Technology PTR ProductGroup: Book Binding: Paperback Similar Items:
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:
good but could have been great.......2007-09-15
Every page is full of precious information.......2007-01-08
Great book! Good for aspiring devs and everyone else........2006-10-06
FYI: Important tidbit of info not covered in description.......2005-05-06
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Fundamentals of SVG Programming: Concepts to Source Code (Graphics Series)
Oswald Campesato Manufacturer: Charles River Media ProductGroup: Book Binding: Paperback Similar Items:
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:
Useful but disorganized.......2006-11-10
Not enough explanation.......2006-08-11
Much more than the fundamentals of SVG.......2006-05-26
Excellent SVG book for all skill levels.......2003-10-01
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Level Design for Games: Creating Compelling Game Experiences (New Riders Games)
Phil Co Manufacturer: New Riders Games ProductGroup: Book Binding: Paperback Similar Items:
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.Customer Reviews:
Excellent Book!.......2006-05-21
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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 Similar Items:
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:
Money badly spent.......2003-06-06
My Favorite Max book.......2001-04-13
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!
Great Book with Cool Textures, Models and Plugins!.......2000-07-26
Lots of pretty pictures, poor tutorials.......2000-05-23
A given in anyone's library.......2000-05-13
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Game Level Design (Game Development Series)
Ed Byrne Manufacturer: Charles River Media ProductGroup: Book Binding: Paperback Similar Items:
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.
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Martial Arts Sudoku Level 9: Black Belt Sudoku (Martial Arts Sudoku)
Frank Longo Manufacturer: Sterling ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1402737610 |
Book Description
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Microsoft ADO.NET Professional Projects
Sanjeev Rohilla , and Surbhi Malhotra Manufacturer: Course Technology PTR ProductGroup: Book Binding: Paperback Similar Items:
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:
Utterly Confused.......2004-06-09
Truely awful.......2003-03-22
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.
Disappointed after I bought it........2003-03-14
Disappointed after I bought it........2003-03-14
The Best Buy For ADO.NET.......2002-07-06
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Introduction to Level Design for PC Games (Game Development Series)
Andrew Charles Clayton Manufacturer: Charles River Media ProductGroup: Book Binding: Paperback Similar Items:
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:
The entire book screams 'Amateur'.......2004-03-25
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.
Very weak.......2004-02-02
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.
Fluffy, no substance.......2003-12-01
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.
Webgun -stick to programming art is not for you!.......2003-09-26
don't be fooled by the title!.......2003-07-06
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