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Getting Started with Processing, 2E
A Hands-On Introduction to Making Interactive Graphics
2015 || Paperback || Casey Reas e.a. || O'Reilly
Processing opened up the world of programming to artists, designers, educators, and beginners. This short book gently introduces the core concepts of computer programming and working with Processing. Written by the co-founders of the Processing project, Reas and Fry, Getting Started with Processing shows you how easy it is to make software and systems with interactive graphics.
If you're an artist looking to develop interactive graphics programs or a programmer on your way to becoming an arti...
Designing with the Mind in Mind / 3rd edition
Simple Guide to Understanding User Interface Design Guidelines
2020 || Paperback || Jeff Johnson || Elsevier
User interface (UI) design rules and guidelines, developed by early HCI gurus and recognized throughout the field, were based on cognitive psychology (study of mental processes such as problem solving, memory, and language), and early practitioners were well informed of its tenets. But today practitioners with backgrounds in cognitive psychology are a minority, as user interface designers and developers enter the field from a wide array of disciplines. HCI practitioners today have enough expe...
3D Math Primer for Graphics and Game Development / 2nd edition
2011 || Hardcover || Fletcher Dunn e.a. || Taylor & Francis
"This book presents the essential math needed to describe, simulate, and render a 3D world. It provides an introduction to mathematics for game designers, including fundamentals of coordinate spaces, vectors, and matrices, orientation in three dimensions, introduction to calculus and dynamics, graphics, and parametric curves"--Provided by publisher.
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-tr...
Doing Things with Games
Social Impact Through Play
2019 || Paperback || Lindsay Grace || Taylor & Francis
The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students.
It serves as a guide for people looking to create social impact play, informed by heuristics in game design. Key FeaturesProvides contemporary guide on the use of games to create ...
Educational Game Design Fundamentals
A Journey to Creating Intrinsically Motivating Learning Experiences
2018 || Paperback || George Kalmpourtzis || Taylor & Francis
Can we learn through play? Can we really play while learning?Of course! But how?!We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn.
This book examines the art of educational game design through vario...
Architectural Approach to Level Design / 2nd edition
Second edition
2019 || Paperback || Christopher W. Totten || Taylor & Francis
Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work.
The author connects architecture and...
AI for Games / 1st edition
2021 || Paperback || UK) Ian (Gwent Millington || Taylor & Francis
Provides a clear and concise overview of how AI is used in game development Gives a brief overview of the history of AI in games Considers the different models, techniques and algorithms that are used in creating game AI.
Real-Time Rendering / 4th Edition
2018 || Hardcover || Tomas Akenine-Moeller e.a. || Taylor & Francis
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second.
Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has ...
Fundamentals of Computer Graphics / 5th Edition
International Student Edition
2023 || Paperback || Steve Marschner e.a. || Taylor & Francis
Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, te...
The Art of Game Design / 3rd edition
A Book of Lenses
2019 || Paperback || USA) Pennsylvania Pittsburgh Jesse (Carnegie Mellon University and Schell Games Schell || Taylor & Francis
The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask ...