Gaming Products

  • Game Feel

    A Game Designer's Guide to Virtual Sensation, 1st Edition

    By Steve Swink

    "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play…

    Paperback – 2008-10-13
    CRC Press

  • Maya for Games

    Modeling and Texturing Techniques with Maya and Mudbox, 1st Edition

    By Michael Ingrassia

    Well-known Maya professional, Michael Ingrassia, takes readers through his unique style of modeling: "Image Based Modeling" where efficient, realistic models can be created very quickly. Ingrassia's techniques allow modelers to create exact replicas of their concept characters or objects. The…

    Paperback – 2008-10-03

  • The Complete Guide to Torque X

    1st Edition

    By John Kanalakis

    For the first time in history, Microsoft has opened up its exclusive gaming platform to anyone who is interested in creating console games. Now, anyone can create a game for the Xbox 360 console without a publishing contract or expensive and hard-to-get developer versions of the console. The Torque…

    Paperback – 2008-08-26
    A K Peters/CRC Press

  • Game Usability

    Advancing the Player Experience, 1st Edition

    By Katherine Isbister, Noah Schaffer

    Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far…

    Paperback – 2008-08-12
    CRC Press

  • Graphics and Visualization

    Principles & Algorithms, 1st Edition

    By T. Theoharis, Georgios Papaioannou, Nikolaos Platis, Nicholas M. Patrikalakis

    This book is a comprehensive introduction to visual computing, dealing with the modeling and synthesis of visual data by means of computers. What sets this book apart from other computer graphics texts is the integrated coverage of computer graphics and visualization topics, including important…

    Hardback – 2008-05-30
    A K Peters/CRC Press

  • Multiplayer Gaming and Engine Coding for the Torque Game Engine

    1st Edition

    By Edward F. Maurina

    Multiplayer Gaming and Engine Coding for the Torque Game Engine shows game programmers how to get the most out of the Torque Game Engine (TGE), which is an inexpensive professional game engine available from GarageGames. This book allows people to make multiplayer games with TGE and also tells them…

    Paperback – 2008-05-09
    A K Peters/CRC Press

  • Audio Anecdotes III

    Tools, Tips, and Techniques for Digital Audio, 1st Edition

    Edited by Ken Greenebaum, Ronen Barzel

    This collection of articles provides practical and relevant tools, tips, and techniques for those working in the digital audio field. Volume III, with contributions from experts in their fields, includes articles on a variety of topics, including: - Recording Music - Sound Synthesis - Voice…

    Hardback – 2007-11-29
    A K Peters/CRC Press

  • Ray Tracing from the Ground Up

    1st Edition

    By Kevin Suffern

    With the increase in computing speed and due to the high quality of the optical effects it achieves, ray tracing is becoming a popular choice for interactive and animated rendering. This book takes readers through the whole process of building a modern ray tracer from scratch in C++. All concepts…

    Hardback – 2007-09-06
    A K Peters/CRC Press

  • Game Character Modeling and Animation with 3ds Max

    1st Edition

    By Yancey Clinton

    This book takes you step-by-step through the process of creating a playable 3D character using 3DS Max. Offering a complete overview of the 3D real-time character asset creation pipeline. Yancey Clinton will take you through the five major subjects used in the asset pipeline: 1. 3D modeling,…

    Paperback – 2007-08-31


    Sailing the Gulf of 3D Digital Content Creation, 1st Edition

    By Remi Arnaud, Mark C. Barnes

    COLLADA is a COLLAborative Design Activity for establishing an open standard Digital Asset schema for interactive 3D applications. This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for…

    Hardback – 2006-08-30
    A K Peters/CRC Press

  • Real-Time Volume Graphics

    1st Edition

    By Klaus Engel, Markus Hadwiger, Joe Kniss, Christof Rezk-Salama, Daniel Weiskopf

    Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms…

    Hardback – 2006-07-21
    A K Peters/CRC Press

  • Better Game Characters by Design

    A Psychological Approach, 1st Edition

    By Katherine Isbister

    Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the…

    Paperback – 2006-06-14
    CRC Press

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