Art

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Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.

* Jesse Schell is a highly recognizable name within the game industry - he is the former chair of the International Game Developer's Association, and has designed many successful games, including Disney's award-winning Toontown Online.

* The book's design methodology was developed at Carnegie Mellon University's Entertainment Technology Center, co-founded by Dr. Randy Pausch of "Last Lecture" fame.

* 100 'lenses' are scattered throughout the book. These are boxed sets of questions, each a different way of seeing a game that will inspire the creative process.

* 500 pages of detailed, practical instruction on creating world-class games that will be played again and again.

* Winner of Game Developer's 2008 Front Line Award in the book category

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While security is generally perceived to be a complicated and expensive process, Zen and the Art of Information Security makes security understandable to the average person in a completely non-technical, concise, and entertaining format. Through the use of analogies and just plain common sense, readers see through the hype and become comfortable taking very simple actions to secure themselves. Even highly technical people have misperceptions about security concerns and will also benefit from Ira Winkler's experiences making security understandable to the business world. Mr. Winkler is one of the most popular and highly rated speakers in the field of security, and lectures to tens of thousands of people a year. Zen and the Art of Information Security is based on one of his most well received international presentations.

*Written by an internationally renowned author of "Spies Among Us" who travels the world making security presentations to tens of thousands of people a year
* This short and concise book is specifically for the business, consumer, and technical user short on time but looking for the latest information along with reader friendly analogies
* Describes the REAL security threats that you have to worry about, and more importantly, what to do about them

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A compilation of key chapters from the top Focal game art books available today - in the areas of Max, Maya, Photoshop, and ZBrush. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art.

Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds of tips, tricks and shortcuts in Max, Maya, Photoshop, ZBrush - all within the covers of one complete, inspiring reference.

--The four cornerstone software packages for game art development all explained in one book - Photoshop, Maya, Max and Zbrush.

--Easy to follow steps with theory, explanations, and exercises.

--"The best of" Focal Press for game art - top selling authors share their lessons, tips, tricks, and tutorials.

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There is something for every programmer in this book, which presents a number of practical, high-powered applications of Java. Included are pure code subsystems such as the expression parser, which readers will adapt for use in their own programs, financial calculations and statistics programs that feature ready-for-use applets/servlets, interpreter or the AI-based search engine, and much more.

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There is something for every programmer in this book, which presents a number of practical, high-powered applications of Java. Included are pure code subsystems such as the expression parser, which readers will adapt for use in their own programs, financial calculations and statistics programs that feature ready-for-use applets/servlets, interpreter or the AI-based search engine, and much more.

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Java For Artists: The Art, Philosophy, and Science of Object-Oriented Programming is a Java programming language text/tradebook that targets beginner and intermediate Java programmers.

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For all the buzz about trendy IT techniques, data processing is still at the core of our systems, especially now that enterprises all over the world are confronted with exploding volumes of data. Database performance has become a major headache, and most IT departments believe that developers should provide simple SQL code to solve immediate problems and let DBAs tune any "bad SQL" later.

In The Art of SQL, author and SQL expert Stephane Faroult argues that this "safe approach" only leads to disaster. His insightful book, named after Art of War by Sun Tzu, contends that writing quick inefficient code is sweeping the dirt under the rug. SQL code may run for 5 to 10 years, surviving several major releases of the database management system and on several generations of hardware. The code must be fast and sound from the start, and that requires a firm understanding of SQL and relational theory.

The Art of SQL offers best practices that teach experienced SQL users to focus on strategy rather than specifics. Faroult's approach takes a page from Sun Tzu's classic treatise by viewing database design as a military campaign. You need knowledge, skills, and talent. Talent can't be taught, but every strategist from Sun Tzu to modern-day generals believed that it can be nurtured through the experience of others. They passed on their experience acquired in the field through basic principles that served as guiding stars amid the sound and fury of battle. This is what Faroult does with SQL.

Like a successful battle plan, good architectural choices are based on contingencies. What if the volume of this or that table increases unexpectedly? What if, following a merger, the number of users doubles? What if you want to keep several years of data online? Faroult's way of looking at SQL performance may be unconventional and unique, but he's deadly serious about writing good SQL and using SQL well. The Art of SQL is not a cookbook, listing problems and giving recipes. The aim is to get you-and your manager-to raise good questions.

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Practical, up-to-date tactics and techniques for successful, efficient testing:

  • Basic testing principles and strategies
  • Program inspections and walkthroughs
  • Code inspections
  • Error checklists
  • Peer ratings
  • Black- and white-box testing
  • Error guessing
  • Top-down vs. bottom-up testing
  • Higher-order testing
  • Function and system testing
  • Acceptance testing
  • Installation testing
  • Module (unit) testing
  • Test planning and control
  • Independent testing agencies
  • Debugging principles
  • Error analysis
  • Extreme Testing
  • Testing Internet applications
  • Higher-order testing of e-commerce architectures
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In The Art of Project Management, you'll learn from a veteran manager of software and web development how to plan, manage and lead projects. This personal account of hard lessons learned over a decade of work in the industry distills complex concepts and challenges into practical nuggets of useful advice. Inspiring, funny, honest, and compelling, this is the book you and your team need to have within arms reach. It will serve you well with your current work, and on future projects to come.

Topics include: * How to make things happen * Making good decisions * Specifications and requirements * Ideas and what to do with them * How not to annoy people * Leadership and trust * The truth about making dates * What to do when things go wrong

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If you're a beginner searching for an easy-to-follow guide to creating artwork for games, "Game Art for Teens" is the ideal tool! Assuming no prior knowledge, it contains several step-by-step projects covering character modeling and animation, world and level creation, special effects, and art for 2D games. It focuses on 3D model building, texturing, and animation along with traditional 2D painting and photo manipulation. It also includes software tools for students to use with the projects. It's the ideal follow-up to "Game Programming for Teens"!

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