Gaming and games design catalogue 2014

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FOCAL PRESS AND CRC PRESS Gaming and Games Design New and Key Titles 2014 www.focalpress.com/gaming www.crcpress.com

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Transcript of Gaming and games design catalogue 2014

Page 1: Gaming and games design catalogue 2014

F O C A L P R E S S A N D C R C P R E S S

Gaming and GamesDesignNew and Key Titles 2014

www.focalpress.com/gaming www.crcpress.com

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WelcomeWelcome to the Gaming and Games Design Catalogue for the Focal Press andCRC Press imprints of Taylor & Francis.

As the premier publisher of design, development, programming, graphics and2D/3D art titles we have an extensive range of expert and industry knowledgeunrivalled anywhere. Our titles cover everything from the mechanics of gamesdesign, coding, narrative and audio to the creative fundamentals you’ll need toknow for a professional finish – including animation, digital art and rigging.

You’ll find in this catalogue titles to cover key areas of Gaming and Games Design:

• The keys to making top quality videogames with Jesse Schell’s The Art ofGames Design

• Developments for mobile gaming are covered by our titles on Holistic MobileGame Development with Unity and iOS Game Programming with Xcode andCocos2d

• The full range of software utilised in games design is explored – fromReal-World Flash Game Development to Unity 4 Fundamentals and GPU Pro5

• Explore Game Engine Architecture and 2D games physics with Introductionto Games Physics with Box 2D

• Develop compelling games with our titles covering level design, interactivestorytelling, character animation and game AI

Prices, publication dates and content are correct at time of going to press, but may be subject to change without notice.

Focal Press and CRC Press: what more does a Developer need?

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ContentsGaming and Games Design .............................................................................................................................................. 2

Index ................................................................................................................................................................................... 19

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3rd EditionDummy text to keep placeholder3D Game Textures250 Indie Games You Must PlayCreate Professional Game Art Using PhotoshopMike Rose

A guide to the exciting and expanding world of indie gaming,this book presents 250 influential, fun, and often free indie videogames. Whether you are a veteran of the indie game scene orhave never played an indie game before, the book helps furtheryour understanding of why indie games are so important in theentertainment industry. The games highlighted in the textencompass concepts and ideas that will change your perspectiveof what video games can be. Direct web links are provided sothat users can play the games described.

A K Peters/CRC Press

Luke Ahearn, Author; Game Publisher, Dead Reckoning andAmerica's ArmyIndustry leader Luke Ahearn shows you how to createprofessional next-gen game CG art with ease. Fully updated withexpanded coverage of game textures, shaders, and materials.

Focal PressOctober 2011: 246x189: 400ppPb: 978-0-240-82077-4: £34.99eBook: 978-1-315-73344-9

Market: Computer GamesMay 2011: 229 x 152: 280ppPb: 978-1-439-87574-2: £19.99

Prev. Ed Pb: 978-0-240-81148-2eBook: 978-1-466-50317-5* For full contents and more information, visit: www.routledge.com/9780240820774* For full contents and more information, visit: www.routledge.com/9781439875742

TEXTBOOKDummy text to keep placeholder3D Graphics for Game Programming3D Automotive Modeling

JungHyun Han, Korea University, SeoulThis full-color text on real-time graphics in video gamedevelopment balances theory and application. The presentationof topics allows readers to quickly understand the key aspectsof real-time graphics. The authors, who are leaders in this field,cover such concepts as rendering, texturing, post-processing,and animation. To maintain the emphasis on practicality, eachchapter includes boxed Math Notes that enable readers to accessmathematical or theoretical content without interrupting theflow of the main text. The book contains over 300 clear anddetailed figures along with homework problems. A solutionsmanual is available upon qualified course adoption.

Chapman and Hall/CRC

An Insider's Guide to 3D Car Modeling and Design for Games and FilmAndrew Gahan, is a leading industry authority innext-generation consoles and digital gaming. He is an expertin all gaming tools for commercial game development,including: 3ds Max, Maya, and Mudbox.Tips, techniques, tutorials, and complete models from the mosttalented automotive artists in the world using 3ds Max, Maya,XSI, and Photoshop

Focal PressNovember 2010: 234 x 190: 454ppPb: 978-0-240-81428-5: £29.99eBook: 978-0-240-81429-2

February 2011: 235 x 156: 330ppHb: 978-1-439-82737-6: £55.99eBook: 978-1-439-82738-3

* For full contents and more information, visit: www.routledge.com/9780240814285 * For full contents and more information, visit: www.routledge.com/9781439827376

2nd EditionDummy text to keep placeholder3ds Max Modeling for Games3D Game EnvironmentsInsider's Guide to Game Character, Vehicle, and Environment Modeling:Volume I

Create Professional 3D Game WorldsLuke Ahearn, Author; Game Publisher, Dead Reckoning andAmerica's ArmyFrom the best-selling author of 3D Game Textures and 3d GameCreation, Luke Ahearn is the game art industry guru that readersknow and trust! 3D Game Environments offers detailed tutorialson creating 3D models, applying 2D art to 3D models, and clearadvice on issues of efficiency and optimization for a 3D gameengine. Using Photoshop and 3ds Max as his primary tools, LukeAhearn explains how to create realistic textures from photosource and uses a variety of techniques to portray dynamic andbelievable game worlds.

Andrew Gahan, is a leading industry authority innext-generation consoles and digital gaming. He is an expertin all gaming tools for commercial game development,including: 3ds Max, Maya, and Mudbox.Create stunning commercial-grade game art with theseincredible modeling, texturing, lighting, andrendering techniques for the latest version of 3ds Max.

Focal PressJune 2011: 246x189: 458ppPb: 978-0-240-81582-4: £32.99eBook: 978-0-240-81583-1

Focal PressMay 2008: 234 x 190: 400ppPb: 978-0-240-80895-6: £28.99eBook: 978-0-080-56934-5* For full contents and more information, visit: www.routledge.com/9780240808956

Prev. Ed Pb: 978-0-240-81061-4* For full contents and more information, visit: www.routledge.com/9780240815824

Browse online: www.focalpress.com/gaming www.crcpress.com

GAMING AND GAMES DESIGN2

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Dummy text to keep placeholderDummy text to keep placeholderBlender ProductionArchitectural Rendering with 3ds Max and V-RayCreating Short Animations from Start to FinishPhotorealistic Visualization

Roland Hess, is the leading expert on Blender. He is one ofa handful of people who has been involved with Blendersince its inception, and is a key voice in the community.Learn how to create short animations in Blender, the free andwildly popular software with a 3.4-million user base.

Focal PressJuly 2012: 246x189: 320ppPb: 978-0-240-82145-0: £29.99eBook: 978-0-240-82360-7

Markus Kuhlo, studied architecture at the TechnicalUniversity of Dresden. He has worked since 1997 with 3Dsoftware and since 2004 he has been a freelancer in the fieldof architectural visualization. and Enrico Eggert, studiedarchitecture at the TU Dresden. In addition to his interest inprogramming in the late 90s , he developed a fascinationfor 3d Software. Besides working as a freelancer, he is alsoa trainer.Add impressive photorealism to your visualizations using 3dsMax and V-ray - one of the fastest and most accurate renderingapplications available.

Focal PressJuly 2010: 252x189: 214ppPb: 978-0-240-81477-3: £32.99eBook: 978-0-240-81478-0 * For full contents and more information, visit: www.routledge.com/9780240821450

* For full contents and more information, visit: www.routledge.com/9780240814773

Dummy text to keep placeholderDummy text to keep placeholderBuilding Imaginary WorldsBasics of Game DesignThe Theory and History of SubcreationMichael Moore

Basics of Game Design is for anyone wanting to become aprofessional game designer. Focusing on creating the gamemechanics for data-driven games, it covers role-playing, real-timestrategy, first-person shooter, simulation, and other games.Written by a 25-year veteran of the game industry, the guideoffers detailed explanations of how to design the data sets usedto resolve game play for moving, combat, solving puzzles,interacting with NPCs, managing inventory, and much more.Advice on developing stories for games, building maps andlevels, and designing the graphical user interface is also included.

A K Peters/CRC Press

Mark J.P. Wolf, Concordia University Wisconsin, USAFrom Atlantis to Azeroth, Mark J.P. Wolf’s study of imaginaryworlds theorizes world-building across mediums, including thosein literature, comics, film, radio, television, board games, videogames, and more. Wolf argues that imaginary worlds—whichare often transnarrative, transmedial, and transauthorial innature—are dynamic objects of inquiry for Media Studies.

RoutledgeMarket: Media/Cultural StudiesNovember 2012: 229 x 152: 394ppHb: 978-0-415-63119-8: £110.00

Market: Game ProgrammingMarch 2011: 229 x 152: 400ppPb: 978-1-568-81433-9: £42.99eBook: 978-1-439-86776-1* For full contents and more information, visit: www.routledge.com/9781568814339

Pb: 978-0-415-63120-4: £29.99eBook: 978-0-203-09699-4* For full contents and more information, visit: www.routledge.com/9780415631204

Dummy text to keep placeholderDummy text to keep placeholderButtonlessBlender FoundationsIncredible iPhone and iPad Games and the Stories Behind ThemThe Essential Guide to Learning Blender 2.6

Ryan Rigney, RKR Freelance Writer, LLC, University,Mississippi, USAIf you own an iPhone, iPod, or iPad and are interested in gaming,then this book will be your absolute best resource. Written byan established video game journalist and with contributionsfrom leading gamers, the book presents some of the mostinteresting iPhone and iPad games, along with stories of thepeople behind these games. It describes hundreds of titles,including well-known games and hidden gems. An excellentresource for serious gamers, the book provides insight into thedevelopment of games for the iOS platform.

Roland Hess, is the leading expert on Blender. He is one ofa handful of people who has been involved with Blendersince its inception, and is a key voice in the community.Blender Foundations is the definitive resource for getting startedwith 3D art in Blender, one of the most popular 3D/Animationtools on the market . With the expert insight and experience ofRoland Hess, noted Blender expert and author, animators andartists will learn the basics starting with the revised 2.6 interface,modeling tools, sculpting, lighting and materials throughrendering, compositing and video editing. Some of the new

features covered include the completely re-thought interface, the character animation andkeying system, and the smoke simulator. A K Peters/CRC Press

Market: Computer Game ProgrammingFocal PressJuly 2010: 234 x 190: 404ppPb: 978-0-240-81430-8: £27.99eBook: 978-0-240-81431-5

December 2011: 235 x 191: 244ppPb: 978-1-439-89585-6: £19.99eBook: 978-1-466-51535-2* For full contents and more information, visit: www.routledge.com/9781439895856* For full contents and more information, visit: www.routledge.com/9780240814308

Companion WebsiteNew in Paperbacke-InspectionComplimentary Exam Copy

3GAMING AND GAMES DESIGN

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TEXTBOOKDummy text to keep placeholderCreating GamesCinematic Game Secrets for Creative Directors and

Producers Mechanics, Content, and TechnologyMorgan McGuire and Odest Chadwicke JenkinsThe book emphasizes the broad view of a games team andteaches you enough about your teammates' areas so that youcan work effectively with them. Exercises at the end of eachchapter combine comprehension tests with problems that helpthe reader interact with the material. Worksheet exercises providecreative activities to help project teams generate new ideas.Thewebsite has worksheets, figures from the book, and teachermaterials including study guides, lecture presentations, syllabi,supplemental exercises, and assessment materials for extra help.

Inspired Techniques From Industry LegendsRich Newman, Rich Newman is an NYU certified film directorwith experience working production in the film and gameindustries. Credits include the Texas Chainsaw Massacre(remake), Friday Night Lights, Man of the House, and TheAlamo. He also worked in the game industry for MidwayEntertainment at the Austin, TX studio and is currentlyfunctioning as a contractor in the game industry. He is alsoa staff writer for GamingTrend (gamingtrend.com).Game design legends share their secrets on applying age-oldcinematic film techniques to the greatest modern games.

A K Peters/CRC PressDecember 2008: 235 x 191: 500ppHb: 978-1-568-81305-9: £51.99Focal Press

October 2008: 234 x 190: 248ppPb: 978-0-240-81071-3: £22.99eBook: 978-0-080-92805-0

eBook: 978-1-439-86592-7* For full contents and more information, visit: www.routledge.com/9781568813059

* For full contents and more information, visit: www.routledge.com/9780240810713

Dummy text to keep placeholderDummy text to keep placeholderCreating Games with Unity and MayaConnection GamesHow to Develop Fun and Marketable 3D GamesVariations on a Theme

Adam Watkins, Associate Professor of 3D Animation at theSchool of Media & Design, The University of the IncarnateWordCreating Games with Unity and Maya touches on all the majoraspects of game creation with an emphasis on 3D art creationwith Maya. This accessible guide provides a "non-programmer"entry point to the world of game creation. Aspiring developerswith little or no coding experience will learn characterdevelopment in Maya, scripts, GUI interface, and first- andthird-person interactions.

Focal PressJuly 2011: 246x189: 528ppPb: 978-0-240-81881-8: £32.99Pb: 978-8-535-25390-0: £32.99

Cameron Browne

A K Peters/CRC PressJanuary 2005: 416ppPb: 978-1-568-81224-3: £43.99* For full contents and more information, visit: www.routledge.com/9781568812243

eBook: 978-0-240-81901-3* For full contents and more information, visit: www.routledge.com/9780240818818

Dummy text to keep placeholderDummy text to keep placeholderDesign and Implementation of 3D Graphics SystemsCreating 3D Game Art for the iPhone with Unity

Jonas de Miranda Gomes, Institute of Pure and AppliedMathematics, Rio de Janeiro, Brazil, Luiz Velho, Institute ofPure and Applied Mathematics, Rio de Janeiro, Brazil andMario Costa Sousa, University of Calgary, Alberta, CanadaThis book covers the computational aspects of geometricmodeling and rendering 3D scenes. Special emphasis is givento the architectural aspects of interactive graphics, geometricmodeling, rendering techniques, the graphics pipeline, and thearchitecture of 3D graphics systems. The text describes basic 3Dcomputer graphics algorithms and their implementation in the

Featuring modo and Blender pipelinesWes McDermott, By Wes McDermott, Wes has been aprofessional 3D artist for 10 years, working in videoproduction and print design. Wes is now a Multi-MediaDeveloper for UPS Airlines at the Flight Training Center.With more than 3 billion Apps and 125,000 registered developerson the App Store, the demand is high for creating 3d artspecifically optimized for the iPhone. Industry insider, WesMcDermott, teaches the art of 3D creation for the iPhone withUnity (hot new game engine), modo, and Blender pipelines.

Focal PressOctober 2010: 246x189: 272ppPb: 978-0-240-81563-3: £29.99Pb: 978-8-535-25171-5: £31.99

C language. The material is complemented by library routines for constructing graphicssystems, which are available for download from the book’s website.A K Peters/CRC PressMarket: Computer Science & EngineeringAugust 2012: 235 x 191: 350ppPb: 978-1-466-57121-1: £46.99eBook: 978-0-240-81564-0eBook: 978-1-466-57123-5eBook: 978-8-535-25372-6* For full contents and more information, visit: www.routledge.com/9781466571211* For full contents and more information, visit: www.routledge.com/9780240815633

Browse online: www.focalpress.com/gaming www.crcpress.com

GAMING AND GAMES DESIGN4

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Dummy text to keep placeholderDummy text to keep placeholderDigital Mayhem 3D Landscape TechniquesDigital Art Masters: Volume 5Where Inspiration, Techniques and Digital Art Meet3dtotal.Com, 3DTotal has grown from a student college

project in 1999 to one of the largest online digital artcommunities on the Internet.From the experts at 3DTotal.com who brought you the DigitalArt Masters Volumes and Digital Painting Techniques. Delve intoprofessional 2D and 3D digital art techniques and apply theindustry's best practices. New to this volume will be 5artist-created video tutorials, over 2 1/2 hours of additionalinspiration.

Focal PressJune 2010: 276x219: 304ppPb: 978-0-240-52210-4: £25.99eBook: 978-0-240-52211-1

Edited by Duncan Evans, Founder 3D Artist magazineMove beyond the limitations of gallery style coffee table bookswith Digital Mayhem: 3D Landscapes-offering leading professionaltechniques, groundbreaking inspiration, and artistic masteryfrom some of the greatest digital artists.

Readers will meet some of the finest 2D and 3D artists workingin the industry today and discover how these artists create someof the most innovative digital art in the world. Beyond thebreath-taking images is a breakdown of the techniques,challenges and tricks the artists employed while creatingstunning imagery. This book offers inspiration and insight for

the advanced amateur and professional CG artists.

Focal PressMarket: AnimationNovember 2013: 279 x 216: 236ppPb: 978-0-240-52598-3: £32.99

* For full contents and more information, visit: www.routledge.com/9780240522104

eBook: 978-0-240-52606-5* For full contents and more information, visit: www.routledge.com/9780240525983

3rd Edition • NEW EDITIONDummy text to keep placeholderDigital StorytellingDigital Creature RiggingA creator's guide to interactive entertainmentThe Art and Science of CG Creature Setup in 3ds Max

Carolyn Handler Miller, award-winning Hollywoodscreenwriter

Digital Storytelling, Third Edition focuses on the fascinating andground-breaking kinds of stories that can be created usinginteractive digital media. It contains major updates from the lastedition of the book that include a robust section on transmediastorytelling -- one of the hottest new areas of digital mediacontent; using social media for storytelling purposes; creatingnew kinds of stories for the Internet; the new world of tabletcomputers and smartphones and how to create content forthem; and the latest developments in gamification, immersive

environments and second screen TV.

Stewart JonesLearn how to rig and animate believable creatures with DigitalCreature Rigging: The Art & Science of CG Creature Setup in 3ds Max.This book provides cg artists with the practical, hands-onapproaches to rigging they need, with a theoretical look at 12rigging principles, and plenty of tips, tricks and techniques toget you up and running quickly.

Focal PressMarket: 3D AnimationNovember 2012: 246 x 189: 16ppPb: 978-0-240-82379-9: £32.99

Focal PressMarket: Interactive MediaMay 2014: 235 x 191: 540ppeBook: 978-0-240-82406-2Pb: 978-0-415-83694-4: £30.99* For full contents and more information, visit: www.routledge.com/9780240823799eBook: 978-0-203-42592-3Prev. Ed Pb: 978-0-240-80959-5* For full contents and more information, visit: www.routledge.com/9780415836944

Dummy text to keep placeholderDummy text to keep placeholderDistributed Game DevelopmentDigital Gaming Re-imagines the Middle AgesHarnessing Global Talent to Create Winning GamesEdited by Daniel T. Kline

Series: Routledge Studies in New Media and CybercultureThis volume examines the impact of gaming on the study ofthe Middle Ages and the influence of medieval tropes, stories,and characteristics on contemporary gaming, all of whichenriches our understanding of digital culture, social complexity,and historical reality and problematizes traditionalunderstandings of subjectivity, temporality, and textuality.

Routledge

Tim FieldsDistributed game development (team building) is becomingTHE model of choice for producing games. EA industry veteranTim Fields brings you insider insights on how to best make useof this model (with valuable interviews and case studies).

Focal PressMarch 2010: 234 x 190: 228ppPb: 978-0-240-81271-7: £27.99eBook: 978-0-240-81272-4

Market: Media/Video GamesAugust 2013: 229 x 152: 298pp

* For full contents and more information, visit: www.routledge.com/9780240812717Hb: 978-0-415-63091-7: £85.00eBook: 978-0-203-09723-6* For full contents and more information, visit: www.routledge.com/9780415630917

Companion WebsiteNew in Paperbacke-InspectionComplimentary Exam Copy

5GAMING AND GAMES DESIGN

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3rd Edition • TEXTBOOKDummy text to keep placeholderFundamentals of Computer GraphicsDungeons and Desktops

Peter Shirley, Michael Ashikhmin and Steve MarschnerThe third edition of this widely adopted text gives students acomprehensive, fundamental introduction to computer graphics.The authors present the mathematical foundations of computergraphics with a focus on geometric intuition, allowing theprogrammer to understand and apply those foundations to thedevelopment of efficient code. This edition has four newchapters, written by experts in their fields; Revised material onthe graphics pipeline; Improved and expanded coverage oftriangle meshes and mesh data structures; A new organizationfor the early chapters.

The History of Computer Role-Playing GamesMatt BartonComputer role-playing games are a special genre of computergames that bring the tabletop role-playing experience of gamessuch as Dungeons & Dragons to the computer screen. This genreincludes classics, such as Ultima and The Bard’s Tale, as well asmore modern games, such as World of Warcraft and Guild Wars.Written for both computer game enthusiasts and more casualcomputer game players, this engaging book explores the historyof the genre by telling the stories of the developers, games, andgamers.

A K Peters/CRC Press

A K Peters/CRC PressJuly 2009: 191 x 235Hb: 978-1-568-81469-8: £69.99eBook: 978-1-439-86552-1February 2008: 229 x 152: 451ppPrev. Ed Hb: 978-1-568-81269-4Hb: 978-1-568-81411-7: £29.99* For full contents and more information, visit: www.routledge.com/9781568814698eBook: 978-1-439-86524-8

* For full contents and more information, visit: www.routledge.com/9781568814117

Dummy text to keep placeholderDummy text to keep placeholderGame AI ProEnd-to-End Game DevelopmentCollected Wisdom of Game AI ProfessionalsCreating Independent Serious Games and Simulations from Start to

Finish Edited by Steven Rabin, Bothell, Washington, USAThis volume covers both the art and the technology of gameAI. It includes core algorithms that you’ll need to succeed, suchas behavior trees, utility theory, spatial representation, pathplanning, motion control, and tactical reasoning. It also describestricks and techniques that will truly bring your game to life,including perception systems, social modeling, smart camerasystems, player prediction, and even an AI sound designer.Throughout, the book discusses the optimizations andperformance enhancements that enable your game to run whilemaintaining 60 frames per second.

Nick Iuppa, One of the premier designers of interactivemedia. He has worked for Walt Disney Productions,Paramount Pictures, Hewlett Packard and Apple Computeramong others. Currently, he is Vice President and CreativeDirector for Paramount Digital Entertainment. and TerryBorst, Terry Borst is a Writers Guild of America member withcredits in feature films, episodic television, and videogames,including the award-winning WING COMMANDER III andWING COMMANDER IV. He has also taught screenwritingand multimedia design at UCLA, USC, the College of Santa

A K Peters/CRC PressFe, the Banff Centre for the Arts, Moorpark College and various conferences andworkshops.

September 2013: 235 x 191: 598ppHb: 978-1-466-56596-8: £49.99

Learn from game veterans - the complete process of developing and producing a gamefrom start to finish. The book offers a ROADMAP to ALL phases of creating successful andeffective interactive products.

eBook: 978-1-466-56597-5* For full contents and more information, visit: www.routledge.com/9781466565968

Focal PressDecember 2009: 234 x 190: 371ppPb: 978-0-240-81179-6: £24.99eBook: 978-0-080-95224-6* For full contents and more information, visit: www.routledge.com/9780240811796

Dummy text to keep placeholderDummy text to keep placeholderGame Art CompleteFace ItAll-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop WinningTechniques

A Visual Reference for Multi-ethnic Facial ModelingPatricia Beckmann Wells, Founder Bunsella Studios andScott WellsFrom a character's sneer to a furrowed brow, diverse characterdesign and anatomical facial model mastery are crucial in thedevelopment of believable and memorable characters. Not justan empirical or photographic reference for digital artists, Face-Itpresents practical hands-on techniques and productionpipelines. Focused on different ethnicities from differentlocations and of different ages, featuring over 100 differentmodels ranging in age from newborn to elderly characters. Face Itis an unparallel resources for academic and professionals alike.

Edited by Andrew Gahan, is a leading industry authority innext-generation consoles and digital gaming. He is an expertin all gaming tools for commercial game development,including: 3ds Max, Maya, and Mudbox.This is a MUST-HAVE book for game artists interested inproficiency with the 4 top tools available today (Maya, Max,ZBrush, Photoshop). If you can only afford one game art book,this is the one to have!

Focal PressOctober 2008: 246x189: 624ppPb: 978-0-240-81147-5: £34.99* For full contents and more information, visit: www.routledge.com/9780240811475

Focal PressMarch 2013: 235 x 191: 474ppPb: 978-0-240-82394-2: £32.99eBook: 978-0-240-82400-0* For full contents and more information, visit: www.routledge.com/9780240823942

Browse online: www.focalpress.com/gaming www.crcpress.com

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Dummy text to keep placeholderTEXTBOOKGame Development for iOS with Unity3DGame Design

Jeff W. Murray, Psychic Parrot Games, Ottawa, Ontario,CanadaThis hands-on guide takes you through the complete processof Unity iOS game development. A game developer for over 12years, the author presents production-proven techniques andvaluable tips and tricks needed to plan, build, test, and launchgames for the iPhone, iPod, and iPad. He walks you through allthe necessary procedures, including how to publish your gameto the App Store. Full source files for two iOS-ready games areavailable at www.crcpress.com.

A K Peters/CRC Press

From Blue Sky to Green LightDeborah ToddThis book takes a real-world, in-depth journey through thegame-design process, from the initial blue sky sessions topitching for a green light. The author discusses the decision andbrainstorming phase, character development and story wrap,creation of content and context outlines, flowcharting gameplay, and creating design documents. Special features includeexamples of both classic and contemporary games as well asinterviews with many of the game industry’s brightestprofessionals.

A K Peters/CRC PressMarket: Computer GraphicsJuly 2012: 235 x 191: 280pp

February 2007: 235 x 191: 304pp Pb: 978-1-439-89219-0: £33.99Pb: 978-1-568-81318-9: £36.99 eBook: 978-1-439-89220-6eBook: 978-1-439-89409-5 * For full contents and more information, visit: www.routledge.com/9781439892190* For full contents and more information, visit: www.routledge.com/9781568813189

Dummy text to keep placeholderDummy text to keep placeholderGame Development ToolsGame Design Theory

Marwan Ansari, WMS Gaming, Plainfield, Illinois, USAThis book brings the insights of game professionals, DCCcreators, hardware vendors, and current researchers togetherinto a collection that focuses on the most underrepresentedand critical part of game production: tools development. Thefirst gems-type book dedicated to game tools, this volumefocuses on practical, implementable tools for game developmentprofessionals. Topics range from asset tracking to improvingremote version control performance to robust and efficient IO.Technical artists, as well as game play, audio, and graphicsprogrammers will find new tools to improve work flow and help

build games faster.

A New Philosophy for Understanding GamesKeith BurgunThis work presents a bold new path for analyzing and designinggames. The author offers a radical yet reasoned way of thinkingabout games and provides a holistic solution to understandingthe difference between games and other types of interactivesystems. He clearly details the definitions, concepts, and methodsthat form the fundamentals of this philosophy. He also uses thephilosophy to analyze the history of games and modern trendsas well as to design games.

A K Peters/CRC Press

A K Peters/CRC PressMarket: Game ProgrammingMay 2011: 235 x 191

Market: Recreation/Game Design Pb: 978-1-568-81432-2: £35.99August 2012: 229 x 152: 188pp eBook: 978-1-439-86772-3Pb: 978-1-466-55420-7: £26.99 * For full contents and more information, visit: www.routledge.com/9781568814322eBook: 978-1-466-55421-4* For full contents and more information, visit: www.routledge.com/9781466554207

2nd Edition • NEW EDITION3rd EditionGame Engine Architecture, Second EditionGame Design Workshop

Jason GregoryUpdating the content to match today’s landscape of gameengine architecture, this second edition continues to thoroughlycover the major components that make up a typical commercialgame engine. A new chapter on audio technology discussesthe fundamentals of the physics, mathematics, and technologythat go into creating an AAA game audio engine. Along withmany updated sections, this edition also addresses the latestvariant of the C++ programming language and the architectureof the Xbox One and PlayStation 4.

A Playcentric Approach to Creating Innovative Games, Third EditionTracy Fullerton, University of Southern California, LosAngeles, USASince the publication of the second edition, many changes haveoccurred in the games industry, from an increase in multitouchscreen platforms to a rise in smaller teams and developmentcompanies and more independent designers. This third editionexpands discussions of new platforms and genres of play as wellas processes, such as agile development (SCRUM). This editionemphasizes how to work with analytics to improve game playexperience and the commercial viability of games. It also includes

interviews with a number of independent designers.A K Peters/CRC PressMarket: Computer Game DevelopmentAugust 2014: 235 x 191: 1040pp

A K Peters/CRC Press Hb: 978-1-466-56001-7: £47.99Market: Computer Game Development eBook: 978-1-466-56006-2March 2014: 235 x 191: 535pp Prev. Ed Hb: 978-1-568-81413-1Pb: 978-1-482-21716-2: £38.99 * For full contents and more information, visit: www.routledge.com/9781466560017eBook: 978-1-482-21717-9Prev. Ed Pb: 978-0-240-80974-8* For full contents and more information, visit: www.routledge.com/9781482217162

Companion WebsiteNew in Paperbacke-InspectionComplimentary Exam Copy

7GAMING AND GAMES DESIGN

Page 10: Gaming and games design catalogue 2014

Dummy text to keep placeholderDummy text to keep placeholderGetting Started in 3D with MayaGame MagicCreate a Project from Start to Finish—Model, Texture, Rig, Animate,and Render in Maya

A Designer's Guide to Magic Systems in Theory and PracticeJeff Howard, Dakota State University, Madison, USAThis book explains how to construct magic systems and presentsa compendium of arcane lore. Showing you how to weavecompelling magic into your games, the book is interspersedwith examples that illustrate how to design and program magicsystems. It explains how to set up tables of correspondencesand spell components as well as how to write programmingcode integrating these components as part of game mechanics.It also shows how to divide a simulated world into domains ofinfluence and how to use specific rule systems to simulatepowers within these realms.

A K Peters/CRC Press

Adam Watkins, Associate Professor of 3D Animation at theSchool of Media & Design, The University of the IncarnateWordNew artists gain the tools they need to grasp the theory andpractice of 3D production with Maya.

Focal PressFebruary 2012: 246x189: 428ppPb: 978-0-240-82042-2: £32.99eBook: 978-0-240-82045-3

Market: Computer Game DevelopmentApril 2014: 235 x 156: 376ppPb: 978-1-466-56785-6: £38.99eBook: 978-1-466-56787-0 * For full contents and more information, visit: www.routledge.com/9780240820422* For full contents and more information, visit: www.routledge.com/9781466567856

Dummy text to keep placeholderDummy text to keep placeholderGPU Pro 5Games As A ServiceAdvanced Rendering TechniquesHow Free to Play Design Can Make Better Games

Edited by Wolfgang Engel, Confetti Special EffectsIn color throughout, GPU Pro

5 is the only book that incorporates

contributions from more than 50 experts who cover the latestdevelopments in graphics programming for games and movies.A high-quality collection of cutting-edge techniques foradvanced GPU programming, the book presents ready-to-useideas and procedures that can help solve many of your dailygraphics programming challenges. Example programs withsource code are provided on the book’s CRC Press web page.

A K Peters/CRC Press

Oscar Clark, Evangelist for Applifier's Everplay and StrategyDirector at Colossal GamesGames As A Service looks at the psychology of play andhow developers can build compelling experiences whichencourage players to return time and time again. This book willshow how to leverage social reciprocation and the rhythm ofplay, not just for one game session, but for building the players’excitement over many days, weeks and even months.Additionally, this book examines the ethical use of freemiumbusiness models to create better revenues for the game withoutleaving players feeling manipulated. It is possible to make bettergames and be profitable. Market: Computer Game Development

May 2014: 235 x 191: 522ppFocal PressMarket: SCAR6017February 2014: 229 x 152: 312ppPb: 978-0-415-73250-5: £30.99

Hb: 978-1-482-20863-4: £49.99eBook: 978-1-482-20864-1* For full contents and more information, visit: www.routledge.com/9781482208634

eBook: 978-1-315-84910-2* For full contents and more information, visit: www.routledge.com/9780415732505

2nd EditionDummy text to keep placeholderGraphics ShadersGames, Puzzles, and ComputationTheory and Practice, Second EditionRobert A. Hearn and Erik D. Demaine, MIT Laboratory for

Computer Science, Cambridge, MAThis book explores the underlying mathematical reasons forwhy games and puzzles are challenging and so much fun. Itshows how games and puzzles can serve as powerful modelsof computation, offering a new way of thinking aboutcomputation. The appendices provide a substantial survey ofall known results in the field of game complexity, serving as areference guide for readers interested in the computationalcomplexity of particular games or interested in open problemsabout such complexities.

A K Peters/CRC Press

Mike Bailey, Oregon State University, Corvallis, USA andSteve Cunningham, Brown Cunningham Associates,Coralville, Iowa, USAThis book uses examples in OpenGL and OpenGL ShadingLanguage to present the theory and application of shaderprogramming. It explains how to program graphics shaderseffectively for use in art, animation, gaming, and visualization.Along with improved graphics and new examples and exercises,this edition includes a new chapter on converting afixed-function OpenGL program to a shader-based OpenGLprogram. It also explains how best to use tessellation shaders,

illustrates the importance of the invariant qualifier for multipass rendering, and presentsnew applications, including terrain bump-mapping and LIDAR data.

June 2009: 229 x 152: 250ppHb: 978-1-568-81322-6: £34.99

A K Peters/CRC PresseBook: 978-1-439-86505-7Market: Computer Graphics* For full contents and more information, visit: www.routledge.com/9781568813226November 2011: 235 x 191: 518ppHb: 978-1-568-81434-6: £55.99eBook: 978-1-439-86775-4* For full contents and more information, visit: www.routledge.com/9781568814346

Browse online: www.focalpress.com/gaming www.crcpress.com

GAMING AND GAMES DESIGN8

Page 11: Gaming and games design catalogue 2014

Dummy text to keep placeholderDummy text to keep placeholderHonoring the CodeHex StrategyConversations with Great Game DesignersMaking the Right Connections

Matt Barton, Saint Cloud State University, Minnesota, USAIf you want to be successful in any area of gamedevelopment—game design, programming, graphics, sound,or publishing—you should know how standouts in the industryapproach their work and address problems. In this book, 16groundbreaking game developers share their stories and offeradvice for anyone aspiring to a career in the games industry.You’ll learn from their triumphs and failures and see how theydealt with sweeping changes in technology, including criticalparadigm shifts from CD-ROMs and 3D graphic cards to theInternet and mobile revolution.

A K Peters/CRC Press

Cameron Browne

A K Peters/CRC PressMay 2000: 384ppPb: 978-1-568-81117-8: £40.99eBook: 978-1-568-81648-7* For full contents and more information, visit: www.routledge.com/9781568811178

Market: Computer ScienceMarch 2013: 254 x 178: 240ppPb: 978-1-466-56753-5: £25.99eBook: 978-1-466-56754-2* For full contents and more information, visit: www.routledge.com/9781466567535

Dummy text to keep placeholderDummy text to keep placeholderHow to Cheat in 3ds Max 2014Holistic Game Development with UnityGet Spectacular Results FastAn All-in-One Guide to Implementing Game Mechanics, Art, Design

and Programming Michael McCarthy, Autodesk Certified InstructorWhy should readers take months to learn every button in 3dsMax when they can create great visuals with just a few key tools?Utilize the tool of choice, 3ds Max 2014, for generating realisticenvironments, seamless CG effects, and jaw dropping games ina matter of hours. Animators and CG artists will start animatingquickly and efficiently with detailed tutorials, source files,bitmaps, and video demonstrations—all featured on thecompanion website.

Focal Press

Penny de Byl, Associate Professor, Bond University; Winnerof the 2011 Unity Technologies Unity Mobile GenerationGreat Education GiveawayLeft and right brains welcome! Budding developers learn gamemechanics, art, design, and programming in hot game engineUnity from an award-winning professor.

Focal PressNovember 2011: 246x189: 490ppPb: 978-0-240-81933-4: £32.99eBook: 978-0-240-81934-1

Market: AnimationSeptember 2013: 246 x 189: 282ppPb: 978-0-415-84274-7: £30.99eBook: 978-0-203-75844-1* For full contents and more information, visit: www.routledge.com/9780415842747

* For full contents and more information, visit: www.routledge.com/9780240819334

Dummy text to keep placeholderDummy text to keep placeholderHow to Cheat in Adobe Flash CCHolistic Mobile Game Development with UnityThe Art of Design and AnimationPenny de Byl, Associate Professor, Bond University; Winner

of the 2011 Unity Technologies Unity Mobile GenerationGreat Education GiveawayHolistic Game Development with Unity examines the design anddevelopment of computer games for mobile devices througha synergy of art and programming. Readers will master essentialprocedural literacy and design principles while learning aboutthe game mechanics and techniques used in popular mobilegames, such as Angry Birds, Fruit Ninja, Catapult King, and DrawSomething. This authoritative guide will present introductoryprogramming concepts through simple visual means and

Chris Georgenes, Creative director, GSN Casino; Freelancegame designerWhether readers are creating an animated short, mobile game,or application, they will save time and money with the newedition of the bestselling How to Cheat in Adobe Flash. Writtenby renowned flash expert, Chris Georgenes, this book is the realworld guide to flash content, featuring all new coverage of FlashCC.

Focal PressApril 2014: 246 x 189: 392ppPb: 978-0-240-52591-4: £26.99eBook: 978-0-240-52595-2

empower novices to complete mobile game projects using a variety of multidisciplinaryskills, demonstrated through hands-on guided tutorials.

Focal PressMarket: SCAR6017

* For full contents and more information, visit: www.routledge.com/9780240525914August 2014: 246 x 189: 576ppPb: 978-0-415-83923-5: £33.99eBook: 978-0-203-77372-7* For full contents and more information, visit: www.routledge.com/9780415839235

Companion WebsiteNew in Paperbacke-InspectionComplimentary Exam Copy

9GAMING AND GAMES DESIGN

Page 12: Gaming and games design catalogue 2014

Dummy text to keep placeholderDummy text to keep placeholderInteractive Storytelling for Video GamesHow to Cheat in Maya 2014A Player-Centered Approach to Creating Memorable Characters andStories

Tools and Techniques for Character AnimationKenny Roy, Animator, Scooby Doo 2, Garfield, King Kong.Founder, Acronyx Animation Studios.All professional animators know a handful of secrets that givethem an edge in a production environment. How to Cheat inMaya reveals these secrets! Learn time and energy savingtechniques tested in real Hollywood productions in this book,jam-packed with screenshots and scene files designed to getreaders up to speed quickly. From menus to modeling, lipsyncto lighting, How to Cheat in Maya 2014 covers all of the methodsavailable in the latest version of Maya.

Focal PressMarket: 3D AnimationSeptember 2013: 246 x 189: 326ppPb: 978-0-415-82659-4: £29.99

Josiah Lebowitz, Independent game developer and ChrisKlug, Instructor, Carnegie Mellon University EntertainmentTechnology CenterProven techniques and case studies from real-world games tohelp writers develop compelling structure, characters, playerpreferences, and more.

Focal PressMarch 2011: 234 x 190: 336ppPb: 978-0-240-81717-0: £26.99eBook: 978-0-240-81718-7eBook: 978-0-203-52730-6* For full contents and more information, visit: www.routledge.com/9780240817170* For full contents and more information, visit: www.routledge.com/9780415826594

TEXTBOOKDummy text to keep placeholderIntroduction to Game AnalysisHTML5 Game Development from the Ground Up

with Construct 2 Clara Fernández-Vara, New York University, USAThis book serves as an accessible guide to analyzing games usingstrategies borrowed from textual analysis. Clara Fernández-Vara’sconcise primer provides instruction on the basic building blocksof game analysis—examination of context, content andreception, and formal qualities—as well as the vocabularynecessary for talking about videogames' distinguishingcharacteristics. Examples are drawn from a range of games, bothdigital and non-digital—from Bioshock and World of Warcraft toMonopoly—and the book provides a variety of exercises andsample analyses, as well as a comprehensive ludography andglossary.

RoutledgeMarket: Game StudiesJuly 2014: 229 x 152: 274ppHb: 978-0-415-70326-0: £95.00

Roberto Dillon, James Cook University, SingaporeIntegrating hands-on guidance with theoretical game designconcepts, this book gives readers a solid foundation in gamedevelopment. Suitable for beginners, hobbyists, and aspiringindie developers, the book shows how to use the sophisticatedyet user-friendly HTML5-based game engine Construct 2 todevelop and release polished, two-dimensional games on amultitude of different platforms. It also covers the foundationalknowledge of game analysis and design. Sample Construct 2project files for the games designed in the book are availableon the author’s website.

A K Peters/CRC PressMarket: Computer Game DevelopmentMarch 2014: 235 x 156: 266pp Pb: 978-0-415-70327-7: £26.99Pb: 978-1-482-21661-5: £31.99 eBook: 978-0-203-79477-7eBook: 978-1-482-21662-2 * For full contents and more information, visit: www.routledge.com/9780415703277* For full contents and more information, visit: www.routledge.com/9781482216615

Dummy text to keep placeholderDummy text to keep placeholderIntroduction to Game Physics with Box2DHTML5 Game Engines

Ian Parberry, University of North Texas, Denton, USAThis book helps readers become capable 2D game physicsprogrammers through its relaxed and entertaining yetinstructional presentation of both the theory and applicationsof 2D game physics. It explains how to program the physics usedin 2D video games and covers the math required in gamephysics. A companion website provides source code, videos,and other material. After reading the book and experimentingwith the code samples, readers will understand the basics of 2Dgame physics and know how to use Box2D to make a 2Dphysics-based game.

App Development and DistributionDan Nagle, Senior Software Engineer, Southern VisionSystemsThis book presents an introduction to development with HTML5game engines as well as an in-depth look at popular engines.Along with downloadable example projects for each engine,the book provides techniques for packaging and distributingthe final app to all the major platforms. It covers the essentialsof HTML5, shows how to create four specific games using fourdifferent game engines, and describes how several of thesegames are distributed on platforms, such as Apple’s App Storeand Google Play. CRC Press

Market: Game DevelopmentA K Peters/CRC Press February 2013: 229 x 152: 275ppMarket: Computer Game Development Pb: 978-1-466-56576-0: £38.99April 2014: 235 x 156: 198pp eBook: 978-1-466-56577-7Pb: 978-1-466-59400-5: £31.99 * For full contents and more information, visit: www.crcpress.com/9781466565760eBook: 978-1-466-59401-2* For full contents and more information, visit: www.routledge.com/9781466594005

Browse online: www.focalpress.com/gaming www.crcpress.com

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TEXTBOOKDummy text to keep placeholderLevel DesigniOS Game Programming with Xcode and Cocos2dConcept, Theory, and PracticeJustin Dike, CartoonSmart.com

Anyone learning Xcode & Cocos2d, beginner or otherwise, willbenefit from this comprehensive resource. Topics specific togame programming include: collision detection, platform andside scroller style collisions, how to program a virtual joystick,handling gestures and multiple touches, using theAccelerometer, CCActions, 3D effects, animation classes, scrollingbackgrounds, sprite sheet generation, particles, menus, buttons,sound FX, score boards, property lists, singleton classes, gameengines, points, health meters, leveling up, and just abouteverything else a first-time game designer should know to get

their app in the App Store!

Rudolf Kremers, Omni-LabsThis book is the first to use a conceptual and theoreticalfoundation to build such a set of practical tools and techniques.It is tied to no particular technology or genre, so it will be a usefulreference for many years to come. Kremers covers manyconcepts universal to level design, such as interactivity, worldbuilding, immersion, sensory perception, pace, and more, andhe shows how to apply these concepts in practical ways, withmany examples from real games.

A K Peters/CRC PressOctober 2009: 191 x 235: 408ppFocal PressPb: 978-1-568-81338-7: £43.99November 2013: 235 x 184: 500ppeBook: 978-1-439-87695-4Pb: 978-0-415-71269-9: £37.99* For full contents and more information, visit: www.routledge.com/9781568813387eBook: 978-1-315-88375-5

* For full contents and more information, visit: www.routledge.com/9780415712699

Dummy text to keep placeholderDummy text to keep placeholderMaking Great GamesLayout and Composition for AnimationAn Insider's Guide to Designing and Developing the World's GreatestVideo Games

Ed Ghertner, Ed has is renowned and has spent over thirtyyears in film and animation. He has worked at Disney Studios,Disney TV. He has worked on some of the great Disneyclassics including The Fox and the Hound, Beauty and theBeast, The Lion King, and the Huntchback of Notre Dameand Mulan. In addition to working with Disney, Ed hasworked on the Curious George and The Simpsons. Ed hasworking as a layout designer and character layout designer.Ed is a member of the Academy of Motion Picture Arts andSciences, Academy of television Arts and Sciences, CreativeTalent Network.

Michael Thornton Wyman, Michael Thornton Wyman iscurrently CEO of Big Splash Games, creators of the top sellingand award-winning Chocolatier series of casual games. Priorto founding Big Splash Games, Michael was a consultant aswell as a Producer and Project Leader at Electronic ArtsCanada, Lucas Learning and Maxis. He designed andproduced dozens of games for multiple platforms from theInternet to AAA consoles. Steering Committee, IndependentGame Developer s Association Casual Games SIG; Editor,Casual Games QuarterlyDrawing on insider's perspectives from a wide variety of teams,

learn about the creation of a tiny, independent game projects, casual game classics, the

Professional layout and composition tools, techniques and strategies for animation, clearlyexplained by Ed Ghertner, layout artist for several Disney classics, including Lion King, Beautyand the Beast, and Character Layout Artist for The Simpsons!

Focal PressJuly 2010: 252x189: 208ppPb: 978-0-240-81441-4: £21.99eBook: 978-0-240-81442-1

world's most popular social games as well as the world's most popular MMORPG, PC titlesand AAA console games. This book is an excellent resource for those working directly ongame design or production, for those aspiring to work in the field.

* For full contents and more information, visit: www.routledge.com/9780240814414 Focal PressSeptember 2010: 252x189: 224ppPb: 978-0-240-81285-4: £27.99eBook: 978-0-240-81286-1* For full contents and more information, visit: www.routledge.com/9780240812854

Dummy text to keep placeholderTEXTBOOKMathematical GoLessons in PlayChilling Gets the Last PointAn Introduction to Combinatorial Game Theory

Elwyn Berlekamp and David Wolfe

A K Peters/CRC Press

Michael Albert, University of Otago, Dundedin, NewZealand, Richard Nowakowski, Dalhousie University, Halifax,Canada and David WolfeCombinatorial games are games of pure strategy involving twoplayers, with perfect information and no element of chance.Starting from the very basics of gameplay and strategy, theauthors cover a wide range of topics, from game algebra tospecial classes of games. Classic techniques are introduced andapplied in novel ways to analyze both old and new games,several appearing for the first time in this book.

A K Peters/CRC PressJuly 2007: 229 x 152: 304ppeBook: 978-1-439-86437-1

February 1994: 256ppHb: 978-1-568-81032-4: £36.99eBook: 978-1-439-86355-8* For full contents and more information, visit: www.routledge.com/9781568810324

Pack - Book and Ebook: 978-1-568-81277-9: £51.99* For full contents and more information, visit: www.routledge.com/9781568812779

Companion WebsiteNew in Paperbacke-InspectionComplimentary Exam Copy

11GAMING AND GAMES DESIGN

Page 14: Gaming and games design catalogue 2014

Dummy text to keep placeholderDummy text to keep placeholderPostmortems from Game DeveloperMultiplayerInsights from the Developers of Unreal Tournament, Black & White,Age of Empire, and Other Top-Selling Games

The Social Aspects of Digital GamingEdited by Thorsten Quandt, University of Münster and SonjaKröger, Universität HohenheimSeries: Routledge Studies in European Communication Researchand EducationIn the past decade, digital games have become a widelyaccepted form of media entertainment, moving from thetraditional 'core gamer' community into the media mainstream.This edited collection takes a closer look at the various forms ofhuman interaction in and around these digital games, providingboth students and researchers with an overview of debates, pastand present. Including contributions from leading figures in thefield, such as Richard Bartle and Mark Griffiths, this book is unique

in bridging the gap between games research and social-scientific communication research.

Austin GrossmanFirst Published in 2003. Routledge is an imprint of Taylor &Francis, an informa company.

Focal PressJanuary 2003: 229 x 178: 328ppPb: 978-1-578-20214-0: £23.99eBook: 978-0-080-52215-9

RoutledgeMarket: Media StudiesOctober 2013: 234x156: 252ppHb: 978-0-415-82885-7: £80.00 * For full contents and more information, visit: www.routledge.com/9781578202140Pb: 978-0-415-82886-4: £26.99eBook: 978-0-203-62748-8* For full contents and more information, visit: www.routledge.com/9780415828864

Dummy text to keep placeholderDummy text to keep placeholderProducing GamesOn Numbers and GamesFrom Business and Budgets to Creativity and DesignJohn H. Conway

Originally written to define the relation between the theories oftransfinite numbers and mathematical games, the resulting workis a mathematically sophisticated but eminently enjoyable guideto game theory. By defining numbers as the strengths ofpositions in certain games, the author arrives at a new class thatincludes both real numbers and ordinal numbers: surrealnumbers. The second edition presents developments inmathematical game theory, focusing on surreal numbers and

the additive theory of partizan games.

D S. Cohen, D.S has worked with some of the industry giantsin everything from production and design, to marketingand PR, and he has been credited in more than 50 games.He runs the Classic Video Game section of About.com.,Sergio A. Bustamante, Sergio A. Bustamante II is a 14-yearindustry veteran currently producing, developing, anddesigning games for Brash Entertainment. Currently, he isworking on three unannounced titles, with some AAAdevelopers, that will hit the store shelves in 2009 - 2010. Hehas also worked at EA-Tiburon and Treyarch., Sheri Graner

A K Peters/CRC PressDecember 2000: 256pp

Ray and Michael L. McShaffry, Member of IGDA and ACM (Association of ComputingHb: 978-1-568-81127-7: £43.99eBook: 978-1-439-86415-9 Machinery). Well-known author (Game Coding Complete) and game developer.* For full contents and more information, visit: www.routledge.com/9781568811277 Created a kid s activity program called Magnadoodle by Mattel Media. At Glass Eye

Entertainment, Mike produced the game Microsoft Casino. Then started his owncompany called Compulsive Development, to work exclusively with Microsoft oncasual casino and card games. Produced three more casual titles for Microsoft untilAugust 2002. Compulsive was acquired by Glass Eye Entertainment to continue workon Glass Eye s growing online casual games business. Currently, Mike is working forBreakAway Games in their Austin Studio. Mike also has credits on these games:Magnadoodle by Mattel Media (1999) Microsoft Casino by Microsoft (2001) BicycleCasino 2003 by Activision (2003) Bicycle Card 2003 by Activision (2003).Learn all of the game production secrets you need from two industry insiders!Focal PressAugust 2009: 234 x 190: 282ppPb: 978-0-240-81070-6: £22.99* For full contents and more information, visit: www.routledge.com/9780240810706

Dummy text to keep placeholderDummy text to keep placeholderProfessional Techniques for Video Game WritingOpenGL Insights

Edited by Wendy DespainThis book, by the International Game Developers Associationgame writing special interest group, focuses on various aspectsof working as a professional game writer. Coverage includes howto break in to game writing, writing manuals, narrative design,writing in a team, working as a freelancer, working with newintellectual property, and more. It presents exercises and writingsamples; additional writing samples are also available on thebook’s website.

A K Peters/CRC Press

Edited by Patrick Cozzi, Analytical Graphics, Inc., Exton,Pennsylvania, USA and Christophe Riccio, AMD, Camberley,UKAssembling contributions from experienced developers, vendors,researchers, and educators, OpenGL Insights presents real-worldtechniques for intermediate and advanced OpenGL, OpenGLES, and WebGL developers. Focusing on current and emergingtechniques for the OpenGL family of APIs, the book demonstratesthe breadth and depth of OpenGL. Readers will gain practicalskills to solve problems related to performance, rendering,profiling, framework design, and more. Source code, demos,

and other material are available on the book’s website. April 2008: 235 x 191Pb: 978-1-568-81416-2: £29.99A K Peters/CRC PresseBook: 978-1-439-87538-4Market: Computer Graphics/Computer Games* For full contents and more information, visit: www.routledge.com/9781568814162July 2012: 235 x 191: 712pp

Hb: 978-1-439-89376-0: £51.99eBook: 978-1-439-89377-7* For full contents and more information, visit: www.routledge.com/9781439893760

Browse online: www.focalpress.com/gaming www.crcpress.com

GAMING AND GAMES DESIGN12

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2nd EditionTEXTBOOKRealistic Architectural Rendering with 3ds Max andV-Ray

Programming 2D GamesCharles KellyMost of today’s commercial games are written in C++ and arecreated using a game engine. Addressing both of these keyelements, this text provides a complete, up-to-date introductionto game programming. As game programming techniques areintroduced, readers learn how to incorporate them into theirown game engine and discover how to use the game engineto create a complete game. Every topic is explained theoreticallyand with working code examples. The example programs foreach chapter are available online.

A K Peters/CRC Press

Jamie Cardoso, Jamie Cardoso is a senior 3D artist andspecial effects designer. Currently he is working as a 3DConsultant for a variety of professional organizationsworldwide. Find more information atjamiecardoso-mentalray.blogspot.com. and Roger Cusson,Roger Cusson is an active educator and consultant workingin the professional and academic architectural field. He hasauthored several titles on Autodesk Viz and 3ds Max, 3dsMax Design, AutoCAD and Revit.Add impressive realism to architectural visualizations using 3dsMax and mental ray.

Market: Computer Game ProgrammingJune 2012: 235 x 191: 438ppHb: 978-1-466-50868-2: £40.99

Focal PressOctober 2009: 229 x 178: 280ppPb: 978-0-240-81229-8: £27.99eBook: 978-0-080-96108-8

eBook: 978-1-466-50870-5* For full contents and more information, visit: www.routledge.com/9781466508682

Prev. Ed Pb: 978-0-240-80912-0* For full contents and more information, visit: www.routledge.com/9780240812298

3rd EditionDummy text to keep placeholderReal-Time Rendering, Third EditionQuests

Tomas Akenine-Mo�ller , Eric Haines and Naty HoffmanThoroughly revised, this third edition focuses on moderntechniques used to generate synthetic three-dimensional imagesin a fraction of a second. With the advent of programmableshaders, a wide variety of new algorithms have arisen andevolved over the past few years. This edition discusses current,practical rendering methods used in games and otherapplications. It also presents a solid theoretical framework andrelevant mathematics for the field of interactive computergraphics, all in an approachable style.

A K Peters/CRC Press

Design, Theory, and History in Games and NarrativesJeff HowardAn excellent resource for game developers, this unique bookon quests incorporates literary and digital theory. It focuses onboth the theory and practice of the four main aspects of quests:spaces, objects, actors, and challenges. Each theoretical sectionis followed by a practical section that contains exercises usingthe Neverwinter Nights Aurora Toolset. Ancillary materials areavailable for instructors teaching a college-level course.

A K Peters/CRC PressJanuary 2008: 230pp

July 2008: 229 x 152: 1045ppPb: 978-1-568-81347-9: £36.99Hb: 978-1-568-81424-7: £62.99eBook: 978-1-439-88081-4eBook: 978-1-439-86529-3* For full contents and more information, visit: www.routledge.com/9781568813479Prev. Ed Hb: 978-1-568-81182-6* For full contents and more information, visit: www.routledge.com/9781568814247

Dummy text to keep placeholderTEXTBOOKReal-Time ShadowsRay Tracing from the Ground Up

Elmar Eisemann, Michael Schwarz, Ulf Assarsson andMichael WimmerThis book explains the basics as well as many advanced aspectsrelated to the domain of shadow computation. It presentsinteractive solutions and practical details on shadowcomputation. The authors compare various algorithms forcreating real-time shadows and illustrate how they are used indifferent situations. They explore the limitations and failure cases,advantages and disadvantages, and suitability of the algorithmsin several applications. Source code, videos, tutorials, and moreare available on the book’s website.

Kevin SuffernWith the increase in computing speed and due to the highquality of the optical effects it achieves, ray tracing is becominga popular choice for interactive and animated rendering. Thisbook takes readers through the whole process of building amodern ray tracer from scratch in C++. All concepts andprocesses are explained in detail with the aid of hundreds ofdiagrams, ray-traced images, and sample code. It is suitable forundergraduate and graduate computer graphics courses andfor individual programmers who would like to learn ray tracing.

A K Peters/CRC PressSeptember 2007: 235 x 187: 784ppHb: 978-1-568-81272-4: £65.99

A K Peters/CRC PressMarket: Computer GraphicsJuly 2011: 235 x 191: 384ppHb: 978-1-568-81438-4: £48.99eBook: 978-1-439-86434-0eBook: 978-1-439-86769-3* For full contents and more information, visit: www.routledge.com/9781568812724* For full contents and more information, visit: www.routledge.com/9781568814384

Companion WebsiteNew in Paperbacke-InspectionComplimentary Exam Copy

13GAMING AND GAMES DESIGN

Page 16: Gaming and games design catalogue 2014

Dummy text to keep placeholder2nd EditionStory and Simulations for Serious GamesReal-World Flash Game DevelopmentTales from the TrenchesHow to Follow Best Practices AND Keep Your Sanity

Nick Iuppa, One of the premier designers of interactivemedia. He has worked for Walt Disney Productions,Paramount Pictures, Hewlett Packard and Apple Computeramong others. Currently, he is Vice President and CreativeDirector for Paramount Digital Entertainment. and TerryBorst, Terry Borst is a Writers Guild of America member withcredits in feature films, episodic television, and videogames,including the award-winning WING COMMANDER III andWING COMMANDER IV. He has also taught screenwritingand multimedia design at UCLA, USC, the College of SantaFe, the Banff Centre for the Arts, Moorpark College and

various conferences and workshops.

Christopher Griffith, Vice President of Technology at TrivieA crash course on Flash game development for the growingcommunity of Flash developers, offering the most practicalapproaches to developing games in Flash, covering the latestversion of Flash and Flash for mobile games (Android coverage)

Focal PressApril 2011: 246x189: 418ppPb: 978-0-240-81768-2: £32.99eBook: 978-0-240-81769-9

Teaches the latest and most relevant techniques to create story-based simulations (thefuture of game design)!Prev. Ed Pb: 978-0-240-81178-9Focal PressNovember 2006: 260x184: 272ppPb: 978-0-240-80788-1: £26.99eBook: 978-0-080-46720-7

* For full contents and more information, visit: www.routledge.com/9780240817682

* For full contents and more information, visit: www.routledge.com/9780240807881

2nd Edition • NEW EDITIONDummy text to keep placeholderThe Art of Game Design, Second EditionRig it Right! Maya Animation Rigging Concepts

Jesse Schell, Carnegie Mellon University and Schell Games,Pittsburgh, Pennsylvania, USAThis second edition of a bestseller presents the fundamentalsof game design from one of the world's top game designers.Exploring the unusual territory that is game design, the bookdemonstrates how the basic principles of psychology used inboard games, card games, and athletic games also work intop-quality video games. The author gives readers 100+ sets ofinsightful questions to ask themselves to make their gamesbetter. These questions provide insight from fields as diverse aspsychology, architecture, music, visual design, film, software

engineering, theme park design, mathematics, puzzle design, and anthropology.

Tina O'Hailey, Dean of the School of Digital Media at SCADRigging a character and moving from a bi-pedal character to aquad- or poly-pedal can be difficult for 3D animators. Unlike allof those button-pushing manuals out there, Rig it Right! breaksdown rigging so that readers can achieve a fundamentalunderstanding of the concept, allowing one to rig moreintuitively. Veteran animation professor, Tina O’Hailey, providesstep-by-step tutorials covering multiple animation control types,connection methods, interactive skinning, BlendShapes,edgeloops, and joint placement, to name a few.

Focal PressMarket: AnimationFebruary 2013: 246 x 189: 304ppPb: 978-0-240-82079-8: £29.99

A K Peters/CRC PressMarket: Computer Game DevelopmentNovember 2014: 235 x 191: 600ppeBook: 978-0-240-82091-0Pb: 978-1-466-59864-5: £41.99* For full contents and more information, visit: www.routledge.com/9780240820798eBook: 978-1-466-59867-6Prev. Ed Pb: 978-0-123-69496-6* For full contents and more information, visit: www.routledge.com/9781466598645

2nd Edition • NEW EDITIONDummy text to keep placeholderThe Complete Guide to Blender Graphics, SecondEdition

Sports VideogamesEdited by Mia Consalvo, Konstantin Mitgutsch, MIT, GAMBITGame Lab, USA and Abe Stein, MIT, GAMBIT Game Lab, USASports-themed videogames represent a major subset of thegeneral videogame market. Despite being a consistentlyproduced and played genre of videogames, almost no researchhas been conducted that looks critically at sports-themedvideogames. Sports Videogames hopes to fill this gap by startinga scholarly dialogue about sports videogames and those wholove to play them. Organized into three sections - the art of thegame, mediating play, and players - Sports Videogames offersrich case studies, theorization of play activities, and carefullyconsidered analyses of players, gameplay and industry concerns.

RoutledgeMarket: Video Games/New MediaJuly 2013: 229 x 152: 304ppHb: 978-0-415-63755-8: £95.00

Computer Modeling and AnimationJohn M. Blain, Toormina, New South Wales, AustraliaIn color throughout, this manual helps beginners learn the basicsof computer animation using the free and open source 3Dcomputer modeling and animation program Blender. Thissecond edition incorporates many new features of Blender,including developments to its GUI. Along with twelve updatedchapters, it contains three new chapters on smoke simulation,movie making, and drivers. Many new examples, visual diagrams,and images illustrate the various computer graphics topicsencompassed by Blender.

A K Peters/CRC PressMarket: Computer Game DevelopmentJune 2014: 235 x 191: 575pp

Pb: 978-0-415-63756-5: £29.99 Pb: 978-1-482-21663-9: £38.99eBook: 978-0-203-08449-6 eBook: 978-1-482-21664-6* For full contents and more information, visit: www.routledge.com/9780415637565 Prev. Ed Pb: 978-1-466-51703-5

* For full contents and more information, visit: www.routledge.com/9781482216639

Browse online: www.focalpress.com/gaming www.crcpress.com

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Dummy text to keep placeholder2nd EditionThe Essential Guide to Game AudioThe Complete Guide to Game AudioThe Theory and Practice of Sound for GamesFor Composers, Musicians, Sound Designers, Game Developers

Steve Horowitz, President, The Code International, Inc. andScott R. Looney, Game audio and game scoring instructorat Pyramind Training and part-time faculty at Academy ofArt UniversityThis is the only book out there that deals with the technicaldetails of sound for social, casual, mobile and cloud gamingmarkets, which includes coverage of implementation in Unity,iOS, Android, HTML5 and more. Simple to understand andfilled with useful information that will get readers started in theworld of sound for games! A free companion app comes withthe book, complete with practical hands-on examples and levels

designed in Unity.

Aaron Marks, A composer, musician and recording engineerfor over 30 years, Marks has been involved with the videogame industry for over 10 years as a composer, sounddesigner, voice-over artist, audio director and consultant.THE handbook on Game Audio (from award-winning industryleader) revealing exactly what one needs to successfully composemusic and sound effects for the multi-billion dollar video gamesindustry.

Focal PressOctober 2008: 234 x 190: 456ppPb: 978-0-240-81074-4: £23.99eBook: 978-0-080-92807-4 Focal Press

March 2014: 241 x 191: 240ppPb: 978-0-415-70670-4: £33.95eBook: 978-1-315-88679-4

* For full contents and more information, visit: www.routledge.com/9780240810744

* For full contents and more information, visit: www.routledge.com/9780415706704

Dummy text to keep placeholderDummy text to keep placeholderThe Game Audio TutorialThe Culture of Digital Fighting GamesA Practical Guide to Sound and Music for Interactive GamesPerformance and Practice

Richard Stevens, Professor, Leeds Metropolitan University,UK; Chair of the Game Audio Education Working Group ofthe Interactive Audio Special Interest Group and DaveRaybould, Professor, Leeds Metropolitan University, UKA practical, straightforward introduction to implementing soundin games - with 20 video tutorials and several hundredsound files.

Focal PressMarch 2011: 234 x 190: 448ppPb: 978-0-240-81726-2: £39.99eBook: 978-0-240-81727-9

Todd Harper, Massachusetts Institute of Technology, USASeries: Routledge Studies in New Media and CybercultureThis book examines the complex network of influences thatcollide in the culture of digital fighting games, lookingat everything from the influence of arcade spaces, to the placeof gender and ethnicity in the community, to the clash ofphilosophies over how these games should be played in thefirst place. In the process, it establishes the role of technology,gameplay, and community in how these players define boththemselves and the games that they play.

RoutledgeMarket: Media Studies/New Medai * For full contents and more information, visit: www.routledge.com/9780240817262December 2013: 229 x 152: 158ppHb: 978-0-415-82130-8: £85.00eBook: 978-0-203-56627-5* For full contents and more information, visit: www.routledge.com/9780415821308

Dummy text to keep placeholderDummy text to keep placeholderThe Golden Age of Video GamesThe Dots and Boxes GameThe Birth of a Multibillion Dollar IndustrySophisticated Child's Play

Roberto DillonThis book focuses on the history of video games, consoles, andhome computers from the very beginning until the mid-nineties,which started a new era in digital entertainment. The textfeatures the most innovative games and introduces the pioneerswho developed them. It offers brief analyses of the most relevantgames from each time period. An epilogue covers the eventsand systems that followed this golden age while the appendicesinclude a history of handheld games and an overview of theretro-gaming scene.

A K Peters/CRC Press

Elwyn R. Berlekamp

A K Peters/CRC PressJuly 2000: 131ppPb: 978-1-568-81129-1: £18.99eBook: 978-1-482-20849-8* For full contents and more information, visit: www.routledge.com/9781568811291

Market: Computer Game DesignApril 2011: 229 x 152: 209ppPb: 978-1-439-87323-6: £28.99eBook: 978-1-439-87324-3* For full contents and more information, visit: www.routledge.com/9781439873236

Companion WebsiteNew in Paperbacke-InspectionComplimentary Exam Copy

15GAMING AND GAMES DESIGN

Page 18: Gaming and games design catalogue 2014

Dummy text to keep placeholder2nd EditionUnity 4 FundamentalsThe Presidential Election Game, Second EditionGet Started at Making Games with UnitySteven J. Brams

The Presidential Election Game may change the way you thinkabout presidential elections and, for that matter, Americanpolitics in general. It is not filled with statistics about the votingbehavior of citizens, nor does it give detailed histories of pastcampaigns. Rather, it is an analytic treatment of strategy in therace for the presidency, from the primaries to the generalelection. Using modern game theory and decision theory, Bramsdemonstrates why certain campaign strategies are more effectivethan others and supports his analysis with historical evidence.

A K Peters/CRC Press

Alan Thorn, freelance programmer, author, and video gamedeveloper; founder of Wax Lyrical Games and the creator ofthe award-winning PC adventure game Baron Wittard:Nemesis of Ragnarok.The Unity engine is the tool of choice for many indie and AAAgame developers. Unity 4 Fundamentals gives readers a headstart on the road to game development by offering beginnersa comprehensive, step by step introduction to the latest Unity4 engine. The author takes a theory-to-practice approach todemonstrate what Unity 4 has to offer which includes assetmanagement tools, real-time lighting and lightmapping, particle

systems, navigation and pathfinding.November 2007: 224pp

Focal PressMarket: GamingNovember 2013: 248 x 235: 302ppPb: 978-0-415-82383-8: £26.99

Pb: 978-1-568-81348-6: £29.99eBook: 978-1-568-81523-7* For full contents and more information, visit: www.routledge.com/9781568813486

eBook: 978-0-203-54960-5* For full contents and more information, visit: www.routledge.com/9780415823838

TEXTBOOKDummy text to keep placeholderUnreal Game DevelopmentThe Routledge Companion to Video Game Studies

Ashish Amresh, Arizona State University, Mesa, USA andAlex Okita, Float Hybrid Entertainment, San Francisco,California, USAUsing Unreal Engine 3, the authors teach aspiring game makersthe fundamentals of designing a computer game. The onlyprerequisite is a basic working knowledge of computers and adesire to build an original game.This book mirrors the curriculumused at CampGame, a six week summer program organized forhigh school students at The New York University and ArizonaState University. Students enter with no prior knowledge ofgame making, and through the course of six intensive weeks,

they finish as teams of budding game developers.

Edited by Mark J.P. Wolf, Concordia University Wisconsin,USA and Bernard Perron, University of Montreal, CanadaSeries: Routledge CompanionsThe Routledge Companion to Video Game Studies, compiled bywell-known video game scholars Mark J. P. Wolf and BernardPerron, aims to address the ongoing theoretical andmethodological development of game studies. Through 60wide-reaching essays, the book offers explorations of videogames as both art form and cultural phenomenon, as well asassessing their political, social, and cultural dynamics, providingan overview of the present state of game studies that willundoubtedly prove invaluable to student, scholar, and designer

alike. A K Peters/CRC PressMarket: Computer Game DevelopmentAugust 2010: 191 x 235: 500pp

RoutledgeMarket: Video Game Studies

Pb: 978-1-568-81459-9: £43.99January 2014: 246x174: 544ppeBook: 978-1-439-87122-5Hb: 978-0-415-53332-4: £140.00* For full contents and more information, visit: www.routledge.com/9781568814599eBook: 978-0-203-11426-1

* For full contents and more information, visit: www.routledge.com/9780415533324

Dummy text to keep placeholder2nd Edition • TEXTBOOKVideo Games and Social CompetenceUnderstanding Video GamesRachel KowertThe Essential IntroductionSeries: Routledge Advances in Game StudiesSimon Egenfeldt-Nielsen, IT University of Copenhagen,

Denmark, Jonas Heide Smith, IT University of Copenhagen,Denmark and Susana Pajares Tosca, IT University ofCopenhagen, DenmarkFrom Pong to PlayStation 3 and beyond, Understanding VideoGames is the first general introduction to the exciting new fieldof video game studies. This textbook traces the history of videogames, introduces the major theories used to analyze gamessuch as ludology and narratology, reviews the economics of thegame industry, examines the aesthetics of game design, surveysthe broad range of game genres, explores player culture, andaddresses the major debates surrounding the medium, from

educational benefits to the effects of violence.

"Dr. Kowert’s book is an important investigation of how gaming impacts the socializationof players. This seminal work provides critical insights into this new medium and how itinfluences the way we interact on-line and in real-life." -- Christopher J. Ferguson, StetsonUniversity, USA

This book explores the potential impact of online video game involvement on socialcompetence outcomes, theoretically and empirically. Through empirical research, Kowertexamines the relationships between online video game involvement, social goals, andsocial skills and discusses the underlying mechanisms of these effects.

RoutledgeMarket: Vide Games/Media EffectsDecember 2014: 229 x 152: 248ppHb: 978-1-138-80426-5: £85.00eBook: 978-1-315-75313-3Extensively illustrated, Understanding Video Games is a comprehensive resource for learning

how video games are reshaping entertainment and society. The free companion websiteis at www.routledge.com/textbooks/9780415977210.

* For full contents and more information, visit: www.routledge.com/9781138804265

RoutledgeMarket: Video Game StudiesJuly 2012: 254 x 178: 336ppHb: 978-0-415-89696-2: £100.00Pb: 978-0-415-89697-9: £29.99eBook: 978-0-203-11677-7* For full contents and more information, visit: www.routledge.com/9780415896979

Browse online: www.focalpress.com/gaming www.crcpress.com

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Dummy text to keep placeholder2nd Edition • TEXTBOOKVirtual World DesignVideogames

Ann Latham CudworthThis book illustrates how the intertwining disciplines of 2Dgraphics, 3D models, lighting, sound, and storytelling cometogether by design in the creation of an accessible virtualenvironment for teaching, research, and entertainment. With200 illustrations and 12 step-by-step projects, the book delivershours of creative challenges for people working in public virtualworlds or on private grids. Using the modular componentsavailable for download on the author’s website, readers learnby building such things as a virtual classroom, an "all-access"terrain, and a sound-based game.

James Newman, Bath Spa University, UKIn the few decades since they first blipped their way ontotelevision screens, videogames have become one of the mostculturally, socially and economically significant media forms.Newman’s volume considers how we might approachvideogames as media texts to be read, experiences to be playedand played with, systems and simulations to be decoded andinterrogated, and performances to be captured, codified andpreserved.

RoutledgeMarket: Media Studies and New MediaNovember 2012: 234x156: 182ppHb: 978-0-415-66915-3: £70.00

A K Peters/CRC PressMarket: Computer GraphicsJuly 2014: 235 x 191: 405ppPb: 978-1-466-57961-3: £31.99eBook: 978-1-466-57966-8* For full contents and more information, visit: www.routledge.com/9781466579613Pb: 978-0-415-66916-0: £23.99

eBook: 978-0-203-14342-1Prev. Ed Pb: 978-0-415-28192-8* For full contents and more information, visit: www.routledge.com/9780415669160

Dummy text to keep placeholderDummy text to keep placeholderV-Ray My WayVintage Game ConsolesA Practical Designer's Guide to Creating Realistic Imagery Using V-Ray& 3ds Max

An Inside Look at Apple, Atari, Commodore, Nintendo, and the GreatestGaming Platforms of All Time

Lee Wylde, Dubai Project Control Group; AmericanUniversity of SharjahV-Ray: My Way caters to the design masses; Architects, GameDesigners, Engineers, Interior Designers, Vehicle Designers,Industrial Designers, and Photographers. V-Ray: My Way is apractical, hands-on designer’s guide to creating some of themost stunning computer generated images possible. Written

Bill Loguidice, Armchair Arcade, Inc., Burlington, New Jersey,USA and Matt Barton, Saint Cloud State University,Minnesota, USAVintage Game Consoles is an exploration and celebration of thefascinating and diverse history of videogame platforms; theconsoles, computers, handhelds, and arcade machines that havepowered the industry. This book features in-depth perspectiveson 20 great gaming platforms, with detailed accounts of theirhistory, examinations of their best games, comments fromdesigners, and a look at the fan communities still activelysupporting these systems today. For aspiring or veteran game

in a simplistic, easy to follow format, the publication highlights the author's streamlinedprocesses. V-Ray My Way exposes the key tools to use in order to produce imagery in aswift professional way. Additionally, this book shows how to create HDRI files used forlighting 3D scenes—an invaluable tool.

developers, retrogamers, game enthusiasts, or just people curious about the history ofvideogames, Vintage Game Consoles is 100% compatible.

Focal PressMarket: Architectural Rendering, Art, PhotographyMay 2014: 235 x 191: 210ppFocal PressPb: 978-0-415-70963-7: £39.99Market: Gaming Students, Gaming Professionals, Game EnthusiastseBook: 978-1-315-88544-5February 2014: 235 x 187: 368pp* For full contents and more information, visit: www.routledge.com/9780415709637Pb: 978-0-415-85600-3: £26.99

eBook: 978-0-203-72831-4* For full contents and more information, visit: www.routledge.com/9780415856003

2nd EditionDummy text to keep placeholderWinning Ways for Your Mathematical Plays, Volume4

Vintage GamesAn Insider Look at the History of Grand Theft Auto, Super Mario, andthe Most Influential Games of All Time Elwyn R. Berlekamp, John H. Conway and Richard K. Guy

A K Peters/CRC Press

Bill Loguidice, Armchair Arcade, Inc., Burlington, New Jersey,USA and Matt Barton, Saint Cloud State University,Minnesota, USAVintage Games explores the most influential videogames of alltime, including Super Mario Bros., Grand Theft Auto III, Doom,The Sims, and many more. Drawing on interviews as well as theauthors' own lifelong experience with videogames, the bookdiscusses each game's development, predecessors, criticalreception, and influence on the industry. It also featureshundreds of full-color screenshots and images, including rarephotos of game boxes and other materials.

March 2004: 224ppPb: 978-1-568-81144-4: £36.99* For full contents and more information, visit: www.routledge.com/9781568811444

Focal PressFebruary 2009: 234 x 190: 370ppPb: 978-0-240-81146-8: £23.99eBook: 978-0-080-88013-6* For full contents and more information, visit: www.routledge.com/9780240811468

Companion WebsiteNew in Paperbacke-InspectionComplimentary Exam Copy

17GAMING AND GAMES DESIGN

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Dummy text to keep placeholderWordplay and the Discourse of Video GamesAnalyzing Words, Design, and Play

Christopher A. Paul, Seattle University, USASeries: Routledge Studies in New Media and CybercultureIn this timely book, Christopher Paul analyzes how the wordswe use to talk about video games and the structures that areproduced within games shape a particular way of gaming byfocusing on how games create meaning, lead to identificationand division, persuade, and circulate ideas.

RoutledgeMarket: New Media/Video GamesFebruary 2013: 229 x 152: 220ppHb: 978-0-415-89306-0: £85.00Pb: 978-0-415-83499-5: £25.50eBook: 978-0-203-12403-1* For full contents and more information, visit: www.routledge.com/9780415834995

Browse online: www.focalpress.com/gaming www.crcpress.com

GAMING AND GAMES DESIGN18

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Sports Videogames ........................................................... 14Getting Started in 3D with Maya ................................... 8250 Indie Games You Must Play ..................................... 2Story and Simulations for Serious Games ............... 14Golden Age of Video Games, The ................................ 153D Automotive Modeling ................................................. 2

UGPU Pro 5 ................................................................................. 8Graphics Shaders .................................................................. 8

H

3D Game Environments .................................................... 23D Game Textures ................................................................ 23D Graphics for Game Programming ......................... 23ds Max Modeling for Games ......................................... 2

AUnderstanding Video Games ....................................... 16Unity 4 Fundamentals ..................................................... 16Unreal Game Development .......................................... 16

VHex Strategy ............................................................................ 9Holistic Game Development with Unity ..................... 9Holistic Mobile Game Development withUnity ........................................................................................... 9Honoring the Code .............................................................. 9

Architectural Rendering with 3ds Max andV-Ray .......................................................................................... 3Art of Game Design, Second Edition, The ................ 14 V-Ray My Way ...................................................................... 17

How to Cheat in 3ds Max 2014 ....................................... 9B

Video Games and Social Competence ..................... 16Videogames .......................................................................... 17Vintage Game Consoles .................................................. 17

How to Cheat in Adobe Flash CC ................................... 9How to Cheat in Maya 2014 ......................................... 10HTML5 Game Development from the Ground Up withConstruct 2 ............................................................................ 10

Basics of Game Design ....................................................... 3Blender Foundations ........................................................... 3

Vintage Games .................................................................... 17Virtual World Design ......................................................... 17

HTML5 Game Engines ...................................................... 10Blender Production .............................................................. 3WI

Building Imaginary Worlds .............................................. 3Buttonless ................................................................................ 3

CWinning Ways for Your Mathematical Plays, Volume4 ................................................................................................. 17Wordplay and the Discourse of VideoGames ..................................................................................... 18

Interactive Storytelling for Video Games .................. 10Introduction to Game Analysis .................................... 10Introduction to Game Physics with Box2D ............. 10iOS Game Programming with Xcode andCocos2d ................................................................................. 11

Cinematic Game Secrets for Creative Directors andProducers ................................................................................. 4Complete Guide to Blender Graphics, Second Edition,The ............................................................................................ 14

LComplete Guide to Game Audio, The ........................ 15Connection Games .............................................................. 4

Layout and Composition for Animation ................. 11Creating 3D Game Art for the iPhone withUnity ........................................................................................... 4 Lessons in Play ..................................................................... 11Creating Games .................................................................... 4 Level Design .......................................................................... 11Creating Games with Unity and Maya ....................... 4

MCulture of Digital Fighting Games, The .................... 15

D Making Great Games ....................................................... 11Mathematical Go ............................................................... 11

Design and Implementation of 3D GraphicsSystems ..................................................................................... 4

Multiplayer ............................................................................ 12

ODigital Art Masters: Volume 5 .......................................... 5Digital Creature Rigging .................................................... 5Digital Gaming Re-imagines the MiddleAges ............................................................................................ 5

On Numbers and Games ................................................ 12OpenGL Insights ................................................................. 12

Digital Mayhem 3D Landscape Techniques ............. 5PDigital Storytelling ............................................................... 5

Distributed Game Development .................................... 5Dots and Boxes Game, The ............................................ 15 Postmortems from Game Developer ......................... 12Dungeons and Desktops ................................................... 6 Presidential Election Game, Second Edition,

The ............................................................................................ 16E Producing Games .............................................................. 12

Professional Techniques for Video GameWriting .................................................................................... 12End-to-End Game Development ................................... 6

Essential Guide to Game Audio, The .......................... 15 Programming 2D Games ............................................... 13

F QFace It ........................................................................................ 6 Quests ..................................................................................... 13Fundamentals of Computer Graphics ........................ 6

RGRay Tracing from the Ground Up ................................ 13

Game AI Pro ............................................................................ 6 Real-Time Rendering, Third Edition ............................ 13Game Art Complete ............................................................. 6 Real-Time Shadows .......................................................... 13Game Audio Tutorial, The .............................................. 15 Real-World Flash Game Development ..................... 14Game Design .......................................................................... 7 Realistic Architectural Rendering with 3ds Max and

V-Ray ....................................................................................... 13Game Design Theory ........................................................... 7Game Design Workshop ................................................... 7 Rig it Right! Maya Animation Rigging

Concepts ................................................................................ 14Game Development for iOS with Unity3D ................ 7Game Development Tools ................................................ 7 Routledge Companion to Video Game Studies,

The ............................................................................................ 16Game Engine Architecture, Second Edition .............. 7Game Magic ........................................................................... 8

SGames As A Service .............................................................. 8Games, Puzzles, and Computation .............................. 8

Companion WebsiteNew in Paperbacke-InspectionComplimentary Exam Copy

19INDEX BY TITLE

Page 22: Gaming and games design catalogue 2014

Jones, Stewart ......................................................................... 53dtotal.Com, ........................................................................... 5

KAKelly, Charles ......................................................................... 13Ahearn, Luke ............................................................................ 2Kline, Daniel T. ........................................................................ 5Ahearn, Luke ............................................................................ 2Kowert, Rachel ..................................................................... 16Akenine-Mo�ller, Tomas ............................................... 13Kremers, Rudolf ................................................................... 11Albert, Michael .................................................................... 11Kuhlo, Markus ......................................................................... 3Amresh, Ashish ................................................................... 16

LAnsari, Marwan ...................................................................... 7

BLebowitz, Josiah ................................................................. 10

Bailey, Mike ............................................................................... 8 Loguidice, Bill ....................................................................... 17Barton, Matt ............................................................................. 6 Loguidice, Bill ....................................................................... 17Barton, Matt ............................................................................. 9

MBeckmann Wells, Patricia ................................................. 6Berlekamp, Elwyn .............................................................. 11Berlekamp, Elwyn R. ......................................................... 15 Marks, Aaron ......................................................................... 15Berlekamp, Elwyn R. ......................................................... 17 McCarthy, Michael ............................................................... 9Blain, John M. ....................................................................... 14 McDermott, Wes ................................................................... 4Brams, Steven J. .................................................................. 16 McGuire, Morgan .................................................................. 4Browne, Cameron ................................................................ 4 Miller, Carolyn Handler ...................................................... 5Browne, Cameron ................................................................ 9 Moore, Michael ...................................................................... 3Burgun, Keith .......................................................................... 7 Murray, Jeff W. ........................................................................ 7

C NCardoso, Jamie .................................................................... 13 Nagle, Dan ............................................................................. 10Clark, Oscar ............................................................................... 8 Newman, James ................................................................. 17Cohen, D ................................................................................. 12 Newman, Rich ........................................................................ 4Consalvo, Mia ....................................................................... 14

OConway, John H. ................................................................ 12Cozzi, Patrick ......................................................................... 12Cudworth, Ann .................................................................... 17 O'Hailey, Tina ........................................................................ 14

D Pde Byl, Penny ........................................................................... 9 Parberry, Ian .......................................................................... 10de Byl, Penny ........................................................................... 9 Paul, Christopher A. .......................................................... 18Despain, Wendy ................................................................. 12

QDike, Justin ............................................................................. 11Dillon, Roberto .................................................................... 10Dillon, Roberto .................................................................... 15 Quandt, Thorsten .............................................................. 12

E REgenfeldt-Nielsen, Simon ............................................. 16 Rabin, Steven .......................................................................... 6Eisemann, Elmar ................................................................. 13 Rigney, Ryan ............................................................................ 3Engel, Wolfgang .................................................................... 8 Rose, Mike ................................................................................. 2Evans, Duncan ........................................................................ 5 Roy, Kenny ............................................................................. 10

F SFernández-Vara, Clara ..................................................... 10 Schell, Jesse ........................................................................... 14Fields, Tim ................................................................................. 5 Shirley, Peter ............................................................................ 6Fullerton, Tracy ...................................................................... 7 Stevens, Richard ................................................................. 15

GSuffern, Kevin ....................................................................... 13

TGahan, Andrew ...................................................................... 2Gahan, Andrew ...................................................................... 2 Thorn, Alan ............................................................................ 16Gahan, Andrew ...................................................................... 6 Todd, Deborah ....................................................................... 7Georgenes, Chris ................................................................... 9

WGhertner, Ed .......................................................................... 11Gomes, Jonas de Miranda ............................................... 4Gregory, Jason ........................................................................ 7 Watkins, Adam ....................................................................... 4Griffith, Christopher .......................................................... 14 Watkins, Adam ....................................................................... 8Grossman, Austin ............................................................... 12 Wolf, Mark ............................................................................... 16

HWolf, Mark J.P. ......................................................................... 3Wylde, Lee .............................................................................. 17Wyman, Michael ................................................................. 11

Han, JungHyun ...................................................................... 2Harper, Todd ......................................................................... 15Hearn, Robert A. .................................................................... 8Hess, Roland ............................................................................ 3Hess, Roland ............................................................................ 3Horowitz, Steve ................................................................... 15Howard, Jeff ............................................................................. 8Howard, Jeff .......................................................................... 13

IIuppa, Nick ................................................................................ 6Iuppa, Nick ............................................................................. 14

J

Browse and order online:www.focalpress.com/gaming www.crcpress.com

INDEX BY AUTHOR20

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Taylor & Francis Group2 Park Square, Milton Park, Abingdon. Oxon. OX14 4RNTel: 02070176000 • Fax: 02071076699