HWM


Book Description

Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews.




The Huron River


Book Description

A collection of prose and poetry that celebrates the river and our lives




Game Design Foundations


Book Description

Game Design Foundations, Second Edition covers how to design the game from the important opening sentence, the “One Pager” document, the Executive Summary and Game Proposal, the Character Document to the Game Design Document. The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers. The basics of programming, level designing, and film scriptwriting are explained by example. Each chapter has exercises to hone in on the newly learned designer skills that will display your work as a game designer and your knowledge in the game industry.







Shadow Games


Book Description

Madness is defined as extremely foolish behavior, a state of chaotic activity or simply being severely mentally ill. For Serina all of the above applied. It had been three years since her world was torn apart and it didn't look like it was going to get better any time soon. Her rage fueled massacres notoriously labeled her 'The Mad Princess' and she was avoided at all costs. This didn't faze her, she preferred her solitude. But with the disappearance of those close to her and the arrival of a new dark stranger, Serina finds herself starting to change. Finding that she's finally able to end the chapter on her past, Serina starts the next one with an uncertain future.







HWM


Book Description

Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews.




Game Time


Book Description

Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.




The Clay-worker


Book Description

"The log of the clay worker": v. 100, p. 188-193.




HWM


Book Description

Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews.