Shadowman PC Strategy Guide


Book Description

The publishing of this guide is planned to coincide with the release of the highly anticipated PC game. Players will learn all the secrets and tactics necessary to come out the winner.




Forthcoming Books


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Official Shadow Man Strategy Guide


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Books In Print 2004-2005


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The Hobbit


Book Description

"Platforms: Nintendo GameCube, PC, PlayStation 2 computer entertainment system, Xbox"- -P. [4] of cover.




Divinity III: Heroes of the Glorious Stalinverse


Book Description

Not a dream... Not an alternate reality... This is the Valiant Universe of today... The world has gone red and Valiant's leading legends - Bloodshot, X-O Manowar and Shadowman - now stand at the forefront of the global Soviet war machine! Meanwhile, the conspiracy-smashing duo of Archer & Armstrong find themselves condemned as enemies of the state and sentenced to life in the deadliest prison known to man. Torn from the pages of DIVINITY III: STALINVERSE, come four essential tales chronicling the history that has reordered the Valiant Universe as we know it, from acclaimed writers Jeff Lemire, Joe Harris, Scott Bryan Wilson and Eliot Rahal and all-star artists Clayton Crain, CAFU, Robert Gill and Francis Portela. Collecting DIVINITY III: KOMANDAR BLOODSHOT #1, DIVINITY III: ARIC, SON OF THE REVOLUTION #1, DIVINITY III: SHADOWMAN AND THE BATTLE FOR NEW STALINGRAD #1, and DIVINITY III: ESCAPE FROM GULAG 396 #1.




20 Essential Games to Study


Book Description

The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs. Key Features An informative breakdown focusing on the design and gameplay of successful games Written to be useful for students or designers starting out in game development Books focused specifically on design are rare Perfect for students and professionals alike, or can be read for the nostalgia and history







IBM Power 520 Technical Overview


Book Description

This IBM Redpaper publication is a comprehensive guide covering the IBM Power 520 server, machine type model 8203-E4A. The goal of this paper is to introduce this innovative server that includes IBM System i and IBM System p and new hardware technologies. The major hardware offerings include: - The POWER6 processor, available at frequencies of 4.2 GHz and 4.7 GHz. - Specialized POWER6 DDR2 memory that provides greater bandwidth, capacity, and reliability. - The 1 Gb or 10 Gb Integrated Virtual Ethernet adapter that brings native hardware virtualization to this server. - EnergyScale technology that provides features such as power trending, power-saving, capping of power, and thermal measurement. - PowerVM virtualization technology. - Mainframe continuous availability brought to the entry server environment. This Redpaper expands the current set of IBM Power System documentation by providing a desktop reference that offers a detailed technical description of the Power 520 system. This Redpaper does not replace the latest marketing materials and tools. It is intended as an additional source of information that, together with existing sources, can be used to enhance your knowledge of IBM server solutions.




Game Design Deep Dive


Book Description

Game Design Deep Dive: Roguelikes examines the history and rise of the often-confusing roguelike genre. Despite being more than 30 years old, the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation, or having the game generate content, has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples, along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the award-winning Demon’s Souls and Dark Souls. Since then, roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work. The first of its kind talking about the roguelike genre Examines the design and methodology of roguelike games and the different variations A high-level discussion and breakdown of procedural and random content generation Joshua Bycer is a game design critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He is also a public speaker and presenter at schools and libraries on game design and game development.