Book Description
Presents information about video games, including their history and how they are designed and constructed.
Author : Heather Adamson
Publisher : Momentum
Page : 0 pages
File Size : 21,1 MB
Release : 2016
Category : Illustrated books
ISBN : 9781634074629
Presents information about video games, including their history and how they are designed and constructed.
Author : Ralph H. Baer
Publisher :
Page : 292 pages
File Size : 47,35 MB
Release : 2005
Category : Games & Activities
ISBN :
Author : Mary Kay Carson
Publisher : Enslow Publishing, LLC
Page : 14 pages
File Size : 17,14 MB
Release : 2012-01-01
Category : Juvenile Nonfiction
ISBN : 0766044203
There are few kids who don't enjoy home video games, but do they know who invented the first one? Readers learn about Ralph Baer's life and the first home video games ever made. Readers will invent their own game, too.
Author : Jonathan Hennessey
Publisher : National Geographic Books
Page : 0 pages
File Size : 38,79 MB
Release : 2017-10-03
Category : Comics & Graphic Novels
ISBN : 0399578900
A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.
Author : Edwin Brit Wyckoff
Publisher : Enslow Publishing, LLC
Page : 38 pages
File Size : 31,89 MB
Release : 2010-01-01
Category : Juvenile Nonfiction
ISBN : 9780766034501
"Read about Ralph Baer and find out how he invented the first video games"--Provided by publisher.
Author : Marcel Souza
Publisher : GAVEA LAB
Page : 95 pages
File Size : 35,79 MB
Release :
Category : Business & Economics
ISBN :
Unlock the door to financial success with "CREATING INCOME THROUGH VIDEO GAME PLAY" This extraordinary guide reveals the lucrative world of gaming and how you can turn your passion into a profitable venture. Imagine turning your gaming skills into a legitimate income source. This book is your ultimate roadmap to understanding the strategies and opportunities that await in the gaming industry. Inside these pages, you'll discover how to harness your gaming prowess to earn real money. From competitive eSports to streaming platforms, this guide will show you how to navigate the diverse avenues available for gamers to monetize their talents. Envision a future where you're not only having fun but also building your wealth through your favorite pastime. This book provides you with the insights and knowledge needed to strategically position yourself in the gaming world. Picture yourself as a successful gamer who not only dominates the virtual battlefield but also reaps the rewards in the form of actual income. This book equips you with the tools to understand the gaming landscape and make savvy decisions that can lead to financial gains. Whether you're a casual gamer or a dedicated enthusiast, "CREATING INCOME THROUGH VIDEO GAME PLAY" is your gateway to turning your passion into profit. Let this book be your guide as you embark on an exciting journey to earn money doing what you love most.
Author : Warren Davis
Publisher : Santa Monica Press
Page : 236 pages
File Size : 44,81 MB
Release : 2022-01-11
Category : Games & Activities
ISBN : 1595807853
Creating Q*bert and Other Classic Video Arcade Games takes you inside the video arcade game industry during the classic decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including Joust 2, Mortal Kombat, NBA Jam, and Revolution X. In a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams/Bally/Midway, and Premiere. Likewise, the talented artists, designers, creators, and programmers Davis has collaborated with over the years reads like a who’s who of video gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave Thiel, John Newcomer, George Petro, Jack Haegar, and Dennis Nordman, among many others. The impact Davis has had on the video arcade game industry is deep and varied. At Williams, Davis created and maintained the revolutionary digitizing system that allowed actors and other photo-realistic imagery to be utilized in such games as Mortal Kombat, T2, and NBA Jam. When Davis worked on the fabled Us vs. Them, it was the first time a video game integrated a live action story with arcade-style graphics. On the one-of-a-kind Exterminator, Davis developed a brand new video game hardware system, and created a unique joystick that sensed both omni-directional movement and rotation, a first at that time. For Revolution X, he created a display system that simulated a pseudo-3D environment on 2D hardware, as well as a tool for artists that facilitated the building of virtual worlds and the seamless integration of the artist’s work into game code. Whether you’re looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960s computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis’s memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period.
Author : Stephen van Dulken
Publisher : NYU Press
Page : 260 pages
File Size : 22,11 MB
Release : 2002-05
Category : History
ISBN : 9780814788127
It's the perfect gift book for every inventor and tinker in your life!"Remarkable . . . get the book for yourself. It'll hold you for many hours." (Wall Street Journal)"A fascinating compendium for trivia seekers." (Publishers Weekly)>"Highly entertaining . . . " (Boston Globe)
Author : Austin Onwudachi
Publisher : Chikosolutions
Page : 17 pages
File Size : 49,10 MB
Release : 2020-04-18
Category : Education
ISBN :
In this ebook, The Foundation For Creating Video Games you will learn how to create your very own video game. Brainstorming ideas, story design, principals of game design, picking a genre, such as adventure or RPG, and decide which platform you want your game to be on, like PC or mobile. Then, write out a preliminary design for the idea of your game, with a few core concepts and corresponding key features.
Author : Mark J. P. Wolf
Publisher : University of Texas Press
Page : 228 pages
File Size : 34,89 MB
Release : 2010-07-22
Category : Games & Activities
ISBN : 0292786646
Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.