Game Design Books
Related Subjects: Designers Development Tools and Software
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Used price: $5.88

Ed Sertab, Associate Professor of 3D AnimationReview Date: 2005-06-20
Lots of mapping theory, no texture paintingReview Date: 2004-06-26
This book has a lot of theory on mapping, shaders, procedurals maps and so on. But no information on painting textures. If you are looking for a more theoretic reader on this subject rather than an artistic book, then it might be of use to you. As such I guess programmers would also benefit in part from it.
Good book, but not on texturingReview Date: 2006-12-10
In any case, I still recommend this book. All the materials it does cover it covers well. There are really nice color pictures throughout the book, which really helps given the topics.
One thing to note though is that after presenting some topic, the book generally tells you how to accomplish that in Max, Maya, and Lightwave. If you use one or more of those tools, then great, if not, then I think the discussion will still be useful, but obviously you'll get a little less out of it then those who do use those tools.
The One BookReview Date: 2005-10-20

Used price: $10.51

Great info, assumes you'll have supplementary material...Review Date: 2008-02-20
Typographic Design in the Digital Studio is an excellent teaching and learning resourceReview Date: 2007-07-17
ideal for classroom or aspiring designerReview Date: 2006-11-19
I got the workbook and companion dvd, too.
The adoption of this new text is top priority for my next meeting with my department head. Help is here for design teachers needing to merge type study into computer classes!
not just for specialistsReview Date: 2006-11-08
This book would be a great intro text for a type design or graphic design course, but also (and this is a real rarity) an excellent tool for working artists and writers and other professionals who need to do handsome presentations. To top it off, it's even suffused with a charming sense of humor.
I'm very happy to have found it.

Used price: $20.95

Downplay AI and just extract what you needReview Date: 2004-01-03
Ok, let us not try to get bogged down into semantics. The book does have many nice, state of the art (2004) methods for handling diverse problems arising in game coding. For example, the section on speech recognition is quite well done. The main thing to take away from that section is that you need to restrict the problem so that the range of possible user responses is limited. Which may not necessarily be what that author intended. But from your point of view of easier and more robust coding, this is the pragmatic way to use speech recognition.
Of course, an AI purist might argue that what I have just suggested is not really AI. I agree. I use the speech recognition as just one example. You may derive the greatest benefit from this book if you deprecate the AI aspect and just see what methods you can usefully cull. Always remember that true AI is really hard. You are writing games. NOT research. Leave that to others.
Another useful addition to the game developers shelfReview Date: 2004-01-24
AI Game Programming Wisdom 2 is structured very much the same as the first book in the series. The articles are broken into similar sections, with the addition of a new section on finite-state-machines and splitting the section on learning into two. Having already covered the A* algorithm, its various optimizations, and navigation meshes in the previous books those topics are virtually absent here (though they may be buried as a secondary topic in some of the path-finding articles). I thought that the series had exhausted discussion of finite-state machines, but the editors managed to include a couple of interesting articles. The demand for more realistic AI behavior in character-based games in growing. And while a full simulation of emotions and human characteristics is unteneable, at the moment, there are some interesting ideas in the Learning section of the book e.g. "Motivational Graphs: A New Architecture for Complex Behavior Simulation.".
I can't say that this book is indispensible from an implementation perspective. Most of the articles are simply too vague - though there are notable exceptions throughout the entire series of books. What I found most useful in these articles was that they stimulated thought and helped to generate discussion among the programmers and designers at work.
"Ok, let us not try to get bogged down into semantics?"Review Date: 2004-08-09
What else is wrong with this reviewer's reading/writing skills that contributed to their negative review of this book? If you can't write clearly...

Used price: $25.87

Western meets gothic game artReview Date: 2008-10-02
There is talk of a new game being created but nothing 100% at this time.
While playing this game I fell in love with the artwork which has a unique blend of Western, Gothic and a touch of Victorian.
Packed with 175 pages you will see the early development of an almost Lucky Luke cartoon western to this more contemporary dark design.
The books structure is as follows conceptual sketches, rough art, final art, this is performed with every character and then moves into environments and vehicles.
There are no in game screen shots, no cg images only beautiful hand drawn and hand rendered artwork.
This is a great book for someone into building their skills in character development or just using this as a reference book.
It's a shame this game didn't get the attention it deserved, I am amazed this book was even available.
If you like the game you will love this book, if you are a 3D modeller you will use this as a great resource.
A Must-Have for Fans of Video Game ArtReview Date: 2007-08-06
5 Star Drawing Referance !!!!Review Date: 2007-07-01

Used price: $47.04

GREAT FOR ARTISTS OR THOSE INTERESTED IN GAME DESIGNReview Date: 2008-08-26
A Guided Tour Through Video Game HistoryReview Date: 2006-08-17
This book isn't so much instructional as it is inspirational. I don't think you can read (or skim) through this book without getting some new, fresh, ideas of characters for your own game.
entrancing imagesReview Date: 2005-08-12
At a higher level, Hartas strives to convince you that designing attractive game characters rises to the level of art. The word art is used in two closely related, but distinct senses, in the book. One is art as in "art or science". Hartas describes the making of a successful character as having more intangibles than just splicing together polygons and splashing a colour map overlay on the resultant shape.
But the other sense of art that seems to be conveyed in the book is as in "art or craft". That the level of aethetics might be original enough to warrant the character as fine art.

Used price: $23.00

Good Way to Get StartedReview Date: 2006-03-27
The book uses, and supplies a copy on the CD-ROM, Game Maker software. This is a 2D game development system that allows for the creation of games without requiring programming. Building a game, hoever, is not unlike programming. You have to define what the characters look like, you have to define what they can do. You are doing a lot of the same logic that programming requires.
Perhaps your little game player can be made into a game maker. And just possibly he or she will learn something about computers while they are developing their own game. Possibly this will give them an introduction into what they want to do later in life, not necessarily design games, but almost any task in the computer industry.
I know of no other books that take this approach, and I like it.
Good starting book to learn GameMakerReview Date: 2007-08-06
Excellent BookReview Date: 2006-03-23
Easy to follow, my 10 and 14 year olds are using this book and having a great time. It is has step by step instructions. They are having fun designing and creating their own game.
No prior experience necessary.
I hope that more books like this are in the works.

Overall a worthwhile addition to your game development literature libraryReview Date: 2007-11-17
I think the overall point of the book is to take more into account when designing characters. There are reasons behind every decision you make in anything you do. This book helps to uncover some of the psychology behind characters and their interactions.
With all of this in mind, I would have to say that I don't feel this book's $50 pricetag is completely justified by what I got out of it. The information for me wasn't completely eye-opening; and there's nothing that specifically sticks to mind after having read it that would change my approach to characters a whole lot(other than perhaps their interactions).
The dvd included with the book adds very little to the subject matter; it is nothing but a bunch of low-quality cutscenes from video games. I expected the dvd to have interviews, supplemental reading material, or at least the author commenting on the cutscenes chosen. Unfortunately none of that is included.
The quality of the book physically is very high; it is printed on extremely high quality paper(thermal paper I'm guessing) which seems like it would be very resistant to stains or water damage.
Overall this book is a worthy read. If the price was closer to the $25 mark or the dvd included more worthwhile material I would definitely rate it a lot higher.
The Frontier of Game Design Review Date: 2006-07-05
Not fair!Review Date: 2006-03-10
My prediction is that this text will greatly add to what game developers need to know to incorporate better social intelligence into the NPCs of the next generation of games. In my view, this knowledge is urgently needed in this industry!

Used price: $21.15

Quite interesting readingReview Date: 2005-09-20
knoledge is the first step.Review Date: 2006-02-24
Build and Detail Model Cars Like a Pro, by Terry JesseeReview Date: 2006-04-25
While primarily aimed at 1/24- 1/25 plastic kit construction, Build and Detail Like a Pro details techniques that apply to all model car building, including die-cast and resin/multimedia model cars.
I highly recommend this book, becase it is absolutely filled with great tips for building miniature cars. I have read this book at least five times and always find something new to use in my own projects. Having built model cars for over 30 years I wish that I would have had a resource book like this long ago.

Used price: $23.88

Different, VERY differentReview Date: 1999-06-07
ProfitReview Date: 1999-04-02
Very good, writer is a hands on builder.Review Date: 2001-12-11

Used price: $2.68

Stunning images demonstrate the dramatic changes in art due to digital technologyReview Date: 2006-12-20
*) MarcelBarthel
*) Adam Benton
*) Bernard Dumaine
*) Matt Hansel
*) David Ho
*) Michael Komarck
*) Vod Land
*) James Lee
*) Elizabeth Leggett
*) Duncan Long
*) Ron Miller
*) Socar Myles
*) Tina Oloyede
*) John Picacio
*) Kees Robol
*) Chuck Siebuhr
*) Andy Simmons
*) Audre Vysniauskas
*) Thomas Weiss
*) Christina Yoder
*) Marcin Zemczak
The images are absolutely stunning; I was particularly impressed with some of those with a fantasy/science fiction theme. There have been a few dramatic changes in art since the first cave paintings, but in my mind the greatest of all has been the advent of digital technology. By allowing the artist to truly let their imagination run wild and make an image of what is in their mind, digital technology allows them to create works that simply were not possible only a few years ago.
Almost, but not quite...Review Date: 2006-04-19
The quality of the art within varies greatly, from amazing renders to painting-like portraits to amateur landscapes with figures that look like they were cut and pasted in. My personal favourite is the work of David Ho. The dark and gloomy scenes he portrays in pieces such as "Nature Versus Nurture" and "Man Created God" are among the most striking, well-made and memorable works in the entire book.
Overall not bad, but not enough to get the point across. There are many other sites all over the internet which do a much better job at showcasing the phenomenon of digital art, and for free too.
Digital Art - The New MediaReview Date: 2004-09-03
Related Subjects: Designers Development Tools and Software
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The book fills two vital needs. Not only will you learn to use the color and lighting tools in your program, but if you need to get up to speed on the other software packages that are covered, this book is the answer. The book covers Maya, 3D Studio Max and Lightwave!
If you work for various clients you will find this is a great reference to help get going regardless of software used in most of the production studios you would encounter. If you are a student or have just graduated, this is a wonderful tool to keep handy and help convert from one package to another, fast. There is just enough background or theory to let you understand what you are doing with the tools, as well as actual useful examples that reinforce the instructions in the book. But, wait, that is not enough, what I really appreciate, is that Mr. Summers actually talks about the "Gotchas" and traps that seem to be inherent in all 3D packages. These are the little undocumented software "features" that usually take hours or days of experimentation, e-mails to colleagues, or digging through the underbelly of the internet, to uncover or understand.
Now two things that bother me about the book, and hence the four stars instead of five, are the name of the book and the errors found in it. Now, the errors are all minor and I never found an error that was so bad as to make a lesson unusable (like I have found in so many other books and online tutorials), but I would believe that by now publishers should be able to find good technical editors. Which leads me to the title.
The title just does not do justice to the material. There is so much more in the book then just texturing. I find the book more of a good instructional manual or reference for color and lighting in general. For example, in one lesson Mr. Summers covers not only how to use and make layered textures, but also how to create and control displacement maps and backgrounds, without being overwhelming, dryly technical, or worse, confusingly abbreviated, like so many online tutorials.
The book is not a guide on how to paint textures, there are plenty of... well I call them "efforts" to cover that arena. I suggest you find a way to carefully review those books if that is what you are after. Instead, Mr. Summers has provided a way to form that mental map of the software that will allow you to use it or learn it effectively. In today's fast paced job market and in the everchanging academic environment, this could be the edge you need to succeed.