Game Design Books
Related Subjects: Designers Development Tools and Software
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Used price: $21.50

As well thought out as a AAA gameReview Date: 2007-09-18
It's English - NOT Computer ScienceReview Date: 2008-04-15

Used price: $15.95

A great systematic overviewReview Date: 2008-04-29
A must have for training managers and learning system developper...
Development?Review Date: 2008-04-20
If you expected to learn something from this book, just move on to another one.

Used price: $23.98

Worst book I ever seenReview Date: 2005-06-14
Chapter 1: Programming Tools
Talked about GDI+ class Hierarchy and writes one program which displays "Welcome, GDI+!" and also talked about programming in C++ and C#.
Chapter 2: Using GDI+ to construct vector Images. This has about 3 programs Clock and Bezier Curves. Clock looks beautiful, but rest of it garbage.
Chapter 3: Working with output Devices and using Metafiles. There is nothing in this chapter which I conceder that I have learned something.
Chapter 4: Implementing 3D Transformation using software: I was expecting the author will cover solid objects, but there are only wire frames objects and they are absolutely none impressive.
Chapter 5: Operations with Bitmaps and Graphics in GDI+:
Page 138 Fig 5.5 C# demonstration program. I have not seen such a worst program yet. Second program: Output of a bitmap with additional alpha overlay,
Third program: Outputting inverse graphics using .NET (It did not work on my computer)
Chapter 6: Viewing and editing bitmap images: Talk about brightness of an image and filters. And GDI+ is finished.
Now Directx 2 chapters: They are not worth looking.
Do not waste you money on this book.
Excellent book for beginners and middle level programmersReview Date: 2005-07-19
Two subject areas are distinguished in this book: the one addressing GDI+ utilization issues and the other describing DirectX usage. Generally speaking, these subjects are not tightly coupled, so it would have been better to have separate books on each graphic library (perhaps it might be already in authors' plans).
The first part describing GDI+ utilization covers the following topics:
Library review: class hierarchy, usage of GDI+ on various platforms, usage of GDI+ when programming on API-functions, etc;
Vector graphic programming: brushes, feathers, etc, primitives, Bezier splines, use of metafiles, 3D-graphics (for example, for drawing of various surfaces);
Raster graphic programming: loading and saving of images in various formats, transparency usage, image analysis with the use of histograms, diversified transformations (for example, brightness, contrast, blur and sharpness filters, trace contours and creation of effects like emboss, development of multithread applications with the MDI interface.
The second part is running on DirectX, it describes both use of unmanaged code (I.e. C++ is utilized as a programming language) and managed one (C# is utilized). Examples show how DirectX initialization is performed, what is transformation matrix and how it is used, the ways to use primitives, vertex buffers, textures and meshes, how to use various effects (for example, fog) etc. Besides, several pages can be considered an introduction to pixel and vertex shaders.
The appendix describes mathematical basics of spline building, plane and 3D transformations.
A CD is provided with the book. The CD comprises source code of all programs and some test images utilized in the book.
C# or C++ programming skills are required to understand the given examples.
I believe this is an excellent book for beginners and middle level programmers, but it also covers some pro technique. I have learnt a lot of useful things from the book, for example, with minor modifications I used the method of brightness and contrast correction (explained in chapter 6) for automatic adjustment of quality of images from a video capture card, and use of noise reduction filter improves compression of video sequences via MPEG algorithms.
No doubt the book is a good introduction to graphic programming on the .NET Framework and Windows platforms.
I would recommend students and developers studying basics of graphic programming read this book. The book gives an insight into a wide range of issues related to the subject and in general helps to start implementing practical graphic programming tasks.
Ralf Karlson, university lecturer.

Used price: $3.25

Good bookReview Date: 2008-01-19
Authentic turn-of-the century Mission DesignsReview Date: 2007-01-05
For what's here, it's worth the price.

Used price: $2.94

At the intersection of game culture, pop culture and society's consciousness.Review Date: 2007-12-27
Good-for-nothing. DON'T BUY IT!!!!Review Date: 2007-01-11
Good-for-nothing.
It not contais graphics!!!!!
Only photos of some game console and repetitive needless things.
Paper to the wind.
Now I understood why is not possible to view the inner pages as preview.
Money for nothing.
PLEASE DON'T BUY IT!!!!!
ANYWAY

Used price: $4.00

Good Projects Very Bad InstructionsReview Date: 2003-08-21
The projects really are appealing to do, at least most of them are. As a person who is totally willing to read a tutorial book from cover to cover, I was really disappointed. Right from the start there were glaring omissions from one step to the next.
In chapter 5 there was a heading titled "Adding Gradient Mesh Effects to the Petals" for a section about drawing the outlines of Egyptian characters. But, honestly, that was the least of the problems. Further, I felt the book lacked good technique. The first project has you create an hourglass. Instead of making the whole hourglass and then rotating the whole thing 15 degrees or so, each separate item was draw at an angle which made scaling and sizing the separate pieces much harder than necessary.
This book feels like it was proofread merely for typos while no effort was made to check the usability of the instructions.
I'm a fairly advanced Illustrator user and there were several times where I had to re-read a section several times and then throw up my hands and just do it my own way.
This is a good book for someone who just wants some artistic inspiration but doesn't much care about reading the instructions. If you browse the book, you will probably pick up a trick or tip or two, but don't expect any revelations. For [money amount]you can do better.
A very good training Illustrator book! (4 stars)Review Date: 2002-12-25
I was really impressed by the type of projects you learn and some of the things you create are really stylish and cool!
I highly recommend this book but for those with at least some knowledge of Photoshop. This book is intended for the intermediate level. For instance, in the first project, you will need to make ruler guides and rotate the guide to an angle. Also, you will be dwelving into meshing and blending colors. This is not a beginner book to explain what meshing and blending is about.
So, if you are a beginner, check out the Illustrator 10 bible. Then with a bit of knowledge you can dwelve into this book because you will be making really awesome things with this book.
As for the book, it is easy to follow but it really asks a lot from you especially if you are good using the pen tool. I've used Illustrator for years and to this day, I'm not good with the pen tool. So, for this book on certain projects which asked to make something with the pen, I switched to the pencil tool, used a Wacom pen on my tablet and drew it (if you have good control with your mouse, use a mouse)
Otherwise, it's a really good book. The type of projects are very glamorous and stylish compared to other Illustrator books with projects/training.
Check it out!

Used price: $34.27

Frustrating for a Teaching BookReview Date: 2008-06-02
Learning 3dsMax Review Date: 2008-04-07

Used price: $30.72

Not bad, but still have space to improveReview Date: 2007-01-07
sincerely Yours.
Roger Ma
Alias StudioTools 13Review Date: 2006-11-05

Used price: $11.92

Huh?Review Date: 2004-01-23
Great revision to this classic bookReview Date: 2003-11-06

Used price: $13.95

A Fun and Interesting Approach to Simulation From the Ground and UpReview Date: 2007-02-27
involved in using simulation as a part of computer applications and
games. Its content is both conceptual and practical. Conceptually, it
provides extended discussions of some of the theory that might be involved
in simulation design. The theory in part relates to literary and
sociological approaches to cultural criticism, so if you do not do much
reading in this area, you will find the language fairly strange. The
vocabulary goes beyond anything you'll ever find in a standard book on
programming (iconic logic, hermeneutics, phenomenology, and so on). On
a practical level the book provides several MS Studio projects that put
the concepts to use. In most of the chapters it provides extended
discussions of C++ and DirectX, and in this respect it is helpful to
beginning programmers. The last chapter includes a C# project that can
be used for testing games. The testing theory is supported by software
included with SmartDraw.
One of the games included with the book is called Gold Finder. It is a
good start if you want to create a 3-D game. It is complete, so you
can play it and then start modifying it. It includes a 3-D model of a
man. You control the model as it walks around a world and searches for
gold. The book provides a 2-D simulation that shows how a big
retail store can wipe out local economies. If you do not like criticism
of the way corporations do this sort of thing, then you will probably
not like this chapter. The authors don't try to force anything on you,
however. The book also includes a 2-D simulation of a forest fire. The
best thing to do is start with these projects and remake them for
yourself. The authors try to discuss the software in both theoretical
and practical terms so that you can work with it to conceptualize what
you are doing while programming. There are software packages you can
buy to do this sort of thing, but through this approach, you get a chance
to build programs from scratch using Direct X , C++, and C#.
Don't buy this bookReview Date: 2006-04-26
Even simple ideas and concepts are presented in an unfocused, hand-waving style. The (vague) signal has a hard time penetrating the noise.
The few things the authors have to say has already been said before and better by other authors.
Related Subjects: Designers Development Tools and Software
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Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth keeps the book extremely consistent between the three of them, so well in fact that you won't realize when another author took over.
The book is broken up into 3 chapters; the first begins with a brief history in video games and takes you through the genres, styles and popular game mechanics used today, which are broken up with practical case studies.
The second chapter then moves unto elaborating on what you previously learnt and applying it to the real world. Everything from creating a game design document to gathering inspiration for concept art, level design and actually taking you through the process of creating a low poly solider from concept to completion. However keep in mind most of the topics are just the fundamentals to get you going, and rarely spans more than two pages since there's so much to cover, but it's all well written and flows like a gentle summer breeze. The third chapter then takes you through the pitching process, prototyping and a discussion on industry standard tools.
All in all it was a great book to read and money well spent, I've learnt quite a bit, and the only topics I wished they covered more was some programming and asset management, but as it stands the book still makes a great reference and resource.
Would I recommend it? Absolutely! Especially if you're a bit fuzzy on the process of taking a game from idea to prototype and beyond. Here's hoping for a 2nd edition expanding into more advanced discussions.