Welcome to our guide to publications related to designing, building and
marketing online games.
Look
for more books on this topic
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Mobile
Games: Creating Business with Nokia N-Gage
Mobile Games: Creating Business with Nokia N-Gage is a story about a
beginning. It reveals the secrets behind the revolutionary vision of Nokia
and its enthusiasm to create a new generation of mobile, connected games.
These games are far from ordinary - pervasiveness, ubiquitous access and
the other unique characteristics of mobility facilitate the birth of a new
era. It's gaming anytime, anywhere.
Jouni Paavilainen
Format: Paperback, 164pp
Publisher: New Riders Games
Published: September 2003 |
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Game
Developer's Market Guide
The first comprehensive guide for everyone in the game development
industry - from artists, writers, and designers to programmers, producers,
and executives. This one-stop guide covers all aspects of the game
development industry. If you’re looking for schools with a game
development curriculum, they’re in here. If you’re already working in
the industry and want to make a career move, check out the listing of game
development companies and what they look for in employees. If you’re
interested in freelancing, that’s covered too.
Bob Bates
Format: Other Format, 300pp
Publisher: Premier Press
Published: August 2003 |
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Sams Teach
Yourself Game Programming in 24 Hours
Sams Teach Yourself Game Programming in 24 Hours demystifies game
programming by providing clear, practical lessons using C/C++, the
industry standard in game programming. The book focuses on the Windows API
to construct games for the Windows platform and discusses game theory,
including double-buffered graphics, sprite animation, and digitized sound
effects and music. A fully functional game engine provides readers with
the ability to create their own future games.
Michael Morrison
Format: Paperback, 488pp.
Publisher: Pearson Education
Published: October 2002 |
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Wireless Game Development
in C/C++ with BREW
Designed for game programmers interested in developing mobile phone
applications, this book uses QUALCOMM's BREW development environment to
illustrate a variety of techniques in the field of wireless phone games.
Ralph Barbagallo
Format: Paperback, 650pp.
Publisher: Wordware Publishing, Inc.
Published: February 2003 |
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Awesome
Game Creation: No Programming Required with CD-ROM
Awesome Game Creation: No Programming Required,
Second Edition teaches aspiring game developers how to create
their own computer games without programming skills, and provides an
in-depth understanding of how the game design process works. Using
hands-on tutorials and "drag-and-drop" game engines, readers
learn to make and modify their own interactive 2D and 3D computer games,
create models, and modify existing games. The book uses development tools
like The Games Factory, The PIE 3D Game Creation System, gmax, 3D
GameMaker, Milkshape 3D, GameMaker, and other cutting-edge software.
Luke Ahearn, Clayton Crooks
Format: Paperback, 2nd ed., 601pp.
Publisher: Charles River Media
Published: June 2002
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Game
Programming All in One
When combined with Visual C++, Game
Programming All in One provides everything you need to get
started as a game developer. Divided into increasingly advanced sections,
it covers the most important elements of game development. Less
experienced developers can start with the basics of C++ programming and
can test their skills by developing two simple text games. After that,
you're ready to move on to Windows programming and the main components of
DirectX: DirectX Graphics, DirectSound, and Directlnput. Enhance your game
design skills as you build a game library that you will use throughout the
remainder of the book. The final sections cover advanced programming
topics including mathematics, physics, and artificial intelligence. Put
your new skills to the test as you conclude by building a full game.
Bruno M. de Sousa
Format: Paperback, 952pp.
Publisher: Premier Press
Published: January 2002 |
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Physics for
Game Developers
Colliding billiard balls. Missile trajectories. Cornering dynamics
in speeding cars. By applying the laws of physics, you can realistically
model nearly everything in games that bounces around, flies, rolls,
slides, or isn't sitting still, to create compelling, believable content
for computer games, simulations, and animation. Physics for Game
Developers serves as the starting point for those who want to enrich games
with physics-based realism.
David M. M. Bourg, Robert Denn
Format: Paperback, 1st ed., 456pp.
Publisher: O'Reilly & Associates
Published: November 2001
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The Game
Design: The Art and Business of Creating Games
You'll find quite a few books on screenwriting (and getting your
scripts sold). Well, there's a creative business that's twice as big as
the movies, but books on breaking into that business are surprisingly
scarce. It's the game development business. We're pleased to have an
excellent book to recommend at long last: The Art & Business of
Creating Games by Bob Bates.
Bob Bates, Andre Lamothe
Format: Paperback, 336pp.
Publisher: Premier Press
Published: April 2001
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3D Game
Engine Design: A Practical Approach to Real-Time Computer Graphics
3D Game Engine Design is the first book to go beyond basic
descriptions of algorithms and accurately demonstrate the complex
engineering process required to design and build a real-time graphics
engine to support physical realism. Faster algorithms will always win out
over faster processors and assembly-language optimization techniques.
Implementing those algorithms, however, can be a challenge for even
experienced programmers.
David H. Eberly
Format: Hardcover, 1st ed., 561pp.
Publisher: Morgan Kaufmann Publishers
Published: September 2000
Book & CD ROM
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Designing
3D Games That Sell!
Aspiring game developers want to know how to develop a game that
will “really” get published. They want step-by-step instructions on
how to design and develop a saleable game, and that’s what they’ll
find within the pages of this book. No vague definitions or pages of
sample code are included, just actual hands-on techniques for designing
and developing a publishable game with real game development tools.
Luke Ahearn
Format: Paperback, 406pp.
Publisher: Charles River Media
Published: July 2000
Paperback with CD
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Game Design
Theory and Practice
One of the most important but least discussed elements of a computer
game is the gameplay that makes a game compelling and entertaining. Game
Design: Theory & Practice focuses on this elusive topic and how you
can ensure your title has the best gameplay possible. Richard Rouse
discusses in detail key game design topics including game balancing,
storytelling, non-linearity, player motivations, input/output, artificial
intelligence, level design, and playtesting. This book delves into the
entire breadth of interactive games, covering computer, console, and
arcade titles, and spanning a variety of gaming genres including strategy,
adventure, simulation, action, role-playing, sports, and wargames.
Richard Rouse, Steve Ogden
Format: Paperback, 2nd ed., 608pp.
Publisher: Wordware Publishing, Inc.
Published: January 2000
Book & CD-ROM
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Advanced AI
Game Development with CD-ROM
Mark Collins
Format: Paperback, 500pp.
Publisher: Wordware Publishing, Inc.
Published: July 2002
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