Roberto Dillon – författare
2 504 kr
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965 kr
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820 kr
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1 143 kr
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The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field.
Key Features:
International experts share their research and experience in game development and design
Provides readers with inside perspectives on the cross-disciplinary aspects of the industry
Includes retrospective and forward-looking examinations of gaming
Editor:
Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.
1 143 kr
Läs direkt efter köp
The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field.
Key Features:
International experts share their research and experience in game development and design
Provides readers with inside perspectives on the cross-disciplinary aspects of the industry
Includes retrospective and forward-looking examinations of gaming
Editor:
Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.
970 kr
Läs direkt efter köp
This book explores the innovations, disruptions and changes that are required to adapt in a fast-evolving landscape due to the extraordinary circumstances triggered by the COVID-19 pandemic. Recognized experts from around the world share their research and professional experience on how the working environment, as well as the world around them, have changed due to the pandemic.
Chapters consider how different fields across technology and business have been affected by this new, dramatic scenario and the drastic consequences that the pandemic had on them. With diverse contributions stemming from public health, technology strategies, urban planning and sociology to sustainable management, this volume is articulated into four distinct but complementary sections of People, Process, Planet, and Prosperity influencing the post-COVID world.
This book will be of great interest to those in the fields of computer science and information technology, as well as those studying the impact and effects that COVID-19 is having on society.
970 kr
Läs direkt efter köp
This book explores the innovations, disruptions and changes that are required to adapt in a fast-evolving landscape due to the extraordinary circumstances triggered by the COVID-19 pandemic. Recognized experts from around the world share their research and professional experience on how the working environment, as well as the world around them, have changed due to the pandemic.
Chapters consider how different fields across technology and business have been affected by this new, dramatic scenario and the drastic consequences that the pandemic had on them. With diverse contributions stemming from public health, technology strategies, urban planning and sociology to sustainable management, this volume is articulated into four distinct but complementary sections of People, Process, Planet, and Prosperity influencing the post-COVID world.
This book will be of great interest to those in the fields of computer science and information technology, as well as those studying the impact and effects that COVID-19 is having on society.
2 504 kr
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The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile, will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first, simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR.using Google Cardboard.
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The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile, will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first, simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR.using Google Cardboard.
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