Andrews McMeel Publishing
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Andrews McMeel Publishing
177 kr
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År 2015 slog Carl Déman igenom över en natt med sin imitation av Johan Falk, och sedan dess har nästan elva miljoner personer streamat hans hitlåt Vafan på Spotify. Idag lever han på sin musik och humor och är en populär profil på sociala medier. Han är även en del av humorgruppen JLC som har nästan en halv miljon följare på Youtube. Men bakom Carls framgångar finns ett mörker. Under flera år led han av ett svårt spelberoende som gjorde livet till ett helvete. Naket och ärligt berättar Carl sin historia om hur spelandet gick från ett oskyldigt nöje till ett allvarligt missbruk som fyllde livet med ångest och lögner. Ett missbruk där han till slut inte bara satsade pengar, utan också relationer, hälsa och jobb.
Med livet som insats är berättelsen om att leva med en beroendesjukdom och vägen ut ur den.
CARL DÉMAN (f.1992) slog igenom över en natt med sin imitation av Johan Falk, och sedan dess har nästan elva miljonerpersoner streamat hans hitlåt Vafan på Spotify. Idag lever han på sin musikoch humor och är en populär profil på sociala medier.
HELÉN BJURBERG(f. 1974), är frilansjournalist och författare och har bland annat tidigare utkommit medAnders Bagges Mitt liv och mina hundar.
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Andrews McMeel Publishing
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Andrews McMeel Publishing
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Pearson Education
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Running Press
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This book is for the photographer who strives to achieve a higher level of results in their work. Take Your Photography to the Next Level is based on a series of essays originally featured on the popular Luminous Landscape website. Barr tackles some of the rarely discussed, yet essential aspects of successful photography. Here is where photographers will learn what is required in order to grow in their creativity and to gain a deeper understanding of their craft.
With a foreward by Michael Reichmann.
Topics include:
CreativityDealing with disappointmentDeveloping an "eye"Making stronger imagesWhat photographs wellWhere to go looking for the best photographic subjectsHow to approach subject materialA great image is just around the cornerDealing with failureMind gamesBecoming a self-aware photographerFraming, cropping, & manipulating prints to create mood and transmit your message425 kr
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Learn C# programming from scratch using the all-new Unity 6 as a fun and accessible entry point with this updated edition of the bestselling seriesFree with your book: DRM-free PDF version + access to Packt''s next-gen Reader*
Key Features
Build a strong foundation in programming concepts and the C# languageBecome confident in the fundamentals and features of Unity in line with Unity 6Create a playable game prototype in Unity―a working first-person shooter game prototypeBook Description
It''s the ability to write custom C# scripts for behaviors and game mechanics that really takes Unity the extra mile. That''s where this book will help you as a new programmer!Harrison Ferrone, in this eighth edition of the bestselling series, will take you through the core concepts of programming and the C# language from scratch, while building an engaging and playable game prototype in Unity 6.You’ll get to grips with the fundamentals of object-oriented programming (OOP) and the Unity engine with lots of code samples, exercises, and tips to go beyond the book with your work. You’ll write C# scripts for simple game mechanics, perform procedural programming, request live data from the web, and add complexity to your games by introducing intelligent enemies and damage-dealing projectiles. You’ll also explore the underlying mechanics of Unity game development, including game design, lighting basics, player movement, camera controls, collisions, and more, with every passing chapter.Note: The screenshots in the book display the Unity Editor in full-screen mode for a comprehensive view. You can easily reference color versions of images by downloading them from the GitHub repository or the graphics bundle linked in the book.*Email sign-up and proof of purchase requiredWhat you will learn
Master programming fundamentals by breaking them into simple, digestible partsUnderstand OOP concepts through clear explanations of C# code samplesFollow simple steps and examples to create and implement C# scripts in Unity 6Divide your code into pluggable building blocks using interfaces, abstract classes, and class extensionsGrasp game design document basics and then move on to blocking out your level geometry, adding lighting, and a simple object animationCreate basic game mechanics, such as player controllers and shooting projectiles, using C#Who this book is for
If you''re a developer, programmer, hobbyist, or anyone who wants to get started with Unity and C# programming in a fun and engaging way, this book is for you. You''ll still be able to follow along if you don''t have programming experience, but knowing the basics will help you get the most out of this book.
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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.
As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.
Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
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