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Computer games design

See below for a selection of the latest books from Computer games design category. Presented with a red border are the Computer games design books that have been lovingly read and reviewed by the experts at Lovereading. With expert reading recommendations made by people with a passion for books and some unique features Lovereading will help you find great Computer games design books and those from many more genres to read that will keep you inspired and entertained. And it's all free!

Once Upon a Pixel Storytelling and Worldbuilding in Video Games

Once Upon a Pixel Storytelling and Worldbuilding in Video Games

Author: Eddie Paterson, Timothy Simpson-Williams, Will Cordner Format: Paperback / softback Release Date: 20/11/2019

Once Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming's most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.

Once Upon a Pixel Storytelling and Worldbuilding in Video Games

Once Upon a Pixel Storytelling and Worldbuilding in Video Games

Author: Eddie Paterson, Timothy Simpson-Williams, Will Cordner Format: Hardback Release Date: 20/11/2019

Once Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming's most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.

Retro Gaming A Byte-sized History of Video Games - From Atari to Zelda

Retro Gaming A Byte-sized History of Video Games - From Atari to Zelda

Author: Mike Diver Format: Hardback Release Date: 03/10/2019

Take a trip down memory lane with Retro Gaming, and relive the glory days (and not so glory days) of your old favourites. Packed with all the characters, games, consoles and franchises that you used to love (and possibly still do), this is a compact, conversational compendium of all-time highs - alongside just a handful of humorous (in hindsight) lows - from over forty years of arcade, computer, console and handheld hits. From Atari's early arcade classics and home games consoles of the 1970s, through to classics that keep on giving, such as Halo and Tomb Raider, this book summarizes the significant releases, research and revolutions that have made video games a GBP100 billion (and rising) industry. Evergreen favourites from Nintendo, SEGA and Sony are present and correct - no collection would be complete without entries for Mario and Sonic, Tetris and Crash Bandicoot. But we also give credit to the less-celebrated but utterly vital titles, characters, controllers and systems that have helped the world of gaming expand and evolve. A guide, a companion and a window onto a joyous past, Retro Gaming is a perfect book to dip in and out of, as mood and your current gaming habits dictate.

Computer Game Developer

Computer Game Developer

Author: Mary Firestone Format: Hardback Release Date: 25/07/2019

Explore the training needed to become a computer game developer, a lucrative and exciting career. Also gives readers a chance to examine how computer games are created - from an idea to a finished product. Ages 12+

Doing Things with Games Social Impact Through Play

Doing Things with Games Social Impact Through Play

Author: Lindsay D. Grace Format: Paperback / softback Release Date: 16/07/2019

The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design. Key Features Provides contemporary guide on the use of games to create social impact for beginner to intermediate practitioners o Provides design and implementation strategies for social impact games Provides wide ranging case studies in social impact games Provides professional advice from multiple social impact industry practitioners via sidebar interviews, quotes, and postmortems Provides a quick start guide on creating a variety of social impact engagements across a wide variety of subjects and aims

Doing Things with Games Social Impact Through Play

Doing Things with Games Social Impact Through Play

Author: Lindsay D. Grace Format: Hardback Release Date: 15/07/2019

The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design. Key Features Provides contemporary guide on the use of games to create social impact for beginner to intermediate practitioners o Provides design and implementation strategies for social impact games Provides wide ranging case studies in social impact games Provides professional advice from multiple social impact industry practitioners via sidebar interviews, quotes, and postmortems Provides a quick start guide on creating a variety of social impact engagements across a wide variety of subjects and aims

Blender to Unity Workflows

Blender to Unity Workflows

Author: Alan (National Film & Television School, Upminster, UK) Thorn Format: Paperback / softback Release Date: 22/06/2019

Blender and Unity together is the ultimate toolkit for the indie developer looking to make amazing games for free. This book takes an in-depth look, in easy-to-follow language, at how these amazing tools work together practically to produce high quality games. Explore how to create game content inside Blender, from models and animations to textures and video, and then see optimal workflows for exporting that content straight to Unity, quickly and easily. See tips, techniques and features for editing content between the two applications. Key Features Interoperability between Unity and Blender The book has illustrated steps, to guide you along the way, and also has an associated website with additional video content Unique in the Unity/Blender field This is the only dedicated and current Blender-to-Unity tips and tricks book available on the market This is a dedicated Blender-to-Unity workflows book, featuring practical steps that can dramatically increase your productivity when working with these two applications

Architectural Approach to Level Design Second edition

Architectural Approach to Level Design Second edition

Author: Christopher W. (American University, Washington, DC, USA) Totten Format: Paperback / softback Release Date: 08/05/2019

Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.

The Advanced Roblox Coding Book: An Unofficial Guide Learn How to Script Games, Code Objects and Settings, and Create Your Own World!

The Advanced Roblox Coding Book: An Unofficial Guide Learn How to Script Games, Code Objects and Settings, and Create Your Own World!

Author: Heath Haskins Format: Paperback / softback Release Date: 18/04/2019

Clear and easy-to follow instructions for using coding and scripting tools to create new, more advanced Roblox games. Take your game design to the next level, with this complete guide to Roblox coding and scripting! Learn how to code using the programing language Lua to create new objects and games in the Roblox world: from teleporting objects (or PCs/NPCs!), to adding and applying power ups, to creating a leaderboard, and allowing players to save their games. This book walks you through the basics of the studio tool, provides tutorials for specific actions and creations, then explains how to use all of that knowledge to create your own unique game world! With detailed instructions, example screenshots, and simple explanations of what code to use and how to use it, this book is a must-have guide for any Roblox game designer-from beginners to expert coders!

Breaking Out of the Games Industry Designing Tutorials for Video Games

Breaking Out of the Games Industry Designing Tutorials for Video Games

Author: Matthew M. White Format: Hardback Release Date: 26/03/2019

This book offers a perspective into a phenomenon becoming more and more common: AAA developers `going indie'. Written through the personal story of the author finding his way into the AAA games space, only to retreat back to indie games and consulting work and finding a new-old life making games for himself, and finding fulfillment in doing so. It is both a word of warning to creatives seeking a corporation and a call for disillusioned developers to break free and do something wild, creative, and unexpected. It is critical of common industry issues such as structural crunch, health issues, work life balance, and more, but is also a personal story of mismatched needs in doing creative work. Key Features Under-explored viewpoint of the games industry, someone who worked for years to `break in', then worked for years to `break out'. Offers a unique look at making an indie game life both financially and mentally feasible. Encourages developers sitting on the fence to take the plunge.

Breaking Out of the Games Industry Designing Tutorials for Video Games

Breaking Out of the Games Industry Designing Tutorials for Video Games

Author: Matthew M. White Format: Paperback / softback Release Date: 26/03/2019

This book offers a perspective into a phenomenon becoming more and more common: AAA developers `going indie'. Written through the personal story of the author finding his way into the AAA games space, only to retreat back to indie games and consulting work and finding a new-old life making games for himself, and finding fulfillment in doing so. It is both a word of warning to creatives seeking a corporation and a call for disillusioned developers to break free and do something wild, creative, and unexpected. It is critical of common industry issues such as structural crunch, health issues, work life balance, and more, but is also a personal story of mismatched needs in doing creative work. Key Features Under-explored viewpoint of the games industry, someone who worked for years to `break in', then worked for years to `break out'. Offers a unique look at making an indie game life both financially and mentally feasible. Encourages developers sitting on the fence to take the plunge.

AI for Games, Third Edition

AI for Games, Third Edition

Author: Ian (Gwent, UK) Millington Format: Hardback Release Date: 21/03/2019

AI is an integral part of every video game. This book helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. The companion website includes downloadable and executable source code that will be regularly updated by the author. Key Features A comprehensive professional tutorial and reference to implement ture AI in games Includes new exercises so readers can test their comprhension and understanding of the concepts and preactices presented Revised and updated to cover new techniques and advances in AI Walks the reader throuigh the entire game AI development process New and improved companion website with easily downloaded and executable source code