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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!

Racing the Beam The Atari Video Computer System

Racing the Beam The Atari Video Computer System

Author: Nick Montfort, Prof. Ian Bogost Format: Paperback / softback Release Date: 24/03/2020

A study of the relationship between platform and creative expression in the Atari VCS. The Atari Video Computer System dominated the home video game market so completely that Atari became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms-the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS-often considered merely a retro fetish object-is an essential part of the history of video games.

Watch Dogs Legion: Resistance Report

Watch Dogs Legion: Resistance Report

Author: Rick Barba Format: Hardback Release Date: 03/03/2020

Discover the ultimate companion book to Ubisoft's most highly anticipated game of 2020.Discover the ultimate companion book to Ubisoft's most highly anticipated game of 2020, Watch Dogs Legion (R). In a near-future London on the brink of becoming a complete authoritarian state, the only way to rise up is to recruit everyone in to the resistance. This in-world book gathers the investigative work of an American reporter who has followed DedSec's history, from its emergence in the United States, to its influence around the world, and its sudden disappearance in London. The investigation picks up in the city as new forces emerge to rise up against the surveillance state. Explore the world of Watch Dogs Legion, with research files and information that provide an overview of key aspects of the universe, including images of the transformed city of London, factions, vehicles, weapons, technology, and more. Readers can also examine the roots of London's central conflict by tracking the events that led to this current state of affairs. Packed with immersive text, exclusive artwork, and detailed illustrations, this book is the definitive guide to Watch Dogs lore.

Fact Hunt Fascinating, Funny and Downright Bizarre Facts About Video Games

Fact Hunt Fascinating, Funny and Downright Bizarre Facts About Video Games

Author: Larry Bundy Jr Format: Hardback Release Date: 06/02/2020

A bumper collection of facts about video games from YouTuber extraordinaire, Larry Bundy Jr, this book will debunk myths and urban legends, delve into developers' biggest successes and failures, explore the odd characters behind the games and unearth the obscure, the forgotten, the cancelled and the abandoned aspects of the gaming world. For the past decade, Larry has painstakingly trawled through countless old magazines, routinely harassed developers, and blackmailed journalists to uncover these amazing tidbits and anecdotes that would have fallen by the wayside of history. Now he has compiled them into a fun, full-colour book with sections on botched game launches, pointless peripherals, unreleased video game movies, weird guest fighters and much, much more. Along the way, he has invited a few famous gaming guests, including Stuart Ashen and Did You Know Gaming?, to provide their favourite quips for your personal perusal. So whatever your level of knowledge about video games, you're guaranteed to learn a ton of entertaining new information.

The Art of Death Stranding

The Art of Death Stranding

Author: Titan Books Format: Hardback Release Date: 28/01/2020

The official art book for Hideo Kojima's DEATH STRANDING. After the collapse of civilization, Sam Bridges must journey across a ravaged landscape crawling with otherworldly threats to save mankind from the brink of extinction. From legendary game creator Hideo Kojima comes an all-new, genre-defying experience for the PlayStation(R)4 system, nominated for the DICE Game of the Year Award. In the near future, mysterious explosions have rocked the planet, setting off a series of supernatural events known as the Death Stranding. With spectral creatures plaguing the landscape, and the planet on the verge of a mass extinction, it's up to Sam Bridges to journey across the ravaged continent and save mankind from impending annihilation. The Art of Death Stranding is packed with hundreds of pieces of concept art for the characters, equipment, locations and creatures featured in the game, as well as early and unused concepts, including artwork by acclaimed artist Yoji Shinkawa.

Game Work Language, Power, and Computer Game Culture

Game Work Language, Power, and Computer Game Culture

Author: Ken S. McAllister Format: Hardback Release Date: 26/01/2020

As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games - and the work they involve and the industry they spring from - are also negotiating power. This book sets out a method for recollecting some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers.

Computer Game Developer

Computer Game Developer

Author: Mary Firestone Format: Hardback Release Date: 10/01/2020

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+

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: 19/11/2019

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: Paperback / softback Release Date: 08/11/2019

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.

Cinematic Art of World of Warcraft Volume I

Cinematic Art of World of Warcraft Volume I

Author: Greg Solano, Matt Burns Format: Hardback Release Date: 31/10/2019

The drums of war thunder once again . . . World of Warcraft redefined online gaming for millions and millions of people, and in the fifteen years since its launch, each new chapter in the game's story has been bolstered through the Blizzard Entertainment's incredible cinematics. The Cinematic Art of World of Warcraft goes behind the scenes with the team who built the game's stunning movies. With never-before-seen concept art and accounts of the creative and technical process, this is the definitive visual gallery of how countless artists brought the world of Azeroth to life in incredible detail and motion. The first installment in a new series, The Cinematic Art of World of Warcraft: Volume One is a visual chronicle covering the cinematics from the beginning of World of Warcraft through to the Warlords of Draenor expansion.

Art of Hearthstone Year of the Kraken

Art of Hearthstone Year of the Kraken

Author: Robert Brooks Format: Hardback Release Date: 31/10/2019

Something stirs in the dark . . . The second volume of The Art of Hearthstone dives deep into the depths of the Year of the Kraken, the first year of Hearthstone's standard format. Consisting of hundreds of illustrations from the corruptive cults of Whispers of the Old Gods, the glamourous disco of One Night in Karazhan, and the turf wars of Means Streets of Gadgetzan, this book goes into detail about the Hearthstone team's artistic process for card art, game boards, and other visual designs, while also exploring the challenges and triumphs of creating a game enjoyed by millions upon millions of players around the globe.

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 retro tech 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.

Game Design Deep Dive Platformers

Game Design Deep Dive Platformers

Author: Joshua Bycer Format: Paperback / softback Release Date: 01/10/2019

The Game Design Deep Dive series examines specific game systems or mechanics over the course of the history of the industry. This book examines the history of jumping - one of the oldest mechanics in the industry - and how it has evolved and changed over the years. The author looks at the transition from 2D to 3D and multiple elements that make jumping more complicated than it looks from a design perspective. Key Selling Points: The first in a series of books that focus entirely on a singular game design system or mechanic, in this case: jumping. A perfect read for anyone interested in understanding game design, or just curious from a historical standpoint. A must read for anyone interested in building their own platformer or just interested in the history of the game industry's most famous game mechanic. This book is a perfect companion for someone building their first game or as part of a game design classroom. Includes real game examples to highlight the discussed topics and mechanics. Joshua Bycer is a Game Design Critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations; his first book was titled 20 Essential Games to Study.