Tag: livro

One Up: Creativity, Competition, and the Global Business of Video Games

saiu ou está quase a sair um livro de nome “One Up: Creativity, Competition, and the Global Business of Video Games“, que não tratando do tema que mais me agrada (o Game Desgin) parece apontar para o lado do negócio e dos valores na industria do desenvolvimento dos videojogos.
acho sempre interessante esta análise, nem que seja para chamar a atenção que esta industria vende mais do que tudo o resto.

o autor, Joost van Dreunen, também tem um blog onde vai partilhando alguns comentários sobre o que se passa no mundo e fazendo algumas análises ao mercado, e que merecem ser lidas :) encontrei este tópico acerca das receitas de comissões e vendas que a diferentes lojas digitais estão a implementar (LINK)

+infos(autor): https://www.superjoost.net/book

+infos(loja): LINK

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Livros a ler/comprar.. prendas?

Eurogames: The Design, Culture and Play of Modern European Board Games, 2012, de Stewart Woods
+infos(na loja): LINK

It’s All a Game: The History of Board Games from Monopoly to Settlers of Catan, 2017,de Tristan Donovan
+infos(na loja): LINK

Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition 4th Edition, 2018, de Tracy Fullerton
+infos(na loja): LINK

Rules of Play – Game Design Fundamentals, 2003, de K Salen
+infos(na loja): LINK

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Umas lindas histórias..

Encontrei esta editora, a Bitmap Books, que tem publicado uns livros muitos interessantes, relacionados com as histórias dos videojogos. A quase totalidade do livros têm um destaque muito especial para imagens dos videojogos, acompanhados de algumas histórias acerca dos mesmos. Das publicações já consta uma lista muito interessante e diversificada, na qual se pode encontrar:
Commodore Amiga: a visual Commpendium
Super Famicom: The Box Art Collection
Generation 64 – How the Commodore 64 inspired a generation of Swedish gamers
A Gremlin in the Works
Sinclair ZX Spectrum: a visual compendium
Commodore 64: a visual Commpendium
NES/Famicom: a visual compendium
SNES/Super Famicom: a visual compendium
NEOGEO: A VISUAL HISTORY
SEGA® Master System: a visual compendium
The Art of Point-and-Click Adventure Games
The CRPG Book: A Guide to Computer Role-Playing Games
H.G. Wells: The War of the Worlds Illustrated
ARTCADE – The Book of Classic Arcade Game Art (Extended Edition)
Metal Slug: The Ultimate History
The SNES Pixel Book
Atari 2600/7800: a visual compendium
Micro but Many: an unofficial Micro Machines collection

Ainda não tive o prazer de conhecer nenhum dos livros mas irei sem duvida querer ter acesso a dois/três deles :) Guess what? :P

(8/9/2020) refiz a minha lista de leitura.. e vou atacar os livros:
The Art of Point-and-Click Adventure Games
The Games That Weren’t

+infos(Bitmap Books): https://www.bitmapbooks.co.uk/

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A história dos jogos produzidos na Finlândia (livro grátis)

Para quem gosta de estudar e aprender sobre o Game Design é sempre bom conhecer algumas das histórias relacionadas com o desenvolvimento de videojogos. Este livro retrata um pouco das histórias na Finlândia. O título do livro é “The Praised, The Loved, The Deplored, The Forgotten : A View into the Wide History of Finnish Games” dos autores Annakaisa Kultima, e Jouni Peltokangas, com referências ao período de 1918 a 2016.

+infos(oficial): LINK 

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Handmade pixels: independent video games and the quest for authenticity

:) hoje é dia para divulgar por aqui livros, mais um: “Handmade pixels: independent video games and the quest for authenticity” de Jesper Juul

Acerca do livro:
“An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium.

Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium.

Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence.

Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn’t a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.”

Os conteúdos são:
Introduction
High-Tech Low-Tech Authenticity: The Creation of Independent Style at the Independent Games Festival
A selective History of Independen Games
How to Make and Independent Games
The Aesthetics of the Aesthetics of the Aesthetics of Video Games
Whoe Cares If It’s a Game?
Conclusions: Independent Evermore

+infos(oficial): LINK

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Time and Space in Video Games: A Cognitive-Formalist Approach

Outro livro que gostava de ter acesso: Time and Space in Video Games: A Cognitive-Formalist Approach (Studies of Digital Media Culture, Bd. 9) de Federico Alvarez Igarzábal

“Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. The first book-length study exclusively dedicated to the topic, it is an indispensable resource for game scholars and game developers alike, while its reader-friendly style makes it readily accessible to the interested layperson.”

os conteúdos são:
Brain time in virtual space
“the state machine and the present moment”
“structuring gametime”
“cause, effect, and player-centric time
Interation in virtual space
“predictive thinking in virtual worlds”
“the goundhog day effect”
“the hybrid narrator”
Through the temporal landscape
“the speed of time”
“marshmallows and bullets”
“Chekhov’s BFG”
Conclusion

+infos(oficial): LINK
+infos(google books): LINK

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Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3.0

Aqui está um livro daqueles que gostava de testar: “Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3.0” dos autores Ariel Manzur e George Marques

Do programa do livro e em 24h faz parte:
Hour 1. Introducing the Godot Engine
Hour 2. Scene System
Hour 3. 2D Graphics
Hour 4. Scripting
Hour 5. Game 1: Space Shooter
Hour 6. More Scripting
Hour 7. Handling Input
Hour 8. Physics System
Hour 9. User Interface
Hour 10. Animation
Hour 11. Game Flow
Hour 12. File System
Hour 13. 3D Graphics
Hour 14. Project Management
Hour 15. Materials and Shaders
Hour 16. Lights and Shadows
Hour 17. Game 2: Bloxorz Clone
Hour 18. Environments
Hour 19. Sound
Hour 20. Particle System
Hour 21. Viewports and Canvas
Hour 22. Networking
Hour 23. Game 3: Networked Bomberman Clone
Hour 24. Exporting the Project
Hour 25. Native Code

+infos(oficial): LINK

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Livros acerca do ZX Spectrum

Um dia pode ser que vá ler sobre isto, pela editora Melbourne House:
Spectrum Machine for the Absolute Beginner de William Tang
Understanding your Spectrum de Ian Logan
Over the Spectrum de Philip Williams
Spectrum Machine Language for the Absolute Beginner de William Tang
Super Charge your Spectrum de David Web
Spectrum Hardware Manual de Adrian Dickens
The Complete Rom Disassembly de Ian Logan e  Frank O’Hara
Spectrum Micronet Book de Alan Giles

Encontrei entretanto este site que é um repositório de dados acerca da família ZX Spectrum:
https://spectrumcomputing.co.uk/

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The Pyramid of Game Design

Gostava de ter acesso a este livro “The Pyramid of Game Design” de Nicholas Lovell:

“Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers.

In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it.

Harness the Base, Retention and Superfan Layers to create a powerful Core Loop.
Design the player Session to keep players playing while being respectful of their time.
Accept that there are few fixed rules: just trade-offs with consequences.
Adopt Agile and Lean techniques to “learn what you need you learn” quickly
Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games.
Adapt your marketing techniques to the reality of the service game era
Consider the ethics of game design in a rapidly changing world.
Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers.

+infos(editora): LINK

 

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Ian Livingstone e James Wallis o livro..

Board Games in 100 Moves por Ian Livingstone e James Wallis, gostava de o ler :)

“Journey through 8,000 years of history, from Ancient Egyptian Senet and Indian Snakes and Ladders, right up to role-play, fantasy and hybrid games of the present day.
More than 100 games are explored chronologically, from the most ancient to the most modern. Every chapter is full of insightful anecdotes exploring everything from design and acquisition to game play and legacy.
Discover tales of Buddha’s banned games, stolen patents, boards smuggled into prison, and Dungeons & Dragons hysteria. Roll six to start, pass go, and learn more about your favourite board games, from Mahjong to Monopoly and more!”

+infos(loja): LINK

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The Unity Game Engine and the Circuits of Cultural Software e Graduate Skills and Game-Based Learning

Gostava de ter acesso a este livro “The Unity Game Engine and the Circuits of Cultural Software” de Nicoll, Benjamin e Keogh, Brendan

Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available ‘game engines’ have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.”

+infos(oficial): LINK

E a este livro “Graduate Skills and Game-Based Learning – Using Video Games for Employability in Higher Education” por Matthew Barr.

Graduate Skills and Game-Based Learning offers us a new tool for the heart and soul of graduate education, a tool for experimentation, risk-taking, creativity, and using failure as a form of learning. These are just the bits where we need the most help.

+infos(oficial): LINK

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A Compendium of ZX Spectrum Games – Volume One por Kieren Hawken

Vai ficar disponível este mês o livro A Compendium of ZX Spectrum Games – Volume One por Kieren Hawken, que resulta do compêndio de outros textos do mesmo autor. É um livro de apresentação de vários jogos que sairam para este fantástico computador :)

+infos(loja): LINK

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Uma campanha que vem do outro lado do mundo!

Está a decorrer uma campanha numa plataforma de crowdfunding com o nome “Bem Vindo Ao Game Design – Livro e Cursos Online” por João Victor Santos Pinho Teixeira. O objectivo é o de apoiar a publicação de um livro relacionado com o desenvolvimento de videojogos.

+infos(oficial): LINK 

 

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Livro: A History of Videogames


Mais um livro que gostava de ter acesso:
A History of Videogames, de Iain Simons, James Newman, e Ian Livingstone

+infos(comprar): LINK

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História dos videojogos :) (mais um livro)

Encontrei mais uma referência a um livro acerca de videojogos para “consolas” de 8 bits, onde se inclui o meu favorito, ZX Spectrum. Ainda não é desta que vou comprar já que o preço ronda perto dos 50 euros :(

+infos(oficial): LINK

 

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“20 Essential Games to Study” por Joshua Bycer

Um livro a passar pelos olhos:
“20 Essential Games to Study” por Joshua Bycer

+infos(oficial): LINK

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Mais um livro a ter em conta…

Mais um livro a ter em conta Think Like A Game Designer – The Step-By-Step Guide To Unlocking Your Creative Potential de Justin Gary. Apesar de não ser explicitamente para videojogos, fala sobre o assunto de gamedesign. Vou tentar aceder a qualquer coisa e ao índice e verificar se vale a pena.

(07/09/2020) e acho que vale a pena, já que encontrei uma parte do livro de acesso gratuito e do qual consta o seguinte “If you’re interested in learning how to make games, or even if you already do and just want to do it better, this book’s for you“, e “A game designer uses the interaction of players and rules to create an experience for the audience“, e “to become a great game designer: 1. Play lots of games. 2. Watch people play lots of games. 3. Bring awareness to the emotions that arise during play.”…

+infos(oficial): https://www.thinklikeagamedesigner.com/

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Livros sobre videojogos

Apareceram no mercado mais dois livros de introdução a ambientes gráficos para o desenvolvimento de videojogos e que são:
Unity 2018 Game Development in 24 Hours, Sams Teach Yourself, 3rd Edition – LINK
Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3.0 – LINK

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The Indie Game Developer Handbook

Gostava de ter acesso a este livro: The Indie Game Developer Handbook

Os principais tópicos deste livro são:
Indie Game Development
Development Tools and Resources
Self-Publishing
QA, Localisations and Age Ratings
PR and Reaching Out to the Press
Marketing
Advertising
Websites, Forums and Source Control
Funding
Tax, Legal and Other Odds and Ends

+infos(loja): LINK

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Video Games You Will Never Play (auto-prenda)

Aqui está um livro que gostava de ler, e que provavelmente vai ser uma auto-prenda. O titulo do livro é Video Games You Will Never Play e os seus autores é a comunidade Unseen64.

+infos(oficial): LINK

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Livros sobre videojogos

Se o tema é livros é super interessante mas se o tema/discussão for videojogos ainda melhor :)

Aqui fica a partilha e o registo de uma lista fantástica acerca de livros que falam sobre videojogos:

Books about classic and must-play games:
1001 Video Games You Must Play Before You Die
An Illustrated History of 151 Video Games: A detailed guide to the most important games; explores five decades of game evolution
The 200 Best Video Games of All Time (Color Edition)
The Gamer’s Bucket List: The 50 Video Games to Play Before You Die

Books on popular video game series and genres:
CRPG Book
Halo Encyclopedia: The Definitive Guide To The Halo Universe
Hardcore Gaming 101 Presents: Castlevania
Legends of Localization Book 1: The Legend of Zelda
Silent Hill: The Terror Engine
The Guide to Classic Graphic Adventures
The History of Sonic
The Making of Prince of Persia
The Unofficial Guide to Konami Shooters

Books on video game history:
A Casual Revolution
A Gremlin in the Works
Atari Inc. Business is Fun
Atari to Zelda: Japan’s Videogames in Global Contexts
Bible Adventures
Commodork: Sordid Tales from a BBS Junkie
Console Wars: Sega, Nintendo, and the Battle that Defined a Generation
Game Over: How Nintendo Conquered the World
It’s Behind You
Masters of Doom
Memoirs of a Virtual Caveman
Phoenix: The Fall & Rise of Videogames
Playing at the Next Level: A History of American Sega Games
Playing at the World
Power-Up: How Japanese Video Games Gave the World an Extra Life (2016 ed.)
Replay: The History of Video Games
Service Games: The Rise and Fall of SEGA
Speccy Nation: A tribute to the golden age of British gaming
The A-Z of cool computer games
The Bitmap Brothers: Universe
The History of Nintendo 1889-1980 SC
The History of Ocean Software
The Story of US Gold
The Ultimate History of Video Games
The Untold History of Japanese Game Developers Volume 1
The Untold History of Japanese Game Developers Volume 2
Video Games You Will Never Play
Videogames: In the Beginning

Books on specific consoles & computers:
Game Boy World 1989 | XL Color Edition: A History of Nintendo Game Boy
Good Nintentions: 30 Years of NES: An Unofficial Survey of the Nintendo Entertainment System (Volume 1)
Monochromatica
Racing the Beam: The Atari Video Computer System
I Am Error: The Nintendo Family Computer / Entertainment System Platform
Sega Mega Drive/Genesis: Collected Works
Xbox Revisited: A Game Plan for Corporate and Civic Renewal

Video Game Artbooks and Coffee Table books:
Art of Grasshopper Manufacture
Assassin’s Creed: The Complete Visual History
Border Break Artworks
Capcom Design Works
DISGAEArt!!! Disgaea Official Illustration Collection
Dark Souls: Design Works
Dawn: The Worlds Of Final Fantasy
Half Life 2: Raising the Bar
Hyrule Historia
Japanese game graphics
Monster Hunter Illustrations 2
Okami Official Complete Works
Persona 3: Official Design Works
Persona 4: Official Design Works
Senran Kagura: Official Design Works
Shigenori Soejima Art Works 2004-2010
Shin Megami Tensei IV: Official Artworks
Super Famicom the Box Art Collection
The Art of Alice: Madness Returns
The Art of Atari
The Art of Game Worlds
The Art of Oddworld Inhabitants
The Art of The Last of Us
The Art of The Mass Effect Universe
The Art of Uncharted 4
The Eyes of Bayonetta: Art Book & DVD
The Legend of Heroes: The Illustrations
The Sky: The Art of Final Fantasy
The World of Professor Layton

Books on video game design, theory & social effects:
10 PRINT CHR$(205.5 + RND(1)); : GOTO 10
8 Bits of Wisdom: Video Game Lessons for Real Life’s Endbosses
A Game Design Vocabulary
Avant-garde Videogames: Playing with Technoculture
Beyond Choices: The Design of Ethical Gameplay
Death by Video Game: Tales of obsession from the virtual frontline
Embed with Games: A Year on the Couch with Game Developers
Extra Lives: Why Video Games Matter
Getting Gamers: The Psychology of Video Games and Their Impact on the People who Play Them
Hackers: Heroes of the Computer Revolution
Half-Real: Video Games between Real Rules and Fictional Worlds
How to Do Things with Videogames
How to Talk About Videogames
Imaginary Games
Introduction to Game Analysis
Killing is Harmless
Philosophy Through Video Games
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reclaiming Art in the Age of Artifice
Rise of the Videogame Zinesters
Swords & Circuitry: A Designer’s Guide to Role-Playing Games
The Art of Failure: An Essay on the Pain of Playing Video Games
Trigger Happy
Understanding Video Games: The Essential Introduction
Values at Play in Digital Games
What Video Games Have to Teach Us about Learning and Literacy

Fiction books based or inspired by video games:
Armada
Aspho Fields (Gears of War)
Deus Ex: Icarus Effect
God Jr.
Halo – Boxed Set
Ico: Castle In The Mist
Mass Effect: Retribution
Ready Player One
The Stolen Throne (Dragon Age)
The Umbrella Conspiracy (Resident Evil)
You

+infos(a fonte): LINK 

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Livro: Polished Game Development From First Steps to Final Release de Steven Goodwin

Aqui está um livro com temas que eu gosto :)  Vou ver se consigo ter acesso a ele quando sair lá para agosto :)

+infos(loja): LINK

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Um livro a procurar/ler..

“Pensar Videojogos: Design, Arte e Comunicação do autor André Carita”

Sobre o livro:
O livro Pensar Videojogos: Design, Arte e Comunicação do autor André Carita resume uma viagem pela definição aberta dos videojogos. Uma definição que depende da tecnologia, dos criativos e, fundamentalmente, dos jogadores. São eles os principais responsáveis pelo grau de exigência artístico pelos quais estes artefactos digitais hoje se regem. É para eles que a indústria trabalha. É com eles que a indústria evoluiu para um presente actual com videojogos cujo estado da arte conhecemos e tanto apreciamos. É deles que se espera um futuro brilhante que dê consistência à contínua elevação criativa que se tem verificado, sempre com a ambição clara de se atingir patamares nunca dantes alcançados.

“O autor, André Carita, sugere que estamos perante um ontologia do videojogo, a partir do conceito da obra aberta de Umberto Eco e não esquece nem o panorama de uma indústria que vem ganhando protagonismo nem o papel dos jogadores na saga a desvendar. Contextualiza-se, de forma expressiva, o campo de estudos académicos na área dos videojogos ao nível do primeiro ciclo. Numa altura em que as licenciaturas neste campo se expandem um pouco por todo o mundo é importante contar com trabalhos desta natureza para estimular o desenvolvimento da academia nacional, em particular, e da indústria, em geral. O livro Pensar Videojogos: Design, Arte e Comunicação é um trabalho importante para gerar massa crítica neste campo de conhecimento. (…) Uma leitura obrigatória para quem quer perceber alguma coisa sobre a cultura lúdica do século XXI. (Patrícia Gouveia, in prefácio, V-VII).

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Sobre o autor:

André Carita nasceu no Porto em 1984. Doutorado em Belas Artes (especialidade videojogos) pela Universidad Politécnica de Valencia (UPV), Espanha, desde 2012, obteve em 2010 o Diploma de Estudios Avanzados (DEA) e em 2009 o Título de Especialista Universitário. Em 2006 licenciou-se em Tecnologias da Comunicação Multimédia no ISMAI onde também foi Professor. Colaborou nas revistas de videojogos Mega Score e Hype! e GameCultura (Brasil) e foi coordenador, formador e membro da Comissão Científica da 1ª edição do Curso de Especialização Game Design: Pensar o Jogo na Alquimia da Cor (Porto). Investigador na área dos videojogos desde 2002, é membro do CICANT da Universidade Lusófona de Humanidades e Tecnologias (ULHT) de Lisboa. Professor Auxiliar de várias unidades curriculares da Licenciatura em Aplicações Multimédia e Videojogos da ULHT, está, atualmente, envolvido na orientação e planificação de diversos videojogos a serem produzidos no âmbito académico em Portugal.

+infos(evento): LINK

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um novo livro..

Gostava de ler “(R)evolução Interactiva: Enciclopédia Visual de videojogos – Computadores, jogos electrónicos, consolas domésticas e portáteis” de Ivan Barroso.. este autor já escreveu outros livros relacioandos com a temática de videojogos e vai surgir durante 2015 mais um.

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