Get Better At Clash Royale
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Author | : Supercell |
Publisher | : Dark Horse Comics |
Total Pages | : 212 |
Release | : 2021-03-02 |
Genre | : Games & Activities |
ISBN | : 1506725171 |
A first-of-a-kind tome that includes a plethora of art along with commentary showcasing the development of all the Supercell games!! Chronicling each in release order, this volume is a must own for any fan of Clash of Clans, Brawl Stars, Hay Day, Clash Royale, and Boom Beach. Explore each aspect of these games, from developmental concept pieces, to finished, fully rendered environmental shots. This book also gives a one of a kind looks into the games that have never been released, as well as commentary from the Supercell team! Dark Horse Books and Supercell proudly present The Art of Supercell: 10th Anniversary Edition. A perfect retrospective for your collection!
Author | : Celia Hodent |
Publisher | : CRC Press |
Total Pages | : 383 |
Release | : 2017-08-10 |
Genre | : Computers |
ISBN | : 1351650769 |
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Author | : Blurb, Incorporated |
Publisher | : |
Total Pages | : |
Release | : 2021-10-18 |
Genre | : |
ISBN | : 9781006386619 |
The Brooklyn described and pictured here is a complicated and contradictory place. With a long history of racial and economic segregation and waves of gentrifications, Brooklyn is now considered one of America's hippest places. Most of the women who have shared their stories in the pages that follow have lived in Brooklyn all their lives, in neighborhoods like East New York, Bushwick, Brownsville, which have only recently begun to experience the beginnings of gentrification. A majority of residents in these neighborhoods are and have long been people of color. There is higher concentration of people living poverty there than in other parts of the city. The health implications of this structural inequality mean that certain zip codes hold the greatest concentration of people living with HIV/AIDS in Brooklyn.
Author | : Adam Kramarzewski |
Publisher | : Packt Publishing Ltd |
Total Pages | : 464 |
Release | : 2018-04-19 |
Genre | : Computers |
ISBN | : 1787122166 |
Design accessible and creative games across genres, platforms, and development realities Key Features Implement the skills and techniques required to work in a professional studio Ace the core principles and processes of level design, world building, and storytelling Design interactive characters that animate the gaming world Book Description If you are looking for an up-to-date and highly applicable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two highly experienced industry professionals to share their profound insights as well as give valuable advice on creating games across genres and development platforms. Practical Game Design covers the basics of game design one piece at a time. Starting with learning how to conceptualize a game idea and present it to the development team, you will gradually move on to devising a design plan for the whole project and adapting solutions from other games. You will also discover how to produce original game mechanics without relying on existing reference material, and test and eliminate anticipated design risks. You will then design elements that compose the playtime of a game, followed by making game mechanics, content, and interface accessible to all players. You will also find out how to simultaneously ensure that the gameplay mechanics and content are working as intended. As the book reaches its final chapters, you will learn to wrap up a game ahead of its release date, work through the different challenges of designing free-to-play games, and understand how to significantly improve their quality through iteration, polishing and playtesting. What you will learn Define the scope and structure of a game project Conceptualize a game idea and present it to others Design gameplay systems and communicate them clearly and thoroughly Build and validate engaging game mechanics Design successful business models and prepare your games for live operations Master the principles behind level design, worldbuilding and storytelling Improve the quality of a game by playtesting and polishing it Who this book is for Whether you are a student eager to design a game or a junior game designer looking for your first role as a professional, this book will help you with the fundamentals of game design. By focusing on best practices and a pragmatic approach, Practical Game Design provides insights into the arts and crafts from two senior game designers that will interest more seasoned professionals in the game industry.
Author | : Matthew Thomas Payne |
Publisher | : NYU Press |
Total Pages | : 376 |
Release | : 2019-03-26 |
Genre | : Games & Activities |
ISBN | : 1479805920 |
Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Author | : Scott Westerfeld |
Publisher | : Macmillan + ORM |
Total Pages | : 352 |
Release | : 2008-07-22 |
Genre | : Fiction |
ISBN | : 1429989785 |
From Scott Westerfeld, the acclaimed author of the Leviathan trilogy and the Uglies series comes a sweeping space opera, The Risen Empire, book one of the Succession duology. The undead Emperor has ruled his mighty interstellar empire of eighty human worlds for sixteen hundred years. Because he can grant a form of eternal life, creating an elite known as the Risen, his power has been absolute. He and his sister, the Child Empress, who is eternally a little girl, are worshiped as living gods. No one can touch them. Not until the Rix, machine-augmented humans who worship very different gods: AI compound minds of planetary extent. The Rix are cool, relentless fanatics, and their only goal is to propagate such AIs throughout the galaxy. They seek to end, by any means necessary, the Emperor's prolonged tyranny of one and supplant it with an eternal cybernetic dynasty of their own. They begin by taking the Child Empress hostage. Captain Laurent Zai of the Imperial Frigate Lynx is tasked with her rescue. Separated by light-years, bound by an unlikely love, Zai and pacifist senator Nara Oxham must each in their own way, face the challenge of the Rix, and they each will hold the fate of the empire in their hands. The Risen Empire is the first great space opera of the twenty-first century. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Author | : The Yuw |
Publisher | : eBook Partnership |
Total Pages | : 36 |
Release | : 2017-06-09 |
Genre | : Games & Activities |
ISBN | : 1387027557 |
*UNOFFICIAL GUIDE*Do you want to dominate the game and your opponents?Do you struggle with making resources and cash?Do you want the best items?Would you like to know how to download and install the game?If so, we have got you covered.We will walk you through the game, provide professional strategies and tips, as well as all the secrets in the game.What You'll Discover Inside:- How to Download & Install the Game.- Professional Tips and Strategies.- Cheats and Hacks. - How to Install/Download the Game.- Beat your Opponents!- Get Tons of Resources.- Build the Ultimate Base.- Combat.- Multiplayer.- Secrets, Tips, Cheats, Unlockables, and Tricks Used By Pro Players! - How to Get Tons of Resources. - PLUS MUCH MORE! So, what are you waiting for? Once you grab a copy of our guide, you'll be dominating the game in no time at all! Get your Pro tips now.--> Scroll to the top of the page and click add to cart to purchase instantly
Author | : Chala Dar |
Publisher | : eBook Partnership |
Total Pages | : 36 |
Release | : 2017-08-15 |
Genre | : Games & Activities |
ISBN | : 1387159453 |
*UNOFFICIAL GUIDE*Do you want to dominate the game and your opponents?Do you struggle with making resources and cash?Do you want the best items?Would you like to know how to download and install the game?If so, we have got you covered.We will walk you through the game, provide professional strategies and tips, as well as all the secrets in the game.What You'll Discover Inside:- How to Download & Install the Game.- Professional Tips and Strategies.- Cheats and Hacks. - How to Install/Download the Game.- Beat your Opponents!- Beat the Game!- Specific Rules.- Castoff Creation.- Recruiting Companions/Mercenaries.- Secrets, Tips, Cheats, Unlockables, and Tricks Used By Pro Players! - How to Get Tons of Resources. - PLUS MUCH MORE! So, what are you waiting for? Once you grab a copy of our guide, you'll be dominating the game in no time at all! Get your Pro tips now.--> Scroll to the top of the page and click add to cart to purchase instantly
Author | : Christopher A. Paul |
Publisher | : MIT Press |
Total Pages | : 201 |
Release | : 2024-05-14 |
Genre | : Games & Activities |
ISBN | : 0262378329 |
An unexpected take on how games work, what the stakes are for them, and how game designers can avoid the traps of optimization. The process of optimization in games seems like a good thing—who wouldn’t want to find the most efficient way to play and win? As Christopher Paul argues in Optimizing Play, however, optimization can sometimes risk a tragedy of the commons, where actions that are good for individuals jeopardize the overall state of the game for everyone else. As he explains, players inadvertently limit play as they theorycraft, seeking optimal choices. The process of developing a meta, or the most effective tactic available, structures decision making, causing play to stagnate. A “stale” meta then creates a perception that a game is solved and may lead players to turn away from the game. Drawing on insights from game studies, rhetoric, the history of science, ecology, and game theory literature, Paul explores the problem of optimization in a range of video games, including Overwatch, FIFA/EA Sports FC, NBA 2K, Clash Royale, World of Warcraft, and League of Legends. He also pulls extensively from data analytics in sports, where the problem has progressed further and is even more intractable than it is in video games, given the money sports teams invest to find an edge. Finally, Paul offers concrete and specific suggestions for how games can be developed to avoid the trap set by optimization run amok.
Author | : Christopher A. Paul |
Publisher | : U of Minnesota Press |
Total Pages | : 283 |
Release | : 2018-02-20 |
Genre | : Games & Activities |
ISBN | : 1452956200 |
An avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.