Half Life 2 Episode 1 Download Ebook PDF Epub Online

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Publisher : PediaPress
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Author : Valve (Firm)
David SJ. Hodgson
Publisher :
Release : 2004
Page : 287
Category : Games
ISBN 13 : 9780761543640
Description :


·Unprecedented access behind Half-Life and Half-Life 2 ·A forward by Valve founder Gabe Newell ·Hundreds of art, design, preproduction, and other art pieces crammed into the book ·Over a dozen key members of Valve's staff interviewed ·Officially approved by Valve ·Behind City 17 and other locations ·The development of the Source engine ·A rogue's gallery of beasts, characters, and monstrosities ·Key weapons development revelations ·A tour of many of the game's locations, from inception to completion ·Filled with art, screens, and anecdotes from the Valve team


Author : David S. J. Hodgson
Publisher :
Release : 2005-11
Page : 160
Category : Games
ISBN 13 : 9780761551973
Description :


· Rule Half-Life 2: Deathmatch with complete strategy and detailed maps · Condensed walkthrough of the entire original Half-Life 2 game · Half-Life 2: The Lost Coast--Complete walkthrough of the extra level · Training techniques, weapon details, and character details to enhance your Half-Life 2 experience, no matter which game you play · Bestiary tactics for Episode One to help defeat the all-new Combine forces and hostile monsters


Author :
Publisher : PediaPress
Release :
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Author : Drew Davidson
Publisher : Lulu.com
Release : 2009-01-01
Page : 430
Category : Video games
ISBN 13 : 0557069750
Description :


Video games can be "well played" in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of "well played." The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis


Author : Jesse Schell
Publisher : CRC Press
Release : 2008-08-04
Page : 512
Category : Computers
ISBN 13 : 0080919170
Description :


Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.


Author : Andrew Troelsen
Publisher : Apress
Release : 2008-02-22
Page : 1370
Category : Computers
ISBN 13 : 1430204222
Description :


.NET 3.5 is Microsoft’s largest development software launch since .NET 2.0 and (unlike .NET 3.0) completely replaces all previous .NET versions. A new version of Visual Studio – Visual Studio ‘Orcas’ is being created for the new Framework together with new versions of both the C# and Visual Basic languages. This book deals with this new C# language and provides developers with a complete treatise on the new technology – explaining the importance of all the new features (lambda expressions, LINQ, ASP.NET AJAX, WPF everywhere) and how they integrate into the framework of the previous .NET versions. It is a comprehensively revised and updated version of the author’s previous award-winning titles.


Author : Darshana Jayemanne
Publisher : Springer
Release : 2017-07-12
Page : 331
Category : Social Science
ISBN 13 : 3319544519
Description :


This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences’ experience of art. The frame, as a site of paradox, links the book’s discussion of theory with close readings of texts, which include artworks, books and videogames. The resulting method is interdisciplinary in scope and will be of use to researchers interested in the performative aspects of gaming, art, digital storytelling and nonlinear narrative.


Author : Jennifer deWinter
Ryan M. Moeller
Publisher : Routledge
Release : 2016-05-23
Page : 334
Category : Language Arts & Disciplines
ISBN 13 : 1317162617
Description :


Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.


Author : Andrew Troelsen
Publisher : Apress
Release : 2008-08-21
Page : 1377
Category : Computers
ISBN 13 : 1430202009
Description :


This book provides a complete A-to-Z reference for using VB with the .NET 2.0 platform and the .NET 3.0 extensions. It contains new chapters that explore the interactions between the existing framework and the new extensions, offering readers an edge when they evaluate and implement .NET 3.0 for the first time. To provide even more support, the book comes with a bonus CD that provides over 500 pages of carefully selected additional content to help broaden a reader's understanding of both .NET 2.0 and .NET 3.0.


Author : Robert Jackson
Publisher : John Hunt Publishing
Release : 2014-11-28
Page : 349
Category : Games & Activities
ISBN 13 : 1782793461
Description :


A historical, critical look at the famous videogame franchise BioShock, understanding it through philosophical, ideological and computational interpretations of systems, decisions and 'propaganda'.


Author : Barbara F. Tobolowsky
Pauline J. Reynolds
Publisher : Springer
Release : 2017-01-27
Page : 207
Category : Education
ISBN 13 : 1137570040
Description :


This book explores popular media depictions of higher education from an American perspective. Each chapter in this book investigates the portrait of higher education in an exciting array of media including novels, television, film, comic books, and video games revealing the ways anti-intellectualism manifests through time. Examining a wide range of narratives, the authors in this book provide incisive commentary on the role of the university as well as the life of students, faculty, and staff in fictional college campuses.


Author : Christopher W. Totten
Publisher : CRC Press
Release : 2018-09-03
Page : 469
Category : Computers
ISBN 13 : 1351982923
Description :


Explore Level Design through the Lens of Architectural and Spatial Experience Theory 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, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their 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 this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.


Author :
Publisher :
Release : 2008
Page :
Category : Computer games
ISBN 13 :
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Author : Anna Anthropy
Naomi Clark
Publisher : Addison-Wesley Professional
Release : 2014-02-20
Page : 240
Category : Computers
ISBN 13 : 0133155218
Description :


Master the Principles and Vocabulary of Game Design Why aren’t videogames getting better? Why does it feel like we’re playing the same games, over and over again? Why aren’t games helping us transform our lives, like great music, books, and movies do? The problem is language. We still don’t know how to talk about game design. We can’t share our visions. We forget what works (and doesn’t). We don’t learn from history. It’s too hard to improve. The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need—whether we create games, study them, review them, or build businesses on them. Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences…complement intuition with design discipline…and craft games that succeed brilliantly on every level. Liberate yourself from stale clichés and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game “verbs” and “objects” Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and “talk back” to you Effectively use resistance and difficulty: the “push and pull” of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand


Author : Gerald Farca
Publisher : transcript Verlag
Release : 2018-11-30
Page : 434
Category : Social Science
ISBN 13 : 3839445973
Description :


Video games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events. Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their nightmarish gameworlds. Players, he argues, will gradually come to see similarities between the virtual dystopia and their own 'offline' environment, thus learning to stay wary of social and political developments. In his analysis, Farca draws from a variety of research fields, such as literary theory and game studies, combining them into a coherent theory of aesthetic response to dystopian games.


Author : Christopher W. Totten
Publisher : CRC Press
Release : 2019-04-25
Page : 579
Category : Computers
ISBN 13 : 1351116282
Description :


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.


Author : David S. J. Hodgson
Publisher :
Release : 2005
Page : 272
Category : Games & Activities
ISBN 13 : 9780761551966
Description :


Half-Life® 2;: Full Strategy ·Essential strategies and maps for all 14 mission chapters ·Complete bestiary tactics, including how to take on the monsters and Combine forces ·In-depth evidence of all G-Man locations ·Deep combat strategy against the oppressive forces of evil ·Key script, back-story, and hidden game elements exposed ·Full-color maps showing every major item location ·Dozens of tactics for using the Zero Point Energy Field Manipulator


Author : Andrew Troelsen
Publisher : Apress
Release : 2007-04-30
Page : 1188
Category : Computers
ISBN 13 : 9781430202011
Description :


This book provides readers with a complete A-Z for using C# with the .NET 2.0 Platform and the .NET 3.0 extensions. It contains new chapters digging deeply into the interactions between the existing framework and the new extensions to give readers the edge when they come to evaluation and implement .NET 3.0 for the first time. To provide even more support, the book includes a bonus CD that provides over five hundred pages of carefully selected additional content to help broaden a reader’s understanding of both .NET 2.0 and .NET 3.0.


Author : David S. J. Hodgson
Stephen Stratton
Publisher : Prima Lifestyles
Release : 2007
Page : 351
Category : Games & Activities
ISBN 13 : 0761556931
Description :


·Complete strategy for Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Portal, and Team Fortress 2. ·Half-Life 2: Enhanced biographies and enemy information showcasing all the new entities! ·G-Man locations, hidden item stashes, and more revealed! ·Portal: Tactics for every single level, with incredible, mind-bending shortcuts from the development team! ·Team Fortress 2: Complete information for all characters and insanely advanced tactics for every map. ·Comprehensive list of all Xbox 360 Achievements, with hints for completing them. ·Fully labeled maps of every single level in all five games! ·Raising the Bar: Exclusive artwork and developer interviews for all games!