The Black Art of Video Game Console Design

The Black Art of Video Game Console Design
Title The Black Art of Video Game Console Design PDF eBook
Author André LaMothe
Publisher Sams Publishing
Pages 0
Release 2006
Genre Computer games
ISBN 9780672328206

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Written by Computer Scientist Andre' LaMothe, the world's best selling game programming author, The Black Art of Video Game Console Design breaks new ground in game development by bridging the alien worlds of hardware and software together for the first time! The Black Art of Video Game Console Design is written for the programmer and/or hobbyist interested in software game development, but also wants to understand the hardware games are implemented on. This book assumes no prior knowledge of Electrical Engineering or Computer Architecture, but takes you on a breathtaking journey from atomic semiconductor theory to the design and construction of basic video game consoles that you can build and write your own games for! Included in the book is the entire design of numerous embedded game systems including the XGameStation systems and much more. The Black Art of Video Game Console Design with 800+ pages covers everything you need to know to design your own game console including: * Basic atomic physics and semiconductor theory primer. * Introduction to circuit analysis; current, voltage, and resistance. * Analog design using discrete components. * Digital electronics and Boolean algebra. * Physical hardware construction and prototyping techniques. * Combinational logic and advanced integrated circuit building blocks. * Finite state machine design. * Computer architecture and design. * Understanding and using microprocessors and microcontrollers. * Developing software for embedded systems. * Designing video (NTSC/VGA), audio, and input device systems. * Interfacing and communications. * The complete design and discussion of numerous game systems including the XGameStations! CD-ROM Contains * PCB and circuit simulation tools. * All necessary data sheets. * Demos and source code. * Complete designs to numerous embedded systems including the XGameStations.

Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]
Title Encyclopedia of Video Games [3 volumes] PDF eBook
Author Mark J. P. Wolf
Publisher Bloomsbury Publishing USA
Pages 1365
Release 2021-05-24
Genre Games & Activities
ISBN 1440870209

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

An Anthology of Blackness

An Anthology of Blackness
Title An Anthology of Blackness PDF eBook
Author Terresa Moses
Publisher MIT Press
Pages 265
Release 2023-10-31
Genre Design
ISBN 026237725X

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An adventurous collection that examines how the design field has consistently failed to attract and support Black professionals—and how to create an anti-racist, pro-Black design industry instead. An Anthology of Blackness examines the intersection of Black identity and practice, probing why the design field has failed to attract Black professionals, how Eurocentric hegemony impacts Black professionals, and how Black designers can create an anti-racist design industry. Contributing authors and creators demonstrate how to develop a pro-Black design practice of inclusivity, including Black representation in designed media, anti-racist pedagogy, and radical self-care. Through autoethnography, lived experience, scholarship, and applied research, these contributors share proven methods for creating an anti-racist and inclusive design practice. The contributions in An Anthology of Blackness include essays, opinion pieces, case studies, and visual narratives. Many contributors write from an intersectional perspective on race, gender, sexuality, ethnicity, and ability. Each section of the book expands on community-driven concerns about the state of the design industry, design pedagogy, and design activism. Ultimately, this articulated intersection of Black identity and Black design practice reveals the power of resistance, community, and solidarity—and the hope for a more equitable future. With a foreword written by design luminary Elizabeth (Dori) Tunstall, An Anthology of Blackness is a pioneering contribution to the literature of social justice. Contributors Kprecia Ambers, Jazmine Beatty, Anne H. Berry, John Brown VI, Nichole Burroughs, Antionette D. Carroll, Jillian M. Harris, Asher Kolieboi, Terrence Moline, Tracey L. Moore, Lesley-Ann Noel, Pierce Otlhogile-Gordon, Jules Porter, Stacey Robinson, Melanie Walby, Jacinda N. Walker, Kelly Walters, Jennifer White-Johnson, Maya Aduba Williams, S. Alfonso Williams

American Book Publishing Record

American Book Publishing Record
Title American Book Publishing Record PDF eBook
Author
Publisher
Pages 1132
Release 2005
Genre American literature
ISBN

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Art Of Atari

Art Of Atari
Title Art Of Atari PDF eBook
Author Tim Lapetino
Publisher Dynamite Entertainment
Pages 354
Release 2016-10-26
Genre Art
ISBN 1524101060

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Atari is one of the most recognized names in the world. Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced!

A Companion to Digital Art

A Companion to Digital Art
Title A Companion to Digital Art PDF eBook
Author Christiane Paul
Publisher John Wiley & Sons
Pages 644
Release 2022-01-06
Genre Art
ISBN 1119225744

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Reflecting the dynamic creativity of its subject, this definitive guide spans the evolution, aesthetics, and practice of today’s digital art, combining fresh, emerging perspectives with the nuanced insights of leading theorists. Showcases the critical and theoretical approaches in this fast-moving discipline Explores the history and evolution of digital art; its aesthetics and politics; as well as its often turbulent relationships with established institutions Provides a platform for the most influential voices shaping the current discourse surrounding digital art, combining fresh, emerging perspectives with the nuanced insights of leading theorists Tackles digital art’s primary practical challenges – how to present, document, and preserve pieces that could be erased forever by rapidly accelerating technological obsolescence Up-to-date, forward-looking, and critically reflective, this authoritative new collection is informed throughout by a deep appreciation of the technical intricacies of digital art

Playing at War

Playing at War
Title Playing at War PDF eBook
Author Patrick A. Lewis
Publisher LSU Press
Pages 309
Release 2024-09-19
Genre Games & Activities
ISBN 0807183466

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Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surrounding the American Civil War, from the earliest console games developed in the 1980s through the web-based games of the twenty-first century, including popular titles such as Red Dead Redemption 2 and War of Rights. Alongside discussions of technological capabilities and advances, as well as their impact on gameplay and content, the essays consider how these games engage with historical scholarship on the Civil War era, the degree to which video games reflect and contribute to popular understandings of the period, and how those dynamics reveal shifting conceptions of martial identity and historical memory within U.S. popular culture. Video games offer productive sites for extending the analysis of Civil War memory into the post–Confederates in the Attic era, including the political and cultural moments of Obama and Trump, where overt expressions of Lost Cause memory were challenged and removed from schools and public spaces, then embraced by new manifestations of white supremacist organizations. Edited by Patrick A. Lewis and James Hill Welborn III, Playing at War traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation’s past.