Virtual Cities: An Atlas & Exploration of Video Game Cities

Virtual Cities: An Atlas & Exploration of Video Game Cities
Title Virtual Cities: An Atlas & Exploration of Video Game Cities PDF eBook
Author Konstantinos Dimopoulos
Publisher The Countryman Press
Pages 399
Release 2020-11-10
Genre Design
ISBN 1682686108

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Immerse yourself in 45 spectacularly imagined virtual cities, from Arkham City to Whiterun, in this beautifully illustrated unofficial guide. Spanning decades of digital history, this is the ultimate travel guide and atlas of the gamer imagination. Dimopoulos invites readers to share his vision of dozens of different gaming franchises like never before: discover Dimopoulos’s Half-Life 2’s City 17, Yakuza 0’s Kamurocho, Fallout’s New Vegas, Super Mario Odyssey’s New Donk City, and many more. Each chapter of this virtual travel guide consists of deep dives into the history and lore of these cities from an in-universe perspective. Illustrated with original color ink drawings and—of course—gorgeous and detailed maps, readers can explore the nostalgic games of their youth as well as modern hits. Sidebars based on the author’s research tell behind-the-scenes anecdotes and reveal the real-world stories that inspired these iconic virtual settings. With a combination of stylish original maps, illustrations, and insightful commentary and analysis, this is a must-have for video game devotees, world-building fans, and game design experts.

Virtual Cities

Virtual Cities
Title Virtual Cities PDF eBook
Author Konstantinos Dimopoulos
Publisher Unbound Publishing
Pages 257
Release 2020-11-12
Genre Games & Activities
ISBN 1783528508

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Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.

Graphic Horizons

Graphic Horizons
Title Graphic Horizons PDF eBook
Author Luis Hermida González
Publisher Springer Nature
Pages 428
Release
Genre
ISBN 3031575830

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Collaborative Worldbuilding for Video Games

Collaborative Worldbuilding for Video Games
Title Collaborative Worldbuilding for Video Games PDF eBook
Author Kaitlin Tremblay
Publisher CRC Press
Pages 165
Release 2023-03-08
Genre Games & Activities
ISBN 1000846369

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This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding

AI Enabled Business

AI Enabled Business
Title AI Enabled Business PDF eBook
Author Melodena Stephens
Publisher IAP
Pages 367
Release 2023-07-01
Genre Education
ISBN

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As the use of AI becomes more and more ubiquitous in companies around the world, managers charged with taking key decisions require resources to enable them to evaluate new projects effectively. The business case for AI projects is not necessarily clear cut and part of the reason for this is the lack of understanding on key decision criteria. AI touches on many ethical concepts - data privacy, validity and more importantly, its potential misuse. AI is often being used to replace human decision-making and there is often no real understanding of the implications of this. This book provides a detailed primer for practitioners without a deep technological background. It guides the reader through the basic issues and offers advice on ‘how to take decisions’. There is a dearth of such books currently available and this book aspires to fill a growing niche. ENDORSEMENTS: "This book is sure to offer value to business users, students and the general public." — K. Ananth Krishnan, Tata Consultancy Services "I highly recommend this book for the leader seeking an up-to-date review of AI to make strategic investments." — Kes Sampanthar, Innovation, BCG Brighthouse "The specificity of application in case studies and easy to understand definitions and recommendations make this a must read in the ever-growing field of literature around AI." — John C. Havens "The AI Enabled Organization is the perfect tool to embark on a thorough assessment of what AI means for your business." — Arno Fehler, Schmidt Kranz Group, Germany

End-Game

End-Game
Title End-Game PDF eBook
Author Lorenzo DiTommaso
Publisher Walter de Gruyter GmbH & Co KG
Pages 331
Release 2024-09-02
Genre Games & Activities
ISBN 3110752867

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Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.

The Software Encyclopedia 2000

The Software Encyclopedia 2000
Title The Software Encyclopedia 2000 PDF eBook
Author Bowker Editorial Staff
Publisher
Pages 1716
Release 2000-05
Genre Computers
ISBN 9780835243155

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