Getting Paid to Make Games and Apps

Getting Paid to Make Games and Apps
Title Getting Paid to Make Games and Apps PDF eBook
Author Kristina Lyn Heitkamp
Publisher The Rosen Publishing Group, Inc
Pages 82
Release 2016-12-15
Genre Juvenile Nonfiction
ISBN 150817296X

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For a technophile, it’s not a big leap to want to create something new. This title offers readers from grades seven through twelve the chance to discover career options in game and app development and the education that will qualify them for those options. Apart from figuring out the creative side, the reader will also discover what is necessary to break into an extremely competitive market as a professional. Readers will experience engaging sidebars that introduce successful young developers and their creations, and various types of references throughout will allow the reader to take in the whole world of development.

Free-to-Play

Free-to-Play
Title Free-to-Play PDF eBook
Author Will Luton
Publisher New Riders
Pages 217
Release 2013-05-27
Genre Business & Economics
ISBN 0133411249

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“ Will’s knowledge of F2P comes from years of building games, as well as writing about and consulting with developers on the model. All the topics covered in this book—economics, gameplay, monetization, analytics and marketing—are important to consider when you’re building an F2P game, and Will covers each with an easy-to-digest style.” —Ian Marsh, co-founder, NimbleBit Free-to-Play: Making Money From Games You Give Away is an accessible and complete guide to the business model that has revolutionized the videogames industry, creating huge hits, multi-billion-dollar startups and a new deal for players: Play for free, spend on what you like. Written by respected game designer and consultant Will Luton, Free-to-Play gives you the in-the-trenches insight you need to build, run and make money from games you give away. In it you’ll find: Psychology behind player decisions and the motivations to play Simple and accessible explanations of the math and economic theories behind F2P, including working examples Processes for capturing and using player data to improve your game Marketing tips on positioning your game and attracting players Plus: A downloadable F2P spreadsheet, articles from the author, a foreword by NimbleBit co-founder Ian Marsh and an interview with Zynga CEO, Mark Pincus.

Getting Paid to Produce Videos

Getting Paid to Produce Videos
Title Getting Paid to Produce Videos PDF eBook
Author Carol Hand
Publisher The Rosen Publishing Group, Inc
Pages 82
Release 2016-12-15
Genre Juvenile Nonfiction
ISBN 1508172935

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This comprehensive guide to building a career in video production and filmmaking takes a look at how to get an education in the field, which types of businesses are hiring and why, and the different angles employees are taking on the path to success.

The Financially Challenged

The Financially Challenged
Title The Financially Challenged PDF eBook
Author Wilson J. Humber
Publisher Moody Publishers
Pages 244
Release 1995
Genre Business & Economics
ISBN 9780802427373

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Packed with eye-opening principles that will help the "financially challenged" move beyond their challanges, this book offers practical steps to steer clear of--or emerge from--financial disaster. Graphs and charts.

Game Design Workshop

Game Design Workshop
Title Game Design Workshop PDF eBook
Author Tracy Fullerton
Publisher CRC Press
Pages 540
Release 2014-03-05
Genre Computers
ISBN 1482217163

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Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.

Game Programming Patterns

Game Programming Patterns
Title Game Programming Patterns PDF eBook
Author Robert Nystrom
Publisher Genever Benning
Pages 353
Release 2014-11-03
Genre Computers
ISBN 0990582914

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The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Getting to Know Apple Swift

Getting to Know Apple Swift
Title Getting to Know Apple Swift PDF eBook
Author Sherri Mabry Gordon
Publisher The Rosen Publishing Group, Inc
Pages 66
Release 2018-12-15
Genre Juvenile Nonfiction
ISBN 1508183643

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Readers today live in a digital age where various types of code power their world. From iPhones and iPads to the Apple Watch and Apple TV, code is the language that some of their favorite devices speak. Readers will get to know Apple Swift, the beginner-friendly programming language behind these devices and more. In this lively and informative book, readers will learn that with Swift, anyone can create cool apps. Not only will readers discover the fun they can have with Swift, they also learn why Swift is important and how learning more about it will benefit them.