Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Tuesday, September 29, 2015

Creating a Stylized Creature for Games in ZBrush and 3ds Max




Creating a Stylized Creature for Games in ZBrush and 3ds Max


Duration: 2hr 49m | Video: h264, yuv420p, 1280×720 30fps | Audio: aac, 44100 Hz, 1 ch | 1.1 GB


Genre: eLearning | Language: English




In this ZBrush and 3ds Max tutorial, we"ll learn how to create stylized cartoon creatures for a game.


We"ll start inside ZBrush, dynamically creating our creature and ensuring we keep the soft, smooth style. Afterwards we"ll bring our model into 3ds Max to retopologize, unwrap, and bake it to get ready for putting it inside Unreal Engine 4.


By the end of this ZBrush and 3ds Max training, you’ll have a solid understanding of how to create compelling stylized creatures for game development.

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Tuesday, September 22, 2015

Games of No Chance (Mathematical Sciences Research Institute Publications)




Games of No Chance (Mathematical Sciences Research Institute Publications) by Richard J. Nowakowski


English | 6 Feb. 1997 | ISBN: 0521574110 | 530 Pages | PDF | 14 MB




Is Nine-Men Morris, in the hands of perfect players, a win for white or for black – or a draw? Can king, rook, and knight always defeat king and two knights in chess? What can Go players learn from economists? What are nimbers, tinies, switches and minies? This book deals with combinatorial games, that is, games not involving chance or hidden information.










Tuesday, September 15, 2015

Science Fiction Video Games (Repost)




Science Fiction Video Games By Neal Roger Tringham


2014 | 536 Pages | ISBN: 148220388X | PDF | 6 MB







Understand Video Games as Works of Science Fiction and Interactive Stories


Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction.


Delve into a Collection of Science Fiction Games


The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).







Sunday, September 13, 2015

Dungeons & Dreamers: A Story of How Computer Games Created a Global Community, 2nd Edition




Dungeons & Dreamers: A Story of How Computer Games Created a Global Community by Brad King, John Borland


2014 | ISBN: 0991222725 | English | 278 pages | EPUB + MOBI | 0.3 MB + 0.5 MB




Before the multibillion computer game industry, there was Dungeons & Dragons, a tabletop game created by Gary Gygax and Dave Arneson in 1974. D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today"s massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today"s digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.