Video Game Construction Kit: Underwater Tomato Ninja Edition

Stenzinger Software, LLC
13
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This book makes it fun and easy to explore making video games. 


Making **games** can be as simple as playing your own "house rules" version of Rock Paper Scissors. Making **video games** is usually far more complicated. The intent of this book and included resources is to get close to that simple approach: play and change a video game to make it your own. 


Go at your own pace and choose your own path along the way. You can read straight through if you'd like. However this book has decision points along the way, that allow you to take your own path through the work. 


Learn by doing. Hands-on construction of video games. This book has a variety of illustrations, audio, and code resources to present video game design and development ideas. Explore the material in anyway you find most helpful. 


Who is this book for? Do I need to be a gamer, coder, or artist? This book is for anyone curious about making video games. It's for anyone who wants to invent their own rules, art, and/or sound and have it live within a video game.


50 achievements await, including 5 extra difficult CHALLENGE ACHIEVEMENTS. All 50 achievements help you track your progress learning and exploring. 


Topics include game design, web development basics, learning to code, learning to change the look, sound, and behavior of the game Underwater Tomato Ninja.

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About the author

Rob Stenzinger is a user experience designer, illustrator, creative coder, and podcaster. He lives in sometimes boiling, sometimes frozen Minnesota with his wife, daughter and cat in a house full of video games, musical instruments, and art supplies.


He believes that gaming gives us a platform to explore and learn art, science, math, design, storytelling, most anything really.


In addition to providing User Experience and Game Design consulting, Rob is the creator of the comic [Art Geek Zoo: The Way of Sound](http://agz.me), the video game [Guitar Fretter](http://guitarfretter.com) and co-host of the [Lean Into Art Cast](http://leanintoart.com).

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Additional Information

Publisher
Stenzinger Software, LLC
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Published on
Jan 20, 2014
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Pages
202
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Features
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Language
English
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Genres
Computers / Interactive & Multimedia
Games / Video & Electronic
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Content Protection
This content is DRM free.
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Read Aloud
Available on Android devices
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Reading information

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A project based guides to learn animation, advanced shaders, environments, particle rendering, and networked games with Godot 3.0Key FeaturesLearn the art of developing cross-platform gamesLeverage Godot’s node and scene system to design robust, reusable game objectsIntegrate Blender easily and efficiently with Godot to create powerful 3D gamesBook Description

Godot Engine Game Development Projects is an introduction to the Godot game engine and its new 3.0 version. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to expensive commercial game engines. For beginners, Godot offers a friendly way to learn game development techniques, while for experienced developers it is a powerful, customizable tool that can bring your visions to life.

This book consists of five projects that will help developers achieve a sound understanding of the engine when it comes to building games.

Game development is complex and involves a wide spectrum of knowledge and skills. This book can help you build on your foundation level skills by showing you how to create a number of small-scale game projects. Along the way, you will learn how Godot works and discover important game development techniques that you can apply to your projects.

Using a straightforward, step-by-step approach and practical examples, the book will take you from the absolute basics through to sophisticated game physics, animations, and other techniques. Upon completing the final project, you will have a strong foundation for future success with Godot 3.0.

What you will learnGet started with the Godot game engine and editorOrganize a game projectImport graphical and audio assetsUse Godot’s node and scene system to design robust, reusable game objectsWrite code in GDScript to capture input and build complex behaviorsImplement user interfaces to display informationCreate visual effects to spice up your gameLearn techniques that you can apply to your own game projectsWho this book is for

Godot Engine Game Development Projects is for both new users and experienced developers, who want to learn to make games using a modern game engine. Some prior programming experience in C and C++ is recommended.

The colorist is responsible for the critical final stage of refinement of the film and broadcast image. Using all of the controls modern color correction software provides, colorists refine the mood, create style, add polish to scenes, and breathe life into the visuals. The craft of color correction can take considerable trial and error to learn, while the art of color grading takes years to perfect. Alexis Van Hurkman draws on his wealth of industry experience to provide a thoroughly updated edition of what has become the standard guide to color correction. Using a friendly, clear teaching style and a slew of real-world examples and anecdotes, Alexis demonstrates how to achieve professional results for any project, using any number of dedicated grading applications, or even an editing program’s built-in color correction tools.

From the most basic methods for evaluating and correcting an overall image to the most advanced targeted corrections and creative stylizations, Color Correction Handbook, Second Edition, is your one-stop guide. Among many valuable concepts and techniques, you’ll learn to:

• Set up a professional color correction environment using the latest technologies and adhere to the most up-to-date standards

• Work with log-encoded media and LUTs

• Analyze shots quickly and correct errors of color and exposure

• Create idealized adjustments for key features such as skin tone, skies, and product shots

• Develop strategies for balancing clips in a scene to match one another for continuity, and grading greenscreen clips destined for visual effects

• Master a variety of stylistic techniques used to set a scene’s mood

• Apply principles of color and contrast to add depth and visual interest

• Browse valuable research about memory colors, audience preferences, and critical corrections for achieving appealing skin tones and controlled environments

• Follow along with the downloadable files that accompany this book, including HD footage, cross-platform exercises, and project files.


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