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How To Create Fantasy Art For Computer Games

RRP $39.95

This book is a practical guide on how to create artwork for computer games - a burgeoning area in which thousands of artists are hired each year.

The guide mostly focuses on fantasy art but the information it gives on media - both traditional and digital, doodling, light, mass and negative space creatures, game genre, working with models, composition, perspective, character development, interactive environments, and atmosphere is pertinent to all computer art.

A gallery of fine art and illustration collections is also included making this book the ideal introduction to the world of producing computer art and encouraging turning a creative hobby into a career.

About the Author

Bill Stoneham has been a professional fine artist for over 30 years. He has worked in both feature film and effects studios and for the last 20 years he has been creating computer art for computer games companies such as Lucas Arts and Edios, amongst others.


Computer Games And New Media Cultures

RRP $23.10

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Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.

As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.


Player Of Games

RRP $19.99

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The Culture - a human/machine symbiotic society - has thrown up many great Game Players, and one of the greatest is Gurgeh. Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game ...a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life - and very possibly his death.

About the Author

Iain Banks came to widespread and controversial public notice with the publication of his first novel, The Wasp Factory, in 1984. He has since gained enormous popular and critical acclaim for both his mainstream and his science fiction novels.


Data Organization In Parallel Computers

RRP $80.00

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The organization of data is clearly of great importance in the design of high performance algorithms and architectures. Although there are several landmark papers on this subject, no comprehensive treatment has appeared. This monograph is intended to fill that gap. We introduce a model of computation for parallel computer architec- tures, by which we are able to express the intrinsic complexity of data or- ganization for specific architectures. We apply this model of computation to several existing parallel computer architectures, e.g., the CDC 205 and CRAY vector-computers, and the MPP binary array processor. The study of data organization in parallel computations was introduced as early as 1970. During the development of the ILLIAC IV system there was a need for a theory of possible data arrangements in interleaved mem- ory systems. The resulting theory dealt primarily with storage schemes also called skewing schemes for 2-dimensional matrices, i.e., mappings from a- dimensional array to a number of memory banks. By means of the model of computation we are able to apply the theory of skewing schemes to var- ious kinds of parallel computer architectures. This results in a number of consequences for both the design of parallel computer architectures and for applications of parallel processing.


The Humping Games

RRP $16.99

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Katlick Eversweet hopes to compete in the 69th annual Humping Games. Sex is against the law in the twelve divisions, except for the contestants of the Games, and Katlick is desperate for some action. Luckily, she is able to volunteer in her sister's place. The stakes are high and the sex is hot. Katlick joins Pita and the other contestants to see who can hump their way to victory. This is the hilarious and erotic parody of The Hunger Games. Reader discretion is advised.



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