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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.
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry - understood as a global phenomenon in entertainment - and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game's virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merinoincorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework,Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.
"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.
Computer-Supported Collaboration with Applications to Software Development reviews the theory of collaborative groups and the factors that affect collaboration, particularly collaborative software development. The influences considered derive from diverse sources: social and cognitive psychology, media characteristics, the problem-solving behavior of groups, process management, group information processing, and organizational effects. It also surveys empirical studies of computer-supported problem solving, especially for software development. The concluding chapter describes a collaborative model for program development.
Computer-Supported Collaboration with Applications to Software Development is designed for an academic and professional market in software development, professionals and researchers in the areas of software engineering, collaborative development, management information systems, problem solving, cognitive and social psychology. This book also meets the needs of graduate-level students in computer science and information systems.
Cambridge Reading Adventures is a ground-breaking Primary guided reading series which offers a great variety of engaging texts with international appeal. The series has been created by Cambridge University Press in collaboration with the UCL Institute of Education's International Literacy Centre. Each book is placed into reading bands, providing a gradient of challenge which helps accelerate learning to read. Teacher's notes are provided inside every book with full guidance to get the most out of every reading session.
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