(Part 2) Best other art media books according to redditors

Jump to the top 20

We found 1,515 Reddit comments discussing the best other art media books. We ranked the 406 resulting products by number of redditors who mentioned them. Here are the products ranked 21-40. You can also go back to the previous section.

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Subcategories:

Conceptual arts books
Mixed media books
Mosaic art books
Calligraphy guides
Ceramic art books
Installation art books
Illuminations art books
Erotic arts & photography books
Prints art books
Books about body art & tattoos
Graffiti & street art books
Digital art books
Film & video art books
Glass art books
Public art books

Top Reddit comments about Other Art Media:

u/-Epsilon · 702 pointsr/gaming

It should be said that the artist is a Swedish painter named Simon Stalenhag. He's constantly releasing new work like the one you see here.

I would highly recommend checking him out
http://www.simonstalenhag.se/

EDIT:

I see a lot of you are really liking Simons work, so I figured I should also mention that he has published two hardcover books containing larger prints of his work along with backstory for most of his art.
Tales from the Loop and another that just came out 11 days ago (November 1st, 2016) called Things from the Flood.
Both books are fairly cheap and would make great Christmas gifts in my opinion

u/lamp_boy · 40 pointsr/Games

Maybe it will coincide with the release of the new art book coming out in June? The Art of Metail Gear Solid I-IV

u/Varixai · 29 pointsr/titanfall

The Art of Titanfall 2 had this to say about Pilot Classes:

>We're taking a step back into the earliest stages of gameplay development with these prototype Pilot sketches. "We weren't sure how the Pilots would be used yet, so we were trying all kinds of ideas from the tradional engineer classes to weird nonspecific designs," adds Art Director Joel Emslie.

>"One thing that we kept with the heavy Pilots was the idea of the robotic arm they wear on their backs to help them with tactical gear."

-
And about the flying one without legs:

>"An early concept for light pilots was to remove their legs entirely, but it seemed a bit too abstract in the end," says Joel Emslie. "We needed the Pilots to feel physically bound to the ground so that their moves could still have weight."


-
And that's not all - Some of the code for Pilot Classes was left in the game, including a detailed description of each class' role and weapons.

-
Edit: The Pilot silhouettes on the "flying craft" may only be included for scale. They also appear without caption on a page labeled "Turrets & Drones" in the art book.

-
Brad also uploaded a clean look at several decals/signage, and how they fit into the Titanfall world. (and another amazing album on iconography that warranted its own thread)

-
For his Titanfall 1 stuff, Brad uploaded a ton of amazing art on his personal website here.

-
For other concept art and more - this is your hub.

-
Fun Fact: This glorious piece of art was the very first concept art made after Respawn was founded, by future Art Director Joel Emslie also by Brad Allen. Pretty crazy that the creature pictured made it into the final game. (Sources: The Final Hours of Titanfall and Brad Allen's site above)

u/MarsOnTheMoon · 24 pointsr/Overwatch
u/mysticreddit · 21 pointsr/gamedev

These days there is only 1 book I would recommend, and a honorary mention:

Buy

u/feor1300 · 17 pointsr/Warhammer40k

Very nice, but the actual imperial documentation on dealing with Orks is somewhat less accurate.

If you can find a copy of The Uplifting Primer (for less than $300) I highly recommend it, it's a hilarious read.

u/drakonite · 16 pointsr/gamedev

You may want to narrow that down a bit, but okay, here are some highlights, with amazon links to help disambiguate.

u/wolfmanpraxis · 14 pointsr/40kLore

Both of these are great reads:

Imperial Munitorum Manual


The Imperial Infantryman's Uplifting Primer, Damocles Gulf Edition

edit: woah I bought these for $13.59 USD when they first came out...

u/ck-pasta · 13 pointsr/Bioshock
  1. The Freedom key from the Limited Edition Guide
  2. The Art of Bioshock Infinite
  3. Any Bioshock Infinite themed shirt

    >Constants and Variables

    >Constants and Vairables 2

    >The Infinite Loop (Infinite/Portal crossover)

  4. ????

    That's all I can think of. Have fun deciding OP!
u/ribaldus · 12 pointsr/battlestations

Those are really cool. Hadn't heard of any of them, but looked them up. From left to right it looks like they're:

u/RabidTurtl · 10 pointsr/NintendoSwitch

MSRP is $40 in the US, but hardly any place will sell it for that. As others stated, it is $24 on Amazon at the moment, which is about the price I've paid for all the other Legend of Zelda books.

u/Cazador888 · 9 pointsr/metalgearsolid

You should get the Metal Gear Solid I-IV Artwork book collection if you like it. Has all the art from all the games. Promos, character development, concept art, etc. it’s like $45 on Amazon. The Art of Metal Gear Solid I-IV https://www.amazon.com/dp/1506705812/ref=cm_sw_r_cp_api_i_sA.zDbXZ4B2TY

u/SmegmanHoarder · 9 pointsr/DestinyTheGame

here's a link if anyone wants to purchase. One of the reviews also has a video skimming through the book's pages.

u/McTeaCup · 8 pointsr/titanfall

If you want more information about the aircrafts check out "The art of Titanfall" and "The art of Titanfall 2". There are entire chapters about spaceships and more. I have them both and I really recommend them!

The art of Titanfall: https://www.amazon.com/Art-Titanfall-Andy-McVittie/dp/178329194X

The art of Titanfall 2: https://www.amazon.com/Art-Titanfall-2-Andy-McVittie/dp/1785653695

u/CheraFox · 7 pointsr/Guildwars2

For those who don't know, this book comes in a physical hardcover release as well. It already has a page on amazon, tho the pre-purchase is not available yet: https://www.amazon.co.uk/dp/1506715990/ref=sr_1_3?crid=2APWROYZYJ96J&keywords=guild+wars+art+book&qid=1566909698&s=gateway&sprefix=guild+wars+a%2Caps%2C154&sr=8-3

u/testudoaubreii · 7 pointsr/gamedesign

You want to be a game designer, right? As opposed to a game programmer? They're very different.

And just to get this said up front, playing a lot of video games does not necessarily make you game designer material. Playing and designing are two entirely different things.

Okay, that said, here are some of the things you need:

  • basic programming
  • perceptual, cognitive, and social psychology
  • basic statistics
  • calculus and linear algebra are a really good idea too
  • anthropology
  • theater and/or film studies
  • creative and technical writing
  • public speaking
  • at least one drawing/art class
  • a game design class (or minor, or major) if you can get it

    Oh, and watch this video for anything I might have missed.

    Then read this paper to give yourself an idea of some of the depth involved in game design. Check out some of the better game design books too (Art of Game Design, Game Design Workshop and others).

    Finally, go make a game. Don't wait. Copy someone else's game if you have to while you're learning the ropes, but then make your own game. Make a small, crappy game. Then make it better. If it's any good, then make it bigger -- but not until then.

    And then, get ready to either be a starving indie, or to get a job in QA, or if you're really lucky, to get a job as a very junior designer. Then you're off to the races.

    Good luck!
u/Jackjakea · 7 pointsr/cyberpunkgame

So so far we got

u/Scoompoof · 6 pointsr/FinalFantasy

Final Fantasy Ultimania Archive Volume 1 https://www.amazon.com/dp/1506706444/ref=cm_sw_r_cp_apa_i_359iDbCRME55B

I own all three of these and they are super cool.

u/d_stilgar · 6 pointsr/HalfLife

I have both his books, Tales from the Loop and Things from the Flood and they're both very nicely printed. There's a relatively short story for each as well that isn't particularly interesting, but definitely fleshes out his world a little more and connects the art all together a little bit.

u/GMoodstah · 6 pointsr/gwent

There is an artbook available on Amazon for preorder. Link

u/seksibro · 6 pointsr/gamecollecting

You're in luck. Dark Horse's the Art of Metal Gear Solid I-IV was just released last year and is still easy to find online. MGS V is a separate book though.

u/Hoewhoew · 6 pointsr/Guildwars2

Don't worry, it's on Amazon as well. At least on the German one, I've been able to find it quite easily.

German Amazon book

u/SirPrize · 5 pointsr/anime

Updated so that it is on imgur just for you soldier. And remember, "Failure to produce this document at a superior officer's request at ANY TIME carries the penalty of death." [Opening page, Uplifting Primer]

You best make sure you have a copy on hand as the next officer may not be so lenient.

u/Keorl · 5 pointsr/Guildwars2

Ty. Cleaned the link, see below. Btw if Amazon sells the same item in different countries, it often has the same reference. So no need to search on amazon sites on by one to find it for your country (or to find that it's a lot cheaper to order something abroad) : you can simply replace the domain.

https://www.amazon.com//dp/1506715990/

https://www.amazon.fr//dp/1506715990/

https://www.amazon.de//dp/1506715990/

https://www.amazon.es//dp/1506715990/

https://www.amazon.co.uk//dp/1506715990/

https://www.amazon.it//dp/1506715990/

Only the GB and IT ones are unavailable atm.

u/_douglas · 5 pointsr/Pottery

First, I would recommend finding someone in the makerspace that uses the kiln and ask to shadow them. You don't want to be the newbie that accidentally fires cone 06 clay in a cone six glaze firing and melts the clay to the kiln shelves causing damage.

If there are no other potters making use of the equipment then I recommend buying some glaze books. Most people fire electric kilns to mid-range, around cone 6 -- if you are going hotter, or using a gas kiln then get the high fire book.

https://www.amazon.com/Complete-Guide-Mid-Range-Glazes-Ceramics/dp/1454707771

https://www.amazon.com/Complete-Guide-High-Fire-Glazes-Ceramics/dp/1600592163

You will want to google the product manual for the kiln. You usually can find that on the panel that has the temperature switches or the computer controller if it has one.

You can reclaim your clay in a bunch of ways. My preferred way is to let it dry out, then add water, and put it on a plaster slab to dry it out. Wedge on the plaster slab and it is ready to throw (might need a few hours to a couple of days depending on humidity and temperature, and how saturated the slab already is.

There are lots of youtube videos to teach you the skills you need. Simon Leach is a good place to start:

https://www.youtube.com/channel/UCe9BhFmxdS1TWAhyU5xF0rw

u/BrynR123 · 5 pointsr/dishonored

There is an immense amount! Start here: https://www.amazon.co.uk/Dishonored-Dunwall-Archives-Games-Bethesda/dp/1616555629. After that there is a comic book series and a novel with two more to be released. The wikia also houses a lot of info :)

u/pjmlp · 5 pointsr/gamedev

Some game development related books and articles that I went through the 90's.

u/Novawulfen · 4 pointsr/40kLore
u/LeonS95 · 4 pointsr/FinalFantasy

I was given the first Ultimania Archive as a gift recently and I really love it. It's a book full of concept art, development history, and just general information about the first six games of the series. Great gift for any fan and it's fairly cheap too.

u/chance633 · 4 pointsr/ImaginaryMindscapes

If anyone is a fan of Pen-and-Paper RPG's, Free League made a game using his art called Tales From the Loop

You can also get just the art for Tales From the Loop and the upcoming expansion for the the games Things From the Flood, which has some of my favorite pieces of his.

If you're interested in buying, Modiphius has the stuff available for purchase in your local currencies.

u/smallstepforman · 4 pointsr/gamedev

Game Engine Architecture is really just a survey of techniques. It lists whats out there without actually diving deep and explaining why. The material is primarily suited for secondary school students. If however you want to know what the specialists have open on their desks this very minute (with full mathematical and computer science proof), you can only rely on one book - David Eberly's 3D Game Engine Design - a practical approach to real time graphics (http://www.amazon.com/Game-Engine-Design-Second-Interactive/dp/0122290631/ref=sr_1_1?ie=UTF8&qid=1288767426&sr=8-1). Warning - this book is serious, aimed at professionals who have been doing game engines for over a decade. A new comer will be humbled by the sheer volume of information David has assembled, explained and documented. He is also an author of Mathematics and Physics books. His books are very serious, with actual computer science behind them. He also has an open source game engine - Wild Magic out there. Check http://www.geometrictools.com for more information.

u/piepei · 4 pointsr/titanfall

OP? anyone?

Edit: Here's a link on Amazon - $25

u/onebigfreckle · 3 pointsr/Pottery

John Britt's book is the best resource I've found for these types of questions.... and will help answer all of the next questions you are soon to have now that you're dealing with glaze chemistry. Good luck.

https://www.amazon.com/Complete-Guide-High-Fire-Glazes-Ceramics/dp/1600592163

u/IAMHideoKojimaAMA · 3 pointsr/metalgearsolid
u/fragmaster3000 · 3 pointsr/Bioshock

That's the "sample" booklet that came with the Collector's Edition of the game. It's a lot smaller and indeed has only 64 pages, with art that's taken from the bigger version.

That version is for sale at amazon for a reasonable price (I payed a lot more for mine :') )
http://www.amazon.com/The-BioShock-Infinite-Irrational-Games/dp/1595829946/ref=sr_1_1?ie=UTF8&qid=1396272639&sr=8-1&keywords=the+art+of+bioshock+infinite

u/mathpotter · 3 pointsr/Ceramics

The Britt book is pretty solid if you are doing cone 10.

http://www.amazon.com/Complete-Guide-High-Fire-Glazes-Ceramics/dp/1600592163

u/joeldevahl · 3 pointsr/gamedev

I read Realtime Rendering a lot when I started programming 3D. It's good book , and the site links to a lot of other good books and sites.

I wouldn't recommend 3D Engine Architecture or 3D Game Engine Design though, since they give a very bloated approach and are quite C++ specific.

Remember to Keep It Simple. =)

u/Vel0Xx · 3 pointsr/Overwatch

Here german Amazon link for germans! Pretty cheap imo.
The Art of Overwatch Limited Edition https://www.amazon.de/dp/1506705537/ref=cm_sw_r_cp_api_0Dugzb57P2FTC
The Art of Overwatch https://www.amazon.de/dp/1506703674/ref=cm_sw_r_cp_api_UJugzbQN5BDWR

u/aikouka · 3 pointsr/Overwatch

Here are links to Amazon for the NORMAL and LIMITED EDITION versions. Also, if you like the comics, here's a link to the Anthology Volume 1.

I figured I'd provide the links after I saw searching that for "Art of Overwatch" turned up some slightly risque images of Overwatch's female heroes. =P

u/trice_7 · 3 pointsr/FinalFantasy

Apparently they just released an Ultimania this last June that covers the first 5 or so games. Pt. 2 comes out in december, and PT 3 (The one that covers 13) comes out in April.

Amazon link to the first book

Tagging /u/FFXI_MOBILE_ES for visibility.

u/balefrost · 3 pointsr/MechanicalKeyboards

I mostly agree with /u/RitzBitzN, but if you dive right in with data structures and algorithms, you're probably going to get bored pretty quickly. Theory should be matched with practice.

I think it's best to learn programming in some environment where you can experiment and quickly see results. I don't know if this is good advice, but I suggest Processing as a decent place to get started. There's a nice book on the subject, and there's even a port to Javascript .

I got my start on a Commodore 64, taking the sample code that came in the manual (to draw simple graphics and animations) and tweaking them. Processing reminds me a lot of that. Sure, the particulars are different, but I think it encourages the same sort of "play" that is so important when learning to program.

u/MITGameLab · 3 pointsr/IAmA

This course is just intended to be introductory, so yes, there's plenty of things to learn after this first step.

The most important goal is to figure out how you can keep practicing, and for that you need to be able to share and discuss your work with others. If you manage to find local game designers while taking this course (e.g. fellow participants of 11.126x) the next step might be to start a project with them. I also love game jams, which are like game hackathons. The Global Game Jam happens every year in late January, and if making a game in 48 hours sounds appealing to you, it's a good challenge.

There are quite a lot of good books I'd recommend. Challenges for Game Designers (Brathwaite/Romero & Schrieber) is probably a good second step after our class, especially if you're focusing on card/board game design. If you're looking for reading that's focused on more digital design, look at Game Design Workshop by Tracy Fullerton.

Also, I have a whole lot of classes on MIT's other online courseware site, OpenCourseWare! Just search for "Philip Tan".

u/[deleted] · 3 pointsr/gamedev

In that case, I recommend:

  • A Theory of Fun for Game Design by Raph Koster
  • Game Design Workshop
  • Don't Make Me Think! by Steve Krug

    That last one is technically a book about website usability, but a lot of the things in there carry over (in addition to some advice on e.g. user testing).

    As you don't have much programming experience, I highly recommend GameMaker (There's a free version if you scroll down and find the 'Lite' version download). It's a surprisingly powerful tool, and also has a scripting language.
u/robotsdev · 3 pointsr/gamedev

It's for programming, and "a bit" heavy, but the "game programming gems" book series is pretty good.

http://www.amazon.com/Game-Programming-Gems-CD/dp/1584500492

u/achacha · 3 pointsr/cpp
u/Artiva · 3 pointsr/Pottery

What cone do you want to fire to? What texture do you want for your glaze surface? Are you looking for matte, satin, gloss? Do you have specific colors in mind?

Find out what cone your school generally fires to and in what atmosphere (oxidation or reduction), and formulate your glazes for that. Your school may have special firing options like Raku or salt/soda firings which you may want to look into as well. Once you know what you want it's much easier to find recipes online.

If your school has a well stocked chem room, they have someone who can point you in the right direction for glazes. Ask the firing tech/professor for guidance. John Britt's The Complete Guide to High-Fire Glazes is a good start, but books are only going to take you so far. You usually have to tweak glazes quite a bit before you get the results you want. You'll want to look into line blends and triaxial blends for testing your glazes.

At its core you need 3 components for a glaze: the glass-former, the stabilizer and the flux. You also have colorants and opacifiers. The 5 basic components for a glaze are:

The Glass-former: Silica,SiO2 (and rarely Boron)

The Stabilizer: Alumina Al2O3 (and sometimes other refractory materials like titianium dioxide, and rarely Boron, which is a special snow-flake). This prevents the glaze from flowing and generally slows the melt.

The Flux: Lithium Carbonate, Sodium Carbonate, Potassium Carbonate, Magnesium Carbonate, Calcium Carbonate, Barium Carbonate, etc. also some metals like iron and the bizarre glass-former cum stabilizer cum flux, Boron. These materials make the glaze melt. Each flux has different properties which makes it valuable. They can change the texture, viscocity, surface tension and color of the glaze with small additions. With Lithium and Copper you can achieve an almost electric blue, while you'll likely get a more sedate green with Sodium and Copper. With a significant amount of Magnesium you can cause the glaze to bead up on the surface of the pot.

The Colorant: Cobalt Carb (Generally Blue), Copper Carb (Green, Blue, Red, rarely Yellow), Iron Oxide (Brown, Green, Blue, Yellow, "Red"), Chrome Oxide (Green, Red), Nickel Carbonate (Gray, Brown, variable), Manganese Dioxide (Amber), Cerium Oxide (Amber also opacifying flux), Praseodymium Oxide (Chartreuse), Erbium Oxide (Pink), Holmium Oxide (Pink-Yellow, depending on light), Neodymium Oxide (Pink-Purple-Blue depending on light) etc. Colorants are generally added in small amounts 1-5% of total. Chrome and Cobalt are very strong and generally don't need to exceed 1%.

Opacifiers: Things that make the glaze go from translucent to opaque include, Tin Oxide (powerful 3-5%, generic white), Zirconium/Zircopax (5-10%, refridgerator white), Titanium Dioxide (5-10%, creamy, mottled white), Alumina (Creamy white similar to Titanium).

Many of these materials can be found together in the form of feldspars. Feldspars will often be the base of a glaze and are then modulated with other compounds. Many feldspars are complete glazes in and of themselves, each firing to its own cone.

There are also man made composites known as frits. These are generally formulated to melt at a lower temperature than feldspars and are often the basis of lowfire glazes. Frits are great because they can incorporate otherwise soluble materials (Sodium) in an insoluble format, preventing loss to evaporation etc.

Glazes are weird beasts, but they're also a lot of fun once you start making some progress with them. Good luck in your future experiments!

u/TheSublimeGoose · 2 pointsr/gaming

This is great advice. I've always had high-stress jobs, and currently still do. I look at gaming as my release, but I agree, sometimes I can get a bit overloaded. Not so much by the games themselves, per say, but simply the act of sitting and staring at a screen.

I enjoy playing story-rich games mainly, so I've found what helps break up the "gamer-block" is to immerse myself with the game's lore.

Hell, for Christmas, all I asked for was some uniform items and duty gear for work, and Dishonored: The Dunwall Archives and The World of the Witcher. Both are incredible books btw, and really open up both game worlds, for anyone interested- World of the Witcher most especially.

It's tremendously relaxing to sit down and read- but still be immersing myself into the worlds I have found so much solace in the past few years.

P.S. If anyone is interested in either of those books, PM me, I can send you some pictures of some of the book's pages, you can get a feel for them.

u/thatbooisaspy · 2 pointsr/gamedev

This is where refining google searches and just finding information would shine, and this is a necessary skill when entering game engine development because trust me, some information is near impossible to find, especially with OpenGL.

There is a book everyone recommends reading, personally I haven't but it's called "3D Game Engine Design" and "3D Game Engine Architecture". I can't vouch for these though, but i've made it without them, it's your choice.

There's also tons of information online that you can use to build a engine (specific parts like timing) but not necessarily a monolithic tutorial. For example, there is a book online called "Game Programming Patterns" that I found useful for someone else's insight on how things like input is handled. Again, i'm not going to post all the resources you want here because this same question has been answered before.

If you don't find that the tutorials or resources linked here or found yourself enough, there are hundreds of game engines, or games that are open source (or at least have source available) that is a treasure trove of design patterns, bad or not. An example would be id Software's Doom 3.

I know you're looking for something specifically OpenGL, but really despite how old OpenGL's design is at the end of the day it's just a graphics API. You take data, and you process it and display it at the window, every graphics API does this. I'm guessing you are searching for things like "OpenGL game engine design" but it's not necessary and may help your search effort a bit.

At the end of the day, and at least try. If I don't know how to tackle a problem, I attempt to solve the problem with usually the worst way possible then improve and improve until it's at least presentable. No one thought of a perfect engine design, and ideas are constantly improved.

u/littlemonkeepops · 2 pointsr/funny

Oh there are plenty! I have this one: Adult Coloring Books: Swear Word Coloring Books https://www.amazon.co.uk/dp/1944575359/ref=cm_sw_r_cp_apa_i_81itDbACQXD1E

I particularly enjoyed colouring in my asshole.

u/MrToolBelt · 2 pointsr/learnprogramming

These don't start from the beginning, but the Game Programming Gems series is amazing for aspiring game programmers.

u/samayres · 2 pointsr/Overwatch

Same here, I climbed most of the ladder with Zarya.

I came across this the other day: https://www.amazon.com/Art-Overwatch-Blizzard/dp/1506703674

I don't know if you celebrate christmas but if you do and you're looking for a nice easy present. The above I think any big OW fan would love.

Good on you for taking an interest in your son's hobbies!

u/Pardo48 · 2 pointsr/FinalFantasy

These books are in Japanese and are known as Ultimania's. The first english one will be released in June and are up for preorder.

https://www.amazon.com/Final-Fantasy-Ultimania-Archive-1/dp/1506706444

u/TJ_McWeaksauce · 2 pointsr/Games

I wasn't expecting to get into an argument about what is and what isn't a game. But sure, I'll bite.

There are a ton of different definitions of what makes a game. My personal favorite definition can be found in The Game Design Workshop by Tracy Fullerton. Tracy Fullerton explains that there are "Formal Elements" that define a game.

These Formal Elements are:

  • The Player
  • Objective
  • Rules
  • Procedures
  • Boundaries
  • Resources
  • Conflict
  • Outcome

    Let's break down Dance Central using these Formal Elements:

  • The Player: person in front of the Kinect sensor. Check.
  • Objective: Depends on the game mode. In the Perform It mode, the objective is to complete certain dance moves and routines as displayed on the screen. In Dance Battle Mode, two players perform the same routine side-by-side to try and beat each other's scores. Check.
  • Rules: Examples of rules include "if you make too many mistakes during a dance routine, it's Game Over". And "in the event of a tie score in Dance Battle mode, the player who passed the most moves wins". Check.
  • Procedures: Basically, players stand in front of the Kinect, perform dance moves as indicated by on-screen prompts, and perform these moves as closely as they can to accumulate as many points as possible. Check.
  • Boundaries: Players need to stand within the Kinect sensors' range in order for their dance moves to be registered. Check.
  • Resources: Points are used to keep track of player scores. Gold stars are used to indicate how close you are to mastering each song. Check.
  • Conflict: In single-player mode the conflict is between the player and the game. If you fail to perform the dance moves as indicated, it's Game Over. In addition to that, your score at the end of every successfully-completed dance routine is compared to the current high score. So there is conflict between a player's current score and the high score. In multiplayer, the conflict is between Player 1 and Player 2. Check.
  • Outcome: If you successfully complete a single-player dance routine, you receive a score. In multiplayer games, the outcome is determined by who has the highest score.

    Dance Central has every Formal Element of a game, and is thus a game.
u/deathbob · 2 pointsr/programming

Nobody suggested processing yet? www.processing.org
http://www.amazon.com/Processing-Programming-Handbook-Designers-Artists/dp/0262182629 if you really mean small, simple, and 2D, processing is the right choice. Except for flash, but fuck flash anyway :D

u/Thatunhealthy · 2 pointsr/roosterteeth

Looks like they're in the process of making it, called "Dishonored: The Dunwall Archives". Looks interesting, but the release date is in November.

u/CodyDuncan1260 · 2 pointsr/gamedev

Game Engine:

Game Engine Architecture by Jason Gregory, best you can get.

Game Coding Complete by Mike McShaffry. The book goes over the whole of making a game from start to finish, so it's a great way to learn the interaction the engine has with the gameplay code. Though, I admit I also am not a particular fan of his coding style, but have found ways around it. The boost library adds some complexity that makes the code more terse. The 4th edition made a point of not using it after many met with some difficulty with it in the 3rd edition. The book also uses DXUT to abstract the DirectX functionality necessary to render things on screen. Although that is one approach, I found that getting DXUT set up properly can be somewhat of a pain, and the abstraction hides really interesting details about the whole task of 3D rendering. You have a strong background in graphics, so you will probably be better served by more direct access to the DirectX API calls. This leads into my suggestion for Introduction to 3D Game Programming with DirectX10 (or DirectX11).



C++:

C++ Pocket Reference by Kyle Loudon
I remember reading that it takes years if not decades to become a master at C++. You have a lot of C++ experience, so you might be better served by a small reference book than a large textbook. I like having this around to reference the features that I use less often. Example:

namespace
{
//code here
}

is an unnamed namespace, which is a preferred method for declaring functions or variables with file scope. You don't see this too often in sample textbook code, but it will crop up from time to time in samples from other programmers on the web. It's $10 or so, and I find it faster and handier than standard online documentation.



Math:

You have a solid graphics background, but just in case you need good references for math:
3D Math Primer
Mathematics for 3D Game Programming

Also, really advanced lighting techniques stretch into the field of Multivariate Calculus. Calculus: Early Transcendentals Chapters >= 11 fall in that field.



Rendering:

Introduction to 3D Game Programming with DirectX10 by Frank. D. Luna.
You should probably get the DirectX11 version when it is available, not because it's newer, not because DirectX10 is obsolete (it's not yet), but because the new DirectX11 book has a chapter on animation. The directX 10 book sorely lacks it. But your solid graphics background may make this obsolete for you.

3D Game Engine Architecture (with Wild Magic) by David H. Eberly is a good book with a lot of parallels to Game Engine Architecture, but focuses much more on the 3D rendering portion of the engine, so you get a better depth of knowledge for rendering in the context of a game engine. I haven't had a chance to read much of this one, so I can't be sure of how useful it is just yet. I also haven't had the pleasure of obtaining its sister book 3D Game Engine Design.

Given your strong graphics background, you will probably want to go past the basics and get to the really nifty stuff. Real-Time Rendering, Third Edition by Tomas Akenine-Moller, Eric Haines, Naty Hoffman is a good book of the more advanced techniques, so you might look there for material to push your graphics knowledge boundaries.



Software Engineering:

I don't have a good book to suggest for this topic, so hopefully another redditor will follow up on this.

If you haven't already, be sure to read about software engineering. It teaches you how to design a process for development, the stages involved, effective methodologies for making and tracking progress, and all sorts of information on things that make programming and software development easier. Not all of it will be useful if you are a one man team, because software engineering is a discipline created around teams, but much of it still applies and will help you stay on track, know when you've been derailed, and help you make decisions that get you back on. Also, patterns. Patterns are great.

Note: I would not suggest Software Engineering for Game Developers. It's an ok book, but I've seen better, the structure doesn't seem to flow well (for me at least), and it seems to be missing some important topics, like user stories, Rational Unified Process, or Feature-Driven Development (I think Mojang does this, but I don't know for sure). Maybe those topics aren't very important for game development directly, but I've always found user stories to be useful.

Software Engineering in general will prove to be a useful field when you are developing your engine, and even more so if you have a team. Take a look at This article to get small taste of what Software Engineering is about.


Why so many books?
Game Engines are a collection of different systems and subsystems used in making games. Each system has its own background, perspective, concepts, and can be referred to from multiple angles. I like Game Engine Architecture's structure for showing an engine as a whole. Luna's DirectX10 book has a better Timer class. The DirectX book also has better explanations of the low-level rendering processes than Coding Complete or Engine Architecture. Engine Architecture and Game Coding Complete touch on Software Engineering, but not in great depth, which is important for team development. So I find that Game Coding Complete and Game Engine Architecture are your go to books, but in some cases only provide a surface layer understanding of some system, which isn't enough to implement your own engine on. The other books are listed here because I feel they provide a valuable supplement and more in depth explanations that will be useful when developing your engine.

tldr: What Valken and SpooderW said.

On the topic of XNA, anyone know a good XNA book? I have XNA Unleashed 3.0, but it's somewhat out of date to the new XNA 4.0. The best looking up-to-date one seems to be Learning XNA 4.0: Game Development for the PC, Xbox 360, and Windows Phone 7 . I have the 3.0 version of this book, and it's well done.

*****
Source: Doing an Independent Study in Game Engine Development. I asked this same question months ago, did my research, got most of the books listed here, and omitted ones that didn't have much usefulness. Thought I would share my research, hope you find it useful.

u/megazver · 2 pointsr/gamedev

Buy Challenges for Game Designers or Game Design Workshop, Second Edition. Or both. Do the stuff in them. Basically, both of these books teach you to actually design games, instead of programming, by designing in pen&paper first. It's a good approach.

A few other books there are also a good read for you guys.

u/ZeitlosEisen · 2 pointsr/gaming

This is coming from a student in the game design program at DigiPen, a game development college where the teams behind Portal and Portal 2 both graduated.

Start by introducing yourself to game history. Learn about the different types of game families: racetrack games, war games, positional games, mancala games, dice games, card games. There are thousands of different non-digital games and you should start getting to know them.

I recommend Board and Table Games by R.C. Bell as a handy guide. http://www.amazon.com/Board-Table-Games-Many-Civilizations/dp/0486238555

Learn the mechanics of paper games. A board game is essentially a level in a digital game. Card games are about information. Learn about the probability curves used in dice games. And above all, design games. When you design games, ask yourself WTF: What's this for? If it's useless or adds nothing, scrap it. Never be afraid to kill a rule or even an entire idea if it's not working right. In the industry, they refer to this as being able to kill your baby.

Some great books on design:

Challenges for Game Designers

An excellent read and it has a ton of great exercises for non-digital design.
http://www.amazon.com/Challenges-Game-Designers-Brenda-Brathwaite/dp/158450580X/ref=sr_1_1?s=books&ie=UTF8&qid=1300163628&sr=1-1

Game Design Workshop

Another great read.
http://www.amazon.com/Game-Design-Workshop-Second-Playcentric/dp/0240809742/ref=sr_1_1?s=books&ie=UTF8&qid=1300163687&sr=1-1

If you're young enough to be in public school, why not try out DigiPen's K-12 Game Design summer program?
https://projectfun.digipen.edu/workshops/courses/game-design/

RPG Maker is a good start, but don't get stuck with it. Try out GameMaker, Unreal Engine, Unity3D, Flash and ActionScript 3.0. You'll need to be able to code or at least script if you want any chance in the industry.

WATCH THIS VIDEO! http://www.escapistmagazine.com/videos/view/extra-credits/2443-So-You-Want-to-be-a-Game-Designer It is paramount to what it means to be a designer.

u/Dragonite_Master · 2 pointsr/Overwatch

I know this is from 2 months ago, but now you can. Here. Just announced today.

u/LuTen16 · 2 pointsr/TheDragonPrince

Something like this that they did for LoZ BotW would be sweet to have along the way, more like you were saying with concert art, interviews with the creators, storyboards, side stories, behind the scenes, world building, lore, history, mythology, and the like. Then after the show is done, a thick compilation of those books together would be amazing! Kinda like the Goddess Collection for LoZ, lore and history and plot and making of, art and artifacts, everything else you could’ve ever dreamed of

u/Kclawes · 2 pointsr/Ceramics

My suggestion, pick up one of the books by John Britt based on how you fire:

Mid-Range Glazes : https://www.amazon.com/Complete-Guide-Mid-Range-Glazes-Ceramics/dp/1454707771

High-Fire Glazes: https://www.amazon.com/Complete-Guide-High-Fire-Glazes-Ceramics/dp/1600592163

These books are GREAT beginners bibles. He describes all of the equipment you need, what all of the various glaze components actually do, how to do various tests, and a HUGE collection of great glazes with photos.

I'm pretty good at reading articles and putting things together, but his books really opened my eyes, and for the low cost of the books, I think anyone who wants to learn about glazes is foolish to not buy them.

When I do tests, I do 100g batches. I make my test tiles on the wheel, about 3 inches high. Then, I'll apply it to my tile in various thicknesses. Lastly, I'll do a bunch of other tests where I see what it is like when it's layered with other glazes that I have. So one new glaze usually results in about 12 test tiles. I try to do at least one set of tiles every time I do a glaze firing.

I also stamp a serial number into each tile and keep notes in a log book - this is very important! Then, I put all the "ugly" ones into a box for future review, in case my aesthetics change. All of the nice ones, I hang from a small rack on my wall.

u/Zentac42 · 2 pointsr/gwent

Well there's this , but you'll have to wait a bit for it

u/Spicy_McHagg1s · 2 pointsr/Pottery

I'm going to assume that you're firing cone 6 electric. If you are, then get yourself a copy of this book. If you're firing to cone ten, then this one.

John Britt's books are great. Everything you need to know about basic to intermediate glaze chemistry are in those two books, along with a metric shit ton of recipes... most of which he tested himself.
He has a pretty extensive YouTube channel that's worth checking out too.

Initial stocking of a pantry is a little costly, but not too awful. My wife mixes glazes with off-the-rack ingredients and stocking out the basics cost around $200. That gave her 50 pound bages of the important stuff like a couple feldspars, silica, kaolin, etc and then a few pounds of a handful of colorants and more specialized ingredients like copper and strontium. There's enough material to easily keep her in glaze for a few years without restocking. Compared to jarred glazes, mixing your own pays for itself in a hurry.

If you start mixing buckets of glaze, the first thing you need to buy is a respirator. Silicosis is bad and there's an awful lot of it to be had in a dusty glaze room. You're fine once it's in a slurry.

u/BasuraConBocaGrande · 2 pointsr/SymmetraMains

Is it the Art of Overwatch? $28 new on Amazon and some sellers have it up for $15-$20 in good condition.

The Art of Overwatch https://www.amazon.com/dp/1506703674/ref=cm_sw_r_cp_api_i_fEIvCb6GYJ9ZE

u/TokyoSexwale_ · 2 pointsr/gwent

I believe OP is referring to this.

u/DXLecter · 2 pointsr/BpdQueer

I think there were some good suggestions already listed here, but one I'd like to add is that I know some people will get one of those coloring books and color...one like this: https://www.amazon.com/Adult-Coloring-Books-Swear-Word/dp/1944575359

u/unholypencil · 2 pointsr/bladerunner

2077 is going to have a lore book coming out shortly after game too in case you hadn't heard. https://www.amazon.com/World-Cyberpunk-2077-Marcin-Batylda/dp/1506713580

u/Shigarui · 2 pointsr/PS4

Anything from Yoshitaka Amano (Final Fantasy and Vampire Hunter D illustrator, among others). All of the Final Fantasy compilations are good and I would recommend the Art of Metal Gear Solid I-IV book as well.

The Art of Metal Gear Solid I-IV https://www.amazon.com/dp/1506705812/ref=cm_sw_r_cp_apa_i_AlRPDbFCFFRBH

Final Fantasy Ultimania Archive Volume 1 https://www.amazon.com/dp/1506706444/ref=cm_sw_r_cp_apap_qMomh98bxFD9h

Final Fantasy Ultimania Archive Volume 2 https://www.amazon.com/dp/1506706622/ref=cm_sw_r_cp_apap_LAxO4tBIZrTtg

The Sky: The Art of Final Fantasy... https://www.amazon.com/dp/1616551607?ref=ppx_pop_mob_ap_share

This one is up for pre-order of you like pixel art
FF DOT: The Pixel Art of Final Fantasy https://www.amazon.com/dp/1506713521/ref=cm_sw_r_cp_apa_i_nnRPDbPFQ1KJK

u/ozmaticon · 2 pointsr/JapanTravel

Not explicitly relevant to Japan Travel, but an English version of FF Ultimania covering FF1-6 was just announced. Hopefully it has some of the content you are looking for

u/THELegend8201 · 2 pointsr/DestinyTheGame

Bungie store is probably your best shot, but I did see that Insert Coin Clothing has started a Destiny clothing line. Personally, I am looking at getting the Art of Destiny book because Bungie has made such a beautiful game and I never really have the time to take it all in.

https://www.insertcoinclothing.com/destiny/

https://www.amazon.com/Art-Destiny-Bungie/dp/1608874206

u/awesomehotdogs · 2 pointsr/DestinyTheGame

i usually am all over art books, can't believe i didn't think to grab this one! here: https://www.amazon.com/Art-Titanfall-2-Andy-McVittie/dp/1785653695

u/watsoned · 2 pointsr/Random_Acts_Of_Amazon

This is so purdy. I flipped through it at a bookstore and I want it. I love art books like this.

u/CobaltMoon98 · 2 pointsr/Random_Acts_Of_Amazon

fear cuts deeper than swords

  1. [Here is a grey Batman.] (http://www.amazon.com/Batman-Knight-Rises-Action-Figure/dp/B00856ZPK6/ref=wl_it_dp_o_pC_S_nC?ie=UTF8&colid=2HTHRVKNRES31&coliid=I27AJ57RLKJIF5)
  2. [Well, it is rainy.] (http://www.amazon.com/Batman-Knight-Comic-Poster-Lightning/dp/B003XNCK5Y/ref=sr_1_5?ie=UTF8&qid=1376355786&sr=8-5&keywords=batman+rain)
  3. [Do drinks count as food? If so, then this is food related.] (http://www.amazon.com/ICUP-Comics-Batman-Cube-Tray/dp/B005MUAPOO/ref=wl_it_dp_o_pC_S_nC?ie=UTF8&colid=2HTHRVKNRES31&coliid=I217LY4KTSIWBE)
  4. [This is for my wonderful little niece. Actually, the majority of my wish list is for her and her brother.] (http://www.amazon.com/Tabby-Plush-Stuffed-Animal-Orange/dp/B008UH3PYI/ref=wl_it_dp_o_pC_S_nC?ie=UTF8&colid=2HTHRVKNRES31&coliid=I2Z2HJV442A08W)
  5. [I'd suggest this one since I love Stephen King. I haven't been able to read much of it though, since it got stolen.] (http://www.amazon.com/The-Stand-Stephen-King/dp/0307947300/ref=wl_it_dp_o_pC_nS_nC?ie=UTF8&colid=2HTHRVKNRES31&coliid=I1IL4AU89KR1NG)
  6. [Does a pin count as jewelry?] (http://www.amazon.com/Imagination/dp/B003ZT3QIQ/ref=sr_1_14?s=apparel&ie=UTF8&qid=1376358078&sr=1-14&keywords=pin)
  7. [My sister's cat would love this.] (http://www.amazon.com/Catit-Design-Senses-Circuit-Original/dp/B001LWRFW2/ref=sr_1_3?ie=UTF8&qid=1376355861&sr=8-3&keywords=cat+toys)
  8. [This game is awe inspiring, so I'd love to see the artwork.] (http://www.amazon.com/The-BioShock-Infinite-Irrational-Games/dp/1595829946/ref=wl_it_dp_o_pd_nS_nC?ie=UTF8&colid=2HTHRVKNRES31&coliid=I23ZRYZ9JQIOEG)
  9. [This has always been a favorite of mine. It was also filmed in Oregon. I got to visit the house.] (http://www.amazon.com/The-Goonies-Sean-Astin/dp/B000P0J09W/ref=sr_1_2?ie=UTF8&qid=1376358133&sr=8-2&keywords=the+goonies)
  10. [A knife is always useful. Plus, it's Batman.] (http://www.amazon.com/WarTech-Batman-Knife-Assist-Blades/dp/B00C87ZRRY/ref=wl_it_dp_o_pC_nS_nC?ie=UTF8&colid=2HTHRVKNRES31&coliid=I2UCKA5S75K356)
  11. [I really need to get organized. This would be amazing.] (http://www.amazon.com/2014-Injustice-Gods-Among-Calendar/dp/1423822110/ref=sr_1_1?s=books&ie=UTF8&qid=1376356012&sr=1-1&keywords=batman+calendar+2014)
  12. [Those dang add ons...] (http://www.amazon.com/Batman-Knight-QuickTek-Flight-Strike/dp/B006O6F3U6/ref=pd_sim_t_21)
  13. [Well, it's not really my dream item,. but it's expensive.] (http://www.amazon.com/Funko-POP-Heroes-Vinyl-Two-Face/dp/B005D5U5LQ/ref=wl_it_dp_o_pC_S_nC?ie=UTF8&colid=2HTHRVKNRES31&coliid=I36SNIFSQ73X9E)
  14. [The things it makes smell wonderful.] (http://www.amazon.com/Oster-3883-Belgian-Wafflemaker-Chrome/dp/B00006FMT8/ref=sr_1_14?s=appliances&ie=UTF8&qid=1376358434&sr=1-14&keywords=waffle+maker)
  15. [My wish list is full of toys, so here's one for my nephew.] (http://www.amazon.com/Marvel-Ultimate-Spider-Man-Strike-Figure/dp/B00AKDJUQ2/ref=wl_it_dp_o_pC_nS_nC?ie=UTF8&colid=2HTHRVKNRES31&coliid=I2TOQWD7NGD1VW)
  16. [Since I'll be doing a lot of work on the computer, this'd be great.] (http://www.amazon.com/Assassins-Creed-2-Mouse-Pad/dp/B00BGD5OK6/ref=sr_1_2?s=office-products&ie=UTF8&qid=1376358322&sr=1-2&keywords=assassins+creed)
  17. [As you can probably tell, I love Batman.] (http://www.amazon.com/Batman-Knight-Samsung-Galaxy-plastic/dp/B0090HER8K/ref=wl_it_dp_o_pC_S_nC?ie=UTF8&colid=2HTHRVKNRES31&coliid=II9039CFAMLKH)

    [Here is a neat book about Oregon.] (http://www.amazon.com/Oregon-Curiosities-2nd-Characters-Roadside/dp/0762749717/ref=sr_1_3?ie=UTF8&qid=1376357656&sr=8-3&keywords=made+in+oregon)

    [Here is something made in Oregon.] (http://www.amazon.com/Rise-Shine-Breakfast-Gift-Set/dp/B0011UNLKY/ref=sr_1_1?ie=UTF8&qid=1376357656&sr=8-1&keywords=made+in+oregon)


    PS: Are you from Oregon? Also, thank you for the reminder.
u/NoAnswerbutQuestions · 2 pointsr/suggestmeabook

A funny idea, if you are into coloring. It is a book, just not really for reading, but it can calm you down and scratch that itch of being verbally agressive in your mind. There are some different ones on the market now, this is one of them and I gifted it to someone who has a lot of fun with it. They said it helped them to basically make the thought "what an *sshole" into something nice and calm, just relaxing.

>Often think of the worst possible things

Maybe this is a book to look into for you, it made me realize that I often have a similar train of thought like in this short story and helped me to try to avoid it more often (still working on it):

The Situation is Hopeless, But Not Serious: The Pursuit of Unhappiness written by the philosopher, communication researcher and psychotherapist Paul Watzlawick.

>A man wants to hang a painting. he has the nail, but not the hammer. Therefore it occurs to him to go over to the neighbor and ask him to lend him his hammer. But at this point, doubt sets in. What if he doesn’t want to lend me the hammer? Yesterday he barely spoke to me. maybe he was in a hurry. or, perhaps, he holds something against me. But why? I didn’t do anything to him. If he would ask me to lend him something, i would, at once. How can he refuse to lend me his hammer? People like him make other people’s life miserable. Worst, he thinks that i need him because he has a hammer. This has got to stop! And suddenly the guy runs to the neighbor’s door, rings, and before letting him say anything, he screams: “You can keep your hammer, you bastard!”

u/Mizzou_Madman · 2 pointsr/DestinyTheGame
u/gliph · 2 pointsr/processing

If you're going to be spending any significant amount of time programming / modifying code (which is also programming) you'd do well to invest some time in taking some intro to programming tutorials, or at least glancing over them to get the basic syntax down. Even if you don't want to properly learn how to programming / learn the fundamentals of compsci you need to overview the syntax or else you're flying blind.

There's also resources for artists specifically to learn programming (especially Processing!). Check out, for example:

http://www.amazon.com/Processing-Programming-Handbook-Designers-Artists/dp/0262182629

Either way, yea, definitely use a different guide :). If you do need something from this guide, look at the web page source code; the code snippets might be correct in there.

u/skjarpe · 2 pointsr/processing

Agreed.

Also buy this book.

u/pixelationnation · 2 pointsr/Random_Acts_Of_Amazon

Perpetually angst-ridden ass fucks

I REALLY hope it's not on your wishlist (cant see the link on mobile) but I'm definitely gonna recommend a swear word coloring book they're pretty new! And totally helps when you're pissed off at dumb fucks. And cheap so you can buy other stuff!

u/SirDarklings · 2 pointsr/dishonored

Bought it on amazon for about 30 bucks And imo it was worth it. It has Art, concept art, Lore, Letters, character backrounds and descriptions etc etc. It has pretty much everything within the Dishonored world.

u/CSMastermind · 1 pointr/AskComputerScience

Entrepreneur Reading List


  1. Disrupted: My Misadventure in the Start-Up Bubble
  2. The Phoenix Project: A Novel about IT, DevOps, and Helping Your Business Win
  3. The E-Myth Revisited: Why Most Small Businesses Don't Work and What to Do About It
  4. The Art of the Start: The Time-Tested, Battle-Hardened Guide for Anyone Starting Anything
  5. The Four Steps to the Epiphany: Successful Strategies for Products that Win
  6. Permission Marketing: Turning Strangers into Friends and Friends into Customers
  7. Ikigai
  8. Reality Check: The Irreverent Guide to Outsmarting, Outmanaging, and Outmarketing Your Competition
  9. Bootstrap: Lessons Learned Building a Successful Company from Scratch
  10. The Marketing Gurus: Lessons from the Best Marketing Books of All Time
  11. Content Rich: Writing Your Way to Wealth on the Web
  12. The Web Startup Success Guide
  13. The Best of Guerrilla Marketing: Guerrilla Marketing Remix
  14. From Program to Product: Turning Your Code into a Saleable Product
  15. This Little Program Went to Market: Create, Deploy, Distribute, Market, and Sell Software and More on the Internet at Little or No Cost to You
  16. The Secrets of Consulting: A Guide to Giving and Getting Advice Successfully
  17. The Innovator's Solution: Creating and Sustaining Successful Growth
  18. Startups Open Sourced: Stories to Inspire and Educate
  19. In Search of Stupidity: Over Twenty Years of High Tech Marketing Disasters
  20. Do More Faster: TechStars Lessons to Accelerate Your Startup
  21. Content Rules: How to Create Killer Blogs, Podcasts, Videos, Ebooks, Webinars (and More) That Engage Customers and Ignite Your Business
  22. Maximum Achievement: Strategies and Skills That Will Unlock Your Hidden Powers to Succeed
  23. Founders at Work: Stories of Startups' Early Days
  24. Blue Ocean Strategy: How to Create Uncontested Market Space and Make Competition Irrelevant
  25. Eric Sink on the Business of Software
  26. Words that Sell: More than 6000 Entries to Help You Promote Your Products, Services, and Ideas
  27. Anything You Want
  28. Crossing the Chasm: Marketing and Selling High-Tech Products to Mainstream Customers
  29. The Innovator's Dilemma: The Revolutionary Book that Will Change the Way You Do Business
  30. Tao Te Ching
  31. Philip & Alex's Guide to Web Publishing
  32. The Tao of Programming
  33. Zen and the Art of Motorcycle Maintenance: An Inquiry into Values
  34. The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity

    Computer Science Grad School Reading List


  35. All the Mathematics You Missed: But Need to Know for Graduate School
  36. Introductory Linear Algebra: An Applied First Course
  37. Introduction to Probability
  38. The Structure of Scientific Revolutions
  39. Science in Action: How to Follow Scientists and Engineers Through Society
  40. Proofs and Refutations: The Logic of Mathematical Discovery
  41. What Is This Thing Called Science?
  42. The Art of Computer Programming
  43. The Little Schemer
  44. The Seasoned Schemer
  45. Data Structures Using C and C++
  46. Algorithms + Data Structures = Programs
  47. Structure and Interpretation of Computer Programs
  48. Concepts, Techniques, and Models of Computer Programming
  49. How to Design Programs: An Introduction to Programming and Computing
  50. A Science of Operations: Machines, Logic and the Invention of Programming
  51. Algorithms on Strings, Trees, and Sequences: Computer Science and Computational Biology
  52. The Computational Beauty of Nature: Computer Explorations of Fractals, Chaos, Complex Systems, and Adaptation
  53. The Annotated Turing: A Guided Tour Through Alan Turing's Historic Paper on Computability and the Turing Machine
  54. Computability: An Introduction to Recursive Function Theory
  55. How To Solve It: A New Aspect of Mathematical Method
  56. Types and Programming Languages
  57. Computer Algebra and Symbolic Computation: Elementary Algorithms
  58. Computer Algebra and Symbolic Computation: Mathematical Methods
  59. Commonsense Reasoning
  60. Using Language
  61. Computer Vision
  62. Alice's Adventures in Wonderland
  63. Gödel, Escher, Bach: An Eternal Golden Braid

    Video Game Development Reading List


  64. Game Programming Gems - 1 2 3 4 5 6 7
  65. AI Game Programming Wisdom - 1 2 3 4
  66. Making Games with Python and Pygame
  67. Invent Your Own Computer Games With Python
  68. Bit by Bit
u/Hydlee · 1 pointr/dishonored

Oh sorry! I just woke up lol. Cant read yet apparently. It's all the stuff you can see and read in the first game.

Dishonored: The Dunwall Archives https://www.amazon.com/dp/1616555629/ref=cm_sw_r_cp_apa_i_97ApDbK40HECD

u/Criff713 · 1 pointr/DestinyTheGame

This seems pretty cool, don't really need it for the strategy as much as it will be a nice collectible with some goodies inside. I know you can get every answer online now, but it's something about being a little old-school with this guide. It's more of a extra perk then a benefit.

I was also wondering does anyone know much about the The Art of Destiny it's on Amazon for $32.21 and isn't scheduled for delivery until December 16th. Thoughts?

u/UnknowNapkin · 1 pointr/DestinyTheGame

If you're looking for just art, may I suggest these?

Art Book and
Poster Book

u/Ruminium · 1 pointr/megalinks

No, its a collection of all the in game books and artwork. Here's an Amazon link.

u/valarmorghulis · 1 pointr/IronChin

> (as evidenced by every single one I've heard referring to the main character as "Captain" instead of "Brother-Captain", and the last one I watched someone called his service studs "rank buttons")

Sounds like they aren't reviewing their necessary documentation. They better do so before the Commissar finds out.

seriously though I am actually pretty excited. THQ has done wonders with the DoW series (even creating one of the best game intro scenes EVAR) and I'm a fan of the God of War/Darksiders gameplay style they are using.

Fire Warrior was fun, but lacked a lot of the polish I had been hoping for (I did however scream "SUCK IT TIN CAN" the first time I got a hold of and used a bolter in that game). The multiplayer was awful too.

u/kentonbomb84 · 1 pointr/gaming

Yea they're pretty much sold out, you can buy the art book at amazon for 27 bucks> I was able to get the Post Pandemic edition, and too be honest I dont know whether or not to keep it. http://www.amazon.com/The-Art-Last-Us/dp/161655164X/ref=sr_1_1?ie=UTF8&qid=1370805730&sr=8-1&keywords=last+of+us+art+book

u/TonyFair · 1 pointr/FinalFantasy

Not sure if they have stuff about development on the Ultimania Archive Vol. 1. I know they have a lil bit of VII on the Vol. 2 but dunno about the previous ones.

It's a great book tho, try to check it

u/gfody · 1 pointr/gamedev

Grab everything ending in "Gems"..

Graphics Gems 1 through 5 (old, 1990-1995, covers everything from the bresenham line algorithm to perspective corrected texture mapping, basically everything you need to build a software 3D engine, not that you'd need to do that today but it's great know how)

GPU Gems 1 through 3 (relatively old, 2004-2007, but the techniques described are still in use: various lighting/shading techniques, procedural textures and geometry, tons of tricks you'd recognize from big titles, book 3 has some gpgpu stuff)

Game Programming Gems 1 through 8 (2000-2010, each book is a tour de force on the techniques used in the games of that era, from AI to audio processing, to window management, whatever you need it's covered, albeit sometimes too concisely but at least you're not trudging through pages after you've already "got it" there's always other books if you need to go deeper)

u/ramisleiman · 1 pointr/Art

Found the english names for the books.
Tales from the Loop
Things from the Flood

u/CompetitiveParty · 1 pointr/lootcratespoilers
u/Portmanteau_that · 1 pointr/Art

He's released some hardcover books of his work: 'Tales from the Loop', 'Things from the Flood'

He's also working on his Third, which looks like it might be my favorite

u/IPayForUpvote · 1 pointr/Warhammer40k
u/TheBigRedHead · 1 pointr/metalgearsolid

Don’t think so, you can still probably get it online, here’s Amazon.
https://www.amazon.com/dp/1506705812/ref=cm_sw_r_cp_api_DkZYBbE031CXS

u/The_Ma1o_Man · 1 pointr/FinalFantasy

If you wanted to opt for something extra to go with the lightning deck, I'd suggest the Ultimania Archive books (English translated Volume 2 releases in December). They have tons of behind the scenes info about the games in each volume (Vol. 1 covers games I-VI, Vol. 2 will cover VII-IX, and when Vol. 3 releases next year... X-XIV) a lot of the artwork done by Yoshitaka Amano, concept sketches, maps of the world. For under $20, it's a really great coffee table book to flip through and take a look at all the work that goes into each game.

Or maybe a Lightning plush to go with the deck. lol

If your friend is a little more into Final Fantasy than just XIII though, definitely either one of the Ultimania Archive books or one of Amano's artbooks like "The Sky" or "Illustrations". Best of luck to you!

u/deindiana · 1 pointr/todayilearned

> Is it this one?
> http://www.amazon.com/Adult-Coloring-Books-Swear-Word/dp/1944575359/ref=la_B011OD1P7

No, it's even worse. If my dad had to fill out one of those match.com things, it would say "I like riding Harleys, biker clubs, cartoons with milk and cookies, and coloring in kids coloring books.

u/yonreadsthis · 1 pointr/evilbuildings

I just purchased his book Tale from the Loop--marvelous stuff. And, there's a sequel Things from the Flood--I will be sending for that, too!

u/cthellis · 1 pointr/gaming

You can take it for a spin: http://arqspin.com/s/54gci8l1792p

Pandemic Edition. Somehow didn't come with the art book like the Survival Edition did.

Lil' bit lame. But like the statue.

I have the sling pack, too. :-)

u/obeyer10 · 1 pointr/cyberpunkgame
u/night_riderr · 1 pointr/gwent

Yeah, gulo_gulo4444 donated this months rewards for weekly winners it was this and for a monthly vote this

u/Astrobomb · 1 pointr/titanfall

During the Titanfall 1 days, my sources were:

  • The original Titanfall website

  • The Titanfall Companion App ("Universe" section)

  • Insignias

  • The Titanfall 1 multiplayer campaign (so many hours spent on YouTube, increasing video quality, turning on subtitles, pausing, playing, pausing, playing... argh)

    Though I never actually bought it until recently, "The Art of Titanfall" has a lot of great information, much of which you'll find on the wiki. Definitely worth the buy. "The Art of Titanfall 2" is also good but doesn't contain as much straightforward lore as its predecessor, despite having some beautiful concept art and tragically excluded models and environments.
u/PringCan · 1 pointr/dishonored

This website has an ebook containing supposedly all of the ingame reading materials.

Your other option is to get the Dunwall Archives official collection (which only has books from Dishonored 1).

u/chas3265 · 1 pointr/ImaginaryWitcher

Don't own it myself but I'm pretty sure it's this one.

https://www.amazon.com/Art-Witcher-Gwent-Gallery-Collection/dp/1506702457

u/DoiX · 1 pointr/Romania

Infantil? Autorea astea clar nu stie despre ce vorbeste... sau poate da?

u/gavinb · 1 pointr/opengl

Well if you want to be the next Carmack, get cracking! :) You have a lot of ground to cover, such as: mathematics (matrices, linear algebra, etc), physics, artificial intelligence, real-time processing, multithreading, architecture, networking and protocols, rendering, sound, and much more!

It is certainly possible with enough time and dedication to develop your own engine. It's just that there are so many excellent engines already out there, that you would be competing with projects that have already invested many thousands of hours and have loads of titles already developed for them. Why not get involved with an existing project to start?

BTW I really like your idea of creating a FPS with one room and focusing on making that environment the richest possible, exploiting a wide variety of techniques. Do it!!

Is your ultimate goal to create an engine? Or to create a game? Remember, the engine is in many ways a means to an end - it's not much use without a game that uses it!

Either way, I think you would be well advised to get involved with one of the open source game engine projects, and start contributing. Once you've learned how they work, you will be in a much better position to design your own. And realistically, you can't really just design an engine without a game - you need to know how games work in the first place, and what features and architectural decisions and designs make for a good engine.

Consider joining:

u/Airikay · 1 pointr/metalgearsolid

https://www.amazon.com/Art-Metal-Gear-Solid-I-IV/dp/1506705812?tag=viglink20241-20

I've got it and it is a pretty amazing set. It has just about every piece from all the art books released.

u/zemo · 1 pointr/processing

read this book. It's one of the best introductory programming books I've read in any language.

u/GizmosArrow · 1 pointr/Art

How has no one linked to his books yet?! I thought this looked familiar. I've got these two in my Amazon wish list for Christmas: Tales from the Loop & Things from the Flood.

u/TheBaldShreagul · 1 pointr/Bioshock

It’s The Art of BioShock Infinite. Here’s the link to it on amazon

u/cislunar · 1 pointr/gamedesign

Yeah, I saw that in your post.

Now that I read it again, perhaps you could try you hand at writing? There's lots of copy and story required for games nowadays and someone has to write them.

If your heart is set on design and you want to break into the industry, getting a minor in game design isn't going to help you; It's the work you'll be doing for the classes, in the form of a portfolio, that will help the most.

So, on that note, here's a very good starting place for an academic look at game design:
http://www.amazon.com/Game-Design-Workshop-Playcentric-Innovative/dp/0240809742

Tracy Fullerton wrote the book and she's had a strong hand in directing the industry via her USC alumni (e.g. thatgamecompany). Follow the lessons and you'll pick up a good understanding of how to approach game design.

I feel like I should also state that game design isn't like math or programming where you can insert XYZ component and have it work. Game design is art, aesthetic, math, psychology, design, organization, writing. You can learn and memorize methodologies for development but they don't guarantee anything. When educational institutions offer to teach you game design... caveat emptor.

u/SatanLuciferJones · 1 pointr/bulletjournal

Not sure if this is the exact one, but here you go. Also check out the "customers who viewed this also viewed" list.

u/frenchPressedFolgers · 1 pointr/NintendoSwitch
u/Danwarr · 1 pointr/boardgames

Some games often sell deluxe editions or art books. The Art of The Last of Us has some of the exact concept art used in that GDC talk. Poster often have concept art on them. Those are certain commercial products.

u/Yo_check_it · 1 pointr/cyberpunkgame

According to the Dark Horse Cyberpunk page:

> The World of Cyberpunk 2077 goes on sale April 21, 2020, and is available for pre-order through Amazon and at local comic shops .

u/Riggler2 · 1 pointr/Overwatch

If you really want to give love to the art team, might I suggest pre-ordering the following, set for release on Oct. 24:


The Art of Overwatch


https://www.amazon.com/gp/product/1506703674/ref=oh_aui_detailpage_o02_s01?ie=UTF8&psc=1

u/0mfgroflmao · 1 pointr/thelastofus

It's TLoS art book, pretty cheap on Amazon http://www.amazon.com/gp/product/161655164X there's also a poster book that's quite good http://www.amazon.com/gp/product/160887379X

u/cudgy · 1 pointr/GraphicDesign

I'm a graphic design student who wanted to learn programming and Processing was perfect for me! Particularly this book. It's written for designers/visual artists who want to incorporate coding in their art. I found it easy and fun to learn, and once you get through the basics, you can apply that knowledge to tons of other languages.

u/FatFingerHelperBot · 0 pointsr/AskComputerScience

It seems that your comment contains 1 or more links that are hard to tap for mobile users.
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u/iOnlySawTokyoDrift · -1 pointsr/NintendoSwitch

WHY DOESN'T THIS MATCH THE OTHERS????!!!!!

Seriously though, this is actually making me upset because it's so petty. The previous three Zelda books have all matched with ornate symbols on the front, and the Japanese version of this BotW artbook matched fairly well, albeit with blue instead of gold and the Breath of the Wild logo instead of the generic series logo.

But now, all of a sudden, the English version of this final book has changed its cover to just have a bunch of characters on the front! WHY would they do this? What on earth is the point in suddenly making this last book not match the previous ones in the series?!?!?! Why are they going out of their way and putting in more effort to make the collection worse?

Edit: Amazon page says "Cover subject to change". Not sure what would have led them to make this new English cover to begin with, considering this didn't happen with the previous titles, but I'm reeeeeeally hoping this means they'll go back to the Japanese one.

u/Aberu1337 · -4 pointsr/vinyl

You literally just calculated the cost of only the LP's. This is a great example of Reddit talking out of their ass, getting upvoted by laymen, and everyone going about their ignorant day.

I'm not saying it's not a great value, but they are running much less in quantity than other runs of anything similar. I'm saying the argument of "they are just making 200 dollars profit off each one that is sold for 250" is just ignorant nonsense that people who know nothing about manufacturing, design, product delivery, economies of scale, etc... would argue.

This is the primary reason why Anime in Japan, Blu-Ray releases there, are significantly more expensive, because they run a LOT less DVD/Blu-Ray, they also recoup losses because they don't get as much on TV, and they have higher licensing costs.

Also the licensing on those tracks is probably more complex as Yoko Kanno frequently used inspiration from or just straight up ripping music from other artists (with their permission though), and they likely had some kind of distribution agreement as a result.

That tracklist is also likely not what we will see as it will be 2x lps. You could expect to see about 1.5 hours of sound maximum on 2 LP's and they would likely be doing a sort of greatest hits style compilation.

The art book manufacturing, licensing, etc...

The Digipak manufacturing, licensing, etc...

>Your "economies of scale" argument is kinda bullshit because 1,000 copies of an album on vinyl is actually a lot for a run.

It's not a lot for a run depending on the situation. If Funimation has project managers, artists, designers, etc... all priced into the end product so they can get a return on every sale... then you can see how these indirect labor costs being factored into the project can be overly represented in the end product. When a bigger company like Funimation vs some tiny indie record pressing company (like we are seeing much more of these) does a run, it's going to be more expensive for Funimation to do a small scale run because of the operating overhead. But if the indie little company does a huge run, they may not be able to keep up with production, might get details wrong, the quality of execution might be off, etc... But also big companies just have a ton of overhead and the price of products sold needs to recoup that overhead. This is why AAA games are 60 bucks and they milk you for DLC right now (because the industry is shifting a lot on profit margins), when you have fully complete indie titles going for 10 bucks. Because the overhead is smaller, they can reasonably operate on a smaller budget, a smaller scale, etc...

Don't tell me it's bullshit, I work in plastics manufacturing, and we deal with customers sizing us up compared to bigger and smaller manufacturing shops. We have advantages and disadvantages, you have to know how manufacturing works in general at all levels to understand why the Funimation product is more expensive than you might traditionally expect.

ALSO.

They probably have significantly higher profit margins as a goal on top of all this extra overhead, so that will be overrepresented on a per sale basis especially as smaller scale.

https://www.peoi.org/Courses/Coursesen/D-ec/mic/mic8/Resources/Image121b.gif

Don't tell me stuff that I actually know about is bullshit. For instance...

https://www.amazon.com/Cowboy-Bebop-Remix-Complete-Collection/dp/B00102FF7U

This is a cheap crappy box compared to what you would be getting in the one included, and this box was certainly made at a much larger scale (think instead of 1,000 more like 50,000 or 100,000) so the overhead is going to be decimated to a tiny amount by comparison in the final cost. The box you are getting is steel not plastic, that drives the cost up a lot, and will be overrepresented in it.

https://www.amazon.com/Final-Fantasy-Ultimania-Archive-1/dp/1506706444

This is an example artbook. 36 dollars. More pages, probably similar binding, but again, this is going to be a much higher order than 1,000. I pre-ordered this the day it was put up on Amazon and it's been months and months and it's still up for pre-order. There are probably 100 times as many of these being made. And the design is literally just a translation job from an already existing design, so less overhead from creative staff, whereas it seems like the cowboy bebop art book included is going to be a new product, so it has to be designed from the ground up for this one limited run. So you go from 36 dollars to reasonably 50 or maybe even more at this point. That's not far fetched.

The Lithographs, mass produced, could typically be sold under 10 dollars, but if they are only a limited run, again that's probably closer to 25-30 dollars because the machine time, labor, and overhead from indirect labor is being represented in the price 100 to 1000 times more than something typical like this if it's comparing a 1,000 run versus a 100,000 or 1,000,000 part run.

My criticism of Funimation in this situation would be this...

They should have made one boxset collectors edition to consolidate it (screw the bookends wtf), increased the run to meet what would be the ACTUAL demand which I would guess would be around 100,000 over a significantly long period of time, so they can drop the price and retain a significant margin. I'm not sitting her just defending Funimation like some fanboy, it's just all the armchair doesn't actually do production or manufacturing kind of people that piss me off. Tired of reading people claiming there are conspiracies that Funimation makes a 80% margin on something like this, that's complete bullshit.

u/electric_drifter · -4 pointsr/DestinyTheGame