Are you up for the job? Our guide will help you choose the best paths for the outcomes you want as you help Mickey in his quest to save Wasteland. What does this notebook contain? Perfect as a gift for any gift giving occasion like name days, birthdays or Christmas.
Place this book in your shopping cart now. When Mickey Mouse accidentally spills paint and paint thinner on a rendering of a model word called the Cartoon Wasteland, mayhem ensues! Unable to stop the Phantom Blot, Oswald goes into hiding and the Cartoon Wasteland is transformed into a hideous and twisted world. Many years passed and Mickey went on with his life, until one day he gets sucked through a mirror -- and winds up in the Cartoon Wasteland! The Art of Epic Mickey will be a page hardcover landscape coffee table book.
The book will journey through the beautifully dark and twisted world known as Cartoon Wasteland touching on the creative process behind developing this once-in-a-lifetime vision.
It will include, sketches, concept art, final frames, and stills from the actual game, plus, never-before-used art with quotes from the team that envisioned this epic tale. The physical world of the game is born directly from Disneyland, and accordingly, the book will spotlight the artistic influence that Disneyland, with its iconic qualities and rides, had on the creators of Epic Mickey.
Mickey's adventures in Wasteland continue, mirroring the video game it was based on. Our guide will help you choose the right paths for the outcomes you want. Become Mickey Mouse as he travels through the Cartoon Wasteland full of rejected and forgotten creations.
The 14 essays in Game on, Hollywood! They look at storylines, aesthetics, mechanics, and production. The book is about adaptation video game to film, film to video game , but it is even more about narrative. The Mad Doctor, whom Mickey defeated in the first game, mysteriously returns to the Wasteland, despite having been supposedly blown up in the first game. He claims to have realized the error of his ways and offers to work with Oswald the Lucky Rabbit and the other residents of Wasteland to repair the damage recently caused by earthquakes in order to make amends.
Giving him the benefit of the doubt, Oswald agrees. Gravewood High. Confused, Mickey then jumps into the TV, where he has to get his paint brush back.
Armed with the paintbrush, Mickey then re-paints Wasteland and jumps right in. Oswald is armed with his Remote control that has the power to command electricity. Oswald can also use of his ears as a helicopter to float and remove his arm to use it as a boomerang to get items or hit things.
The game also includes several songs that one would normally hear in a musical. Game Dev Tycoon. Oswald is controlled by either another player or by the game AI. During the game, Mickey and Oswald can find and win costumes that change their abilities, in addition to purchasing them at the Hat Shop in Mean Street.
Mickey can also look for signs with a picture of a camera, walk on them, and go into photo mode where he can take photos of his adventure in Wasteland to collect Hidden Mickeys. Inkwells are also introduced, turning either Mickey or Oswald invisible or invincible after being stepped in. In Epic Mickey 2: The Power of Two, Mickey will be able to use his paintbrush from the first game, and can still use paint and thinner. Oswald is armed with a remote control that has the power to command electricity.
This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book describes the Wii's impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space.
Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble; the iconic Wii Remote; Wii Fit Plus, and its controller, the Wii Balance Board; the Wii Channels interface and Nintendo's distribution system; and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii's revolution in mimetic interface gaming—which eventually led to the release of Sony's Move and Microsoft's Kinect—to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture.
One is to continue on to the next chapter. The other is to put the book down and play the game. Follow the first option each time. The stories these legends of the game industry tell are full of disappointment and excitement — failure and success.
The stuff video games are made of. The stuff of life. When you read this book chock full of interviews with those in-the-know you will undoubtedly be pleased! Interviewees recount the endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the adventure genre, and reveal the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.
Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games.
In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely.
Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late.
In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video-game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way.
Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management.
0コメント