The Making of Prince of Persia

Author: Jordan Mechner

Publisher: N.A

ISBN: 9780578627311

Category: Computer animation

Page: 335

View: 4572


The creator of one of the most innovative and best-selling video games of all time gives an unvarnished look into the process in this one-of-a-kind compilation. Before Prince of Persia was a best-selling video game franchise and a Disney movie, it was an Apple II computer game created and programmed by one person, Jordan Mechner. Mechner's candid and revealing journals from the time capture the journey from his parents’ basement to the forefront of the fast-growing 1980s video game industry... and the creative, technical, and personal struggles that brought the prince into being and ultimately into the homes of millions of people worldwide. Now, on the 30th anniversary of Prince of Persia’s release, Mechner looks back at the journals he kept from 1985 to 1993, offering new insights into the game that established him as a pioneer of cinematic storytelling in the industry. This beautifully illustrated and annotated collector’s edition includes: 300 pages of Jordan’s original journals, Present-day margin notations by Jordan adding explanation, context, and affectionate cartoons of real-life characters, Archival visuals illustrating the stages of the game’s creation, Work-in-progress sketches, rotoscoped animation, screen shots, interface design, memos, and more, A full-color 32-page "Legacy" section in which Jordan and fans share Prince of Persia memories from the past 30 years, including the Ubisoft games and Disney movie. The Making of Prince of Persia is both a tribute to a timeless classic, and an indelible look at the creative process that will resonate with retro-gaming fans, game developers, and writers, artists, and creators of all stripes.

The Princes of Persia

Author: Charles N. Pope

Publisher: DomainOfMan.com

ISBN: N.A

Category: History

Page: 232

View: 6500


Significance of the Persian Period in royal and biblical history.

The Making of Tomb Raider

Author: Daryl Baxter

Publisher: White Owl

ISBN: 1399002066

Category: Games & Activities

Page: 144

View: 5350


Back in 1994 at the game company ‘CORE Design’ in Derby, Lara Croft was born. Through eighteen months of pure hard work from the team, Tomb Raider was released in 1996 and became the success that we see today; taking part in the mid-nineties celebrations of Brit-Pop and Girl Power. This is the story of the team who were involved in creating the first two games, then leaving the series to a new team in 1998. Lara Croft brought class, comedy, and a James Bondian role to the game, dreamt up by Toby Gard and helped to become a pitch with Paul Douglas. The game was a gamble, but because everyone at the company believed in it, it led to huge success for everyone, except for Toby and Paul. ‘The Making of Tomb Raider’ goes into detail of how Lara and the games were born, alongside why Toby Gard and Paul Douglas left before the sequel was released. Throughout eleven chapters of countless interviews, this book will tell you who was responsible for creating the first two games; from its levels, its music, the many voices of Lara Croft, and much more. The team also reveals all about the star of the second game; Winston the Butler, and how he came to be by Joss Charmet. Over twenty people were interviewed for this story; from the pitch for what would be Tomb Raider, alongside the challenges along the way, up until the release of Tomb Raider 2 in 1997

Summary of Jordan Mechner's The Making of Prince of Persia

Author: Everest Media,

Publisher: Everest Media LLC

ISBN: N.A

Category: Computers

Page: 27

View: 8847


Please note: This is a companion version & not the original book. Sample Book Insights: #1 I had to replace the digitizer, which recognizes two shades: black and white. The background needs to be dark enough to be perceived as black even when the brightness is turned up high enough to make David’s arms and face and feet visible. #2 The best way to do the digitizing for the game may be to shoot it in Super 8, put it on the Moviola, then train the video camera on the screen and feed it directly into the digitizer. #3 The final version of the game was not as good as the Apple version. It was sluggish, had frequent disk accesses, and a few minor graphics glitches. I was surprised by how much the Apple version was able to improve the game. #4 I decided to get actively involved in the game design process, and stay on in a supervisory capacity. This would allow me to keep some control over the project’s development, and justify asking for a higher royalty rate than if I weren’t involved at all.

Crash Course in Gaming

Author: Suellen Adams

Publisher: ABC-CLIO

ISBN: 1610690478

Category: GAMES

Page: 125

View: 5619


Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons.

Asia in the Making of Europe

Author: Donald Frederick Lach

Publisher: University of Chicago Press

ISBN: 9780226467672

Category: History

Page: 670

View: 8443


This monumental series, acclaimed as a "masterpiece of comprehensive scholarship" in the New York Times Book Review, reveals the impact of Asia's high civilizations on the development of modern Western society. The authors examine the ways in which European encounters with Asia have altered the development of Western society, art, literature, science, and religion since the Renaissance. In Volume III: A Century of Advance, the authors have researched seventeenth-century European writings on Asia in an effort to understand how contemporaries saw Asian societies and peoples.

Asia in the Making of Europe, Volume III

Author: Donald F. Lach,Edwin J. Van Kley

Publisher: University of Chicago Press

ISBN: 0226466973

Category: History

Page: 662

View: 2035


This monumental series, acclaimed as a "masterpiece of comprehensive scholarship" in the New York Times Book Review, reveals the impact of Asia's high civilizations on the development of modern Western society. The authors examine the ways in which European encounters with Asia have altered the development of Western society, art, literature, science, and religion since the Renaissance. In Volume III: A Century of Advance, the authors have researched seventeenth-century European writings on Asia in an effort to understand how contemporaries saw Asian societies and peoples.

Place, Space, and Mediated Communication

Author: Carolyn Marvin,Hong Sun-ha

Publisher: Routledge

ISBN: 1315394162

Category: Social Science

Page: 156

View: 3359


Place, Space, and Mediated Communication explores how new communications technologies are able to disrupt our spatial understanding, and in so doing, reorganize the boundaries of human experience: a phenomenon that can rightly be described as ‘context collapse’. Individual essays investigate ‘context collapse’ in a variety of geographical and temporal settings, including: the US drone war in Pakistan, social media and sexuality in Paris, privacy and privilege in Brazil, and videogames and resistance in Iran. This cross-disciplinary collection of essays demonstrates how communication and space are co-constituted, and models exciting new paths of inquiry for researchers. Place, Space, and Mediated Communication is suitable for students and scholars of media and communication studies, cultural studies, urban studies, and sociology.