Search results for: simcity-2000-city-design

SimCity 2000 City Design

Author : Jason Rich
File Size : 75.56 MB
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Here's the perfect companion guide for dedicated SimCity 2000 players who want to create superior cities using all of the newest features. This book includes all the newest features of the game and step-by-step instructions for developing and maintaining the sample cities provided on the accompanying disk. Requires a Mac or MS-DOS version of Sim City 2000 and a high-density 3.5: disk drive.

The Official SimCity 2000 Planning Commission Handbook

Author : Peter Spear
File Size : 34.24 MB
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SimCity 2000 is an entirely new game that continues the SimCity tradition but with more depth, more control over your cities, more complexity, and with some of the best graphics you'll ever see.

Computer Games

Author : Blair Carter
File Size : 27.10 MB
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Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.

The Architecture Co laboratory

Author : Kas Oosterhuis
File Size : 72.21 MB
Format : PDF
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Publicatie n.a.v. de conferentie gehouden op 1 april 2006 op de faculteit Bouwkunde van de TU Delft over de huidige en toekomstige veranderingen rond de digitaal ontworpen architectuur- en designpraktijk.

SimCity 2000

Author : Nick Dargahi
File Size : 42.97 MB
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The smash hit SimCity 2000 has been revised. This book covers the new CD-ROM version as well as Windows version, urban renewal kit and new utilities.

Public Roads

Author :
File Size : 23.16 MB
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Encyclopedia of Play in Today s Society

Author : Rodney P. Carlisle
File Size : 90.67 MB
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Selected as an Outstanding Academic Title by Choice Magazine, January 2010 The Encyclopedia of Play: A Social History explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreation activities of children as well as adults throughout the ages, from dice games in the Roman empire to video games today. As an academic social history, it includes the perspectives of several curricular disciplines, from sociology to child psychology, from lifestyle history to social epidemiology. This two-volume set will serve as a general, non-technical resource for students in education and human development, health and sports psychology, leisure and recreation studies and kinesiology, history, and other social sciences to understand the importance of play as it has developed globally throughout history and to appreciate the affects of play on child and adult development, particularly on health, creativity, and imagination.

Compute

Author :
File Size : 64.47 MB
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AA Files

Author :
File Size : 24.83 MB
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SimCity 2000 Strategies and Secrets

Author : Daniel A. Tauber
File Size : 87.35 MB
Format : PDF
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Covering the DOS, Windows, and Macintosh editions of the popular city-building game, this guide reveals secrets and offers tips for play drawn from hours of play by expert players across the country. Original. (All Users)

Cyborg Babies

Author : Robbie Davis-Floyd
File Size : 89.66 MB
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Cyborg Babies tracks the process of reproducing children in symbiosis with pervasive technology and offers a range of perspectives, from resistance to ethnographic analysis to science fiction.

Level Up The Guide to Great Video Game Design

Author : Scott Rogers
File Size : 64.81 MB
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Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game’s pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including: Developing your game design from the spark of inspiration all the way to production Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged Creating games for mobile and console systems – including detailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with the help of brand new examples Level Up! 2nd Edition is includes all-new content, an introduction by David “God of War” Jaffe and even a brand-new chili recipe –making it an even more indispensable guide for video game designers both “in the field” and the classroom. Grab your copy of Level Up! 2nd Edition and let’s make a game!

Computer Gaming World

Author :
File Size : 65.96 MB
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Complete Sourcebook on Children s Software

Author :
File Size : 70.19 MB
Format : PDF
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Chemical Engineering Progress

Author :
File Size : 58.57 MB
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KidWare

Author : Michael C. Perkins
File Size : 45.24 MB
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In this age of information and technology, parents are becoming increasingly more involved in their children's education. This important guide gives parents practical information about the best programs--from classics to lesser-known gems--that no child's software library should be without. Also includes tips on how parents can make the most of their time at the computer with their children.

The Image of the Simulated City

Author : Amy Kristine Phillips
File Size : 49.57 MB
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The Cumulative Book Index

Author :
File Size : 52.44 MB
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A world list of books in the English language.

Game Design

Author : Richard Rouse
File Size : 63.85 MB
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Richard Rouse explores gameplay, one of the most important but least discussed elements of computer game design that makes a game compelling and entertaining. He focusses in detail on such topics as game balancing, storytelling, non-linearity, player motivations, input/output, artificial intelligence, level design and playtesting. included are in-depth interviews with top game designers.

Talk to Me

Author : Paola Antonelli
File Size : 38.10 MB
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Published in conjunction with an exhibition at The Museum of Modern Art, Talk to Me thrives on an important late 20th-century cultural development in design: a shift from the centrality of function to that of meaning. From this new perspective, objects contain information that goes well beyond their immediate use or appearance, providing access to complex systems and networks and acting as gateways and interpreters. Whether openly and actively, or in subtle, subliminal ways, things talk to us, and designers write the initial script that lets us develop and improvise the dialogue. Talk to Me focuses on objects that involve direct interaction, such as interfaces, information systems, communication devices, and projects that establish a practical, emotional or even sensual connection between their users and entities such as cities, companies, governmental institutions, as well as other people. The featured objects range in date from the early 1980s beginning with the first Graphic User Interface, developed by Xerox Parc in 1981 with particular attention given to projects from the last five years and to several ones currently in development. Included are a diverse array of examples, from computer and machine interfaces to websites, video games, devices and tools, and installations. Organized thematically, Talk to Me features essays by Paola Antonelli, Jamer Hunt, Alexandra Midel, Kevin Slavin, and Koi Vinh. By introducing design practices that are becoming increasingly crucial to our world, the book presents a highly distilled sample of todays best design production that uses technology in creative and unexpected ways, showing how rich and deep designs influence will be on our future.