The Art And Making Of Sniper Elite

Download The Art And Making Of Sniper Elite PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get The Art And Making Of Sniper Elite book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages.
The Art and Making of Sniper Elite

A beautfully produced hardback coffee table book celebrating the acclaimed and bestselling Sniper Elite franchise. This book is a celebration and exploration of the acclaimed, bestselling franchise. It will delve into the history of the games, how they were made, and the real-life context behind the settings and characters. The Art & Making of Sniper Elite will cover the whole franchise, from the first game to the latest. It will contain commentary and insight from the artists and developers, alongside concept art of the iconic characters, weaponry, vehicles and environments. A must-have for any Sniper fan.
Game AI Uncovered

Game AI Uncovered: Volume Two continues the series with the collected wisdom, ideas, tricks and cutting‐edge techniques from 22 of the top game AI professionals and researchers from around the world. The techniques discussed in these pages cover the underlying development of a wide array of published titles, including The Survivalists, Wheelman, Plants vs. Zombies: Battle for Neighborville, Dead Space, Zombie Army 4, Evil Genius 2, Sniper Elite 5, Sonic & All‐Stars Racing Transformed, DiRT: Showdown, and more. Contained within this volume are overviews and insights covering a host of different areas within game AI, including generalised planners, player imitation, awareness, dynamic behaviour trees, decision‐making architectures, agent learning for automated playthroughs, utility systems, machine learning for cinematography, directed acyclic graphs, environment steering, difficulty scenarios, environmental cues through voxels, automated testing approaches, dumbing down your AI, synchronized path following, and much more. Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but also spark ideas for new approaches. This volume includes chapters written by Nuno Vicente Barreto, Steve Bilton, Andy Brown, Dr Allan Bruce, Richard Bull, Phil Carlisle, Sarah Cook, Michele Condò, Steven Dalton, Rodolfo Fava, Jonas Gillberg, Dominik Gotojuch, Dale Green, Tobias Karlsson, Jonathan Keslake, Fernando Penousal Machado, Ivan Mateev, Dr Nic Melder, Dr Bram Ridder, Paul Roberts, Licínio Roque, and Andrea Schiel.