Publisher: Packt Publishing
Brian Christian, Steven Isaacs
This book is excellent resource for developers with any level of experience of GameMaker. At the start, we’ll provide an overview of the basic use of GameMaker: Studio, and show you how to set up a basic game where you handle input and collisions in a top-down perspective game.We continue on to showcase its more advanced features via six different example projects. The first example game demonstrates platforming with file I/O, followed by animation, views, and multiplayer networking. The next game illustrates AI and particle systems, while the final one will get you started with the built-in Box2D physics engine. By the end of this book, you have mastered lots of powerful techniques that can be utilized in various 2D games.
Mike Hyzy, Bret Wardle, Gabe Zichermann
Are you trying to build a product that your audience loves to use? Game mechanics and psychology have been used for decades to increase engagement, convert users to buyers, and increase audience retention. Learning when and where to implement these tools can take your product from the middle of the pack to a must-have!This book begins by helping you get a clear understanding of gamification, its key concepts, and how product managers can leverage it to drive user engagement in non-game scenarios. As you progress through the chapters, you’ll learn different gamification frameworks, mechanics, and elements with structured ways to implement them while designing a successful gamification strategy tailored to a business case. You'll get a chance to implement and test the designed strategy prototype with the users for feedback. You’ll also discover how to sell your strategy to stakeholders to get full buy-in from the top down, along with how to gamify your product development process to drive innovation, engagement, and motivation.By the end of this book, you'll be primed to harness the power of gamification, and will have benefited from proven case studies, best practices, and tips, ensuring you are well-equipped to apply gamification principles to your work as a product development professional.
Natalie Denmeade
This book describes how teachers can use Gamification design within the Moodle Learning Management System. Game elements can be included in course design by using, badges, rubrics, custom grading scales, forums, and conditional activities. Moodle courses do not have to be solo-learning experiences that replicate Distance Education models. The Gamification design process starts by profiling players and creating levels of achievement towards meeting learning outcomes. Each task is defined, valued, and sequenced. Motivation loops are devised to keep the momentum going. In a gaming studio, this approach would require a team of specialists with a large budget and time frames. Preparing for a class rarely has these optimal conditions. The approach used in this book is to introduce game elements into the course design gradually. First, apply gamification to just one lesson and then build up to gamifying a series of lessons over a term. Each example will indicate the difficulty level and time investment. Try it out to see what is most effective with your learners and choose wisely in your use of technology. By the end of this book, you will be able to create Moodle courses that incorporate choice, communication,challenge, and creativity.
Lauren S. Ferro
Are you looking at implementing gamification techniques for your business and wondering where to get a complete rundown of all the tricks and techniques? Well, you have come to the right place!This book will start right from the basics such as gameplay elements and their functionalities before gradually moving onto creating your first gamification project from scratch. You’ll be given the tools and shown how to perform various techniques for creating gamified applications in different contexts. Finally, you will implement various game elements into Unity, publish your own task management application, and get to know the best practices and approaches when designing gamified experiences.
Holly Picano
Unveil the extraordinary capabilities of the groundbreaking AI model, DALL-E 3, as it transforms text prompts into accurate images. This book addresses the challenge of creating meaningful images by writing prompts, guiding you step by step through creating stunning visual art regardless of your skill level.Prepare to delve deep into the inner workings of DALL-E 3's architecture and training process. With clear explanations, practical tutorials, and real-world examples that can be easily applied, you’ll unlock secrets to creating awe-inspiring AI-generated art, from fine art prints to digital designs. This book provides comprehensive insights into various lens options, camera angles, lighting techniques, and art movements, helping you integrate AI capabilities with your artistic skills. You’ll also learn to create NFTs that can be monetized and gain invaluable insights into designing compelling covers, all within the ethical boundaries of AI-generated art. And with the invaluable prompt cheat sheet by your side, you’ll hone your skills in formulating captivating prompts for diverse purposes.By the end of this book, you’ll have learned how to produce generative AI art at a rapid pace and relatively low cost and push the boundaries of imagination with DALL-E 3.
Josh Kalin
Developing Generative Adversarial Networks (GANs) is a complex task, and it is often hard to find code that is easy to understand.This book leads you through eight different examples of modern GAN implementations, including CycleGAN, simGAN, DCGAN, and 2D image to 3D model generation. Each chapter contains useful recipes to build on a common architecture in Python, TensorFlow and Keras to explore increasingly difficult GAN architectures in an easy-to-read format. The book starts by covering the different types of GAN architecture to help you understand how the model works. This book also contains intuitive recipes to help you work with use cases involving DCGAN, Pix2Pix, and so on. To understand these complex applications, you will take different real-world data sets and put them to use.By the end of this book, you will be equipped to deal with the challenges and issues that you may face while working with GAN models, thanks to easy-to-follow code solutions that you can implement right away.
Kailash Ahirwar
Generative Adversarial Networks (GANs) have the potential to build next-generation models, as they can mimic any distribution of data. Major research and development work is being undertaken in this field since it is one of the rapidly growing areas of machine learning. This book will test unsupervised techniques for training neural networks as you build seven end-to-end projects in the GAN domain.Generative Adversarial Network Projects begins by covering the concepts, tools, and libraries that you will use to build efficient projects. You will also use a variety of datasets for the different projects covered in the book. The level of complexity of the operations required increases with every chapter, helping you get to grips with using GANs. You will cover popular approaches such as 3D-GAN, DCGAN, StackGAN, and CycleGAN, and you’ll gain an understanding of the architecture and functioning of generative models through their practical implementation.By the end of this book, you will be ready to build, train, and optimize your own end-to-end GAN models at work or in your own projects.