Compartir
Rocket Jump: Quake and the Golden age of First-Person Shooters: 2 (Shacknews Long Reads) (en Inglés)
David L. Craddock
(Autor)
·
Milan Jaram
(Ilustrado por)
·
Asif Khan
(Prefacio de)
·
Independently Published
· Tapa Blanda
Rocket Jump: Quake and the Golden age of First-Person Shooters: 2 (Shacknews Long Reads) (en Inglés) - Jaram, Milan ; Khan, Asif ; Craddock, David L.
39,96 €
42,06 €
Ahorras: 2,10 €
Elige la lista en la que quieres agregar tu producto o crea una nueva lista
✓ Producto agregado correctamente a la lista de deseos.
Ir a Mis Listas
Origen: Estados Unidos
(Costos de importación incluídos en el precio)
Se enviará desde nuestra bodega entre el
Miércoles 19 de Junio y el
Lunes 08 de Julio.
Lo recibirás en cualquier lugar de España entre 1 y 5 días hábiles luego del envío.
Reseña del libro "Rocket Jump: Quake and the Golden age of First-Person Shooters: 2 (Shacknews Long Reads) (en Inglés)"
In 1992, Wolfenstein 3D ushered gamers into the ultra-fast, ultra-bloody third world of first-person gaming. One year later, Doom opened a portal to hell that flooded university and office networks with rocket launchers and cyberdemons. Then came Quake, a CD-ROM packed with slick 3D graphics and online-ready gameplay that shook the games industry to its core.For some of the designers at id Software, Quake marked the end of an era. Others were just getting warmed up. Rocket Jump: Quake and the Golden Age of First-Person Shooters explores the making of id Software's seminal trilogy, uncovers the internal culture that simultaneously shaped and fractured id Software, and reveals the indelible mark Quake left on game designers, computing technology, and popular culture.●Follow id Software designers John Carmack, John Romero, American McGee, Jennell Jaquays, Tim Willits, and more as Quake evolves from a medieval fantasy to the granddaddy of competitive shooters●Learn about the making of other influential first-person shooters (FPS) games including Duke Nukem 3D, Star Wars: Dark Forces, and Team Fortress●Sit in on the private meetings that decided the fate of legendary game designers