Game Design Workshop: A Playcentric Approach to Creating Innovative Games


Tracy Fullerton - 2008
    This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

The Elements of Typographic Style


Robert Bringhurst - 1992
    Combining practical, theoretical, and historical, this book is a must for graphic artists, editors, or anyone working with the printed page using digital or traditional methods.Having established itself as a standard in its field The Elements of Typographic Style is house manual at most American university presses, a standard university text, and a reference work in studios of designers around the world. It has been translated into italian and greek, and dutch.

Writing the Heart of Your Story: The Secret to Crafting an Unforgettable Novel


C.S. Lakin - 2014
    Some novelists write with the goal of becoming a best seller, hoping for wealth and fame. Some just want to write novels that earn them a steady income so they can feed their families and pay their bills. Some write to express their creativity and don’t care if anyone ever reads their books. Then there are the other writers. They want to write an unforgettable novel—the kind of book that gets called a classic, that endures the ravages of time, that stays long in readers’ hearts and changes their lives. These writers want to know the secret of how to reach the heart of their readers. If you are one of those writers, Writing the Heart of Your Story is the book you’ve been waiting for. Inside, you’ll learn: what the most important key elements are that must be in the very first scene of your novel—and some in the first paragraph. how to tap into the heart of your story, characters, setting, plot, and themes by employing specific writing exercises. ways to brainstorm ideas for plot, themes, motifs, setting, and rich characters through asking a series of questions that will take you deeper below the surface of your story. what the most important question is that must be asked in the opening scene in order to write an unforgettable novel. what three things each character must be asked for them to become truly believable and compelling. the secrets to structuring powerful scenes by focusing on the “high moment.” Don’t just write a good novel. Write a great one—by mining the heart of your story! Here's what the best writing instructors and bloggers have to say about this essential writing craft book: “A fresh and motivating take on conventional wisdom, but with unconventional heart. This is highly accessible teaching that transcends ‘how to’ and goes deep into ‘why to’ in a way that will force you to choose between reading it again and jumping on your own project. Bravo.” —Larry Brooks, best-selling author of Story Engineering and Story Physics “As authors, our job is to make people feel, and to do this we need to connect with our own deepest selves in the hope that we can meet the reader where they are. This book will teach you how to delve into your own heart in order to impact those who read your words.” —Joanna Penn, author of From Idea to Book “A veritable compendium of sound writing advice and technique. Written in a style that is both accessible and fun, Lakin's book will be a welcome companion on your writing journey.” —James Scott Bell, best-selling author of Conflict and Suspense and Plot and Structure “I read dozens of writing craft books every year. All too many of them are ho-hum, been-there-done-that. This one is absotively posolutely not. Lakin offers a refreshingly structured—and yet freeing—approach to not just creating a solidly entertaining story but to crafting a tale of emotional resonance and resilience.

Letting Go of the Words: Writing Web Content that Works


Janice G. Redish - 2007
    Ironically, I must recommend that you read her every word so that you can find out why your customers won't read very many words on your website -- and what to do about it.-- Jakob Nielsen, Principal, Nielsen Norman Group"There are at least twelve billion web pages out there. Twelve billion voices talking, but saying mostly nothing. If just 1% of those pages followed Ginny's practical, clear advice, the world would be a better place. Fortunately, you can follow her advice for 100% of your own site's pages, so pick up a copy of Letting Go of the Words and start communicating effectively today."--Lou Rosenfeld, co-author, Information Architecture for the World Wide WebOn the web, whether on the job or at home, we usually want to grab information and use it quickly. We go to the web to get answers to questions or to complete tasks - to gather information, reading only what we need. We are all too busy to read much on the web.This book helps you write successfully for web users. It offers strategy, process, and tactics for creating or revising content for the web. It helps you plan, organize, write, design, and test web content that will make web users come back again and again to your site.Learn how to create usable and useful content for the web from the master - Ginny Redish. Ginny has taught and mentored hundreds of writers, information designers, and content owners in the principles and secrets of creating web information that is easy to scan, easy to read, and easy to use.This practical, informative book will help anyone creating web content do it better.Features* Clearly-explained guidelines with full color illustrations and examples from actual web sites throughout the book. * Written in easy-to-read style with many befores and afters.* Specific guidelines for web-based press releases, legal notices, and other documents.* Tips on making web content accessible for people with special needs.Janice (Ginny) Redish has been helping clients and colleagues communicate clearly for more than 20 years. For the past ten years, her focus has been helping people create usable and useful web sites. She is co-author of two classic books on usability: A Practical Guide to Usability Testing (with Joseph Dumas), and User and Task Analysis for Interface Design (with JoAnn Hackos), and is the recipient of many awards.

An Audience of One: Reclaiming Creativity for Its Own Sake


Srinivas Rao - 2018
    It's tempting to focus on pursuing money and fame, rather than the process itself. But as Srini Rao warns, creating then turns into a chore that can harm your self-esteem and suck the pleasure out of life, rather than being a source of joy.Rao, host of the podcast The Unmistakable Creative, argues that we should counter this thinking by intentionally creating art for ourselves alone--an audience of one. In this book he shares the fascinating true stories of creatives who took this path, along with actionable tips and the research of creativity experts. You'll learn, for example:- How Oprah's intentional focus on her own work rather than the opinions of everyone else catapulted her into one of the most popular talk shows of all time.- How being process-driven can not only help you produce more work, but can make you happier outside of your creative time.- How to put together a creative team of rivals whose feedback can help you hone your craft and filter out useless feedback.By playing to an audience of one, we can find more happiness, increased productivity, and a greater sense of community.

The Elements of Editing


Arthur Plotnik - 1982
    It's a concise introductory manual that is helpful for anyone wishing to brush up on their editing.

The Leader's Guide to Storytelling: Mastering the Art and Discipline of Business Narrative


Stephen Denning - 2005
    Now, in this hands-on guide, Denning explains how you can learn to tell the right story at the right time. Whoever you are in the organization CEO, middle management, or someone on the front lines you can lead by using stories to effect change. Filled with myriad examples, A Leader's Guide to Storytelling shows how storytelling is one of the few available ways to handle the principal and most difficult challenges of leadership: sparking action, getting people to work together, and leading people into the future. The right kind of story at the right time, can make an organization "stunningly vulnerable" to a new idea.

Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability


Steve Krug - 2000
    And it’s still short, profusely illustrated…and best of all–fun to read.If you’ve read it before, you’ll rediscover what made Don’t Make Me Think so essential to Web designers and developers around the world. If you’ve never read it, you’ll see why so many people have said it should be required reading for anyone working on Web sites.

Content Everywhere: Strategy and Structure for Future-Ready Content


Sara Wachter-Boettcher - 2012
    As devices and channels multiply--and as users expect to relate, share, and shift information quickly--we need content that can go more places, more easily. Content Everywhere will help you stop creating fixed, single-purpose content and start making it more future-ready, flexible, reusable, manageable, and meaningful wherever it needs to go.

How Charts Lie: Getting Smarter about Visual Information


Alberto Cairo - 2019
    While such visualizations can better inform us, they can also deceive by displaying incomplete or inaccurate data, suggesting misleading patterns—or simply misinform us by being poorly designed, such as the confusing “eye of the storm” maps shown on TV every hurricane season.Many of us are ill equipped to interpret the visuals that politicians, journalists, advertisers, and even employers present each day, enabling bad actors to easily manipulate visuals to promote their own agendas. Public conversations are increasingly driven by numbers, and to make sense of them we must be able to decode and use visual information. By examining contemporary examples ranging from election-result infographics to global GDP maps and box-office record charts, How Charts Lie teaches us how to do just that.

Eames


Gloria Koenig - 2015
    Though best known for their furniture, the husband and wife team were also forerunners in architecture, textile design, photography, and film.The Eames work defined anew, multifunctional modernity, exemplary for its integration of craft and design, as well as for the use of modern materials, notablyplywood and plastics.The Eames Lounge Chair Wood, designed with molded plywood technology, became a defining furniture piece of the twentieth century, while the couple s contribution to theCase Study Housesproject not only made inventive use of industrial materials but also developed anadaptable floor plan of multipurpose spaceswhich would become ahallmark of postwar modern architecture.From the couple s earliest furniture experiments to their seminal short filmPowers of Ten, this book covers all the aspects of the illustrious Eames repertoire and itsrevolutionary impact on middle-class American living. About the Series: Each book in TASCHEN s Basic Architecture Series features: an introduction to the life and work of the architect the major works in chronological order information about the clients, architectural preconditions as well as construction problems and resolutions a list of all the selected works and a map indicating the locations of the best and most famous buildings approximately 120 illustrations (photographs, sketches, drafts and plans) "

How to Make Sense of Any Mess: Information Architecture for Everybody


Abby Covert - 2014
     It is easy to be overwhelmed by the amount of information we encounter each day. Whether at work, at school, or in our personal endeavors, there’s a deepening (and inescapable) need for people to work with and understand information. Information architecture is the way that we arrange the parts of something to make it understandable as a whole. When we make things for others to use, the architecture of information that we choose greatly affects our ability to deliver our intended message to our users. We all face messes made of information and people. I define the word “mess” the same way that most dictionaries do: “A situation where the interactions between people and information are confusing or full of difficulties.” — Who doesn’t bump up against messes made of information and people every day? This book provides a seven step process for making sense of any mess. Each chapter contains a set of lessons as well as workbook exercises architected to help you to work through your own mess.

Uncertainty in Games


Greg Costikyan - 2013
    Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games.In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work.Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.

The Act of Creation


Arthur Koestler - 1964
    All who read The Act of Creation will find it a compelling and illuminating book.

Double Your Freelancing Rate


Brennan Dunn - 2012