Book picks similar to
The Psychology of Video Games by Celia Hodent
gaming
read-in-english
design
nonfiction
Gametek: The Math and Science of Gaming
Geoffrey Engelstein - 2018
Connecting games to math, science, and psychology, GameTek has grown to be one of the most popular parts of the show.This volume commemorates the anniversary with a collection of over seventy of the best segments, many with annotations and illustrations.With chapters on everything from Rock, Paper, Scissors to the Prisoner’s Dilemma to Player Engagement to Quasicrystals to Buddha’s Forbidden Games, GameTek is sure to delight not just game designers and players, but anyone who wants to learn about the world from a new perspective.Sections:• Game Theory• Math• Psychology• Science• Game Mechanics• Psychology Games• HistoryFrom the first time I heard it, the GameTek segment in The Dice Tower podcast became my favorite part of the show. Listening to Geoff is like going to your favorite lesson with your favorite teacher. He teaches about games (yay!) and does it in a very interesting way with lots of examples. He does amazing stuff. He knows about the construction of games, he knows the theory, he knows all that stuff behind the scenes that we gamers do not see when just playing a game and having fun.Ignacy Trzewiczek, Portal GamesThere are many hobby game 'experts' out there, dying to give you their opinion on how the industry works, how games work, what types of games are best, and so on. Geoff Engelstein is the expert that requires your attention. He is a scholar of games, and his research on games and other principles that apply to gaming is matched by none.Stephen Buonocore, Stronghold GamesOver the years, I’ve listened to a lot of people talk about board games, yet the short snippets that Geoff puts out are the ones that I find myself thinking about in the quiet of the night. His are the segments that you laugh at and say, “I have NO idea what you are talking about” — but later on use to show people just how intellectual you are.Tom Vasel, The Dice Tower
Boardgames That Tell Stories
Ignacy Trzewiczek - 2014
Book that tell an extraordinary story about game design. Learn about terryfying presentation of International Gamers Nominee Pret-a-Porter. Learn how much time was needed to design Golden Geek Best Card Game nominee 51st State. Learn how kids helped designind Dice Tower nominee Robinson Crusoe...Read stories behind scenes. Learn about designing one of the most popular boardgames. You find them all in this one book.
Heads-Up No-Limit Hold 'em: Expert Advice for Winning Heads-Up Poker Matches
Collin Moshman - 2008
Yet, most hold em players who transition to the heads-up form, especially if they are from full ring no-limit games, do not succeed. Adjusting to the amount of aggression can be difficult since heads-up battles require you to bet and raise with many more hands than what would be considered standard at a full table. Despite this, no-limit heads-up hold em is growing rapidly, especially on the Internet. So mastering this form of poker can be invaluable for those seeking to add a winning loose-aggressive component to their game. In addition, with the increasing number of heads-up matches now available, becoming proficient in them can be highly profitable. This text, written by expert heads-up player Collin Moshman, is the first poker strategy book devoted exclusively to no-limit heads-up play. Through extensive hand examples and accompanying theory, you will learn to: 1. Master expected value, equity, value betting, and the fundamental mathematics of heads-up strategy, 2. Play and exploit each of the most common playing styles, 3. Manipulate the pot size based on your hand and your opponent, 4. Attack button limps, bluff multiple streets, and aggress in the most profitable manner, 5. Distinguish between optimal cash and tournament strategies, 6. Exploit your opponents tendencies and perceptions through metagame mastery, and 7. Maximize your heads-up profits through game theory and fundamental business concepts. So whether you are an aspiring heads-up professional, or want to be ready for the next time you re challenged to a one-on-one battle, Heads Up No-Limit Hold em provides you with the tools you need to succeed.
Achtung Schweinehund!: A Boy's Own Story of Imaginary Combat
Harry Pearson - 2007
Not real conflict but war as it has filtered down to generations of boys and men through toys, comics, games, and movies. Harry Pearson belongs to the great battalion of men who grew up playing with toy soldiers—refighting World War II—and then stopped growing up. Inspired by the photos of the gallant pilot uncles that decorated the wall above his father's model-making table, by toys such as Action Man (according to Pearson—not a doll) and board games such as Escape from Colditz, dressed in Clarks' commando shoes and with the Airfix Army in support, he battled in the fields and on the beaches, in his head and on the living room floor, and across his bedroom ceiling. And 30 years later he still is. This hilariously self-deprecating memoir is a celebration of those glory days, a boy's own story of the urge to play, to conquer, and to adopt very bad German accents, shouting "Donner und Blitzen!" at every opportunity. This is a tale of obsession, glue, and plastic kits. It is the story of one boy's imaginary war and where it led him.
Game Engine Architecture
Jason Gregory - 2009
The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.
Game Programming Patterns
Robert Nystrom - 2011
Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.
The Sims 3: Prima Official Game Guide
Catherine Browne - 2009
Design: Our new design section will supply tips and tricks from the pro's to build the most elaborate homes and yards.Customization: Learn how to update your décor with tutorials to help you customize your own chairs, walls, and floors. Wishes: Detailed walkthroughs and tutorials will help you learn how to achieve your short term and long term wishes.
The Seven Deadly Friendships: How to Heal When Painful Relationships Eat Away at Your Joy
Mary E. DeMuth - 2018
Is everything in your head? Unfortunately, toxic friendships happen to everyone, but we seldom identify the underlying issues while we battle confusion or the friendship breaks up.Maybe you're left bewildered in the friendship's wake, paralyzed to move forward.After wading through several difficult friendships, Mary DeMuth reveals the seven different types of toxic relationships and empowers you to identify the messiest relationships causing you the greatest anguish.Face the reality of your broken relationship, and unearth exactly what went wrong.Discover why you may attract toxic people.Heal from broken relational patterns so you can choose safer friends.Evaluate when it's time to press into a friendship or let it go.You'll gain a new relationship with Jesus as you trust him to be your confidant, healer, and life-giving friend.
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.
Trigger Happy: Videogames and the Entertainment Revolution
Steven Poole - 2000
Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.
Shine: Rediscovering Your Energy, Happiness and Purpose
Andy Cope - 2018
In which case, we applaud you. If, on the other hand, you need the cheat codes, then this book will give you a nudge. Redefining the genre of ‘self-help comedy,’ Shine is a book about the brevity of life. It contains adult themes of mortality, change, exhaustion and unrelenting pressure. Thankfully, the bleakness is done with humour and the solutions are entertaining, do-able and uplifting. Shine is the literary equivalent of ‘ctrl/alt/delete.’ All you have to do is read the book, keep an open mind, and apply the learning. You will experience a personal re-boot with new mental software installed, upgrading you to ‘best possible self.’ It’s a very simple process that also happens to be ‘not very easy.’ Because, of course, if being your best self was easy, everybody would be doing it. The average lifespan is 4000 weeks. Look around and you’ll see too many people having a ‘near life experience.’ They’re alive, but not living. Truth time: life’s a short and precious gift that’s hurtling by in a blur. If you want to make a dent in the universe, it’s time to wake up. We figure that if you’re going to rise, you may as well shine. Laugh and learn while you: Rediscover your ability to ping out of bed every single day with fire in your belly and a smile on your face. Identify what really matters in your life and how to stop stressing about the stuff that doesn't. Remember how to focus on all that makes you happy and cut the nonsense that worries you for no reason. Give up your low-level grumbling and experience the joy that comes when you focus on achieving all that you've ever wanted. Find out just how easy it is boost your energy and increase your motivation. Discover how to break free from 'ordinary' and embrace a life of 'extraordinary.’ Figure out how to channel your inner Mary Poppins.
A Composer's Guide to Game Music
Winifred Phillips - 2014
Composers of video game music must master an array of specialized skills not taught in the conservatory, including the creation of linear loops, music chunks for horizontal resequencing, and compositional fragments for use within a generative framework. In A Composer's Guide to Game Music, Winifred Phillips--herself an award-winning composer of video game music--provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the field.Musicians and composers may be drawn to game music composition because the game industry is a multibillion-dollar, employment-generating economic powerhouse, but, Phillips writes, the most important qualification for a musician who wants to become a game music composer is a love of video games. Phillips offers detailed coverage of essential topics, including musicianship and composition experience; immersion; musical themes; music and game genres; workflow; working with a development team; linear music; interactive music, both rendered and generative; audio technology, from mixers and preamps to software; and running a business.A Composer's Guide to Game Music offers indispensable guidance for musicians and composers who want to deploy their creativity in a dynamic and growing industry, protect their musical identities while working in a highly technical field, and create great music within the constraints of a new medium.
The Multiplayer Classroom: Designing Coursework as a Game
Lee Sheldon - 2011
THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professional educators or those learning to be educators, here are the tools to engage and excite students by using principles learned in the development of popular video games. Suitable for use in the classroom or the boardroom, the book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. You don't need any experience making games or even playing games to use this book. Yet, you will learn how to create multiplayer games for any age on any subject. Bring your classroom into the 21st century!
Agile Game Development with Scrum
Clinton Keith - 2010
It's no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development. Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time. You'll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers--and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions--all based firmly in reality and hard-won experience. Coverage includes Understanding Scrum's goals, roles, and practices in the context of game development Communicating and planning your game's vision, features, and progress Using iterative techniques to put your game into a playable state every two to four weeks-- even daily Helping all team participants succeed in their roles Restoring stability and predictability to the development process Managing ambiguous requirements in a fluid marketplace Scaling Scrum to large, geographically distributed development teams Getting started: overcoming inertia and integrating Scrum into your studio's current processes Increasingly, game developers and managers are recognizing that things can't go on the way they have in the past. Game development organizations need a far better way to work.
Agile Game Development with Scrum
gives them that--and brings the profitability, creativity, and fun back to game development.
Arduino Projects Book
Scott Fitzgerald - 2012
Whether you're a rocket scientist or a poet, whether you're ten years old or ninety, we want to make it possible for you to build great projects using computers and electronics.The parts in this kit and the projects explained here form the skeleton of your projects. Arduino can make your projects responsive. It's up to you to make them beautiful.