Book picks similar to
Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution by Heather Chaplin
non-fiction
video-games
games
gaming
Sony
John Nathan - 2001
Drawing on his unmatched expertise in Japanese culture and on unique, unlimited access to Sony's inner sanctum, John Nathan traces Sony's evolution from its inauspicious beginnings amid Tokyo's bomb-scarred ruins to its current worldwide success. "Richly detailed and revealing" (Wall Street Journal), the book examines both the outward successes and, as never before, the mysterious inner workings that have always characterized this company's top ranks. The result is "a different kind of business book, showing how personal relationships shaped one of the century's great global corporations" (Fortune).
Gamelife: A Memoir
Michael W. Clune - 2015
So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people."Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.In telling the story of his youth through seven computer games, Michael W. Clune captures the part of childhood we live alone.
The Mystery Science Theater 3000: Amazing Colossal Episode Guide
Trace Beaulieu - 1996
The answer, my friend, is right in this here official, 100%-MST3K-sanctioned book. Or maybe you know all about the adventures of Joel, Mike, and the 'bots in the not-too distant future. Then you can skip those pages. Really. We won't tell. You still need this book. Because it's got more cool stuff from the writers and performers of MST3K. More of what you'll find in the "Mystery Science Theater 3000 Amazing Colossal Episode Guide" * More than 120 synopses of the more than 120 episodes of the Peabody Award-winning show * More fascinating, outrageous facts and tidbits about the making of each episode * More photos than your average issue of "Tiger Beat" * More of the most disgusting things ever seen on-screen by the MST3K writers * More than 49 (50, to be exact) of the most obscure wisecracks * More quizzes, worksheets, and a ten-step plan to help you gain control of your finances and your life (well, not really...) * More about your Area and what it can do for you * More Beverly Garland! Miles and Miles O'Keefe! * And much, much more!
Killing Monsters: Our Children's Need For Fantasy, Heroism, and Make-Believe Violence
Gerard Jones - 2002
From Pokémon to the rapper Eminem, pop-culture icons are not simply commercial pied pipers who practice mass hypnosis on our youth. Indeed, argues the author of this lively and persuasive paean to the power of popular culture, even trashy or violent entertainment gives children something they need, something that can help both boys and girls develop in a healthy way. Drawing on a wealth of true stories, many gleaned from the fascinating workshops he conducts, and basing his claims on extensive research, including interviews with psychologists and educators, Gerard Jones explains why validating our children's fantasies teaches them to trust their own emotions and build stronger selves.
The Sky: The Art of Final Fantasy
Yoshitaka Amano - 2011
Each hardcover book in The Sky Slipcased Edition is 11 5/8" high by 10 5/8" wide, and printed on glossy stock. Volume 1 contains Amano's work for Final Fantasy I-III, Volume 2 his contributions for Final Fantasy IV-VI, and Volume 3 features his art for Final Fantasy VII-X. The elegant slipcase containing The Sky I, II, and III features the same wraparound exterior artwork as The Sky Boxed Set, with a double-hinged flap that folds around the open edge and is held flat to the back side with a hidden magnetic closure, making it easy both to remove the books and to display the set closed.
Level Up!: The Guide to Great Video Game Design
Scott Rogers - 2010
Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
All Yesterdays' Parties: The Velvet Underground in Print, 1966-1971
Clinton Heylin - 2005
"Discovered" by Andy Warhol in 1966, the VU - with their original line-up of Lou Reed, John Cale, Sterling Morrison, and Mo Tucker - would soon become the house band of the avantgarde, composing songs simultaneously furious in their abrasiveness and beautiful in their pathos, standing in striking contrast to the prevailing flower power of the era. All Yesterdays' Parties gathers for the first time almost all of the published writings contemporary with the band's existence-from sources as mainstream as the New York Times to vanished voices of the counterculture like Oz, Fusion, and Crawdaddy! The book is a revealing snapshot of an era by trailblazing rock writers such as Lester Bangs, Robert Greenfield, and Paul Williams. With photographs, posters, and other visual evocations of the period throughout, All Yesterdays' Parties is an invaluable resource, a trove of lore for anyone interested in the VU, their roots, and legacy.
Chainmail Bikini: The Anthology of Women Gamers
Hazel Newlevant - 2015
The comics in Chainmail Bikini explore the real-life impact of entering a fantasy world, how games can connect us with each other and teach us about ourselves.
Koji Kondo's Super Mario Bros. Soundtrack
Andrew Schartmann - 2015
(1985) score redefined video game music. With under three minutes of music, Kondo put to rest an era of bleeps and bloops-the sterile products of a lab environment-replacing it with one in which game sounds constituted a legitimate form of artistic expression. Andrew Schartmann takes us through the various external factors (e.g., the video game crash of 1983, Nintendo's marketing tactics) that coalesced into a ripe environment in which Kondo's musical experiments could thrive. He then delves into the music itself, searching for reasons why our hearts still dance to the “primitive” 8-bit tunes of a bygone era.What musical features are responsible for Kondo's distinct “Mario sound”? How do the different themes underscore the vastness of Princess Peach's Mushroom Kingdom? And in what ways do the game's sound effects resonate with our physical experience of the world? These and other questions are explored within, through the lens of Kondo's compositional philosophy-one that would influence an entire generation of video game composers. As Kondo himself stated, “we [at Nintendo] were trying to do something that had never been done before.” In this book, Schartmann shows his readers how Kondo and his team not just succeeded, but heralded in a new era of video games.
I Want My MTV: The Uncensored Story of the Music Video Revolution
Craig Marks - 2011
It was such a radical idea that almost no one thought it would actually succeed, much less become a force in the worlds of music, television, film, fashion, sports, and even politics. But it did work. MTV became more than anyone had ever imagined.I Want My MTV tells the story of the first decade of MTV, the golden era when MTV's programming was all videos, all the time, and kids watched religiously to see their favorite bands, learn about new music, and have something to talk about at parties. From its start in 1981 with a small cache of videos by mostly unknown British new wave acts to the launch of the reality-television craze with The Real World in 1992, MTV grew into a tastemaker, a career maker, and a mammoth business. Featuring interviews with nearly four hundred artists, directors, VJs, and television and music executives, I Want My MTV is a testament to the channel that changed popular culture forever.
Drunk Stoned Brilliant Dead: The Writers and Artists Who Made the National Lampoon Insanely Great
Rick Meyerowitz - 2010
To create Drunk Stoned Brilliant Dead, former Lampoon illustrator Rick Meyerowitz selected the funniest material from the magazine and sought out the survivors of its first electrifying decade to gather their most revealing and outrageous stories. The result is a mind-boggling tour through the early days of an institution whose alumni left their fingerprints all over popular culture: Animal House, Caddyshack, Saturday Night Live, Ghostbusters, SCTV, Spinal Tap, In Living Color, Ren & Stimpy, The Simpsons--even Sesame Street counts a few Lampooners among its ranks. Long before there was The Onion and Comedy Central news shows, there was the National Lampoon, setting the bar in comedy impossibly high!A very similar title, differing only in the subtitle, was used for the 2015 documentary film, Drunk Stoned Brilliant Dead: The Story of the National Lampoon, for which Rick Meyerowitz designed the poster, as he also did for the 1978 film National Lampoon's Animal House.Praise for the documentary Drunk Stoned Brilliant Dead (2015): This film looks longingly back at the 1970s when a smart, tasteless joke could make you laugh out loud without worrying about hurting someone's feelings or being attacked on social media. --The New York Times It all looks like more fun than you or I will ever have in our lives, and Chevy Chase and Ivan Reitman are on hand to tell some of the stories. --Hollywood Reporter
Sweet Chaos: The Grateful Dead's American Adventure
Carol Brightman - 1998
Without radio play and virtually unnoticed by the press, the Dead forged a vast underground following whose loyalty survives to the present day. National Book Critics Circle Award-winning author Carol Brightman returns to the band's roots—to Ken Kesey and the Merry Pranksters, the acid tests and the heady days of Haight-Ashbury, the free concerts in Golden Gate Park and the formative shows of New York's Fillmore East—to uncover the secrets of the band's longevity. Drawing on exclusive interviews With band members, staff and crew, Deadheads, other musicians, journalists—and her own experience as a '60s activist—Brightman shows us how, amid the turbulent Free Speech Movement and antiwar rallies, the Grateful Dead's abandonment to music, drugs, and dance offered the faithful a shelter in the storm. Her riveting, in-depth portrait of Jerry Garcia, the "nonleader leader" who held to a vision of the Grateful Dead's destiny even as he recoiled from the juggernaut it became, shows us how it was that a Dead concert become something halfway between a revival meeting and a family reunion. An absorbing and exhilarating exploration, Sweet Chaos offers, at last, a complete understanding of the Dead phenomenon and its place in American culture.
Dawn of the Dumb: Dispatches from the Idiotic Frontline
Charlie Brooker - 2007
Picking up where his hilarious Screen Burn left off, Dawn of the Dumb collects the best of Charlie Brooker's recent TV writing, together with uproarious spleen-venting diatribes on a range of non-televisual subjects - tackling everything from David Cameron to human hair. Rude, unhinged, outrageous, and above all funny, Dawn of the Dumb is essential reading for anyone with a brain and a spinal cord. And hands for turning the pages.
This Is a Call: The Life and Times of Dave Grohl
Paul Brannigan - 2011
Based on ten years of original, exclusive interviews with the man himself and conversations with a legion of musical associates like Queens of the Stone Age frontman Josh Homme, DC punk legend Ian MacKaye, and Nevermind producer Butch Vig, this is Grohl's story. He speaks candidly and honestly about Kurt Cobain, the arguments that almost tore Nirvana apart, the feuds that threatened to derail the Foo Fighters's global success, and the dark days that almost caused him to quit music for good.Dave Grohl has emerged as one of the most recognizable and respected musicians in the world. He is the last true hero to emerge from the American underground.
This Is a Call
vividly recounts this incredible rock 'n' roll journey.
Game Mechanics: Advanced Game Design
Ernest Adams - 2012
You'll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you'll practice what you've learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment.In Game Mechanics: Advanced Game Design, you'll learn how to:* Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics--from a library in this book--to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play."I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG"Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!" -- Raph Koster, author of A Theory of Fun for Game Design.