Modern Recording Techniques


David Miles Huber - 1986
    But to do it well, you need familiarity with a wide array of equipment and techniques. This book covers them all. It delivers practical (and occasionally passionate) advice on everything from studio acoustics to jitter, miking drum sets to producing surround sound. The authors take you inside the modern studio, from its physical layout to the recording process and participants roles. After a surprisingly useful primer on sound and hearing, they turn to equipment: mikes, digital audio (and when to use analog tape instead); MIDI, amps, consoles, speakers, and more. You ll find in-depth, practical guidance on synchronization, noise reduction, mastering, manufacturing CDs -- really, just about any facet of recording you re interested in. Bill Camarda, from the July 2005 href="http://www.barnesandnoble.com/newslet... Only

The Final Hours of Portal 2


Geoff Keighley - 2011
    Journalist Geoff Keighley was granted unprecedented “fly on the wall” access to Valve over the past three years to create this story. From the hush-hush Portal prequel that was shelved to the last minute scramble to complete the game’s story, The Final Hours of Portal 2 is a gripping and dramatic story. Please note the Kindle version does not include as many photos or the videos that are available in the iPad version.

Books, Movies, Rhythm, Blues: Twenty Years of Writing About Film, Music and Books


Nick Hornby - 2013
    This second collection brings together the best of his other non-fiction pieces, on film and tv, writers and painters and music, and including one exceptional fragment of autobiography. With subject matter ranging from the Sundance Festival to Abbey Road Studios, from P.G. Wodehouse to The West Wing, these are pieces that ‘were written for fun, or because I felt I had things to say and time to say them, or because the commissions were unusual and imaginative, or because … I was being asked to go somewhere I had never been before.’

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.

Making the Social World: The Structure of Human Civilization


John Rogers Searle - 2009
    Now he offers a profound understanding of how we create a social reality--a reality of money, property, governments, marriages, stock markets and cocktail parties. The paradox he addresses in Making the Social World is that these facts only exist because we think they exist and yet they have an objective existence. Continuing a line of investigation begun in his earlier book The Construction of Social Reality, Searle identifies the precise role of language in the creation of all "institutional facts." His aim is to show how mind, language and civilization are natural products of the basic facts of the physical world described by physics, chemistry and biology. Searle explains how a single linguistic operation, repeated over and over, is used to create and maintain the elaborate structures of human social institutions. These institutions serve to create and distribute power relations that are pervasive and often invisible. These power relations motivate human actions in a way that provides the glue that holds human civilization together. Searle then applies the account to show how it relates to human rationality, the freedom of the will, the nature of political power and the existence of universal human rights. In the course of his explication, he asks whether robots can have institutions, why the threat of force so often lies behind institutions, and he denies that there can be such a thing as a "state of nature" for language-using human beings.

The Heathen's Guide to World Religions: A Secular History of the 'One True Faiths'


William Hopper - 2000
    "Hopper represents the most lethal of organized religions many opponents: a curious, well-educated individual with a sharp wit." Queen's University Journal Review "Wickedly fun and informative." Toronto Star "The Heathen's Guide To World Religions has taken up permanent residence on my bookshelves... a masterfully written, wonderfully funny, and deliciously snarky trip down religious lane." Al Stefanelli, UNITED ATHEIST FRONT. "Like Monty Python in religious garb... easily one of the best places to invest your book buying dollar." Georgia Straight

Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design


Chris Solarski - 2012
    It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different.  Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook

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!

Super Mario: How Nintendo Conquered America


Jeff Ryan - 2011
     Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: * Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. * Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. * The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii. Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.

Deco Devolution: The Art of BioShock 2


Jordan Thomas - 2010
    Contains concept art and models of the game's characters, locations, and weapons, as well as artists' comments on the work and the game.Note:The Rapture Edition Art book is a reduced version of the Special Edition Art book made to be a value against the Special Edition. It is reduced to 96 pages, and scaled down to the dimensions of the game case itself.The Special Edition Art book is the main version of BioShock 2's art book. It is 168 pages and is composed of 10 chapters.♢Chapter 1 - Citizens of Rapture♢Chapter 2 - Big Daddies♢Chapter 3 - Big Sisters♢Chapter 4 - Little Sisters♢Chapter 5 - Environments♢Chapter 6 - Weapons♢Chapter 7 - User Interface♢Chapter 8 - Advertisements♢Chapter 9 - Storyboards♢Chapter 10 - Credits

Subculture: The Meaning of Style


Dick Hebdige - 1979
    Hebdige [...] is concerned with the UK's postwar, music-centred, white working-class subcultures, from teddy boys to mods and rockers to skinheads and punks.' - Rolling StoneWith enviable precision and wit Hebdige has addressed himself to a complex topic - the meanings behind the fashionable exteriors of working-class youth subcultures - approaching them with a sophisticated theoretical apparatus that combines semiotics, the sociology of devience and Marxism and come up with a very stimulating short book - Time OutThis book is an attempt to subject the various youth-protest movements of Britain in the last 15 years to the sort of Marxist, structuralist, semiotic analytical techniques propagated by, above all, Roland Barthes. The book is recommended whole-heartedly to anyone who would like fresh ideas about some of the most stimulating music of the rock era - The New York Times

Linguistic Semantics: An Introduction


John Lyons - 1995
    Preserving the general structure of the author's important study Language, Meaning and Context (1981), this text has been expanded in scope to introduce several topics that were not previously discussed, and to take account of new developments in linguistic semantics over the past decade.

Designing Sound


Andy Farnell - 2010
    Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a practitioner's perspective, exploring the basic principles of making ordinary, everyday sounds using an easily accessed free software. Readers use the Pure Data (Pd) language to construct sound objects, which are more flexible and useful than recordings. Sound is considered as a process, rather than as data--an approach sometimes known as "procedural audio." Procedural sound is a living sound effect that can run as computer code and be changed in real time according to unpredictable events. Applications include video games, film, animation, and media in which sound is part of an interactive process. The book takes a practical, systematic approach to the subject, teaching by example and providing background information that offers a firm theoretical context for its pragmatic stance. [Many of the examples follow a pattern, beginning with a discussion of the nature and physics of a sound, proceeding through the development of models and the implementation of examples, to the final step of producing a Pure Data program for the desired sound. Different synthesis methods are discussed, analyzed, and refined throughout.] After mastering the techniques presented in Designing Sound, students will be able to build their own sound objects for use in interactive applications and other projects

Mixing Secrets for the Small Studio


Mike Senior - 2011
    Mixing Secrets For The Small Studio is a down-to-earth primer for small-studio enthusiasts who want chart-ready sonics in a hurry. Drawing on the back-room strategies of more than 100 famous names, this entertaining guide leads you step-by-step through the entire mixing process. On the way, you'll unravel the mysteries of every type of mix processing, from simple EQ and compression through to advanced spectral dynamics and 'fairy dust' effects. User-friendly explanations introduce technical concepts on a strictly need-to-know basis, while chapter summaries and assignments are perfect for school and college use. * Learn the subtle editing, arrangement, and monitoring tactics which give industry insiders their competitive edge, and master the psychological tricks which protect you from all the biggest rookie mistakes. * Find out where you don't need to spend money, as well as how to make a limited budget really count. * Pick up tricks and tips from leading-edge engineers working on today's multi-platinum hits, including Michael Brauer, Serban Ghenea, the Lord-Alge brothers, Tony Maserati, Manny Marroquin, Dave 'Hard Drive' Pensado, Jack Joseph Puig, Mark 'Spike' Stent, Phil Tan, Andy Wallace, and many, many more... Mike Senior is a professional engineer who has worked with Wet Wet Wet, The Charlatans, Reef, Therapy, and Nigel Kennedy. He specialises in adapting the techniques of top producers for those working on a budget. Since 2007 he has transformed dozens of amateur productions for Sound On Sound magazine's popular 'Mix Rescue' column, proving time and again that you can achieve commercial-grade results with affordable gear -- once you know how * Learn the subtle editing, arrangement, and monitoring tactics which give industry insiders their competitive edge, and master the psychological tricks which protect you from all the biggest rookie mistakes. * Find out where you don't need to spend money, as well as how to make a limited budget really count. * Pick up tricks and tips from leading-edge engineers working on today's multi-platinum hits, including Michael Brauer, Serban Ghenea, the Lord-Alge brothers, Tony Maserati, Manny Marroquin, Dave 'Hard Drive' Pensado, Jack Joseph Puig, Mark 'Spike' Stent, Phil Tan, Andy Wallace, and many, many more...

High-Tech Heretic: Reflections of a Computer Contrarian


Clifford Stoll - 1999
    Now, from a Silicon Valley hero and bestselling technology writer comes a pointed critique of the hype surrounding computers and their real benefits, especially in education. In High-Tech Heretic, Clifford Stoll questions the relentless drumbeat for "computer literacy" by educators and the computer industry, particularly since most people just use computers for word processing and games--and computers become outmoded or obsolete much sooner than new textbooks or a good teacher.As one who loves computers as much as he disdains the inflated promises made on their behalf, Stoll offers a commonsense look at how we can make a technological world better suited for people, instead of making people better suited to using machines.