Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.

Lost in a Good Game: Why We Play Video Games and What They Can Do for Us


Pete Etchells - 2019
    Apparently, they are the unequivocal source of many societal ills. But what does science actually have to say about the effects that playing them can have on us?In Lost in a Good Game, psychologist Pete Echells takes us on a journey through that scientific data and research, as well as his own past experiences with video games, which helped him cope in the aftermath of a tragedy.His story reveals that, really, our worries are unfounded - and that in playing, studying and living through them we can understand what it means to be human.

Speccy Nation


Dan Whitehead - 2012
    The British games industry would go on to create such hits as Tomb Raider and Grand Theft Auto, our innovation and imagination the envy of the world, our programmers the most sought after talent in the fastest growing entertainment medium in history.And it all started here.Welcome to the Speccy Nation.Join veteran games journalist and author Dan Whitehead on a journey through fifty games that helped to define the golden age of British gaming. From the timeless classics to unlikely cult favourites, and even the games so eccentric they could only have come from Britain in the 1980s.Part nostalgic look at the past, and part critical eye on the present and future, Speccy Nation is essential reading for all retro gaming enthusiasts.Includes a foreword by Your Sinclair's Phil "Snouty" South.

The Maestro Myth: Great Conductors in Pursuit of Power


Norman Lebrecht - 1991
    And in portraying the politics and inflated economics surrounding the podiums of today's international classical music scene, the author investigates the awesome power of superagents, the obstacles faced by blacks, women, and gays, and the mounting crisis in a profession where genuine talent grows ever scarcer.

Gaming: Essays On Algorithmic Culture


Alexander R. Galloway - 2006
    Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.

My Tiny Life: Crime and Passion in a Virtual World


Julian Dibbell - 1999
    Bungle and of the author's journey, in consequence thereof, to the heart of a half-real world called LambdaMoo.From In Cold Blood to Midnight in the Garden of Good and Evil, readers have been gripped by the novelistic rering of eccentric communities torn apart by violent crime.Julian Dibbell's reporting of the "Mr. Bungle" rape case first appeared as the cover story in The Village Voice. Since that time it has become a cause célèbre, cited as a landmark case in numerous books and articles and a source of less discussion on the Internet. That's because the scene of the crime was a "Multi-User Domain," an electronic "salon" where Internet junkies have created their own interactive fantasy realm. In a "place" where race, ger, and identity are infinitely malleable, the addictive denizens had thought they'd escaped all traditional cultural and moral limits. Yet Mr. Bungle's primal transgression challenged all their illusions, confronting even this electronic utopia with the same issues of order and social norms that humanity has faced since the Stone Age. When this fantasy imbroglio threatens Dibbell's actual marriage, we see how the virtual world at once mirrors and mocks real life.

The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!


Brian Tinsman - 2003
    Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.

Chasin' the Bird: Charlie Parker in California


Dave Chisholm - 2020
    starting in December 1945, where Bird and Dizzy Gillespie brought frenetic sounds of bebop from the East Coast jazz underground to the West Coast for a two-month residency at Billy Berg’s Hollywood jazz club.

The Great Conversation: A Historical Introduction to Philosophy


Norman Melchert - 1995
    Tracing the exchange of ideas between history's key philosophers, The Great Conversation: A Historical Introduction to Philosophy, Fifth Edition, demonstrates that while constructing an argument or making a claim, one philosopher almost always has others in mind. The book addresses the fundamental questions of human life: Who are we? What can we know? How should we live? and What sort of reality do we inhabit? The fifth edition retains the distinctive feature of previous editions: author Norman Melchert provides a generous selection of excerpts from major philosophical works and makes them more easily understandable to students with his lucid and engaging explanations. Ranging from the Pre-Socratics to Derrida and Quine, the selections are organized historically and include four complete works: Plato's Euthyphro, Apology, and Crito, and Descartes' Meditations on First Philosophy. The author's commentary offers a rich intellectual and cultural context for the philosophical ideas conveyed in the excerpts. Extensive cross-referencing shows students how philosophers respond appreciatively or critically to the thoughts of other philosophers. The text is enhanced by two types of exercises--Basic Questions and For Further Thought--and more than sixty illustrations.New to the Fifth Edition: * A new chapter (25) on Simone de Beauvoir and her contributions to philosophy * New material on Buddhist, Muslim, and Jewish thinkers, including profiles of the Buddha, Avicenna (Ibn Sina), Averro�s (Ibn Rushd), and Maimonides (Moses ben Maimon) * A new profile of Jean-Jacques Rousseau * Improved translations of several of Plato's works, including Protagoras, Gorgias, Phaedo, Symposium, Meno, and the Republic * Review questions that are now dispersed throughout the chapters (instead of at chapter ends) to follow relevant passages and facilitate classroom discussion * Thirteen new images, including seven explanatory cartoons that help students understand key concepts * A revised Instructor's Manual and Test Bank--available both on CD and in a printed version--containing essential points, teaching suggestions, and multiple-choice, short-answer, and essay exam questionsThe Great Conversation, Fifth Edition, is also available in two paperback volumes to suit your course needs. Volume I: Pre-Socratics through Descartes includes chapters 1-13 of the combined volume, while Volume II: Descartes through Derrida and Quine includes chapters 12-26.

Perfecting Sound Forever: An Aural History of Recorded Music


Greg Milner - 2009
    Today, the equation is reversed. Whereas Edison proposed that a real performance could be rebuilt with absolute perfection, Pro Tools and digital samplers now allow musicians and engineers to create the illusion of performances that never were. In between lies a century of sonic exploration into the balance between the real and the represented.Tracing the contours of this history, Greg Milner takes us through the major breakthroughs and glorious failures in the art and science of recording. An American soldier monitoring Nazi radio transmissions stumbles onto the open yet revolutionary secret of magnetic tape. Japanese and Dutch researchers build a first-generation digital audio format and watch as their "compact disc" is marketed by the music industry as the second coming of Edison yet derided as heretical by analog loyalists. The music world becomes addicted to volume in the nineties and fights a self-defeating "loudness war" to get its fix.From Les Paul to Phil Spector to King Tubby, from vinyl to pirated CDs to iPods, Milner's Perfecting Sound Forever pulls apart musical history to answer a crucial question: Should a recording document reality as faithfully as possible, or should it improve upon or somehow transcend the music it records? The answers he uncovers will change the very way we think about music.

The Complete Guide to High-End Audio


Robert Harley - 1995
    With this book, discover how to get the best sound for your money, how to identify the weak links in your system and upgrade where it will do the most good, how to set up and tweak your system for maximum performance, and how to become a more perceptive and appreciative listener. Just a few of the secrets you will learn cover high-end sound on a budget, how to do it cheap and still do it right; five system set-up mistakes and how to avoid them; how to make your speakers sound up to 50% better, at no cost; how to choose and set up a computer-based music system; how to find the one speaker in 50 worth owning; and why all 100-watt amplifiers don't sound the same. Since the first edition's publication in 1994, The Complete Guide to High-End Audio has been considered the essential reference on high-quality music reproduction, with more than 150,000 copies sold in five languages.

Power-Up: How Japanese Video Games Gave the World an Extra Life


Chris Kohler - 2004
    Just some of the features readers will find in this book include:Profiles of some of the most fascinating Japanese video game designers in the industry, along with a critical look at Japanese video games from their earliest beginnings to new, exciting trends that ride the bleeding edge of popular culture.Explanations on why Japanese video games are unique and why they resonate so well with young American players.Fresh insight into classic Japanese video games and the elements that made them so different from American games, the origin of Nintendo, Japan's oldest and largest video game producer, Japanese Role-Playing Games, and much more!In addition, the future of the Japanese gaming industry is also explored.This product is available for sale worldwide.

The Book in the Renaissance


Andrew Pettegree - 2010
    It rescued ancient learning from obscurity, transformed knowledge of the natural and physical world, and brought the thrill of book ownership to the masses. But, as Andrew Pettegree reveals in this work of great historical merit, the story of the post-Gutenberg world was rather more complicated than we have often come to believe.The Book in the Renaissance reconstructs the first 150 years of the world of print, exploring the complex web of religious, economic, and cultural concerns surrounding the printed word. From its very beginnings, the printed book had to straddle financial and religious imperatives, as well as the very different requirements and constraints of the many countries who embraced it, and, as Pettegree argues, the process was far from a runaway success. More than ideas, the success or failure of books depended upon patrons and markets, precarious strategies and the thwarting of piracy, and the ebb and flow of popular demand. Owing to his state-of-the-art and highly detailed research, Pettegree crafts an authoritative, lucid, and truly pioneering work of cultural history about a major development in the evolution of European society.

The Education of a Poker Player (High Stakes Classic)


Herbert O. Yardley - 1957
    

The Dream Architects: Adventures in the Video Game Industry


David Polfeldt - 2020
    He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.