Book picks similar to
The GameDev Business Handbook by Michael Futter
business
video-games
game-dev
game-design
You Can Be Rich Too : With Goal Based Investing
PV Subramanian - 2016
This is usually because the right questions are not asked. In the world of investing, where honest and common sense advice is scarce, here is a book that simplifies key concepts in money management and guides you to invest with a specific goal in mind. ‘You can be rich –With Goal Based Investing’ arms you with the relevant questions to ask. It also gives you access to a bouquet of practical yet enlightening calculators that enable you develop personalized investment solutions. If used regularly, these mirror the progress of your investment plans and help you gauge if are going in the intended direction. Investors who have the discipline to follow the simple steps suggested in this book could attain results that are vastly superior to even those achieved by professionals. Most importantly, successfully securing goals due to appropriate investing delivers an improved life with more time to spend on what is really important for you and your loved ones.. If you are in the process of creating wealth – irrespective of whether you are a beginner, mid-way through your journey or almost there – you can find nuggets of simple, practical wisdom in the pages of this book.
Independent Contractor, Sole Proprietor, and LLC Taxes Explained in 100 Pages or Less
Mike Piper - 2011
Find all of the following, explained in plain-English with no legal jargon:Business Taxation 101: A brief primer on tax topics in general, especially as they apply to businesses.Home Office Deduction: How to ensure you qualify for it and how to calculate it.Estimated Tax payments: When and how to pay them, as well as an easy way to calculate each payment.Self-Employment Tax: What it is, why it exists, and how to calculate it.Business Retirement Plans: What the different types are, and which one is best for you.Numerous Business Deductions: Several deductions explained in detail, including how to make sure you can qualify to take them and how to maximize them.Audit Protection: Learn what records you need to keep (and how long to keep them) in order to protect yourself in case of an audit.
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Ian Millington - 2006
The commercial success of a game is often dependent upon the quality of the AI, yet the engineering of AI is often begun late in the development process and is frequently misunderstood. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. A game developer since 1987, he was founder of Mindlathe Ltd., at the time the largest specialist AI company in gaming. Ian shows how to think about AI as an integral part of game play. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's CD-ROM contains a library of C++ source code and demonstration programs, and provides access to a website with a complete commercial source code library of AI algorithms and techniques. * A comprehensive, professional tutorial and reference to implement true AI in games.* Walks through the entire development process from beginning to end.* Includes over 100 pseudo code examples of techniques used in commercial games, case studies for all major genres, a CD-ROM and companion website with extensive C++ source code implementations for Windows, and source code libraries for Linux and OS X available through the website.
Don't Bother Me Mom--I'm Learning!: How Computer and Video Games are Preparing Your Kids for 21st Century Success - and How You Can Help!
Marc Prensky - 2006
He knows that if parents place good video games into a learning system in their homes they can reap major benefits for their children and themselves. They can accelerate their children's language and cognitive growth." —James Paul Gee, Tashia Mogridge Professor of Reading, University of Wisconsin-MadisonMarc Prensky presents the case—profoundly counter-cultural but true nevertheless—that video and computer game playing, within limits, is actually very beneficial to today's "Digital Native" kids, who are using them to prepare themselves for life in the 21st century. The reason kids are so attracted to these games, Prensky says, is that they are learning about important "future" things, from collaboration, to prudent risk taking, to strategy formulation and execution, to complex moral and ethical decisions. Prensky's arguments are backed up by university PhD's studying not just violence, but games in their totality, as well as studies of gamers who have become successful corporate workers, entrepreneurs, leaders, doctors, lawyers, scientists and other professionals.Because most adults (including the critics) can't play the modern complex games themselves (and discount the opinions of the kids who do play them) they rely on secondhand sources of information, most of whom are sadly misinformed about both the putative harm and the true benefits of game-playing. This book is the antidote to those misinformed, bombastic sources, in the press and elsewhere. Full of common sense and practical information, it provides parents with a large number of techniques approaches they can use—both over time and right away—to improve both their understanding of games and their relationships with their kids. What You Will Learn The aim of this book is to give you a peek into the hidden world into which your kids disappear when they are playing games, and to help you as an adult—especially if you are a concerned parent or teacher—understand and appreciate just how much your kids are learning that is POSITIVE from their video and computer games.In the few short hours it takes to read this book, you will learn: What it feels like to be in the world of computer and video games; How to appreciate the breadth and depth of modern computer and video games and the ways they make your kids learn; How to understand the various USEFUL skills your game-playing your kids are acquiring; How to understand your own kids better and build better relationships using games as a base; And, most importantly, How to augment and improve what your kids are learning by HAVING CONVERSATIONS THAT THEY WANT TO HAVE about their games.
The PMP Exam: Quick Reference Guide
Andy Crowe - 2010
Presenting all 49 processes along with the key inputs, tools, and outputs, this helpful tool also depicts techniques, tables, and graphs to highlight the most important information at a glance. Common formulas are organized for rapid look-up, bringing relevant information for the PMP Exam together in one resource.
Dungeons and Desktops: The History of Computer Role-Playing Games
Matt Barton - 2008
This genre includes classics such as Ultima and The Bard's Tale as well as more modern games such as World of Warcraft and Guild Wars. Written in an engaging style for both the computer game enthusiast and the more casual computer game player, this book explores the history of the genre by telling the stories of the developers, games, and gamers who created it.
Accounting Comes Alive: The Color Accounting Parable
Mark Robilliard - 2010
As such, I believe that it is of value to anyone who is interested in understanding accounting, from high school students to undergrads to MBAs to business executives." – Professor Paul Healy, Harvard Business SchoolFor anyone who has struggled with accounting comes this quick read like no other. Using a breakthrough visual system called Color Accounting™ this best-seller makes learning accounting easy. The book engages you in the story of an ambitious man being taught accounting and business by his wise grandfather. The parable brilliantly simplifies how accounting and business truly work, in such a way that anyone can really ‘get it’. Color Accounting strips away obscure detail and jargon – leaving you to focus on the essence of what you really need to know.You will literally see how accounting works in the many colorful diagrams that lead you through the setting up and running of a business - clarifying principles that you can apply to your own life and workplace. By reading The Color Accounting Parable you will learn to read and interpret Balance Sheets and Income Statements with confidence. Plus you will learn how to avoid 5 fatal mistakes that business owners often make. The authors are two certified accountants who worked for the largest accounting firm in the world. They draw on their experiences teaching at some of the most reputable universities, corporations, banks, law firms, not-for-profit organizations and government agencies in the United States and around the world.
The Energy Bus: 10 Rules to Fuel Your Life, Work, and Team with Positive Energy
Jon Gordon - 2007
Jon infuses this engaging story with keen insights as he provides a powerful roadmap to overcome adversity and bring out the best in yourself and your team. When you get on The Energy Bus you'll enjoy the ride of your life!
The Ultimate Guide to Video Game Writing and Design
Flint Dille - 2006
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.
What's Best Next: How the Gospel Transforms the Way You Get Things Done
Matt Perman - 2012
It’s about getting the right things done—the things that count, make a difference, and move the world forward. In our current era of massive overload, this is harder than ever before. So how do you get more of the right things done without confusing mere activity for actual productivity?When we take God’s purposes into account, a revolutionary insight emerges. Surprisingly, we see that the way to be productive is to put others first—to make the welfare of other people our motive and criteria in determining what to do (what’s best next). As both the Scriptures and the best business thinkers show, generosity is the key to unlocking our productivity. It is also the key to finding meaning and fulfillment in our work.What’s Best Next offers a practical approach for improving your productivity in all areas of life. It will help you better understand:• Why good works are not just rare and special things like going to Africa, but anything you do in faith even tying your shoes.• How to create a mission statement for your life that actually works.• How to delegate to people in a way that actually empowers them.• How to overcome time killers like procrastination, interruptions, and multitasking by turning them around and making them work for you.• How to process workflow efficiently and get your email inbox to zero every day.• How your work and life can transform the world socially, economically, and spiritually, and connect to God’s global purposes.By anchoring your understanding of productivity in God’s purposes and plan, What’s Best Next will give you a practical approach for increasing your effectiveness in everything you do.
How Games Move Us: Emotion by Design
Katherine Isbister - 2016
But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
Atari Inc.: Business is Fun
Marty Goldberg - 2012
- Business is Fun, the book that goes behind the company that was synonymous with the popularization of 'video games.'Nearly 8 years in the making, Atari Inc. - Business is Fun is comprised of thousands of researched documents, hundreds of interviews, and access to materials never before available.An amazing 800 pages (including nearly 300 pages of rare, never before seen photos, memos and court documents), this book details Atari's genesis from an idea between an engineer and a visionary in 1969 to a nearly $2 billion dollar juggernaut, and ending with a $538 million death spiral during 1984. A testament to the people that worked at this beloved company, the book is full of their personal stories and insights. Learn about topics like:* All the behind the scenes stories surrounding the creation of the company's now iconic games and products.* The amazing story of Atari's very own "Xerox PARC" research facility up in the foothills of the Sierra Mountains* The full recounting of Steve Jobs's time at Atari, with comments from the people he worked with on projects and the detailed story of the creation of Atari Breakout, including input by Steve Wozniak on his development of the prototype, and how it couldn't be used and another Atari engineer would have to make the final production Breakout arcade game instead.* The creation of "Rick Rats Big Cheese Restaurants" which later became "Chuck E. Cheese's"* How Atari Inc. faltered and took down an entire industry with it before being put on the chopping block.If you've ever wanted to learn about the truth behind the creation of this iconic company told directly by the people who made FUN for a living, then this is the book for you!
Homo Ludens: A Study of the Play Element in Culture
Johan Huizinga - 1938
Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or "Man the player" through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come."A happier age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realize that we are not so reasonable after all as the Eighteenth Century with its worship of reason and naive optimism, though us; "hence moder fashion inclines to designate our species asHomo Faber Man the Maker. But though faber may not be quite so dubious as sapiens it is, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, howver, applicable to both human and animal life, and just as important as reasoning and making--namely, playing. it seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature. "--from the Foreward, by Johan Huizinga
Beginning C++ Through Game Programming
Michael Dawson - 2004
If you aspire to move from game player to game creator, it all starts with learning the fundamentals of C++ and game-programming basics. With BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION, you will find an up-to-date and thorough introduction to everything you need to get started—with no previous programming experience required. In the new fourth edition of this popular guide to learning C++, you will work with a complete program while learning each new concept and a game program at the end of each chapter. A final game project at the end of the book draws together everything you’ve learned. Written with the beginning programmer in mind, BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION is a great way to get started in game programming