Book picks similar to
The GameDev Business Handbook by Michael Futter
business
video-games
game-dev
game-design
Branson
Tom Bower - 2000
What is behind the success of the buccaneering balloonist, the tabloids’ favorite celebrity nude, the "grinning jumper," and the scourge of corporate goliaths? Helped by eyewitness accounts of more than 250 people with direct experience with Branson, Tom Bower has uncovered a different tale than the one so eagerly promoted by Virgin’s publicists. Here is the full story of Branson—his businesses, his friendships, his ambition, his law-breaking, his drug-taking, his bullying. From the cockpit of a balloon in the clouds to the center of Branson’s operations in his Holland Park home, this book is an intimate scrutiny of exactly how Richard Branson created himself and sold himself. Tom Bower’s biography reveals Branson to be a single-minded profiteer who, while occasionally generous to others, has a fixed purpose to enhance his family’s wealth in secret off-shore trust funds. Instead of a glittering saint, Branson emerges as a devious actor, proud of swiping for his own profit the good ideas of others. From his quest to acquire the license for the National Lottery to his plans to launch space tourism with Virgin Galactic, this fully updated edition follows Branson’s enterprises and investments up to his failed bid for Northern Rock.
48 Days to the Work You Love
Dan Miller - 1996
It is more about learning who we are really called to be. According to the author, failing to make that fundamental discovery is why so many people find themselves in jobs they hate. But now, thousands upon thousands are finding the work they love thanks to practical advice from leading career counselor Miller. Conversational and creative, Miller helps readers see clear patterns form from which we can make successful career and job decisions by understanding our God-given skills and abilities, personality traits, values, dreams, and passions. 48 Days to the Work You Love provides a step-by-step process for creating a Life Plan and translating that plan into meaningful and fulfilling daily work.
Designing Virtual Worlds
Richard Bartle - 2003
It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.Designing Virtual Worlds brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.
Challenges for Game Designers
Brenda Brathwaite - 2008
Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.
This is Marketing: You Can't Be Seen Until You Learn To See
Seth Godin - 2018
He is the inventor of countless ideas and phrases that have made their way into mainstream business language, from Permission Marketing to Purple Cow to Tribes to The Dip. Now, for the first time, Godin offers the core of his marketing wisdom in one accessible, timeless package. At the heart of his approach is a big idea: Great marketers don't use consumers to solve their company's problem; they use marketing to solve other people's problems. They don't just make noise; they make the world better. Truly powerful marketing is grounded in empathy, generosity, and emotional labour.This book teaches you how to identify your smallest viable audience; draw on the right signals and signs to position your offering; build trust and permission with your target market; speak to the narratives your audience tells themselves about status, affiliation, and dominance; spot opportunities to create and release tension; and give people the tools to achieve their goals.It's time for marketers to stop lying, spamming, and feeling guilty about their work. It's time to stop confusing social media metrics with true connections. It's time to stop wasting money on stolen attention that won't pay off in the long run. This is Marketing offers a better approach that will still apply for decades to come, no matter how the tactics of marketing continue to evolve.
Killing Is Harmless: A Critical Reading of Spec Ops: The Line
Brendan Keogh - 2012
Amazon Affiliate: Make Money with the Amazon Affiliate Program
Armaan Kohli - 2014
He shows you screenshots of how his income keeps growing along with an example of how he ultimately sold his 6 month old Amazon affiliate website for over $15000!He also shares 7 amazing tips on how to increase your conversion rates as an Amazon affiliate to get the maximum bang for your buck. If you’re looking for a practical and easy to follow guide on how to make money as an Amazon affiliate, then this is the right book for you.This book also includes FREE bonus Keyword packages that are worth more than $1000.
Not All Fairy Tales Have Happy Endings: The rise and fall of Sierra On-Line
Ken Williams - 2020
The author, Ken Williams, founded Sierra On-Line Sierra with his wife Roberta who went on to create many of the company's best selling games. Sierra grew from just Ken and Roberta to over one thousand employees and a fan base that still exists today, despite the fact that the company was torn apart by criminal activities, scandal and corruption that resulted in jail sentences and the collapse of Sierra. This is the behind-the-scenes story of the rise and fall, as it could only be told by the ultimate insider.
The Immortal Game: A History of Chess, or How 32 Carved Pieces on a Board Illuminated Our Understanding of War, Art, Science and the Human Brain
David Shenk - 2006
Its rules and pieces have served as a metaphor for society including military strategy, mathematics, artificial intelligence, literature, and the arts. It has been condemned as the devil’s game by popes, rabbis, and imams, and lauded as a guide to proper living by different popes, rabbis, and imams. In his wide-ranging and ever fascinating examination of chess, David Shenk gleefully unearths the hidden history of a game that seems so simple yet contains infinity. From its invention somewhere in India around 500 A.D., to its enthusiastic adoption by the Persians and its spread by Islamic warriors, to its remarkable use as a moral guide in the Middle Ages and its political utility in the Enlightenment, to its crucial importance in the birth of cognitive science and its key role in the new aesthetic of modernism in 20th century art, to its 21st century importance to the development of artificial intelligence and use as a teaching tool in inner-city America, chess has been a remarkably omnipresent factor in the development of civilization. Indeed as Shenk shows, some neuroscientists believe that playing chess may actually alter the structure of the brain, that it may for individuals be what it has been for civilization: a virus that makes us smarter.From the Hardcover edition.
The Game Believes in You: How Digital Play Can Make Our Kids Smarter
Greg Toppo - 2015
Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book:*A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond.*A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities.*A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft.Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again-right away-and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.
The Path: Find Fulfillment Through Prosperity from Japan's Father of Management
Konosuke Matsushita - 1968
Nurture your ability to embrace differences. Seek out challenges--scale one mountain after another. Face challenges that matter-- learn to "fight with real swords." These and other lessons were the constants in the life of Konosuke Matsushita, founder of the Panasonic business empire. In this first complete English translation of "The Path," Matsushita's timeless advice will benefit anyone who desires to lead better by living better.For the first time in English, the complete translation of one of the most popular and important management books ever published.In Japan, the name Konosuke Matsushita is spoken with a hushed reverence. Even now, twenty-one years after his death, Matsushita-san is praised by some as "the god of management," and he remains one of the most influential and inspirational business thinkers ever. Founder and father of the global corporation Panasonic, Matsushita saw the creation of wealth not as a goal or destination but as a voyage. And in "The Path," Matsushita shared the wisdom and insights acquired on his journey: how to inspire true innovation at all levels, manage through difficult times, and create lasting value and a great legacy.Written humbly from a platform of accomplishment virtually unparalleled among businesspersons, "The Path" demonstrates to readers today the many ways each of us can find within ourselves the strength and focus to do good by doing well. Brief, beautifully stated chapters offer an unconventional management philosophy that you can apply universally, as well as to specific everyday situations: When You Have to Make Important Decisions To Further Improve Your Work To Cultivate a Spirit of Independence To Further Expand Your Business For the Country to Prosper For more than four decades, "The Path" has been a perennial bestseller, with nearly 4.5 million copies sold worldwide. Presented here in its entirety for the first time in English, this book offers an enlightening and informative spiritual blueprint for entrepreneurs, executives, managers, and anyone who wishes to learn from a great master. Follow "The Path." It may lead you--and help you lead others--to professional success and personal fulfillment.
Leaving Mundania: Inside the Transformative World of Live Action Role-Playing Games
Lizzie Stark - 2012
A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—larp is thriving, and this book explores its multifaceted communities and related phenomena, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. Author Lizzie Stark looks at the hobby from a variety of angles, from its history in the pageantry of Tudor England to its present use as a training tool for the US military. Along the way, she duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents’ beach house, and endures an existential awakening in the high-art larp scene of Scandinavia.
High Score!: The Illustrated History of Electronic Games
Rusel DeMaria - 2002
Featuring hundreds of interviews with game creators and thousands of never-before-seen photos from the early days, this book honors the games that have captivated youngsters and the young-at-heart for more than 30 years--making this the ultimate tribute to electronic games.
The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design
Celia Hodent - 2017
Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition.The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent.At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience."The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design"Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
The Decision Book: Fifty Models for Strategic Thinking
Mikael Krogerus - 2011