Book picks similar to
The Game Production Handbook by Heather Maxwell Chandler
game-design
game-production
gaming
product-management
Game Feel: A Game Designer's Guide to Virtual Sensation
Steve Swink - 2008
The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
A Practical Approach to Large-Scale Agile Development: How HP Transformed LaserJet FutureSmart Firmware
Gary Gruver - 2012
However, large-scale agile development is difficult, and publicly available case studies have been scarce. Now, three agile pioneers at Hewlett-Packard present a candid, start-to-finish insider's look at how they've succeeded with agile in one of the company's most mission-critical software environments: firmware for HP LaserJet printers.This book tells the story of an extraordinary experiment and journey. Could agile principles be applied to re-architect an enormous legacy code base? Could agile enable both timely delivery and ongoing innovation? Could it really be applied to 400+ developers distributed across four states, three continents, and four business units? Could it go beyond delivering incremental gains, to meet the stretch goal of 10x developer productivity improvements?It could, and it did--but getting there was not easy.Writing for both managers and technologists, the authors candidly discuss both their successes and failures, presenting actionable lessons for other development organizations, as well as approaches that have proven themselves repeatedly in HP's challenging environment. They not only illuminate the potential benefits of agile in large-scale development, they also systematically show how these benefits can actually be achieved.Coverage includes: - Tightly linking agile methods and enterprise architecture with business objectives- Focusing agile practices on your worst development pain points to get the most bang for your buck- Abandoning classic agile methods that don't work at the largest scale- Employing agile methods to establish a new architecture- Using metrics as a "conversation starter" around agile process improvements- Leveraging continuous integration and quality systems to reduce costs, accelerate schedules, and automate the delivery pipeline- Taming the planning beast with "light-touch" agile planning and lightweight long-range forecasting- Implementing effective project management and ensuring accountability in large agile projects- Managing tradeoffs associated with key decisions about organizational structure- Overcoming U.S./India cultural differences that can complicate offshore development- Selecting tools to support quantum leaps in productivity in your organization- Using change management disciplines to support greater enterprise agility
Characteristics of Games
George Skaff Elias - 2012
These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.
42 Rules of Product Management: Learn the Rules of Product Management from Leading Experts "From" Around the World
Brian Lawley - 2010
The goal of this book is to expose you to the wisdom and knowledge from a group of the world's leading product management experts. Among the contributors, there are leading authors, professors, CEOs and vice presidents, bloggers, consultants, trainers, and even a few salespeople and engineers. In total, there are over five centuries of collected wisdom represented here.The contributors each share one rule they think is critical to succeed in product management based on their hands-on product management and product marketing experience with companies such as Apple, eBay, Intuit, SAP, and Yahoo!.Packed with pearls of product management wisdom, this book has something for everyone. You will learn: How to focus on market needs, not just individual requests How to clarify your product positioning before your next big decision How to align your product strategy with company strategy and then sell it Why agility is the key to product management success Why great execution trumps a great product ideaBest of all, it was written with the busy product manager in mind. Each rule is kept to two pages and designed to stand-on its own. The rules can be read in any order. In less than five minutes a day, you can learn from forty of the best product managers in the world. Whether you are a seasoned and experienced product manager or are just starting out, the "42 Rules of Product Management" will help you lead with greater effectiveness and influence.
Project Management Lite: Just Enough to Get the Job Done...Nothing More
Juana Clark Craig - 2012
This easy-to-use, step-by-step, plain English guide to project management shows readers how to hit ground running.For beginners who find themselves in charge of a project but have no clue where to start or those who are struggling or feel overwhelmed, Project Management Lite focuses less on the theory and more on the action with simple worksheets and checklists.Author Juana Clark Craig, PMP, draws on over twenty-five years of project management experience gained while working in Fortune 500 companies to deliver a minimalistic approach to managing your projects without the mumbo-jumbo of traditional project management techniques.
Persuasive Games: The Expressive Power of Videogames
Ian Bogost - 2007
In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
Free: The Future of a Radical Price
Chris Anderson - 2009
Reveals how to run an online business profitably in spite of the Internet's inherently free culture, disseminating the principles of a ''priceless economy'' in six categories that pertain to advertising, labor exchange, and advanced-version fees.
Exploring CQRS and Event Sourcing
Dominic Betts - 2012
It presents a learning journey, not definitive guidance. It describes the experiences of a development team with no prior CQRS proficiency in building, deploying (to Windows Azure), and maintaining a sample real-world, complex, enterprise system to showcase various CQRS and ES concepts, challenges, and techniques.The development team did not work in isolation; we actively sought input from industry experts and from a wide group of advisors to ensure that the guidance is both detailed and practical.The CQRS pattern and event sourcing are not mere simplistic solutions to the problems associated with large-scale, distributed systems. By providing you with both a working application and written guidance, we expect you’ll be well prepared to embark on your own CQRS journey.
Murach's HTML5 and CSS3: Training and Reference
Zak Ruvalcaba - 2011
This title also teaches you how to use the HTML5 and CSS3 features alongside the earlier standards.
Chaos Monkeys: Obscene Fortune and Random Failure in Silicon Valley
Antonio García Martínez - 2016
Infrastructure engineers use a software version of this “chaos monkey” to test online services’ robustness—their ability to survive random failure and correct mistakes before they actually occur. Tech entrepreneurs are society’s chaos monkeys, disruptors testing and transforming every aspect of our lives, from transportation (Uber) and lodging (AirBnB) to television (Netflix) and dating (Tinder). One of Silicon Valley’s most audacious chaos monkeys is Antonio García Martínez.After stints on Wall Street and as CEO of his own startup, García Martínez joined Facebook’s nascent advertising team, turning its users’ data into profit for COO Sheryl Sandberg and chairman and CEO Mark “Zuck” Zuckerberg. Forced out in the wake of an internal product war over the future of the company’s monetization strategy, García Martínez eventually landed at rival Twitter. He also fathered two children with a woman he barely knew, committed lewd acts and brewed illegal beer on the Facebook campus (accidentally flooding Zuckerberg's desk), lived on a sailboat, raced sport cars on the 101, and enthusiastically pursued the life of an overpaid Silicon Valley wastrel.Now, this gleeful contrarian unravels the chaotic evolution of social media and online marketing and reveals how it is invading our lives and shaping our future. Weighing in on everything from startups and credit derivatives to Big Brother and data tracking, social media monetization and digital “privacy,” García Martínez shares his scathing observations and outrageous antics, taking us on a humorous, subversive tour of the fascinatingly insular tech industry. Chaos Monkeys lays bare the hijinks, trade secrets, and power plays of the visionaries, grunts, sociopaths, opportunists, accidental tourists, and money cowboys who are revolutionizing our world. The question is, will we survive?
Introduction to Disciplined Agile Delivery: A Small Agile Team’s Journey from Scrum to Continuous Delivery
Mark Lines - 2015
It describes the Disciplined Agile Delivery (DAD) process decision framework and then works through a case study describing a typical agile team’s experiences adopting a disciplined agile approach. The book describes how the team develops the first release of a mission-critical application while working in a legacy enterprise environment. It describes their experiences from beginning-to-end, starting with their initial team initiation efforts through construction and finally to deploying the solution into production. It also describes how the team stays together for future releases, overviewing their process improvement efforts from their Scrum-based beginnings through to a lean continuous delivery approach that fits in with their organization’s evolving DevOps strategy. The DAD framework is a hybrid of existing methods such as Scrum, Kanban, Agile Modeling, SAFe, Extreme Programming, Agile Data, Unified Process and many others. DAD provides the flexibility to use various approaches and plugs the gaps not addressed by mainstream agile methods. In a nutshell, DAD is “pragmatic agile.” DAD describes proven strategies to adapt and scale your agile initiatives to suit the unique realities of your enterprise without having to figure it all out by yourself. Here’s an overview of what each chapter covers: * Chapter 1: Introduction. This chapter provides a quick overview of the book and a brief history of Disciplined Agile. * Chapter 2: Reality over Rhetoric. This chapter explores several common myths about DAD and more importantly disproves them. * Chapter 3: Disciplined Agile Delivery in a Nutshell. This chapter provides a brief yet comprehensive overview of the DAD framework. * Chapter 4: Introduction to the Case Study. This chapter introduces us to the team, describes the market opportunity that they hope to address, and describes the environment in which they’re working. * Chapter 5: Inception. The team’s initiation effort includes initial requirements modeling and planning with their stakeholders in a streamlined manner, initial architecture modeling, setting up their physical work environment, setting up the start of their tooling infrastructure, initial risk identification, and finally securing stakeholder support and funding for the rest of the first release. * Chapters 6 through 10: Construction. These chapters each describe a single Construction iteration, sharing the team’s experiences during each of those two-week timeboxes. * Chapter 11: Transition. The two-week transition phase focuses on final testing and fixing, training the support/help-desk staff, finishing a few short end-user “how to” videos, and deploying the solution into production. * Chapter 12: Future Releases. This chapter overviews the team’s improvement efforts over the next few releases, describing how they evolve from the agile Scrum-based lifecycle to a leaner approach and eventually to continuous delivery. * Chapter 13: Closing Thoughts. This chapter overviews the disciplined agile resources that are available to you. * Appendix: The Disciplined Agile IT Department. This short appendix overviews our ongoing work on the Disciplined Agile framework to address the full scope of an IT department. At 102 pages, you should find this book to be a quick, informative read.
Refactoring UI
Adam Wathan - 2018
Learn how to design beautiful user interfaces by yourself using specific tactics explained from a developer's point-of-view.
Version Control with Subversion
Ben Collins-Sussman - 2004
Today's increasingly fast pace of software development--as programmers make small changes to software one day only to undo them the next--has only heightened the problem; consecutive work on code or single-programmer software is a rare sight these days. Without careful attention to version control, concurrent and collaborative work can create more headaches than it solves. This is where Subversion comes into play.Written by members of the Subversion open source development team, Version Control with Subversion introduces the powerful new versioning tool designed to be the successor to the Concurrent Version System or CVS. CVS users will find the "look and feel" Subversion comfortably familiar, but under the surface it's far more flexible, robust, and usable, and more importantly, it improves on CVS's more notable flaws.The book begins with a general introduction to Subversion, the basic concepts behind version control, and a guided tour of Subversion's capabilities and structure. With thorough attention to detail, the authors cover every aspect of installing and configuring Subversion for managing a programming project, documentation, or any other team-based endeavor. Later chapters cover the more complex topics of branching, repository administration, and other advanced features such as properties, externals, and access control. The book ends with reference material and appendices covering a number of useful topics such as a Subversion complete reference and troubleshooting guide.Version Control with Subversion aims to be useful to readers of widely different backgrounds, from those with no previous experience in version control to experienced sysadmins. If you've never used version control, you'll find everything you need to get started in this book. And if you're a seasoned CVS pro, this book will help you make a painless leap into Subversion.
The Upstarts: How Uber, Airbnb, and the Killer Companies of the New Silicon Valley Are Changing the World
Brad Stone - 2017
Uber and Airbnb are household names: redefining neighbourhoods, challenging the way governments regulate business and changing the way we travel.In the spirit of iconic Silicon Valley renegades like Steve Jobs and Bill Gates, a new generation of entrepreneurs is sparking yet another cultural upheaval through technology. They are among the Upstarts, idiosyncratic founders with limitless drive and an abundance of self-confidence. Young, hungry and brilliant, they are rewriting the traditional rules of business, changing our day-to-day lives and often sidestepping serious ethical and legal obstacles in the process.The Upstarts is the definitive account of a dawning age of tenacity, creativity, conflict and wealth. In Brad Stone’s highly anticipated and riveting account of the most radical companies of the new Silicon Valley, we find out how it all started, and how the world is wildly different than it was ten years ago.
Bobby Fischer Teaches Chess
Bobby Fischer - 1966
The way a teaching machine works is: It asks you a question. If you give the right answer, it goes on to the next question. If you give the wrong answer, it tells you why the answer is wrong and tells you to go back and try again. This is called "programmed learning". The real authors were experts and authorities in the field of programmed learning. Bobby Fischer lent his name to the project. Stuart Margulies is a chess master and also a recognized authority on programmed learning. He is a widely published author of more than 40 books, all in the field of programmed learning, especially in learning how to read. For example, one of his books is "Critical reading for proficiency 1 : introductory level". Donn Mosenfelder is not a known or recognized chess player, but he was the owner of the company that developed and designed this book. He has written more than 25 books, almost all on basic reading, writing and math.