Book picks similar to
A Composer's Guide to Game Music by Winifred Phillips
music
non-fiction
games
game-design
A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design
Anna Anthropy - 2013
We still don't know how to talk about game design. We can't share our visions. We forget what works (and doesn't). We don't learn from history. It's too hard to improve.The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need--whether we create games, study them, review them, or build businesses on them.Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences...complement intuition with design discipline...and craft games that succeed brilliantly on every level.Liberate yourself from stale cliches and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game "verbs" and "objects" Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and "talk back" to you Effectively use resistance and difficulty: the "push and pull" of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand
How to Become a Straight-A Student
Cal Newport - 2006
But Cal Newport knows that real straight-A students don't study harder--they study smarter. A breakthrough approach to acing academic assignments, from quizzes and exams to essays and papers, "How to Become a Straight-A Student" reveals for the first time the proven study secrets of real straight-A students across the country and weaves them into a simple, practical system that anyone can master. You will learn how to: Streamline and maximize your study time Conquer procrastinationAbsorb the material quickly and effectivelyKnow which reading assignments are critical--and which are notTarget the paper topics that wow professorsProvide A+ answers on examsWrite stellar prose without the agony A strategic blueprint for success that promises more free time, more fun, and top-tier results, "How to Become a Straight-A Student" is the only study guide written by students for students--with the insider knowledge and real-world methods to help you master the college system and rise to the top of the class.
Strengths Based Leadership: Great Leaders, Teams, and Why People Follow: A Landmark Study of Great Leaders, Teams, and the Reasons Why We Follow
Tom Rath - 2007
In recent years, while continuing to learn more about strengths, Gallup scientists have also been ex....
The Story of English
Robert McCrum - 1986
Originally paired with a major PBS miniseries, this book presents a stimulating and comprehensive record of spoken and written English—from its Anglo-Saxon origins some two thousand years ago to the present day, when English is the dominant language of commerce and culture with more than one billion English speakers around the world. From Cockney, Scouse, and Scots to Gulla, Singlish, Franglais, and the latest African American slang, this sweeping history of the English language is the essential introduction for anyone who wants to know more about our common tongue.
Half-Real: Video Games Between Real Rules and Fictional Worlds
Jesper Juul - 2005
We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from "Pong" to "The Legend of Zelda," from chess to "Grand Theft Auto," he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play.Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul's lively style and eclectic deployment of sources will make "Half-Real" of interest to media, literature, and game scholars as well as to game professionals and gamers.
Everything Bad is Good for You
Steven Johnson - 2005
In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author. Steven Johnson's newest book, How We Got to Now, is now available from Riverhead Books.
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Janet H. Murray - 1997
In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.
Orchestration
Walter Piston - 1955
No practical aspect of instrumentation for the orchestra is neglected, and comprehensive treatment is given to each significant component. The author approaches orchestration from the premise that the principles can best be presented by analysis of music as it has been written.The essentials of instrument combination discussed here are those which can be observed operating in the scores of great composers from Haydn, Mozart, and Beethoven down to our own day.Orchestration is notable for the clarity and logic of its organization. From a consideration of the individual instruments and their technical problems the author skillfully develops his analysis of orchestration, covering his analysis of orchestration, covering instrumentation of primary and secondary melodies, part-writing, chords, and contrapuntal techniques. Finally, he discusses typical problems in orchestration together with some examples of their solutions.Orchestration is profusely illustrated with hundreds of musical examples and with drawings of the various musical instruments that make up the modern orchestra.
Complete Kobold Guide to Game Design
Wolfgang Baur - 2012
The Complete Kobold Guide to Game Design offers 240 pages of in-depth essays on what makes RPGs tick. Get time-tested advice from the top designers in the industry. This compilation includes all three volumes of the Kobold Guide to Game Design series—now with all-new material by Wolfgang Baur, Mike Stackpole, and others! From core rules and magic systems to fantasy adventures, monster design, playtesting, and much more, these 40 essays cover every aspect of RPG design in clear, accessible language, to show you what it takes. The City Book Review called it "highly recommended for gaming nerds everywhere"! Pick up the Complete KOBOLD Guide to Game Design today, and starting designing your RPG tonight! Winner, 2012 Gold ENnie Award, Best RPG-Related Accessory
The Disappearing Spoon: And Other True Tales of Madness, Love, and the History of the World from the Periodic Table of the Elements
Sam Kean - 2010
The fascinating tales in The Disappearing Spoon follow carbon, neon, silicon, gold and every single element on the table as they play out their parts in human history, finance, mythology, conflict, the arts, medicine and the lives of the (frequently) mad scientists who discovered them.Why did a little lithium (Li, 3) help cure poet Robert Lowell of his madness? And how did gallium (Ga, 31) become the go-to element for laboratory pranksters? The Disappearing Spoon has the answers, fusing science with the classic lore of invention, investigation, discovery and alchemy, from the big bang through to the end of time.
Fluent Python: Clear, Concise, and Effective Programming
Luciano Ramalho - 2015
With this hands-on guide, you'll learn how to write effective, idiomatic Python code by leveraging its best and possibly most neglected features. Author Luciano Ramalho takes you through Python's core language features and libraries, and shows you how to make your code shorter, faster, and more readable at the same time.Many experienced programmers try to bend Python to fit patterns they learned from other languages, and never discover Python features outside of their experience. With this book, those Python programmers will thoroughly learn how to become proficient in Python 3.This book covers:Python data model: understand how special methods are the key to the consistent behavior of objectsData structures: take full advantage of built-in types, and understand the text vs bytes duality in the Unicode ageFunctions as objects: view Python functions as first-class objects, and understand how this affects popular design patternsObject-oriented idioms: build classes by learning about references, mutability, interfaces, operator overloading, and multiple inheritanceControl flow: leverage context managers, generators, coroutines, and concurrency with the concurrent.futures and asyncio packagesMetaprogramming: understand how properties, attribute descriptors, class decorators, and metaclasses work"
The Adventure of English: The Biography of a Language
Melvyn Bragg - 2003
It is democratic, everchanging and ingenious in its assimilation of other cultures. English runs through the heart of the world of finance, medicine and the Internet, and it is understood by around two thousand million people across the world. It seems set to go on. Yet it was nearly wiped out in its early years.Embracing elements of Latin, French, Spanish, Italian, Portuguese, Arabic, Hindi and Gullah, this 1500-year story covers a huge range of countries and people. The Adventure of English is not only an enthralling story of power, religion and trade, but also the story of people, and how their day-to-day lives shaped and continue to change the extraordinary language that is English.
An Incomplete Education: 3,684 Things You Should Have Learned But Probably Didn't
Judy Jones - 1987
Now this instant classic has been completely updated, outfitted with a whole new arsenal of indispensable knowledge on global affairs, popular culture, economic trends, scientific principles, and modern arts. Here's your chance to brush up on all those subjects you slept through in school, reacquaint yourself with all the facts you once knew (then promptly forgot), catch up on major developments in the world today, and become the Renaissance man or woman you always knew you could be! How do you tell the Balkans from the Caucasus? What's the difference between fission and fusion? Whigs and Tories? Shiites and Sunnis? Deduction and induction? Why aren't all Shakespearean comedies necessarily thigh-slappers? What are transcendental numbers and what are they good for? What really happened in Plato's cave? Is postmodernism dead or just having a bad hair day? And for extra credit, when should you use the adjective continual and when should you use continuous? An Incomplete Education answers these and thousands of other questions with incomparable wit, style, and clarity. American Studies, Art History, Economics, Film, Literature, Music, Philosophy, Political Science, Psychology, Religion, Science, and World History: Here's the bottom line on each of these major disciplines, distilled to its essence and served up with consummate flair.
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.
Mixing Audio: Concepts, Practices and Tools
Roey Izhaki - 2007
Looking at practices, concepts, tools and mixing instruments the author provides a comprehensive insight to the art and science of mixing.Whether a hobbyist of professional this book covers basic concepts to advanced techniques as well as tips and tricks and is a vital read for anyone wanting to succeed in the field of mixing.The book is accompanied by the website www.mixingaudio.com, featuring a sample chapter, illustrations, audio and a user forum. * Rounded, extensive and complete coverage of music mixing* Includes a DVD with over 700 audio samples and 4 sample mixes. The DVD is not included with the E-book. Please visit http://www.mixingaudiodvd.com/ to access the DVD content.* Covers new topics and mixing trends such as computer centred mixing