Book picks similar to
Critical Path: How to Review Videogames for a Living by Dan Amrich
non-fiction
writing
video-games
gaming
The Ten Day Outline: A Writer's Guide to Planning a Novel in Ten Days
Lewis Jorstad - 2019
Along the way, it’ll help you form the foundation you need to write a novel you’re proud of. You’ll learn to:• Strengthen the ideas you have and discover new ones, even when inspiration seems far away.• Expand your original idea into a fully fledged story.• Develop a fleshed-out cast of characters, without overwhelming yourself with complex formulas and “best-practices."• Apply structure to your story in a way that honors and refines your original idea. • Bring it all together in a final Master Outline, designed to guide you through every stage of writing your novel.Each day of this outlining challenge comes with easy to follow prompts and intuitive goals, streamlining the outlining process. By the end, The Ten Day Outline will have taken the stress out of planning a novel, so you’ll be ready to set out on your own epic writing journey!
Elder Scrolls IV: Oblivion: Official Game Guide
Bethesda Softworks - 2006
* Specific chapters on how to create your character and maximize your abilities and skills. * Over 300 full-color pages packed with information on everything you need to know about the massive gameworld of Oblivion. * Walkthroughs for every quest in the game, including the main quest, all faction quests, as well as miscellaneous and freeform quests. * Sections on various gameplay systems including stealth, combat, magic, enchanting, alchemy, and more. * Detailed bestiary chapter to help you best deal with the denizens of Tamriel and Oblivion.
The 10 Rules Of Rock And Roll
Robert Forster - 2009
My list goes: The Velvet Underground, The Byrds, The Beach Boys, The Doors, and then I stall on the fifth. Creedence? The Band - although they're mostly Canadian. Simon and Garfunkel? Jefferson Airplane? The Lovin' Spoonful? But I plump for The Monkees."-Robert Forster In The 10 Rules of Rock and Roll, Robert Forster takes readers on an exhilarating trip through the past and present of popular music - from Bob Dylan, AC/DC and Nana Mouskouri through to Cat Power, Franz Ferdinand and ... Delta Goodrem. To accompany Forster's acclaimed writing for The Monthly, there are some stunning new pieces - 'The 10 Rules' and 'The 10 Bands I Wish I'd Been In' and an appreciation of Guy Clark - as well as a reflection on The Velvet Underground, a short story about Normie Rowe and a moving tribute to fellow Go-Between Grant McLennan. Funny and illuminating, The 10 Rules of Rock and Roll shows a great critic at work.
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.
Hamlet's Hit Points
Robin D. Laws - 2010
You'll read about the relationships between those beats. You'll also find complete analyses of three stories you know already--Hamlet, Casablanca, and Dr. No--to show you how the system works.Written with roleplayers in mind, Hamlet's Hit Points is an indispensable tool for understanding stories, in games and everywhere else.
The Nifty 15: Write Your Book in Just 15 Minutes a Day! (The Prosperous Writer 2)
Honoree Corder - 2016
You know it’s been rattling around in your head since you were young. You want to write a book because the call of the muse has been getting stronger. And, perhaps you have heard You Must Write a Book. The two keys to success for aspiring authors is consistency and a little bit of time. Honorée Corder and Brian D. Meeks are full-time authors who have written over three dozen books combined, both fiction and non-fiction. Honorée is an expert in non-fiction and Brian has penned tomes across five fiction genres. They’ve combined their knowledge to lay out the best practices and answer the most common questions they hear from new authors. The Nifty Fifteen will take you from the blank page to finished book by wiping away the fear that is born of not knowing where to begin. In addition, you’ll be given access to Brian’s Beautiful Gears, which is a session by session look at how he wrote his 13th novel in just fifteen minutes per day. You’ll see the unedited work with all of its errors to show how a full-time author is worried about one thing…get the first rough draft out. The edited version, all polished up and without the daily comments, will also be made available upon its release. Lastly you’ll be given exercises that will make the process easy to undertake. Everyone has a story to tell. It just takes a little time each day, so why not give The Nifty Fifteen a read.
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Generation Xbox: How Videogames Invaded Hollywood
Jamie Russell - 2012
Movies defined the 20th century but games are now pushing them aside as the medium that captures our time, fascination and money. Generation Xbox digs into the love-hate relationship between games and cinema that has led us to this point. It's a story of disaster, triumph and Angelia Jolie in hot pants. Learn how Steven Spielberg's game-making dreams fell apart and why Silicon Valley pioneers wooed Stanley Kubrick. Discover the story behind the failed Halo movie, how videogame tech paved the way for Avatar, and what companies like Ubisoft and Valve are doing to take gaming to the next level. Based on more than 100 interviews with leading figures from videogames and Hollywood, Generation Xbox is the definitive history of an epic power struggle that has reshaped the entertainment landscape. Are you ready to play?
How to Sell Books by the Truckload on Amazon - Power Pack!: Sell Books by the Truckload & Get Reviews by the Truckload
Penny C. Sansevieri - 2015
And How to Sell Your Books by the Truckload teaches you exactly how to do it. Internationally renowned Amazon book marketing expert, Penny Sansevieri, has created the ultimate guide for mastering the Amazon marketing system. And in moments it can be right at your fingertips! The savings in time you’ll gain is enormous—when compared to painstakingly researching this information yourself. When you follow Penny’s time-tested proven formulas you’ll instantly skyrocket the exposure you receive and kick your book promotion campaign into overdrive! Plus, you can bypass all of the misinformation out there about how Amazon works. That’s because every secret you need to know to understand the Amazon marketing system inside and out is right here. Penny Sanseveri takes you step-by-step through simple and dynamic processes that show you how to: Get top visibility for your book on Amazon Increase sales through perfectly-timed pre-order campaigns Leverage a secret tool to get hundreds of reader reviews Use Kindle Unlimited to your greatest advantage Boost sales by knowing when to give away your e-book – it really works! Use keywords and book descriptions that puts your book in front of tons of buyers Identify and locate secret categories that drive bigger sales Get your booked ranked #1 in your category! How to Sell Your Books by the Truckload is your must-read, go-to resource if you want to really understand the inner workings of Amazon, so you can sell more books. Order right now and you’ll also receive these FREE BONUSES: BONUS #1: Free listings to book bloggers, fiction bloggers, and romance bloggers! Includes hundreds of bonus resources! DOUBLE BONUS: Includes a special book marketing discount coupon! Note: If you have bought any of my Amazon Truckload books, this is newly updated. Also, this book is the same as the Bundled book: How to Sell Books by the Truckload on Amazon!
Quit Your Job in 6 Months: Book 2: Internet Business Blueprint (Formulating Your Business Plan for Quick, Efficient Results)
Buck Flogging - 2015
We show up, do what we’re supposed to do, and a check for the same amount comes in every couple of weeks. We can feel safe, secure, and comfortable with that. We can budget for housing, transportation, and food. We might even get a few weeks of vacation each year and have enough left over to go somewhere nice. So what’s the problem? Average Isn’t Satisfying, and Repetition is Drudgery The problem is that average just isn’t satisfying. We can be thankful that we’re not homeless or completely impoverished all we want, but that still doesn’t scratch the itch we all have to live an extraordinary life—to spend more time doing what we love, less time doing what we don’t love, and have more financial wealth to support our adventures. On top of that, most jobs involve doing the same things over and over again. You don’t learn. One day blends into the next. You don’t grow. Your life lacks richness, diversity, and excitement. All put together this doesn’t make for a very inspiring way to live the one life you get. Quit, and Do Your Own Shit In Quit Your Job in 6 Months Book 2: Internet Business Blueprint (Formulating Your Business Plan for Quick, Efficient Results), author and internet entrepreneur Buck Flogging reveals all of his internet business secrets to help you build a business from zero to $100 per day or more in 6 months or less—all in your spare time using time-efficient tactics that work, with minimal startup costs. Book 2 is all about your business plan. With the right plan, structure, and strategy, your internet business success is much more probable, allowing you to make more money in less time on a LOT less traffic to your site. If you want a shot at achieving real wealth and living the dream life of freedom to work anywhere in the world with an internet connection, the four book Quit Your Job in 6 Months series will teach you everything you need to know. Available in paperback, audiobook, and as an eBook for instant download on major book retailers everywhere. To get each book in the series for FREE, and to get insider information that can help show you the way, go to: www.quitn6.com.
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.
The Grandmaster: Magnus Carlsen and the Match That Made Chess Great Again
Brin-Jonathan Butler - 2018
But they weren’t there to protest. They were there to watch the World Chess Championship between Norway's Magnus Carlsen and Russia's Sergey Karjakin—what by the time it was over would be front-page news and thought by many the greatest finish in chess history. The story lines were riveting. The championship hadn’t been hosted in New York City, the de facto world capital of the sport, in more than two decades. With both Carlsen and Karjakin just 25 years old, the tournament organizers were billing it as a battle of the millennials—the first time the championship had been waged among the generation that grew up playing chess primarily against computers. And perhaps most intriguing were all the geopolitical connections to the match. Originally from Crimea, Karjakin had recently repatriated to Russia under the direct assistance of Putin. Carlsen, meanwhile, had expressed admiration for Donald Trump, and his first move of the tournament he played with a smirk what's called a Trompowsky Attack. Then there was the Russian leader of the World Chess Federation being barred from attending due to US sanctions, and chess fanatic and Trump adviser Peter Thiel being called on to make the honorary first move in sudden death. That the tournament required sudden death was a shock. Oddsmakers had given Carlsen, the defending champion, an 80% chance of winning. It would take everything he had to retain his title. In doing so, he would firmly make his case to be considered the greatest player chess has ever seen. Author Brin-Jonathan Butler was granted unique access to the two-and-half-week tournament and watched every move. In The Grandmaster, he aims to do for Magnus Carlsen what Norman Mailer did for Muhammed Ali in The Fight, John McPhee did for Arthur Ashe in Levels of the Game, and David Foster Wallace did for Roger Federer in his famous New York Times Magazine profile. Butler captures one of the world’s greatest sportsmen at the height of their powers, and attempts to decipher the secret to that greatness.
The Rookie Copywriter's Survival Guide: How To Make Six Figures With Little Or No Copywriting Experience... And Without Chasing After Clients!
Doberman Dan - 2014
and without chasing after clients!In The Rookie Copywriter’s Survival Guide, master copywriter and serial entrepreneur Doberman Dan, shows how anybody with just mediocre... or even NO copywriting skills... can make a LOT of money in a very short period of time.This isn’t the typical “pay your dues and work for peanuts” advice often given to rookie copywriters or people who are thinking of getting into the business of copywriting. It’s a unique way you can get paid... and paid very well... while you learn the craft of direct response copywriting.Dan reveals the exact plan he used to break free from a low paying dead-end job and went on to make MILLIONS while becoming one of the most in-demand copywriters in the country. Dan has used his copywriting skills to “bootstrap” numerous businesses over the past 20 years... with nothing but a yellow notepad, pen and the gray matter between his ears. Time and time again... in a plethora of markets and niches.You’ll discover the highly profitable secrets from a battle-hardened grizzled veteran entrepreneur, marketer and copywriter that can only be gained from decades of hard-won “in the trenches” experience.Who is Doberman Dan?After twelve years as a full-time inner city police officer and 9 years of part-time consecutive entrepreneurial failures, Dan finally discovered the secrets of the most successful copywriters and direct marketers in the world. After his 9 years of “trial by fire” business failures, he finally “hit a home run” in the mail order business. He went on to apply his successful marketing and copywriting experience to online marketing... for his own businesses and also as a consultant to some of the most successful businesses in the country.
The Art of Work
Jeff Goins - 2015
This is a book about discovering your life's work, that treasure of immeasurable worth we all long for. Its about the task you were born to do. As Jeff Goins explains, the search begins with passion but does not end there. Only when our interests connect with the needs of the world do we begin living for a larger purpose. Those who experience this intersection experience something exceptional and enviable. Though it is rare, such a life is attainable by anyone brave enough to try. Through personal experience, compelling case studies, and current research on the mysteries of motivation and talent, Jeff shows readers how to find their vocation and what to expect along the way.
The Kobold Guide to Board Game Design
Mike Selinker - 2011
Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.