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Videogames and Art by Andy Clarke
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Speccy Nation
Dan Whitehead - 2012
The British games industry would go on to create such hits as Tomb Raider and Grand Theft Auto, our innovation and imagination the envy of the world, our programmers the most sought after talent in the fastest growing entertainment medium in history.And it all started here.Welcome to the Speccy Nation.Join veteran games journalist and author Dan Whitehead on a journey through fifty games that helped to define the golden age of British gaming. From the timeless classics to unlikely cult favourites, and even the games so eccentric they could only have come from Britain in the 1980s.Part nostalgic look at the past, and part critical eye on the present and future, Speccy Nation is essential reading for all retro gaming enthusiasts.Includes a foreword by Your Sinclair's Phil "Snouty" South.
Super Mario: How Nintendo Conquered America
Jeff Ryan - 2011
Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: * Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. * Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. * The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii. Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.
Gametek: The Math and Science of Gaming
Geoffrey Engelstein - 2018
Connecting games to math, science, and psychology, GameTek has grown to be one of the most popular parts of the show.This volume commemorates the anniversary with a collection of over seventy of the best segments, many with annotations and illustrations.With chapters on everything from Rock, Paper, Scissors to the Prisoner’s Dilemma to Player Engagement to Quasicrystals to Buddha’s Forbidden Games, GameTek is sure to delight not just game designers and players, but anyone who wants to learn about the world from a new perspective.Sections:• Game Theory• Math• Psychology• Science• Game Mechanics• Psychology Games• HistoryFrom the first time I heard it, the GameTek segment in The Dice Tower podcast became my favorite part of the show. Listening to Geoff is like going to your favorite lesson with your favorite teacher. He teaches about games (yay!) and does it in a very interesting way with lots of examples. He does amazing stuff. He knows about the construction of games, he knows the theory, he knows all that stuff behind the scenes that we gamers do not see when just playing a game and having fun.Ignacy Trzewiczek, Portal GamesThere are many hobby game 'experts' out there, dying to give you their opinion on how the industry works, how games work, what types of games are best, and so on. Geoff Engelstein is the expert that requires your attention. He is a scholar of games, and his research on games and other principles that apply to gaming is matched by none.Stephen Buonocore, Stronghold GamesOver the years, I’ve listened to a lot of people talk about board games, yet the short snippets that Geoff puts out are the ones that I find myself thinking about in the quiet of the night. His are the segments that you laugh at and say, “I have NO idea what you are talking about” — but later on use to show people just how intellectual you are.Tom Vasel, The Dice Tower
Planet Earth Strangest Places: Fun Facts and Pictures for Kids
Speedy Publishing - 2015
This will let children know that there is a world out there they do not even know about. This will also make children wonder what goes on in these strange places. Some children will even develop the goal to visit some of these places when they get older. Most children do not know that there are strange places all over the earth.
Critical Path: How to Review Videogames for a Living
Dan Amrich - 2012
This includes how to write compelling reviews, how to pitch yourself as a writer, how to tackle some tricky ethical quandaries, and yes, even how to get free games. Based on Dan Amrich’s own experience as a game journalist for more than 15 years, it’s advice that can serve you for your entire career, from press start to game over.
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.
Arcade Mania: The Turbo-Charged World of Japan's Game Centers
Brian Ashcraft - 2008
Another thing that makes Japan unique in the gaming world is the prevalence of game arcades. While the game arcade scene has died in the U.S., there are 9,500 "game centers" in Japan with more than 445,000 game machines. Arcade Mania introduces overseas readers to the fascinating world of the Japanese gemu senta. Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game, starting with the UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classic games from Space Invaders to Street Fighter, games that are familiar to Americans in their home console versions (Rock Band, Guitar Hero and Dance, Dance Revolution), as well as the unique, quirky games found only in Japan, Arcade Mania is crammed full of interviews with game makers and star players, and packed with facts about the history, background and characteristics of each game, all lavishly illustrated with photographs and game graphics. This book is a must-have for gamers everywhere.
Tony Northrup's Adobe Photoshop Lightroom 5 Video Book: Training for Photographers
Tony Northrup - 2014
VIDEO TRAINING. 12+ HOURS of searchable video training (requires Internet access). If you learn better from videos, watch the videos and use the ebook only for quick reference. If you learn better from books, read the ebook and refer to the videos to see the author demonstrate real world editing techniques. This much video training usually costs over $100 or requires a monthly subscription. 2. 150+ PRESETS. Jump-start your creativity by using the included presets to give your pictures a unique look. Others charge over $200 for this many presets! 3. 50+ RAW PICTURE FILES. Work alongside many of the book's examples, or just learn by experimenting with professional photos. 4. TEACHER & PEER SUPPORT. After buying the book, you get access to the private group on Facebook where you can ask the questions and post pictures for feedback from Tony, Chelsea, and other readers. It’s like being able to raise your hand in class and ask a question! Instructions are in the introduction. With this video book, you ll learn how to instantly find any picture in your library, fix common photography problems, clean up your images, add pop to boring pictures, retouch portraits, make gorgeous prints, create photo books, and even edit your home videos. Tony goes beyond teaching you how to use Lightroom. Tony shows you why and when to use each feature to create stunning, natural photos. When Lightroom is not the best tool, Tony suggests better alternatives. Tony covers every aspect of Lightroom in-depth, but structures his teaching so that both beginner and advanced photographers can learn as efficiently as possible. If you just want a quick start, you can watch the first video or read the first chapter and you'll be organizing and editing your pictures in less than an hour. If you want to know more about a specific feature, switch to that video or jump to that chapter in the ebook. If you want to know everything about Lightroom, watch the videos and read the book from start to finish.
Advancing Your Photography: A Handbook for Creating Photos You'll Love
Marc Silber - 2017
From teaching you the basics to exploring the stages of the cycle of photography, Silber makes it easy for you to master the art form and create stunning pictures.Valuable photography tips from thousands of hours of interviews with professional photography masters: "What makes this book so powerful is that I have been able to distill from my 1,000s of hours of interviews with top photographers high level knowledge, that would take decades to acquire ― but I have presented this knowledge in a way that even a new photographer can grasp and put right to work. If someone applies themselves and rolls up their sleeves, with this handbook, they can become an excellent photographer and make photographs that they and others will love." You will learn valuable insights from the professional photography masters: • beginner photography tips • amateur photography tips • landscape photography tips • wedding photography tips • lifestyle photography tips • sports photography tips • animal photography tips • portrait photography tips • still life photography tips • iPhone photography tips Photography and the technology associated with it is constantly evolving, but the fundamentals remain the same. Advancing Your Photography will help to bring you the joy and satisfaction of a lifetime of pursuing the art of photography.Advancing Your Photography features: • Top tips for making outstanding photographs from iconic photographers and many other leading professional photography masters of today. • Numerous step-by-step examples • Guidance on training your eye to see composition with emotional impact • Tips on mastering the key points of operating your camera like a pro • Secrets to processing your images to professional standards • Compact design that will easily fit in your camera bag
Playing with Super Power: Nintendo Super NES Classics
Prima Games - 2017
The Console A nostalgic celebration and exploration of the Super Nintendo Entertainment System in all its 16-bit glory.The Games Discover everything you've always wanted to know about some of the most beloved SNES games, including the previously unreleased Star Fox 2!The History Learn about the SNES development and the visionaries behind this groundbreaking console.The Legacy An in-depth look at how the SNES has left its mark on the gaming industry, and how its legacy continues.The Memories Featuring a plethora of fan art, music, and more, this book is a love letter to playing with Super Power!Speedrunning Tips Some of the best speedrunners around share their tips and strategies for getting the best times in these beloved classic games.Exclusive Foreword Written by Reggie Fils-Aime, President and COO of Nintendo of America.Paperback version.
The Haskell School of Expression: Learning Functional Programming Through Multimedia
Paul Hudak - 2000
It has become popular in recent years because of its simplicity, conciseness, and clarity. This book teaches functional programming as a way of thinking and problem solving, using Haskell, the most popular purely functional language. Rather than using the conventional (boring) mathematical examples commonly found in other programming language textbooks, the author uses examples drawn from multimedia applications, including graphics, animation, and computer music, thus rewarding the reader with working programs for inherently more interesting applications. Aimed at both beginning and advanced programmers, this tutorial begins with a gentle introduction to functional programming and moves rapidly on to more advanced topics. Details about progamming in Haskell are presented in boxes throughout the text so they can be easily found and referred to.
Fast Freehand Fills: Vol 1: Basic Fills
Dawn Summerall - 2013
Always have a fresh fill on hand with this catalog of basic fills and patterns. The Fast Freehand Fills series provides zen expressionists with a repertoire of found and unique basic patterns that are easy to draw freehand. Wavy checkerboards, fishnets, pinstripe pajamas and dog bones are all waiting inside this catalog of fills. Great for zen drawing, mandalas and artistic journaling.
Man, Play and Games
Roger Caillois - 1958
In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules. Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions. Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.
The Legend of Zelda (Legends of Localization, #1)
Clyde Mandelin - 2015
Because it's a long way from Japan to the West, even for a legendary hero.
Game Engine Architecture
Jason Gregory - 2009
The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.