Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution


Heather Chaplin - 2005
    What started as a game of Pong, with little blips dancing across a computer screen, has evolved into a multi-billion-dollar industry that is changing the future, making inroads into virtually all aspects of our culture.Who are the minds behind this revolution? How did it happen? Where is it headed? In Smartbomb, journalists Heather Chaplin and Aaron Ruby take the reader behind the scenes at gaming conventions, into powerhouse think tanks where new games are created, into the thick of the competition at cyberathlete tournaments, and into the homes of gamers for whom playing a role in a virtual world has assumed more relevance and reality than life in the real world.

Physics for Game Developers


David M. Bourg - 2001
    Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. "Physics for Game Developers" serves as the starting point for those who want to enrich games with physics-based realism.Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Many specific game elements stand to benefit from the use of real physics, including: The trajectory of rockets and missiles, including the effects of fuel burn offThe collision of objects such as billiard ballsThe stability of cars racing around tight curvesThe dynamics of boats and other waterborne vehiclesThe flight path of a baseball after being struck by a batThe flight characteristics of airplanesYou don't need to be a physics expert to learn from "Physics for Game Developers, " but the author does assume you know basic college-level classical physics. You should also be proficient in trigonometry, vector and matrix math (reference formulas and identities are included in the appendixes), and college-level calculus, including integration and differentiation of explicit functions. Although the thrust of the book involves physics principles and algorithms, it should be noted that the examples are written in standard C and use Windows API functions.

Adobe Photoshop Cs3 for Photographers: A Professional Image Editor's Guide to the Creative Use of Photoshop for the Macintosh and PC


Martin Evening - 2000
    But it can be overwhelming to learn, even for professional photographers, graphic designers, keen amateurs, and others who already have an initial grasp of Photoshop. Acclaimed photographer Martin Evening, who wrote the best-selling previous books, 'Adobe Photoshop for Photographers', makes it easy with this new, thoroughly updated edition. * Illustrated throughout with before-and-after pictures - more than 750 professional, color illustrations!* Practical techniques and real-life assignments* Step-by-step tutorials* Keyboard shortcut reference guideIncludes FREE DVD with: * QuickTime movie tutorials for MAC and PC * Searchable tips on tools, palettes layer styles, and shortcuts * Includes images selected for you to experiment with to get you up to speed with everything in the book, including the new Photoshop CS3 features, fast! * Updated Camera Guide to help you decide which will best suit your needs, plus bonus Digital Capture chapter in printable PDF formatUncover quickly exactly what Adobe's CS3 now offers photographers. New tutorials focus on the key features introduced in CS3. You lose no time in finding out how to put your ideas to work with: * Adobe's Camera Raw 4 plug-in that can now also process TIFFs and JPEGs* New Align controls for combining HDR images; Photomerge; new Clone Stamp; Curves dialog that now incorporates Levels functionality; and improved controls for Brightness/Contrast to match raw image processing controls* The latest on Black and White adjustment, which provides all the black and white conversion tools you need for optimum monochrome conversions* A pro's scoop on choosing from among dozens of Photoshop's image adjustment methods to get the results you want* Tips on Bridge 2.0 and Lightroom - when you should use each* Top tactics for successful composite images, insider guidance on editing shadows and highlight adjustments, and lessons on how to preview and re-edit filter effects as many times as you want - without complex workaroundsGet the preeminent advice from one photographer to another as Martin completely updates you on the core aspects of working with Photoshop, digital workflow, and improving accessibility. Real-life examples, diagrams, illustrations, and step-by-step explanations ensure that you're up to speed with the next generation of digital photography in no time!Foreword by Adobe Systems' key Director of Engineering, Digital Imaging, Marc Pawliger

I Am Error: The Nintendo Family Computer / Entertainment System Platform


Nathan Altice - 2015
    In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

OS X 10.10 Yosemite: The Ars Technica Review


John Siracusa - 2014
    Siracusa's overview, wrap-up, and critique of everything new in OS X 10.10 Yosemite.

The Filter Bubble: What the Internet is Hiding From You


Eli Pariser - 2011
    Instead of giving you the most broadly popular result, Google now tries to predict what you are most likely to click on. According to MoveOn.org board president Eli Pariser, Google's change in policy is symptomatic of the most significant shift to take place on the Web in recent years - the rise of personalization. In this groundbreaking investigation of the new hidden Web, Pariser uncovers how this growing trend threatens to control how we consume and share information as a society-and reveals what we can do about it.Though the phenomenon has gone largely undetected until now, personalized filters are sweeping the Web, creating individual universes of information for each of us. Facebook - the primary news source for an increasing number of Americans - prioritizes the links it believes will appeal to you so that if you are a liberal, you can expect to see only progressive links. Even an old-media bastion like "The Washington Post" devotes the top of its home page to a news feed with the links your Facebook friends are sharing. Behind the scenes a burgeoning industry of data companies is tracking your personal information to sell to advertisers, from your political leanings to the color you painted your living room to the hiking boots you just browsed on Zappos.In a personalized world, we will increasingly be typed and fed only news that is pleasant, familiar, and confirms our beliefs - and because these filters are invisible, we won't know what is being hidden from us. Our past interests will determine what we are exposed to in the future, leaving less room for the unexpected encounters that spark creativity, innovation, and the democratic exchange of ideas.While we all worry that the Internet is eroding privacy or shrinking our attention spans, Pariser uncovers a more pernicious and far-reaching trend on the Internet and shows how we can - and must - change course. With vivid detail and remarkable scope, The Filter Bubble reveals how personalization undermines the Internet's original purpose as an open platform for the spread of ideas and could leave us all in an isolated, echoing world.

The Legend of Zelda: Breath of the Wild: The Complete Official Guide


Piggyback - 2017
    100% Complete Strategy to master The Legend of Zelda: Breath of the WildAT-A-GLANCE WALKTHROUGHS: Annotated maps and screenshots show you the way through every quest and all Shrines of Trials.TOTALLY COMPREHENSIVE: All side quests, all  Shrines of Trials and all information about collectable items – each mapped out and ready for you to discover and complete! Also includes optional challenges, mini-games, unlockables, Easter eggs, and more.PUZZLE MASTER: Every single puzzle and riddle unraveled with clear, visual solutions.EXPERT COMBAT STRATEGY: Practical, reproducible tactics to crush your enemies, even the toughest bosses.COMPREHENSIVE REFERENCE: Exhaustive appraisals of all items and monsters – including key parameters that are hidden in the game.FREE MAP POSTER: covering the entire game world.QUALITY CONTROL: carefully designed to avoid unnecessary story spoilers.

First Person: New Media as Story, Performance, and Game


Noah Wardrip-Fruin - 2004
    Yet it is widely believed that the market for electronic literature--predicted by some to be the future of the written word--languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of Riding the Bullet and The Plant.Isn't it possible, though, that many hugely successful computer games--those that depend on or at least utilize storytelling conventions of narrative, character, and theme--can be seen as examples of electronic literature? And isn't it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like e-books? The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between story and game, as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment.This landmark collection is organized as a series of discussions among creators and theorists; each section includes three presentations, with each presentation followed by two responses. Topics considered range from Cyberdrama to Ludology (the study of games), to The Pixel/The Line to Beyond Chat. The conversational structure inspired contributors to revise, update, and expand their presentations as they prepared them for the book, and the panel discussions have overflowed into a First Person web site (created in conjunction with the online journal Electronic Book Review).

What Video Games Have to Teach Us about Learning and Literacy


James Paul Gee - 2003
    James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.

The Art of Halo


Eric Trautmann - 2004
    This action-packed science fiction—military combat game, set on a distant, war-torn, artificial planet, became an instant triumph with gamers–and scored numerous awards for its innovations, irresistibility, and sheer thrills. The Art of Halo is a showcase of its stunning visual style, a fascinating guided tour through the making of the phenomenon–from bright idea to brilliant result–and a testament to the creativity of the artists at Bungie Studios.• Meet the brains behind Bungie, the birthplace of Halo• Feast your eyes on a panorama of all-new artwork from its spectacular sequel Halo 2–one of the most eagerly-awaited games of 2004• Discover the art of game design from the inside out, in interviews with–and illustrations by–the Halo creative team• Learn the secrets of designing gear from the artists themselves• Follow the construction of a crucial sequence from storyboard to completion, along with pages from the actual script• Thrill to a gallery of glorious Halo artwork, including action figure designs, game packaging, cartoon strips, posters, T-shirts, and moreIt’s all here–the story behind the sensation that GamePro declares “above and beyond what console gamers have come to expect”–in one virtuoso volume!

The Final Hours of Portal 2


Geoff Keighley - 2011
    Journalist Geoff Keighley was granted unprecedented “fly on the wall” access to Valve over the past three years to create this story. From the hush-hush Portal prequel that was shelved to the last minute scramble to complete the game’s story, The Final Hours of Portal 2 is a gripping and dramatic story. Please note the Kindle version does not include as many photos or the videos that are available in the iPad version.

Fluid Art Mastery: 8 Steps To Being A Paint Pouring Artist


Rick Cheadle - 2017
     Is a form of abstract art that uses acrylic paints with a runny (fluid)consistency. The acrylic paints react with each other when combined together to make interesting and visually organic motifs. This type of art is fun for all ages. Fluid acrylics can be used on many types of substrates and in many different forms such as pouring, dripping, swirling, glazing, dipping and many other effects. Fluid art opens up a lot of possibilities and is definitely worth exploring and adding to your artist tool belt. In this book I will teach you everything you will need to become a paint pouring artist. I will share with you: How to set up your paint pouring studio on a budget complete supplies list share all the techniques that I use like; dirty pour flip cup, puddle pours, pre-lift slide technique, open cylinder, ribbon pour, swipe technique and more. I will show you how to properly handle and care for your art I will show you how to protect your artwork There are plenty of resources to refer to with information about mixing ratios, paint density and more I will share tips on how to price your art And tips on where to sell your masterpiece.

Designing Games


Tynan Sylvester - 2013
    You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each other’s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your game’s market positioning will affect your design

The Art of Dead Space


Martin Robinson - 2013
    Includes art from Dead Space, Dead Space: Extraction, Dead Space: Ignition, and Dead Space 2.

The Legend of Zelda: Encyclopedia


Nintendo - 2018
    This 320-page book is an exhaustive guide to The Legend of Zelda from the original The Legend of Zelda to Twilight Princess HD.A comprehensive collection of enemies and items, potions to poes, an expansion of the lore touched upon in Hyrule Historia, concept art, screencaps, maps, main characters and how they relate, languages, and much, much more, including an exclusive interview with Series Producer, Eiji Aonuma! This, the last of The Goddess Collection trilogy, which includes Hyrule Historia and Art & Artifacts, is a treasure trove of explanations and information about every aspect of The Legend of Zelda universe!*An exhaustive compendium of everything from the first 30 years of The Legend of Zelda.*An expansion of information from The Legend of Zelda timeline.*Rare development sketches of your favorite characters.*An extensive database of items and enemies.