Book picks similar to
The Game Design Reader: A Rules of Play Anthology by Katie SalenJussi Holopainen
game-design
games
non-fiction
design
The Elements of User Experience: User-Centered Design for the Web
Jesse James Garrett - 2002
This book aims to minimize the complexity of user-centered design for the Web with explanations and illustrations that focus on ideas rather than tools or techniques.
Interaction Design: Beyond Human-Computer Interaction
Yvonne Rogers - 2001
It should be labelled 'start here'." --Pieter Jan Stappers, ID-StudioLab, Delft University of Technology
You May Ask Yourself: An Introduction to Thinking Like a Sociologist
Dalton Conley - 2008
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.
Lost in a Good Game: Why We Play Video Games and What They Can Do for Us
Pete Etchells - 2019
Apparently, they are the unequivocal source of many societal ills. But what does science actually have to say about the effects that playing them can have on us?In Lost in a Good Game, psychologist Pete Echells takes us on a journey through that scientific data and research, as well as his own past experiences with video games, which helped him cope in the aftermath of a tragedy.His story reveals that, really, our worries are unfounded - and that in playing, studying and living through them we can understand what it means to be human.
Design as Art
Bruno Munari - 1966
Munari insisted that design be beautiful, functional and accessible, and this enlightening and highly entertaining book sets out his ideas about visual, graphic and industrial design and the role it plays in the objects we use everyday. Lamps, road signs, typography, posters, children's books, advertising, cars and chairs - these are just some of the subjects to which he turns his illuminating gaze.How do we see the world around us? The Penguin on Design series includes the works of creative thinkers whose writings on art, design and the media have changed our vision forever.Bruno Munari (1907-1998), born in Milan, was the enfant terrible of Italian art and design for most of the twentieth century, contributing to many fields of both visual (paint, sculpture, film, industrial design, graphics) and non-visual arts (literature, poetry). He was twice awarded the Compasso d'Oro design prize for excellence in his field.If you enjoyed Design as Art, you might like John Berger's Ways of Seeing, also available in Penguin Modern Classics.'One of the most influential designers of the twentieth century ... Munari has encouraged people to go beyond formal conventions and stereotypes by showing them how to widen their perceptual awareness'International Herald Tribune
Extra Lives: Why Video Games Matter
Tom Bissell - 2010
He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.
Finite and Infinite Games: A Vision of Life as Play and Possibility
James P. Carse - 1986
Infinite games are more mysterious -- and ultimately more rewarding. They are unscripted and unpredictable; they are the source of true freedom.In this elegant and compelling work, James Carse explores what these games mean, and what they can mean to you. He offers stunning new insights into the nature of property and power, of culture and community, of sexuality and self-discovery, opening the door to a world of infinite delight and possibility."An extraordinary little book . . . a wise and intimate companion, an elegant reminder of the real."-- Brain/Mind Bulletin
An Elegant Puzzle: Systems of Engineering Management
Will Larson - 2019
Management is a key part of any organization, yet the discipline is often self-taught and unstructured. Getting to the good solutions of complex management challenges can make the difference between fulfillment and frustration for teams, and, ultimately, the success or failure of companies. Will Larson's An Elegant Puzzle orients around the particular challenges of engineering management--from sizing teams to technical debt to succession planning--and provides a path to the good solutions. Drawing from his experience at Digg, Uber, and Stripe, Will Larson has developed a thoughtful approach to engineering management that leaders of all levels at companies of all sizes can apply. An Elegant Puzzle balances structured principles and human-centric thinking to help any leader create more effective and rewarding organizations for engineers to thrive in.
My Guide to RPG Storytelling
Aron Christensen - 2012
This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.
Impro: Improvisation and the Theatre
Keith Johnstone - 1979
Admired for its clarity and zest, Impro lays bare the techniques and exercises used to foster spontaneity and narrative skill for actors. These techniques and exercises were evolved in the actors' studio, when he was Associate Director of the Royal Court and then in demonstrations to schools and colleges and ultimately in the founding of a company of performers called The Theatre Machine.Divided into four sections, 'Status', 'Spontaneity', 'Narrative Skills' and 'Masks and Trance', arranged more or less in the order a group might approach them, the book sets out the specific approaches which Johnstone has himself found most useful and most stimulating. The result is a fascinating exploration of the nature of spontaneous creativity.
Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days
Jake Knapp - 2016
And now there’s a sure-fire way to solve their problems and test solutions: the sprint.While working at Google, designer Jake Knapp created a unique problem-solving method that he coined a “design sprint”—a five-day process to help companies answer crucial questions. His ‘sprints’ were used on everything from Google Search to Chrome to Google X. When he moved to Google Ventures, he joined Braden Kowitz and John Zeratsky, both designers and partners there who worked on products like YouTube and Gmail. Together Knapp, Zeratsky, and Kowitz have run over 100 sprints with their portfolio companies. They’ve seen firsthand how sprints can overcome challenges in all kinds of companies: healthcare, fitness, finance, retailers, and more.A practical guide to answering business questions, Sprint is a book for groups of any size, from small startups to Fortune 100s, from teachers to non-profits. It’s for anyone with a big opportunity, problem, or idea who needs to get answers today.
The Craft of Research
Wayne C. Booth - 1995
Seasoned researchers and educators Gregory G. Colomb and Joseph M. Williams present an updated third edition of their classic handbook, whose first and second editions were written in collaboration with the late Wayne C. Booth. The Craft of Research explains how to build an argument that motivates readers to accept a claim; how to anticipate the reservations of readers and to respond to them appropriately; and how to create introductions and conclusions that answer that most demanding question, “So what?” The third edition includes an expanded discussion of the essential early stages of a research task: planning and drafting a paper. The authors have revised and fully updated their section on electronic research, emphasizing the need to distinguish between trustworthy sources (such as those found in libraries) and less reliable sources found with a quick Web search. A chapter on warrants has also been thoroughly reviewed to make this difficult subject easier for researchers Throughout, the authors have preserved the amiable tone, the reliable voice, and the sense of directness that have made this book indispensable for anyone undertaking a research project.
The Animator's Survival Kit
Richard Williams - 2001
During his more than forty years in the business, Williams has been one of the true innovators, winning three Academy Awards and serving as the link between Disney's golden age of animation by hand and the new computer animation exemplified by Toy Story. Perhaps even more important, though, has been his dedication in passing along his knowledge to a new generation of animators so that they in turn could push the medium in new directions. In this book, based on his sold-out master classes in the United States and across Europe, Williams provides the underlying principles of animation that every animator--from beginner to expert, classic animator to computer animation whiz --needs. Urging his readers to "invent but be believable," he illustrates his points with hundreds of drawings, distilling the secrets of the masters into a working system in order to create a book that will become the standard work on all forms of animation for professionals, students, and fans.
The Art of the Short Story
Dana Gioia - 2005
From Sherwood Anderson to Virginia Woolf, this anthology encompasses a rich global and historical mix of the very best works of short fiction and presents them in a way students will find accessible, engaging, and relevant. The book's unique integration of biographical and critical background gives students a more intimate understanding of the works and their authors.Contents:Part I. Introduction. The art of the short story.-- Part II. Stories [A-J]. Chinua Achebe: Dead men's path ; Author's perspective, Achebe: modern Africa as the crossroads of culture -- Sherwood Anderson: Hands ; Author's perspective, Anderson: Words not plot give form to a short story -- Margaret Atwood: Happy endings ; Author's perspective, Atwood: On the Canadian identity -- James Baldwin: Sonny's blues ; Author's perspective, Baldwin: Race and the African-American writer -- Jorge Luis Borges: The garden of forking paths ; Author's perspective, Borges: Literature as experience -- Albert Camus: The guest ; Author's perspective, Camus: Revolution and repression in Algeria -- Raymond Carver: Cathedral ; A small, good thing ; Author's perspective, Carver: Commonplace but precise language -- Willa Cather: Paul's case ; Author's perspective, Cather: Art as the process of simplification -- John Cheever: The swimmer ; Author's perspective, Cheever: Why I write short stories -- Anton Chekhov: The lady with the pet dog ; Misery ; Author's perspective, Chekhov: Natural description and "The center of gravity" -- Kate Chopin: The storm ; The story of an hour ; Author's perspective, Chopin: My writing method -- Sandra Cisneros: Barbie-Q ; Author's perspective, Cisneros: Bilingual style -- Joseph Conrad: The secret sharer ; Author's perspective, Conrad: The condition of art -- Stephen Crane: The open boat ; Author's perspective, Crane: The sinking of the Commodore -- Ralph Ellison: A party down at the square ; Author's perspective, Ellison: Race and fiction -- William Faulkner: Barn burning ; A rose for Emily ; Author's perspective, Faulkner: The human heart in conflict with itself -- F. Scott Fitzgerald: Babylon revisited ; Author's perspective, Fitzgerald: On his own literary aims -- Gustave Flaubert: A simple heart ; Author's perspective, Flaubert: The labor of style -- Gabriel García Marquez: A very old man with enormous wings ; Author's perspective, García Marquez: My beginnings as a writer -- Charlotte Perkins Gilman: The yellow wallpaper ; Author's perspective, Gilman: Why I wrote "The yellow wallpaper" -- Nikolai Gogol: The overcoat ; Author's perspective, Gogol: On realism -- Nadine Gordimer: A company of laughing faces ; Author's perspective, Gordimer: How the short story differs from the novel -- Nathaniel Hawthorne: Young Goodman Brown ; The birthmark ; Author's perspective, Hawthorne: On the public failure of his early stories -- Ernest Hemingway: A clean, well-lighted place ; Author's perspective, Hemingway: One true sentence -- Zora Neale Hurston: Sweat ; Author's perspective, Hurston: Eatonville when you look at it -- Shirley Jackson: The lottery ; Author's perspective, Jackson: The public reception of "The lottery" -- Henry James: The real thing ; Author's perspective, James: The mirror of a consciousness -- Ha Jin: Saboteur ; Author's perspective, Jin: Deciding to write in English -- James Joyce : Araby ; The dead ; Author's perspective, Joyce: Epiphanies. Contents: Part II[ Cont.]. Stories [K-W]. Franz Kafka: Before the law ; The metamorphosis ; Author's perspective, Kafka: Discussing The metamorphosis -- D.H. Lawrence: Odour of Chrysanthemums ; The rocking-horse winner ; Author's perspective, Lawrence: The novel is the bright book of life -- Ursula K. Le Guin: the ones who walk away from Omelas ; Author's perspective, Le Guin: On "The ones who walk away from Omelas" -- Doris Lessing: A woman on a roof ; Author's perspective, Lessing: My beginnings as a writer -- Jack London: To build a fire ; Author's perspective, London: Defending the factuality of "To build a fire" -- Katherine Mansfield: Miss Brill ; The garden-party ; Author's perspective, Mansfield: On "The garden-party" -- Bobbie Ann Mason: Shiloh ; Author's perspective, Mason: Minimalist fiction -- Guy de Maupassant: The necklace ; Author's perspective, Maupassant: The realist method -- Herman Melville: Bartleby, the scrivener : a story of Wall-Street ; Author's perspective, Melville: American literature -- Yukio Mishima: Patriotism ; Author's perspective, Mishima: Physical courage and death -- Alice Munro: How I met my husband ; Author's perspective, Munro: How I write short stories -- Joyce Carol Oates: where are you going, where have you been? ; Author's perspective, Oates: Productivity and the critics -- Flannery O'Connor: A good man is hard to find ; Revelation ; Author's perspective, O'Connor: The element of suspense in "A good man is hard to find" -- Edgar Allan Poe: The fall of the House of Usher ; The Tell-tale heart ; Author's perspective, Poe: The tale and its effect -- Katherine Anne Porter: Flowering Judas ; Author's perspective, Porter: Writing "Flowering Judas" -- Leslie Marmon Silko: The man to send rain clouds ; Author's perspective, Silko: the basis of "The man to send rain clouds" -- Isaac Bashevis singer: Gimpel the Fool ; Author's perspective, Singer: The character of Gimpel -- Leo Tolstoy: The death of Ivan Ilych ; Author's perspective, Tolstoy: The moral responsibility of art -- John Updike: Separating ; Author's perspective, Why write? -- Alice Walker: Everyday use ; Author's perspective, Walker: The Black woman writer in America -- Eudora Welty: Why I live at the P.O. ; Author's perspective, Welty: The plot of the short story -- Edith Wharton: Roman fever ; Author's perspective, Wharton: The subject of short stories -- Virginia Woolf: A haunted house ; Author's perspective, Woolf: Women and fiction. Contents: Part III. Writing. The elements of short fiction -- Writing about fiction -- Critical approaches to literature. Formalist criticism: Light and darkness in "Sonny's Blues" / Michael Clark -- Biographical criticism: Chekhov's attitude to romantic love / Virginia Llewellyn Smith -- Historical criticism: The Argentine context of Borges's fantastic fiction / John King -- Psychological criticism: The father-figure in "The tell-tale heart" / Daniel Hoffman -- Mythological criticism: Myth in Faulkner's "Barn Burning" / Edmond Volpe -- "Sociological criticism: Money and labor in "The rocking-horse winner" / Daniel P. Watkins -- Gender criticism: Gender and pathology in "The yellow wallpaper" / Juliann Fleenor -- Reader-response criticism: An Eskimo "A Rose for Emily" / Stanley Fish -- Deconstructionist criticism: The death of the author / Roland Barthes -- Cultural studies: What is cultural studies? / Makr Bauerlein. Part IV. Glossary of literary terms.