Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made


Jason Schreier - 2017
    In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

Console Wars: Sega, Nintendo, and the Battle that Defined a Generation


Blake J. Harris - 2014
    Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan.Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture


David Kushner - 2003
    Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.

Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games


David L. Craddock - 2015
    Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys.Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics.Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks introduces you to the visionaries behind some of the most popular roguelikes of all time, and shows how their creations paved the way for the blockbuster video games of today—and beyond.

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World


Steven L. Kent - 2001
    The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

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.

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.

Game Over, Press Start to Continue: How Nintendo Conquered the World


David Sheff - 1993
    Whether it is recounting the struggles over the game"Tetris," offering blow-by-blow narrative of Nintendo's bitter legal warfare or its see-saw competition with other companies for market leadership, Game Over is a masterful piece of business journalism and technical reportage-a book both cautionary and hugely entertaining.

The Annotated Turing: A Guided Tour Through Alan Turing's Historic Paper on Computability and the Turing Machine


Charles Petzold - 2008
    Turing Mathematician Alan Turing invented an imaginary computer known as the Turing Machine; in an age before computers, he explored the concept of what it meant to be "computable," creating the field of computability theory in the process, a foundation of present-day computer programming.The book expands Turing's original 36-page paper with additional background chapters and extensive annotations; the author elaborates on and clarifies many of Turing's statements, making the original difficult-to-read document accessible to present day programmers, computer science majors, math geeks, and others.Interwoven into the narrative are the highlights of Turing's own life: his years at Cambridge and Princeton, his secret work in cryptanalysis during World War II, his involvement in seminal computer projects, his speculations about artificial intelligence, his arrest and prosecution for the crime of "gross indecency," and his early death by apparent suicide at the age of 41.

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.

World of Warcraft Dungeon Companion


Brady Games - 2006
    Every Dungeon: Low-level instances and the toughest raid dungeons are all covered in this monstrous compendium. Light is shed on everything from Ragefire Chasm to Ahn' Qiraj.Outdoor World Boss Encounters: Learn exactly what you need to take down Azuregos, Lord Kazzak, and the Dragons of Nightmare.Much more: Monster Information, Quest Guidance, Rewards, and Secret Rooms.Platform: PC CD-ROM Genre: MMORPG   This product is available for sale worldwide.

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

The Untold History of Japanese Game Developers: Gold Edition


John Szczepaniak - 2014
    Konami's secret games console, the origin of Game Arts and Quintet, unusual events at Telenet, stories on Falcom, politics behind Enix's game programming contests, a tour of the Love-de-Lic and WARP offices (with layout sketches). Every interviewee is asked about unreleased titles. Foreword by GAMESIDE magazine's editor-in-chief, Yusaku Yamamoto. INTERVIEWEES INCLUDE: Hitoshi YONEDA / Tatsuo NOMURA / Katsutoshi EGUCHI / Toru HIDAKA / Roy OZAKI / Kouichi YOTSUI / Masaaki KUKINO / Yoshitaka Murayama / Harry Inaba / Ryukushi07 / Kotaro UCHIKOSHI / ZUN / Yoshiro KIMURA / Kouji YOKOTA / Jun Nagashima / Yuzo KOSHIRO / Masamoto MORITA / Akira TAKIGUCHI / Masakuni MITSUHASHI / Kohei IKEDA / Hiroshi SUZUKI / Tomonori SUGIYAMA / Yutaka ISOKAWA / Yasuhito SAITO / Takaki KOBAYASHI / Keite ABE / Keiji INAFUNE / Makoto GOTO