Book picks similar to
The Secret History of Mac Gaming by Richard Moss
technology
non-fiction
gaming
computer-history
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.
A Million Little Bricks: The Unofficial Illustrated History of the LEGO Phenomenon
Sarah Herman - 2012
. . there aren't many titles that haven’t been bestowed on LEGO toys, and it’s not hard to see why. From its inception in the early 1930s right up until today, the LEGO Group’s history is as colorful as the toys it makes. Few other playthings share the LEGO brand’s creative spirit, educative benefits, resilience, quality, and universal appeal. The LEGO name is now synonymous with playtime, but it wasn’t always so. This history charts the birth of the LEGO Group in the workshop of a Danish carpenter and its steady growth as a small, family-run toy manufacturer to its current position as a market-leading, award-winning brand. The company’s ever-increasing catalogof products—including the earliest wooden toys, plastic bricks, play themes, and other building systems such as DUPLO, Technic, and MINDSTORMS—are chronicled in detail, alongside the manufacturing process, LEGOLAND parks, licensed toys, and computer games. Learn all about how LEGO pulled itself out of an economic crisis and embraced technology to make building blocks relevant to twenty-first-century children and discover the vibrant fan community of kids and adults whose conventions, websites, and artwork keep the LEGO spirit alive. As nostalgic as it is contemporary, A Million Little Bricks will have you reminiscing about old Classic Space sets, rummaging through the attic for forgotten Minifigure friends, and playing with whatever LEGO bricks you can get your hands on (even if it means sharing with your kids).
The History of Sonic the Hedgehog
William Audureau - 2012
You'll also find character profiles, promotional artwork, rare concept art, and a detailed look at the origins of the "Blue Blur".
Broad Band: The Untold Story of the Women Who Made the Internet
Claire L. Evans - 2018
But they've often been hidden in plain sight, their inventions and contributions touching our lives in ways we don't even realize.Author Claire L. Evans finally gives these unsung female heroes their due with her social history of the Broad Band, the women who made the internet what it is today. Learn from Ada Lovelace, the daughter of Lord Byron, who wove numbers into the first program for a mechanical computer in 1842. Seek inspiration from Grace Hopper, the tenacious mathematician who democratized computing by leading the charge for machine-independent programming languages after World War II. Meet Elizabeth "Jake" Feinler, the one-woman Google who kept the earliest version of the Internet online, and Stacy Horn, who ran one of the first-ever social networks on a shoestring out of her New York City apartment in the 1980s. Evans shows us how these women built and colored the technologies we can't imagine life without.Join the ranks of the pioneers who defied social convention and the longest odds to become database poets, information-wranglers, hypertext dreamers, and glass ceiling-shattering dot com-era entrepreneurs.
The Dream Machine: J.C.R. Licklider and the Revolution That Made Computing Personal
M. Mitchell Waldrop - 2001
C. R. Licklider, whose visionary dream of a human-computer symbiosis transformed the course of modern science and led to the development of the personal computer. Reprint.
Fire in the Valley: The Making of the Personal Computer
Paul Freiberger - 1984
It reveals the visions they shared, the sacrifices they made, and the rewards they reaped.
We Are The Nerds: The Birth and Tumultuous Life of Reddit, the Internet's Culture Laboratory
Christine Lagorio-Chafkin - 2018
We Are the Nerds is a riveting look deep inside this captivating, maddening enterprise–whose army of highly engaged (obsessed?) users have been credited with everything from solving cold case crimes to seeding alt-right fury and helping to land Donald Trump in the White House. We Are the Nerds is a gripping start-up business narrative: the story of how Reddit’s founders, Steve Huffman and Alexis Ohanian, rose up from their suburban childhoods to become millionaires and create an icon of the digital age–before seeing the site engulfed in controversies and nearly losing control of it for good. Based on Christine Lagorio’s exclusive access to founders Alexis Ohanian and Steve Huffman, We Are the Nerds is also a compelling exploration of the way we all communicate today–and how we got here. Reddit and its users have become a mirror of the Internet: it has dingy corners, shiny memes, malicious trolls, and a sometimes heart-melting ability to connect people across cultures, oceans, and ideological divides.
Steve Jobs & the NeXT Big Thing
Randall E. Stross - 1993
This period was the nadir of Jobs’s professional life, as NeXT’s products failed to find a welcome in the marketplace. The company burned through more than $250 million without managing to eke out a profit. It would eventually be rescued by Apple and Jobs would return there after the close of the book’s narrative. When he did, he took with him lessons learned during his NeXT years in how not to manage a company.
Just for Fun: The Story of an Accidental Revolutionary
Linus Torvalds - 2001
Then he wrote a groundbreaking operating system and distributed it via the Internet -- for free. Today Torvalds is an international folk hero. And his creation LINUX is used by over 12 million people as well as by companies such as IBM.Now, in a narrative that zips along with the speed of e-mail, Torvalds gives a history of his renegade software while candidly revealing the quirky mind of a genius. The result is an engrossing portrayal of a man with a revolutionary vision, who challenges our values and may change our world.
India an Introduction
Khushwant Singh - 1990
Khushwant Singh tells the story of the land and its people from the earliest time to the present day. In broad, vivid sweeps he encapsulates the saga of the upheavals of a sub-continent over five millennia, and how their interplay over the centuries has molded the India of today. More, Khushwant Singh offers perceptive insights into everything Indian that may catch one's eye or arouse curiosity: its ethnic diversity, religions, customs, philosophy, art and culture, political currents, and the galaxy of men and women who have helped shape its intricately inlaid mosaic. He is also an enlightening guide to much else: India's extensive and varied architectural splendors, its art and classical literature. Khushwant Singh's own fascination with the subject is contagious, showing through on every page, and in every sidelight that he recounts. India: An Introduction holds strong appeal for just about anyone who has more than a passing interest in the country, Indians as well as those who are drawn to it from farther afield. And for a traveller, it is that rare companion: erudite, intelligent, lively
Explore/Create: My Life in Pursuit of New Frontiers, Hidden Worlds, and the Creative Spark
Richard Garriott - 2017
A legendary pioneer of the online gaming industry—and a member of every gaming Hall of Fame—Garriott invented the multi-player online game, and coined the term “Avatar” to describe an individual’s online character.A lifelong adventurer and member of the Explorers Club, Garriott has used the fortune he amassed from the gaming business to embark on a number of thrilling expeditions. He has plumbed the depths of the Atlantic ocean to see the remains of the Titanic, hunted for meteorites in Antarctica, and in 2008 became one of the first private citizens to be launched into space. Richard has been one of the foremost pioneers of the private space industry, investing his time and energy into making space travel more accessible.In this fascinating memoir, Garriott invites readers on the great adventure that is his life. Yet his is no ordinary autobiography; throughout, Garriott engages readers with interactive activities and challenges them with “secret codes” for his games. An audacious genius with an insatiable curiosity and an irrepressible playfulness, Garriott takes readers on an unforgettable intellectual experience that is enlightening, adventurous, and fun.
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Janet H. Murray - 1997
In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.
Playing With Power: Nintendo NES Classics
Garitt Rocha - 2016
3, Donkey Kong, and The Legend of Zelda!Interviews and commentary from Nintendo visionaries who pioneered this era of gaming.A showcase of vintage advertising and priceless excerpts from Nintendo Power magazine back issues!Plus hand-drawn maps, character and game environment art, and much more!
A Brief History of Video Games
Richard Stanton - 2015
Focusing on creative and scientific advances between 1962 and today, A Brief History of Video Games offers a global perspective on gaming’s past and its cutting-edge future with the evolution of virtual reality, 3D graphics, and thought-interface technology. It also addresses the design process from concept to packaging, considers the influence of manga and anime, and explores the relationship between video games and movies.
Game Coding Complete
Mike McShaffry - 2003
The best description of the first edition comes from two Amazon reviewers; the first proclaiming, "I got the same feeling of enlightenment when reading this one as I did all those years ago when I read the classic book "Code Complete" and the second stating "This is the first game book I have read that I was sorry when I got to the end because there wasn't any more."For Game Coding Complete, Second Edition, McShaffry returns with many more of his highly popular, shoot-from the hips war stories and expert game programming insight that only a real insider could provide. McShaffry uses his experience as a leading programmer for Origin Systems, Microsoft, and Ion Storm a division of Eidos, to illustrate real-world techniques and solutions, including examples from his recent work on the major game, Thief Deadly Shadows. Game Coding Complete, Second Edition takes programmers through the complete process of developing a professional quality game using hundreds of insider tricks and techniques developed and perfect by the author from over a decade of game development experience. It covers a range of topics that will appeal to the most discriminating programmers such as key "gotcha" issues that could trip up even veteran programmers. The new edition features expanded coverage of 3D programming, several new chapters on game interface design, game audio, game scripting, game engine technology, code optimization, production and scheduling, plus it now includes a CD-ROM packed with valuable source code and game development tools. The appendix offers solid advice on starting your own game company. The C++ language is used to explain specific programming concepts with added discussion of development with C# and Managed DirectX programming.