Book picks similar to
Far Cry 3: Prima Official Game Guide by Prima Publishing
guides
informational
strategy-guides
video-games
Must Have AR-15 Upgrades
Vitaly Pedchenko - 2013
Ebook about the best and the most popular AR-15 upgrades.
The Well-Played Game: A Player's Philosophy
Bernie DeKoven - 1978
De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.
Assassin's Creed: Reflections
Ian Edginton - 2017
To mark 10 glorious year of Assassin's Creed, Titan Comics are bringing together the franchise's best-loved characters for a celebratory series like no other! Get ready for four brand new adventures starring fan favorite Assassins like Edward Kenway and Altair, along with the series' celebrated Renaissance roof-crawler, Ezio Auditore de Firenze!
Gears of War: Volume One
Joshua Ortega - 2009
The best-selling video game franchise arrives in comic books stores with a blast - one month before the debut of the new Xbox 360 game! This story bridges the end of the first Gears of War game and the start of the second one, following the brutal adventures of Marcus Fenix and Delta Squad in the battle against the Locust! What happened after the Lightmass Bombing and how did the Locust react to this devastating weapon? Find out in this new series by Gears of War 2 game-writer Joshua Ortega (Death Dealer) and artist Liam Sharp (LORD HAVOK AND THE EXTREMISTS).
The Art of Plants vs. Zombies
Philip R. Simon - 2014
Zombies from the zombies' point of view! The Art of Plants vs. Zombies is part zombie memoir, part celebration of zombie triumphs, and part anti-plant screed, as well as a treasure trove of rare concept art, sketches, and more covering Plants vs. Zombies, Plants vs. Zombies 2, Plants vs. Zombies Adventures, and Plants vs. Zombies Garden Warfare. It's a must-have for any fan and an insider's view of zombies with some Wall-nutty surprises and never-before-seen awesome art. Even Crazy Dave wants a copy - if only to learn more about his fun-dead foes!
Green Ink: Memoirs of a Fighter Pilot
H. Denny Wisely - 2018
He found himself in the navy while growing up during Vietnam. He was the first to shoot down two enemy airplanes and flew 350 combat missions during three deployments aboard USS Kitty Hawk. The ledger he kept will bring you right there with him as he recounts many of those more than exciting missions including being shot down near Hanoi. He flew F4 Phantom to 85,000 feet during operational test flights at the McDonnell-Douglas factor in St Louis. Later at VX-4 in Pt Mugu, California he tested the F 14 Tomcat and flew the MiG 21 from Area 51. He went on to command a Fighter Squadron from USS Midway home-ported in Japan and then went on to be Flight Leader and Commanding Officer of the Blue Angels. He went on to Command the aircraft carrier John F Kennedy.
Air Crashes and Miracle Landings: 85 CASES - How and Why
Christopher Bartlett - 2018
Air Crashes and Miracle landings is a great resource for every pilot who wants a clear summary of the Whats, Hows and Whys behind the key aviation accidents. This book should be part of Human Factors and Crew Resource Management training." Richard de Crespigny--captain of Qantas QF32 Now has eighty-five accounts, some short, some long, with hard-hitting analyses, ranging from the disappearance of Amelia Earhart to that of Malaysian Airlines MH370, not forgetting AF447 where many human factors in addition to technical ones were responsible. Each chapter covers a specific type of incident in chronological order showing the evolution of accidents over time, and how many should never happen again because of advances in technology. Covering so many incidents, it provides background facts and insights for professionals and aficionados of the Air Accident Investigations/MAYDAY TV series, amongst others Lessons from these incidents made flying so safe today.
The Art of BioShock Infinite
Ken Levine - 2013
See the evolution of Sky-Hooks, Heavy Hitters, the populace of Columbia, Vigors, airships, and much more! * BioShock Infinite won over 75 video game awards, including Best Original Game and Best of Show! * Introduction by creative director Ken Levine.
Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them
Jamie Madigan - 2015
They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.
Game Feel: A Game Designer's Guide to Virtual Sensation
Steve Swink - 2008
The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
Dead Space: Salvage
Antony Johnston - 2010
It is lost somewhere in deep space, and both the Government and a powerful religious sect called "Unitology" believe it may still hold the Red Marker, an alien artifact that promises great power for either side, and both will stop at nothing to reach it first
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
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.
Blaster Master
F.X. Nine - 1990
Soon he's locked in battle with a gang of radioactive mutants as he struggles to save the earth from destruction! Now you can enjoy the complete story of the Nintendo action-adventure game--and learn lots of game-solving hints.
The Art of Point-and-Click Adventure Games
Steve Jarrett - 2018
It will also contain extensive and exclusive interviews with the key developers, designers and artists behind some of the most beloved games and characters in the history of the medium. The book starts with a foreword by Gary Whitta (PC Gamer magazine/Rogue One: A Star Wars Story).Interviewees for the book include (in no particular order) Tim Schafer, Robyn Miller, Ron Gilbert, David Fox, Aric Wilmunder, Richard Hare, Hal Barwood, Gary Winnick, Noah Falstein, Mark Ferrari, Dave Gibbons, Jane Jensen, Simon Woodroffe, Steve Stamatiadis, Louis Castle, Gregg Barnett, Al Lowe, Brian Moriarty, Charles Cecil and Paul Cuisset - plus plenty more…As you can see from the list, the book covers titles such as King’s Quest, Myst, Toonstruck, Discworld, Blade Runner, Gabriel Knight, The Flight of the Amazon Queen, Simon the Sorcerer and of course other classics, such as The Secret of Monkey Island, The Dig, Maniac Mansion and Full Throttle. All of the most famous and iconic point-and-click adventures are going to be covered, as well as some lesser-known games and home-brew efforts.