Deco Devolution: The Art of BioShock 2


Jordan Thomas - 2010
    Contains concept art and models of the game's characters, locations, and weapons, as well as artists' comments on the work and the game.Note:The Rapture Edition Art book is a reduced version of the Special Edition Art book made to be a value against the Special Edition. It is reduced to 96 pages, and scaled down to the dimensions of the game case itself.The Special Edition Art book is the main version of BioShock 2's art book. It is 168 pages and is composed of 10 chapters.♢Chapter 1 - Citizens of Rapture♢Chapter 2 - Big Daddies♢Chapter 3 - Big Sisters♢Chapter 4 - Little Sisters♢Chapter 5 - Environments♢Chapter 6 - Weapons♢Chapter 7 - User Interface♢Chapter 8 - Advertisements♢Chapter 9 - Storyboards♢Chapter 10 - Credits

Starcraft


Simon Furman - 2010
    An explosive, sci-fi action epic based on the hit video game from the creators of World of Warcraft!Join the WarPigs, a disbanded team of outlaws reunited by their former captain for one last job: the assassination of Jim Raynor! But before they can get anywhere fast, they first have to wrest their ship, the General Lee, from the hands of cutthroat pirates! Plus, who is Cole Hickson? And what dark secrets from his past and present does he harbor? One way or another, the War Pigs are in for a rough ride.

Characteristics of Games


George Skaff Elias - 2012
    These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.

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).

National Geographic Angry Birds: 50 True Stories of the Fed Up, Feathered, and Furious


Mel White - 2012
    In addition to the funny and light-hearted real-life angry bird stories, National Geographic Angry Birds: Fed up, Feathered, and Furious will tell, for the first time ever, the story of the Angry Birds we all know and love from the hit game. Angry Bird fans will finally get to learn the personality, name, and all the details of each of the iconic Angry Birds. The Angry Birds' stories have been TOP SECRET until now, and will only be revealed in this book!Rovio graphics and National Geographic photography are featured throughout. Structured like the game which progresses in degree of difficulty, the book progresses in degree of anger and devotes a chapter to each level of anger intensity; Annoyed, Testy, Outraged, and Furious. Readers will discover the world's angriest real bird at the end.As one of the most trusted authorities on animal behavior, National Geographic is the perfect source for the real truth behind real-life angry birds.

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.

Speed Reading: How To Read 3-5 Times Faster And Become an Effective Learner (Positive Psychology Series Book 6)


Ian Tuhovsky - 2014
     No matter if your objective is to do great during your University exams, become a bestselling writer, or start your own business, you will have to read A LOT, and I mean it. Reading takes time. Time is our most valuable asset - nothing new here. You can always make money or meet new friends, but you will never be able to “make time”. The only way to succeed and have a happy life without regrets is to use it wisely and learn how to manage and save it. In this book, I will take you through the dynamics of speed reading in a way you may have never imagined before. I’m here to preach the need for speed reading and make use of some of the principles that can steer your knowledge and productivity in the right direction. Learn How To Read 5 Times Faster, Remember Much More and Save Massive Time! I’m going to share with you the methods that I used. There are many, so everyone will find their way. This book has been designed to offer you the best points of a tried and tested formula – straight to the point, with no fluff and fillers. Regardless of the speed at which you read the text, this book is going to bring in transformation and change which will make your life easier. In This Book You Will Read About: -The History Of Speed Reading -Popular Speed Reading Myths -Environment and Preparation -How To Measure Your Reading Speed -Key Speed Reading Techniques -Reading Tips for Computer and Tablet -Common Reading Mistakes to Avoid -Easy and Effective Memory/Learning Techniques -Dealing with Tests and Diagrams -Practical Exercises and Eye Adjustments -Useful Links and Ideas -Diet -How to Track Your Progress -Proper Motivation and Mindset Table Of Contents: Introduction Chapter 1: An Insight Into Speed Reading Chapter 2: Environment and Preparation Chapter 3: Key Speed Reading Techniques Chapter 4: The Habits That Will Help You Become A Speed Reader (+More Practical Exercises) Chapter 5: Do Not Give Up Conclusion Recommended Reading for You About The Author Scroll to the top of the page and click the buy button to instantly download this book to your PC, Kindle, Mac or smart phone! ----- Tags: speed reading, rapid reading, read faster, read more rapidly, how to read faster, speed reading techniques, speed reading tips, speed reading book, speed reading training, increase reading speed, learn to speed read, be more productive, improve reading speed, study skills

Assassin's Creed: Uprising, Volume 1: Common Ground


Alex Paknadel - 2017
    A new world order is on the horizon and only Charlotte and her new allies have the knowledge and skill to save humanity from subjugation!

Coming of Age in Second Life: An Anthropologist Explores the Virtually Human


Tom Boellstorff - 2008
    Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. Coming of Age in Second Life is the first book of anthropology to examine this thriving alternate universe.Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group.Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself.

The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design


Celia Hodent - 2017
    Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition.The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent.At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience."The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design"Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

i am 8-bit: Art Inspired by Classic Videogames of the '80s


Jon M. Gibson - 2006
    Frogger. Super Mario Bros. These classic videogames are burned into the collective consciousness of an entire generation, thanks to countless hours spent at pizza parlors and bowling alleys across the country. Now artists such as Gary Baseman, Tim Biskup, and Ashley Wood put their memories to paper, canvas, and wood to create original works of art inspired by the art of the videogame. Chuck Klosterman shares his thoughts in his distinctively insightful and entertaining style in a foreword on how videogames created a new playground for artistic expression. With more than 100 thought-provoking, amusing, and simply fun pieces of original art, i am 8-bit is a pixilated stroll down memory lane.

Chris Crawford on Game Design


Chris Crawford - 2003
    This book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, and more.

Halo Mythos: A Guide to the Story of Halo


343 Industries - 2016
    The amazing illustrations come from a variety of renowned illustrators, including Jean-Sébastien Rossbach, Leonid Kozienko, Benjamin Carré, Isaac Hannaford, and 343's internal art team, too.For the first time ever, the timeline of the Halo universe is available in one place, charting humanity's battles against alien forces of the Covenant, Forerunners, and the Flood--making this book an absolute must-have for Halo fans.

Clipping Through: One Mad Week In Video Games


Leigh Alexander - 2014
    The veteran game journalist takes you inside the curious experience of life and work in video games -- through the lens of one week spent at the incredible Game Developers Conference.Available in epub, mobi (kindle compatible), microsoft word, and pdf formats.

Assassin's Creed: Origins


Anthony Del Col - 2018
    Unveil dark secrets and forgotten myths as we journey to the very beginnings of the Assassin Brotherhood and beyond!