Call of Duty: Modern Warfare 3 Signature Series Guide


Michael Owen - 2011
    -Complete Walkthrough Leads Gamers through Entire Game! -Comprehensive Coverage: Expert Tactics, All Weapons, Killstreaks, and More! -Detailed Maps for all Single and Multiplayer Levels. -Analysis of All Gameplay Features: Survival Mode, Killstreak Rewards and More! -Achievements and Trophies, Unlockable Weapons and Attachments, novel play modes!

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

A Song of Ice and Fire Roleplaying


Robert J. Schwalb - 2008
    In spite of the promises of justice and prosperity for all, this perilous time is marked by the political maneuvering of ambitious nobles and foul plots hatched in secret councils.

Adventurer's Vault


Logan Bonner - 2008
    Whether you're a player looking for a new piece of equipment or a Dungeon Master stocking a dragon's hoard, this book has exactly what you need.The book features a mix of classic items updated to the 4th Edition rules and brand-new items never before seen in D&D.

Diary Of A Minecraft Creeper: An Unofficial Minecraft Creeper Diary (Diary Of A Minecraft Creeper Book 1)


Alex Brian - 2015
    Your favorite unofficial Minecraft series is now available as “Hugs of a Creeper”. Ever wondered how the life of a Minecraft Creeper would be? In this book, you will meet a Minecraft Creeper and get to know if creepers are any different than us. Do they have a heart? Do they have feelings? Well, only a creeper could answer this question! If you are a Minecraft fanatic, you would definitely want to know more about what it takes to be a Minecraft creeper. This diary written by a Minecraft Creeper will help you uncover the many secrets and mysteries related to the Creeper's life. *** Download Your Copy Or Read It FREE With Membership *** Disclaimer: This is an unofficial Minecraft book. Minecraft is a registered trademark of, and owned by, Mojang AB, and its respective owners, which do not approve, endorse, sponsor, or authorize this book. Minecraft®/TM & © 2009-2015 Mojang AB/Notch

Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It


David M. Ewalt - 2013
    Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.

Day-by-day Pregnancy Book


Maggie Blott - 2014
    No other pregnancy book provides this level of detail, allied with such extraordinary photographs, 3D scans and illustrations which reveal in unprecedented clarity exactly what is happening to you and your baby every single day.From early foetal development to how your hormones prepare you for birth, learn from world-class experts. Plus, obstetricians, midwives and parents advise on your baby's development, medical matters, your changing body, diet, fitness and much more.The Day-by-day Pregnancy Book (previous ISBN 9781405332101) includes a special hour-by-hour rundown of what to expect during and immediately after birth, plus further reassurance for the first two weeks of your baby's life, will give a helping hand through the culmination of your pregnancy, from pain relief to those first intimate and unique moments between you and your child.

Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)


Margaret WeisRobert J. Schwalb - 2016
     Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.

Dice Games Properly Explained


Reiner Knizia - 2000
    The collection ranges from early games right up to newly invented games. The rules of all games are explained lucidly, and the tactical advice given is explicit.

Pathfinder Roleplaying Game: NPC Codex


Jason BulmahnJason Nelson - 2012
    You spend hours setting up the perfect encounter, your players are out for blood, the swords are drawn—and then you realize that you've forgotten to build statistics for the enemy characters. Or perhaps your players go left when you expect them to go right, leaving you without any encounters prepared.Such problems are a thing of the past with the NPC Codex. Inside this tome, you'll find hundreds of ready-made stat blocks for nonplayer characters of every level, from a lowly forest poacher to the most majestic knight or ancient spellcaster. Whether you're planning out future adventures or throwing together encounters right at the table, this book does the work so you can focus on playing the game.Pathfinder RPG NPC Codex is a must-have companion volume to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The 320-page Pathfinder RPG NPC Codex includes:- Statistics for more than 300 characters, including at least one for every level of every class in the Pathfinder RPG Core Rulebook.- Tactical suggestions for every character, ensuring that you get the most out of each individual's gear and abilities in a fight.- Tons of flavorful names and backgrounds to give characters personality, plus ideas for using them in both combat and roleplaying situations.- Statistics for characters with lower-powered NPC classes to help populate your world with ordinary people, as well as characters with specialized prestige classes.- Animal companion statistics for druids and rangers, from level 1 through level 20.- Multiple versions of each Pathfinder iconic character, perfect for pregenerated player characters.- Encounter groups for conveniently crafting battles on the fly.... and much, much more!Cover art by Wayne Reynolds

Assassin's Creed Encyclopedia


Ubisoft Entertainment - 2011
    A must-have for fans new to the game world as well as those who have been fascinated with the series since day one.This encyclopedia features new information and amazing artwork, updated content from the upcoming monster Assassin’s Creed III game and upcoming graphic novel Assassin’s Creed: The Chain.Initially intended as an art book, the project gathered so much material that Ubiworkshop decided to expand it into an encyclopedia.Artists like Craig Mullins, Tavis Coburn, 123Klan, Gabz, James NG, David Alvarez and many others were given free reign to draw an Assassin from the period and style of their choice, of which the artworks were included in the Encyclopedia. There was also a "cartes blanches" section that featured artwork by other professional artists and fans of the series.A Black Edition was released with the Animus Edition of Assassin's Creed: Revelations.A White Edition was released through UbiWorkshop and with the Ultimate Edition of Assassin's Creed: Revelations.A Second Edition was released in October 2012 to coincide with the release of Assassin's Creed III. The Second Edition features 120 new pages of content that include information on Assassin's Creed III, Assassin's Creed III: Liberation and Assassin's Creed: The Chain along with new cartes blanches.A Third Edition was released in October 2013 to coincide with the release of Assassin's Creed IV: Black Flag. The Third Edition contains over 390 pages of content revised and updated with information from Assassin's Creed IV: Black Flag and Assassin's Creed: Brahman.The Assassin's Creed Encyclopedia is divided into four sections:1) Factions2) Story3) Characters4) Places

Understanding Video Games: The Essential Introduction


Simon Egenfeldt-Nielsen - 2007
    This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.Throughout the book, the authors ask readers to consider larger questions about the medium:what defines a video game? who plays games? why do we play games? how do games affect the player?Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/978041597...) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.

My Daughters' Mum Part 1


Natasha Badhwar - 2017
    The candidness of the author’s voice, the gentle humour of fleeting narrative and the fragility of diary entries, photographs, collages and sketches will make My Daughters’ Mum resonate with every reader.

Game Programming Patterns


Robert Nystrom - 2011
    Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.

Mexico CIty: An Opinionated Guide for the Curious Traveler


Jim Johnston - 2006
    Thankfully, Mexico City: An Opinionated Guide for the Curious Traveler lends a thorough, guiding hand to help make the visitor's stay outstanding. Written by a longtime resident who knows the city inside and out, this travel guide delivers detailed walking tours of the city that include the most popular tourist sights as well as lesser-known spots. Johnston knows where to stay, what to do, and where to eat: everything from authentic market food to sophisticated Mexican cuisine.What began as a collection of notes to share with good friends is now available to every newcomer looking for a joyful, memorable stay in Mexico City."This is the guidebook that I want. Wonderfully written, airtight information, organized in the smartest possibly way. I can't imagine a better Mexico City guide for these times."-Tony Cohan, author of Mexican Days and On Mexican Time"Johnston is the friend you wish you had in every great city, toting you from palace to museum to park but never missing the exquisite pastelería, the grand hotel lobby or the clean public bathroom."-San Francisco Chronicle