A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design


Anna Anthropy - 2013
    We still don't know how to talk about game design. We can't share our visions. We forget what works (and doesn't). We don't learn from history. It's too hard to improve.The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need--whether we create games, study them, review them, or build businesses on them.Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences...complement intuition with design discipline...and craft games that succeed brilliantly on every level.Liberate yourself from stale cliches and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game "verbs" and "objects" Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and "talk back" to you Effectively use resistance and difficulty: the "push and pull" of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand

Marketing For Writers Who Hate Marketing: The No-Stress Way to Sell Books Without Losing Your Mind


James Scott Bell - 2017
    You'll learn what works best, what doesn't, and how a few simple strategies are all you need to get the most out of your marketing efforts. Marketing For Writers Who Hate Marketing will help you prioritize your marketing so you can concentrate on the handful of tools that are most effective, and eliminate the worry that you're never doing enough. It will teach you: • The #1 most effective marketing tool ... one you already love! • How to maximize the all-important first impression your book makes on a browser. • How to turn browsers into readers. • How to turn readers into fans. • Pricing as a strategic marketing tool. • How to grow and nurture an email list. • All the time-sucking practices you can avoid so you're free to write! • And more. Whether your are self-publishing or working with a traditional publisher –– or both –– you need to know how to market smart. This book will show you how.

Write The Fight Right


Alan Baxter - 2011
    Baxter's experience from decades as a career martial artist make this book a valuable resource for writers who want to understand what fighting is all about - what it really feels like and what does and doesn't work - and how to factor those things into their writing to make their fight scenes visceral, realistic page turners. Baxter won't tell you how to write, but he will tell you what makes a great fight scene.

Game Development Essentials: An Introduction


Jeannie Novak - 2004
    This book not only examines content creation and the concepts behind development, but it also give readers a background on the evolution of game development and how it has become what it is today. GAME DEVELOPMENT ESSENTIALS also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development. With the same engaging writing style and examples that made the first two editions so popular, this new edition features all the latest games and game technology. Coverage of new game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.

I Am Error: The Nintendo Family Computer / Entertainment System Platform


Nathan Altice - 2015
    In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

Your Baby’s Bottle-feeding Aversion: Reasons and Solutions


Rowena Bennett - 2017
    Baby becomes distressed at feeding times and refuses to feed or eats very little despite obvious hunger. Why won’t he/she eat? This is a question parents ask numerous health professionals while searching for a solution. Babies are typically diagnosed with one, two or three medical conditions to explain their aversive feeding behavior during brief appointments. Consequently, many parents don’t receive an effective solution from the health professionals they consult. This is why this book is so necessary. Rowena Bennett is an Australian nurse who holds professional qualifications in various nursing fields including pediatrics, midwifery, child health, mental health and lactation consultant. She has over 20 years experience advising parents how to resolve infant feeding and sleeping problems. Rowena has helped over 1000 babies get over their aversion to bottle-feeding and enjoy feeding once again. Parents claim the relief is life changing. In Your Baby’s Bottle-feeding Aversion, Rowena describes the various reasons babies display aversive feeding behavior, explains how the reader can identify the cause, and describes effective solutions. Included are step-by-step instructions on how to resolve a behavioral feeding aversion that occurs as a result of being repeatedly pressured to feed - the most common of all reasons for babies to become averse to feeding. Your Baby’s Bottle-feeding Aversion provides practical professional feeding advice that not only makes good sense, it works!

For Writers Only


Sophy Burnham - 1994
    The truth about the act of writing is much more varied, even violent. In fact, there seem to be as many contradictory admonitions about how to go about doing it as there are writers themselves.With that in mind, writer Sophy Burnham has collected the thoughts of some of the greatest writers and laced them with her own observations and experiences of the writer's life. With an emphasis on the emotions that writing wrings from those who practice it, Burnham writes about beginning a work prematurely, the ecstasy when the writing is really flowing, the crash that can follow the flight and how to pick yourself up and continue.Here you will find the motto Zola kept in his workroom (No day without lines), where Agatha Christie plotted her books (in the bathtub eating apples), and what James Thurber's wife replied when a dinner guest observed a strange expression on her husband's face (Don't be concerned. He's only writing). Most of all, you will be reassured, enlightened, and inspired to learn that, in your own writing struggles, you are not alone.

Itchy, Tasty: An Unofficial History of Resident Evil


Alex Aniel - 2021
    Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.

How to Talk about Videogames


Ian Bogost - 2015
    Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t.Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”

Take Off Your Pants! Outline Your Books for Faster, Better Writing


Libbie Hawker - 2015
    She’ll show you how to develop a foolproof character arc and plot, how to pace any book for a can’t-put-down reading experience, and how to ensure that your stories are complete and satisfying without wasting time or words.Hawker’s outlining technique works no matter what genre you write, and no matter the age of your audience. If you want to improve your writing speed, increase your backlist, and ensure a quality book before you even write the first word, this is the how-to book for you.Take off your pants! It’s time to start outlining.

Slay the Dragon: Writing Great Video Games


Robert Denton Bryant - 2015
    "Slay the Dragon" will help you understand the challenges and offer creative solutions to writing for a medium where the audience not only demands a great story, but to be a driving force within it. Aimed at traditional writers who want to learn interactive narrative as well as game creators who want to tell better, more emotionally involving stories, the book is written by two creative veterans of both Hollywood and "Nerdyhood." Through lively discussions and self-paced-exercises, Bryant and Giglio step you such topics as: the "no-act" structure of video games; writing great game characters; making gameplay emotionally meaningful; and bringing your game world alive.

Fight Write: How to Write Believable Fight Scenes


Carla Hoch - 2019
    But a poorly done or unbelievable fight scene can ruin a great book in an instant.In Fight Write you'll learn practical tips, terminology, and the science behind crafting realistic fight scenes for your fiction. Broken up into "Rounds," trained fighter and writer Carla Hoch guides you through the many factors you'll need to consider when developing battles and brawls.- In Round 1, you will consider how the Who, When, Where, and Why questions affect what type of fight scene you want to craft. - Round 2 delves into the human factors of biology (think fight or flight and adrenaline) and psychology (aggression and response to injuring or killing another person). - Round 3 explores different fighting styles that are appropriate for different situations: What really happens in fights on the street? What is the vocabulary used to describe these styles? - Round 4 considers weaponry and will guide you to select the best weapon for your characters, including nontraditional weapons of opportunity, while also thinking about the nitty-gritty details of using them. - In Round 5, you'll learn how to accurately describe realistic injuries sustained from the fights and certain weapons, and what kind of injuries will kill a character or render them unable to fight further.By taking into account where your character is in the world, when in history the fight is happening, what the character's motivation for fighting is, and much more, you'll be able write fight scenes unique to your plot and characters, all while satisfying your reader's discerning eye.

20 Years of Tomb Raider: Digging Up the Past, Defining the Future


Meagan Marie - 2016
    Rediscover Lara Croft's greatest moments with fascinating coverage of the smash hit Tomb Raider movies, fiction, comics, and collectibles, and be enthralled by the legacy of Tomb Raider across the decades.Packed with exclusive art, photographs, and interviews covering all facets of the Tomb Raider franchise, 20 Years of Tomb Raider is the essential guide to this game's action-packed history and a must-have for every Tomb Raider fan.

English Grammar: 100 Tragically Common Mistakes (and How to Correct Them)


Sean Williams - 2019
    

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