Book picks similar to
The Gameful World: Approaches, Issues, Applications by Steffen P Walz
non-fiction
games
play
game-design-analysis
Finite and Infinite Games: A Vision of Life as Play and Possibility
James P. Carse - 1986
Infinite games are more mysterious -- and ultimately more rewarding. They are unscripted and unpredictable; they are the source of true freedom.In this elegant and compelling work, James Carse explores what these games mean, and what they can mean to you. He offers stunning new insights into the nature of property and power, of culture and community, of sexuality and self-discovery, opening the door to a world of infinite delight and possibility."An extraordinary little book . . . a wise and intimate companion, an elegant reminder of the real."-- Brain/Mind Bulletin
Stop Staring: Facial Modeling and Animation Done Right
Jason Osipa - 2003
You'll learn the basics of design, modeling, rigging, and animation-while mastering exciting new techniques for stretch-and-squash deformation, advanced blend extraction, and the latest software tools. Walk through the author's detailed analysis of sample animations and discover how to add nuance and sophistication to your designs.Full of insights drawn from years of professional experience, this book provides the focused and practical information you need to create believable facial animations.
Learn visimes and lip sync techniques
Construct a mouth and mouth keys
Explore the process of facial landmarking
Master the cartoon techniques of squash and stretch
Harness the latest advanced blend extraction tools
Create interfaces for your faces
Understand skeletal setup, weighting, and rigging
Control faces with the book's powerful rig and learn how skin moves to make various shapes and expressionsMaster powerful stretch-and-squash (and squoosh!) techniquesFeatured on the CDFine-tune your facial animations with the techniques demonstrated on the companion CD. Content includes tutorial files, lip sync samples, models, textures, and more.Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Over The Top: How The Internet Is (Slowly But Surely) Changing The Television Industry
Alan Wolk - 2015
Given the intricacies of the industry, it's also going to be the most resistant to change. Alan Wolk, an industry veteran and longtime analyst and observer, lays out how the television industry is adapting to the digital era, explaining what's really happening in a tone that will appeal to laypeople and insiders alike. In the first section, Wolk takes us through how the industry works today, focusing on how the various players actually make money and who pays who for what. The next section deals with the changes that are taking place in the industry today–everything from time shifting to binge viewing to cord cutting–and how those changes are starting to create some seismic shifts. In the final section, Wolk reveals his predictions for the future and what the industry will look like in ten years time. Andrew Wallenstein, co-editor-in-chief of Variety says "Alan Wolk is one of the most insightful observers writing about the media business today. There's no better expert to help you navigate the confusing, complicated nexus of TV and the Internet." David Zaslav, President and CEO of Discovery Communications says "Alan Wolk has a deep understanding of the complex nature of television today… this is a fantastic primer of the business and one of the most educated perspectives on the future of our rapidly evolving industry."
Re:cyclists: 200 Years on Two Wheels
Michael Hutchinson - 2017
The calls to ban it were more or less instant.Re:cyclists is the tale of what happened next, of how we have spent two centuries wheeling our way about town and country on bikes--or on two-wheeled things that vaguely resembled what we now call bikes. Michael Hutchinson picks his way through those 200 years, discovering how cycling became a kinky vaudeville act for Parisians, how it became an American business empire, and how it went on to find a unique home in the British Isles. He considers the penny-farthing riders exploring the abandoned and lonely coaching roads during the railway era, and the Victorian high-society cyclists of the 1890s bicycle craze--a time when no aristocratic house party was without bicycles and when the Prince of Wales used to give himself an illicit thrill on a weekday afternoon by watching the women's riding-school in the Royal Albert Hall.Re:cyclists looks at how cycling became the sport, the pastime and the social life of millions of ordinary people, how it grew and how it suffered through the 1960s and '70s, and how at the dawn of the twenty-first century it rose again, much changed but still ultimately just someone careering along on two wheels.
Mutiny at Salerno, 1943: An Injustice Exposed
Saul David - 1995
Within six weeks, all but one had been found guilty of mutiny, their sentences ranging from five years’ penal servitude to death. Fifty years on, Saul David became the first military historian to gain access to the court martial papers – normally restricted for 75 years. In addition to crucial defence documents and the testimony of eye-witnesses, these papers have enabled Saul David to expose: •How poorly-equipped Eighth Army veterans, some still recovering from wounds and illness, were needlessly sent as reinforcements to Salerno when Fifth Army men were available.•How transit camp authorities deliberately deceived the reinforcements as to their destination.•How the defence team at the trial was forced, by lack of time, lack of witnesses and the hostility of the court, to offer a case based on no evidence and doomed to fail.•How, after the humane intervention of the adjutant-general and the suspension of the sentences, insensitive staff officers and victimization in their new units caused many mutineers to desert.•How, as a result of their convictions, the former war heroes were stripped of their campaign and gallantry medals and branded as cowards. Concluding that the men were victims of a terrible injustice, Mutiny at Salerno provides a compelling case for a free pardon. It is a book that no one interested in World War Two will want to miss. 'Mutiny' has been critically acclaimed: 'An important book' (Military Illustrated) 'Mr David has added considerably to the knowledge of the Salerno mutiny. This book should be read by anyone with an interest in the episode.' (Prof. Peter Rowe,RUSI Journal)'A thoroughly enjoyable and interesting book and the author makes his case well' (Journal of the Royal Military Academy Sandhurst) 'A detailed account... David is right to stress that the mutiny stemmed from the men's reluctance to fight amongst strangers rather than their reluctance to fight at all, and that many of the mutineers preserved a dignified and soldierly attitude throughout the proceedings.' (Richard Holmes, TLS)Saul David is Professor of War Studies at the University of Buckingham and the author of several critically acclaimed history books, including The Indian Mutiny: 1857 (short-listed for the Westminster Medal for Military Literature), Prince of Pleasure: The Prince of Wales and the Making of the Regency, Zulu: The Heroism and Tragedy of the Zulu War of 1879 (a Waterstones Military History Book of the Year) and, most recently, Victoria's Wars: The Rise of Empire.He has also written two best-selling historical novels set in the wars of the late 19th Century, Zulu Hart and Hart of Empire. An experienced broadcaster, he has presented and appeared in history programmes for all the major TV channels and is a regular contributor to Radio 4.Endeavour Press is the UK's leading independent digital publisher.
Stay Awhile and Listen : How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire
David L. Craddock - 2013
Two opposing cultures. One multi-billion-dollar video-game empire. Stay Awhile and Listen: How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire - Book 1 invites readers to discover the origin of Blizzard North, a studio built by gamers, for gamers, and Blizzard Entertainment, a convergence of designers driven to rule their industry. Composed from exhaustive research and hundreds of personal interviews, the Stay Awhile and Listen series divulges the fated meeting that brought the two Blizzards together, the clashes that tore them apart, and their transformation from grassroots democracy to corporate empire. At the center of it all—Diablo, a hack-and-slash adventure through the darkest recesses of Hell that changed online gaming forever.
Collecting Rocks, Gems and Minerals: Identification, Values, Lapidary Uses
Patti Polk - 2010
Three Guides in One! Identification, Values, Lapidary UsesDesigned with beginners in mind, yet filled with valuable technical information for advanced collectors, "Collecting Rocks, Gems and Minerals" takes you from being just someone who appreciates rocks to a true "collector."Easy-to-use, quick reference format arranged by category and color of stoneCovers both lapidary and mineral display materialsProvides values and tips for locating, buying and collectingIncludes organics such as amber, bone, coral, pearl and shellLists chemical group, system, hardness, opacity, fracture, specific gravity and moreContains more than 650 full-color photosForeword by Johann Zenz, world renowned agate expert, author and lecturer
Adobe Photoshop Cs2 Classroom in a Book
Adobe Creative Team - 2005
There's a solution: With this book, you learn by doing, getting your feet wet immediately as you progress through a series of hands-on projects that build on your growing Photoshop knowledge. Simple step-by-step instructions, review questions at the end of each chapter, and a companion CD with all of the book's project files make learning a breeze as the Adobe Creative Team takes you on a self-paced tour of the image-editing powerhouse. This bestselling guide has been completely revised to cover all of Photoshop CS2's new features, which include advanced tools for digital photographers, such as a new Spot Healing Brush for correcting scratches or blemishes, and Smart Sharpen for fixing photo blurring. Photoshop CS2 also includes loads of new creative tools, such as Vanishing Point and Image Warp. This comprehensive guide starts with an introductory tour of the software and then progresses on through lessons on everything from Photoshop's interface to more complex topics like color management, Web graphics, and photo retouching."
Communication Skills Training: How to Talk to Anyone, Connect Effortlessly, Develop Charisma, and Become a People Person
James W. Williams - 2020
Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques
Evan Skolnick - 2014
With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.
Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games
Walt Williams - 2017
Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.
Social Constructionism
Vivien Burr - 2003
Using a variety of examples from everyday experience and from existing research in areas such as personality, sexuality and health, the basic theoretical assumptions of social constructionism are clearly explained. Key debates, such as the nature and status of knowledge, truth, reality and the self are given in-depth analysis in an accessible style. The theoretical and practical issues relevant to social constructionist research are illustrated with examples from real empirical studies, and the different approaches to social constructionist research are clearly defined. While the text is broadly sympathetic to social constructionism, the weaknesses of the approach are also addressed through a critical approach to the material, and in the final chapter the theory is subjected to a more extensive critique. Social Constructionism, Second Edition, extends and updates the material covered in the first edition and will be a useful and informative resource for undergraduate and postgraduate students of psychology, as well as students from related areas such as health, social work and education.
The Mayflower and Her Log; July 15, 1620-May 6, 1621 - Complete
Azel Ames - 2004
You may find it for free on the web. Purchase of the Kindle edition includes wireless delivery.
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.
The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!
Brian Tinsman - 2003
Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.