Book picks similar to
Indie Games: From Dream to Delivery by Don L. Daglow
game-design
gamedev
non-fiction
game-dev
The Handmade Entrepreneur-How to Sell on Etsy, or Anywhere Else: Easy Steps for Building a Real Business Around Your Crafts
Dani Marie - 2015
What if you could start your day out with an excited shout instead of a frustrated sigh? Unfortunately, selling handmade goods online is no longer as simple as throwing together a product listing and waiting for sales to roll in. There are now millions of people with handmade products and they are all eager to build a sustainable income. The Handmade Entrepreneur uses precise methods based on proven marketing techniques to set you above the competition. It teaches you how to create a genuine business you can count on rather than a bundle of shop pages and social media accounts built on a foundation of guesswork. What You Can Expect to Learn from This Book: • How to take DIY pictures that get clicks and sales • How to set up a shop that turns visitors into buyers in under two seconds • How to price your items • How to write titles and descriptions • How to brand your business with DIY techniques • How to rank your pages • How to find targeted audiences • How to build up your list of followers • Where to promote your listings • How to sell without selling • How to form relationships with people who can send you extra sales • How to start a "buzz" about your products • Which tools to incorporate into your business The goal of this book is to free you from having to rely on any third-party website for your sales. Yes, you can take advantage of platforms like Etsy, and you should, but websites come and go, and if all your sales come only from that website, you run into trouble every time there are algorithm changes, a saturation of sellers, or cheaper products to compete with. You are trying to generate sales, which means that you are trying to run a business, which in-turn means that you need a real business plan. Brick and motor stores don't just buy a bunch of goods, throw them in a building, and hope people will come. They plan, study their target market, pick a perfect store location, and prepare to market themselves. Just because you sell online does not mean that you can skip all of these steps. You have billions of products to compete with online and a crowd of shoppers who have an overwhelming number of options before them. You must prepare your storefront, get your products ready, know your audience, and then know how to market to them. Optimizing Your Shop for Sales Dani starts out showing you how to prepare your products with photos that attract clicks and sales. It doesn't just tell you how to do it, though. It SHOWS you. Thanks to the help of many carefully selected Etsy sellers, there are many example photos for each point. In addition to this, the author only shows you DIY photos to prove that you can do it all on your own. Next, Dani discusses how to optimize your shop. She goes through every aspect such as banners, profiles, descriptions, tags, and titles. You will learn how to optimize your pages so that people stay there instead of leaving instantly. This can be done by creating an inviting environment with images and content that buyers can skim through in under two seconds. If buyers can determine that your page is worth staying on in less than two seconds, you have won the battle. Finding Targeted Audiences and Marketing The issue with selling online is finding people who would be interested in your products.
Game Engine Black Book, Wolfenstein 3D
Fabien Sanglard - 2017
How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you.
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.
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.
AWS Security Best Practices (AWS Whitepaper)
Amazon Web Services - 2016
It also provides an overview of different security topics such as identifying, categorizing and protecting your assets on AWS, managing access to AWS resources using accounts, users and groups and suggesting ways you can secure your data, your operating systems and applications and overall infrastructure in the cloud.
Mother, Stranger
Cris Beam - 2012
Her mother, a distant relative of William Faulkner, told neighbors and family that her daughter had died. The two never saw each other again. Nearly twenty-five years later, after building her own family and happy home life, a lawyer called to say her mother was dead. In this story about the fragility of memory and the complexity of family, Beam decides to look back at her own dark history, and for the secret to her mother’s madness.
The Art Of Computer Game Design
Chris Crawford
The classic book on computer game design first published in 1984, this Kindle version presents the original text along with chapter notes by Chris Crawford reflecting on how game design has changed in the last 30 years.
Here Be Monsters... 50 Days Adrift At Sea (Kindle Single)
Michael Finkel - 2011
Three young friends, on a drunken dare, set out on a dinghy for a nearby island. But when the gas ran out and they drifted into barren waters, their biggest threat wasn't the ocean -- it was each other.
Racing the Beam: The Atari Video Computer System
Nick Montfort - 2009
The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.
Pinball Wizards: Jackpots, Drains, and the Cult of the Silver Ball
Adam Ruben - 2017
The strangest thing about pinball is that it persists, and not just as nostalgia. Pinball didn’t just stick around—it grew and continues to evolve with the times. Somehow, in today’s iPhone world, a three-hundred-pound monstrosity of wood and cables has survived to enjoy yet another renaissance. Pinball is more to humor writer Adam Ruben than a fascinating book topic—it’s a lifelong obsession. Ruben played competitive pinball for years, rising as high as the 80th-ranked player in the world. Then he had children. Now, mired in 9,938th place—darn kids—Ruben tries to stage a comeback, visiting pinball museums, gaming conventions, pinball machine designers, and even pinball factories in his attempt to discover what makes the world’s best players, the real wizards, so good. Along the way, Ruben examines the bigger story of pinball's invention, ascent, near defeat, resurgence, near defeat again, and struggle to find its niche in modern society.
The Past Present and Future of JavaScript
Axel Rauschmayer - 2012
Now, hopes and expectations for JavaScript’s future are considerable.In this insightful report, Dr. Axel Rauschmayer explains how the combination of several technologies and opportunities in the past 15 years turned JavaScript’s fortunes. With that as a backdrop, he provides a detailed look at proposed new features and fixes in the next version, ECMAScript.next, and then presents his own JavaScript wish list—such as an integrated IDE.
Flying With Confidence: Fix Your Fear and Enjoy Your Flight
Patricia Furness-Smith - 2013
Does the thought of flying fill you with dread? Do panic attacks leave you feeling scared and vulnerable? If so, this book could change your life. Written by top flying experts from British Airways' 'Flying with Confidence' course, this reassuring guide explains everything you need to know about air travel alongside techniques for feeling confident and in control from take off to landing. In easy-to-follow sections, you'll learn how to recognise cabin noises, manage turbulence and fly in bad weather conditions. As your knowledge grows, so will your confidence, with the fear of the unknown removed.
Super Mario: How Nintendo Conquered America
Jeff Ryan - 2011
Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: * Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. * Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. * The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii. Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.
How To Destroy A Tech Startup In Three Easy Steps
Lawrence Krubner - 2017
When inexperienced entrepreneurs ask my advice about their idea for a tech startup, they often worry "What if Google decides to compete with us? They will crush us!" I respond that far more startups die of suicide than homicide. If you can avoid hurting yourself, then you are already better off than most of your competitors. Startups are a chance to build something entirely original with brilliant and ambitious people. But startups are also dangerous. Limited money means there is little room for mistakes. One bad decision can mean bankruptcy. The potential payoff attracts capital, which in turn attracts scam artists. The unscrupulous often lack the skills needed to succeed, but sometimes they are smart enough to trick investors. Even entrepreneurs who start with a strong moral compass can find that the threat of failure unmoors their ethics from their ambition. Emotions matter. We might hope that those in leadership positions possess strength and resilience, but vanity and fragile egos have sabotaged many of the businesses that I’ve worked with. Defeat is always a possibility, and not everyone finds healthy ways to deal with the stress. In this book I offer both advice and also warnings. I've seen certain self-destructive patterns play out again and again, so I wanted to document one of the most extreme cases that I've witnessed. In 2015 I worked for a startup that began with an ingenious idea: to use the software techniques known as Natural Language Processing to allow people to interact with databases by writing ordinary English sentences. This was a multi-billion dollar idea that could have transformed the way people gathered and used information. However, the venture had inexperienced leadership. They burned through their $1.3 million seed money. As their resources dwindled, their confidence transformed into doubt, which was aggravated by edicts from the Board Of Directors ordering sudden changes that effectively threw away weeks' worth of work. Every startup forces its participants into extreme positions, often regarding budget and deadlines. Often these situations are absurd to the point of parody. Therefore, there is considerable humor in this story. The collision of inexperience and desperation gives rise to moments that are simply silly. I tell this story in a day-to-day format, both to capture the early optimism, and then the later sense of panic. Here then, is a cautionary tale, a warning about tendencies that everyone joining a startup should be on guard against."
German Revolution: A History from Beginning to End
Hourly History
It was the government, led by the Social Democratic Party, which took power, albeit with some trepidation, after Kaiser Wilhelm II abdicated the German throne. Socialists saw this as the opportunity they had been waiting for, the day when workers would be the ones in power. For the conservatives who could not accept the German defeat in World War I, however, the Weimar Republic was a feeble entity which had capitulated to Germany’s enemies.The German Revolution of 1918-1919 told the story of a bruised nation attempting to overcome its military defeat at the hands of enemies who wanted to punish Germany for starting the war. Because Germany was caught in the vise of such irreconcilable political philosophies between the left and the right, the Weimar Republic, although it was the ruling power following the German Revolution, was destined to have a doomed, short life in Germany’s tragic twentieth-century history.