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Who Are You: The Life of Pete Townshend
Mark Wilkerson - 2006
Author Mark Wilkerson interviewed Townshend himself and several of Townshend's friends and associates for this biography.
Life is Strange: Welcome to Arcadia Bay/Welcome to Blackwell Academy
Matt Forbeck - 2018
This detailed book is a student guide to Blackwell Academy and Arcadia Bay. Overlaid onto the pages is graffiti: notes, doodles, sketches and photographs from the Blackwell students themselves, including contributions from the beloved protagonists Max and Chloe. Life Is Strange 2 is an upcoming episodic graphic adventure video game developed by Dontnod Entertainment and published by Square Enix. It will be the third entry of the Life Is Strange series and the second developed by Dontnod since the original. The five-episode series will begin in September 2018. Author BiographyMatt Forbeck has been a full-time creator of award-winning games and fiction since 1989. He has sixteen novels published to date, including the award-nominated Guild Wars: Ghosts of Ascalon and the critically acclaimed Amortals and Vegas Knights. His latest work includes the Magic: The Gathering comic book and the historical horror novel Carpathia. - Life Is Strange By Matt Forbeck (Hardback)
If These Walls Could Talk: Chicago Blackhawks: Stories from the Chicago Blackhawks' Ice, Locker Room, and Press Box
Mark Lazerus - 2017
In If These Walls Could Talk: Chicago Blackhawks, Mark Lazerus chronicles the team's rise from the dark ages of the 2000s to the golden age of the 2010s through never-before-told stories from inside the dressing room, aboard the team plane, at the players' homes, and — especially in the case of the rowdy 2009-2010 team that started it all — in countless Chicago bars. If These Walls Could Talk: Chicago Blackhawks will bring readers closer to their favorite players than ever before. It's a book Hawks fans won't want to be without.
Fighter Pilot
Mac 'Serge' Tucker - 2012
Now, for the first time, Serge takes you behind the scenes of the fighter pilot world to reveal what it's really like. Find out how it feels to be shot at by SAS snipers, to be lost in a $50 million jet over Northern Australia with nothing but car lights to guide you home, to rupture your sinuses while flying, to inadvertently bomb a yacht and to face death on an almost daily basis. Relive the adventures of a real-life Top Gun and find out what it takes to become part of this elite force. From the Pentagon to the South China Sea, the deserts of Australia to the wars of the Middle East, this book is as action-packed as it is entertaining. Sit back and strap yourself in for an exhilarating ride to the sound barrier and beyond with Mac Tucker, an Australian fighter pilot and real life Top Gun.
Man, Play and Games
Roger Caillois - 1958
In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules. Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions. Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.
Game Engine Architecture
Jason Gregory - 2009
The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
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.
The Decline and Fall of IBM: End of an American Icon?
Robert Cringely - 2014
Big Blue, as the company is known, tends to rely for its success on magical thinking but that magic ran out a long time ago. The company got in trouble back in the 1990s and had to hire for the first time an outside CEO, Lou Gerstner, to save the day. Gerstner pushed IBM into services with spectacular results but this hurt the company, too. As services have became commoditized IBM could only compete by offshoring the work and quality suffered. The other negative impact of Gerstner was his compensation which was for the first time in IBM history very high. Only the Watson family had become rich running IBM with later CEOs like John Opel and John Akers living comfortable lives with lots of perks, but they never got BIG RICH. That changed with Gerstner. Sam Palmisano an IBM lifer followed Gerstner as CEO and followed, too, the Gerstner playbook. Palmisano retired three years ago with a retirement package worth $241 million, replaced by IBM's first woman CEO, Ginni Rometty, who certainly expects a comparable golden parachute. In order to achieve these numbers, though, IBM has essentially sacrificed both its customers and employees. In order to have ever growing earnings per share the company has cut labor to the bone, off-shored everything it can, dropped quality, deliberately underbid contracts to win them then not performed. IBM's acquisition policy is one of buying companies to get their sales then cutting costs to the bone and under-delivering. This and share buybacks have kept earnings growing until this house of cards recently began to fall. Ginni Rometty, who will end up taking the fall for Palmisano's flawed strategy, has stated a very specific earnings goal for 2015 that she will destroy the company to achieve if she must. This book how IBM fell from grace, where it is headed, and what specifically can be done to save the company before it is too late.
The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit
Philip E. Orbanes - 2003
Parker started with only fifty dollars and a dream. In The Game Makers, Philip E. Orbanes, a game historian and former Parker Brothers executive, explores the often whimsical origins of popular games and toys - from the Monopoly Game to the Nerf ball to Ping-Pong to Sorry! - and reveals how generations of determined entrepreneurs built a family business empire." Through an engaging narrative based on extensive research - including the never-before-published personal archives of George S. Parker and interviews with his successors - Orbanes takes us on a journey through the birth and maturation of the toy industry as seen through the eyes of one of its greatest legends. Sprung from Parker's fervent belief that games were meant to last and be fun, this tiny family firm would grow into a brand powerhouse that reflected - and ultimately helped shape - the culture of a nation. Through world wars and the Great Depression, through natural disasters and family tragedies, Parker Brothers succeeded in bringing smiles to the faces of millions by connecting them to - or helping them forget - the events taking place around them.
Self Discipline: The Spartan and Special Operations Way To Mastering Yourself
Ryan Hunt - 2018
When they arrive for basic training they are soft, unfit and mentally weak. The recruit will have no idea what real discipline means. Up to that point, he has lived a life of weakness. He has given into all his natural impulses and has feasted on junk food, surfed the internet and generally lived far under his potential.Very soon he will be thrown into a cauldron of discipline. He will experience for the very first time a life of control and power. When he comes out on the other side he will be a new man. People who know these men will see a transformed person. This is the power of self -discipline.In this book, you will learn lessons in self-discipline from the masters of self-discipline.The Spartans and the Special Operations community is the heart and soul of discipline. The Spartans dont exist anymore but they left a legacy that still lives on today. The warrior tradition of the Spartans is built on a foundation of immense self-discipline.The Modern Special Operations Units carry on similar traditions of extreme self-discipline. Today you can use these lessons in your life to carve out any future you want. This book will guide you through the most important principles of self-discipline.It will show you how to take your life and transform yourself into a powerful individual if you choose to do so and take action.Let's take a look at what you will learn inside this book: The Science and Psychology of Self-DisciplineHow To Develop Self DisciplineSelf-Discipline and FreedomImproving Focus and ConcentrationForming Good Habits and Breaking Bad HabitsHow To Build Mental ToughnessDaily Self-DisciplineAnd Much much more...
The Fourteen Infallibles
Sayed Ammar Nakshawani - 2012
Sayed Ammar Nashawani's lectures on the biographies of the fourteen infallible figures in Shi'a Islam.An invaluable resource that represents a Shi'a view of the history of Islam, the Prophet and Imams for the present day audience. This excellent book will be of benefit to many in understanding the true nature of Islam and also illustrate how the illustrious figures as representing and manifesting universal human values that can serve humanity at large
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.
Letter to Father
Bhagat Singh - 2019
His father had requested the courts to look into evidences that would prove his son’s innocence, but the letter only goes on to show why Bhagat Singh is a true revolutionary who paved a new path for Indian Independence.
Cold Case Confession: Unravelling the Betty Ketani Murder
Alex Eliseev - 2016
The chilling words are followed by a confession to a murder committed nearly 13 years earlier. The chance discovery of the letter on 31 March 2012 reawakens a case long considered to have run cold, and a hunt begins for the men who kidnapped and killed Betty Ketani – and were convinced they had gotten away with it. The investigation spans five countries, with a world-renowned DNA laboratory called in to help solve the forensic puzzle. The author of the confession letter might have feared death, but he is very much alive, as are others implicated in the crime.Betty Ketani, a mother of three, came to Johannesburg in search of better prospects for her family. She found work cooking at one of the city’s most popular restaurants, and then one day she mysteriously disappeared. Those out to avenge her death want to bring closure to Betty’s family, still agonising over her fate all these years later.The storyline would not be out of place as a Hollywood movie – and it’s all completely true. Written by the reporter who broke the story, Cold Case Confession goes behind the headlines to share exclusive material gathered in four years of investigations, including the most elusive piece of the puzzle: who would want Betty Ketani dead, and why?‘Wonderful, evocative and vivid writing. Eliseev is a very exciting new talent.’ – Peter James‘This case is like an Agatha Christie whodunnit: abduction, murder and a confession.’ – Carte Blanche‘A relentless search for truth and justice. Cold Case Confession is a story that inspires confidence in the system and affirms that, indeed, we are all equal before the law.’ – Thuli Madonsela