Book picks similar to
Mass Effect 3: Prima Official Game Guide by Fernando Bueno
strategy-guides
game-guides
video-games
age-refrence
The Legend of Zelda: Legendary Edition, Vol. 1: Ocarina of Time Parts 1 & 2
Akira Himekawa - 2016
The battle for Hyrule and the Sacred Realm has begun! A young boy named Link must defeat evil on his long, perilous quest to find the spiritual stones that hold the key to the Triforce, and deliver them to Zelda, princess of the land of Hyrule. Young Link embarks on a perilous quest to find three spiritual stones that hold the key to the Triforce, the wielder of which will rule the world! Link's plan is to deliver the stones to the Princess of the mystical land of Hyrule, Zelda. But obstacles abound and his long journey has only just begun!
The Great Book of Ireland: Interesting Stories, Irish History & Random Facts About Ireland (History & Fun Facts 1)
Bill O'Neill - 2019
In this trivia book, you’ll learn more about Ireland’s history, pop culture, folklore, and so much more! In The Great Book of Ireland, you’ll learn:
How did Ireland get its name?
Why is it known as the Emerald Isle?
Who was St. Patrick really?
What do leprechauns and shamrocks have to do with St. Patrick’s Day?
Which Irish company had a 9,000-year lease?
What is Ireland’s top attraction?
Which movies have been filmed in Ireland?
Which famous novel may have been based on an Irish myth?
Which legends did the Irish believe in?
And so much more! This book is packed with trivia facts about Ireland. Some of the facts you’ll learn in this book are shocking, some are tragic, and others will leave you with goosebumps. But they’re all interesting! Whether you’re just learning about Ireland or you already think you’re an expert on the state, you’ll learn something you didn’t know in every chapter. Your history teacher will be interesting at all of your newfound knowledge. So what are you waiting for? Get started to learn more about Ireland!
Joey Drew Studios Employee Handbook (Bendy and the Ink Machine)
Cala Spinner - 2019
Drew's legacy of iconic characters like Bendy, Boris the Wolf, and Alice Angel! In this handy guidebook, you'll learn how to get around the studio, operate our state-of-the-art Ink Machine, and work well with our dedicated staff of creatives and crew members. Mr. Drew himself has even included a walk-through of all the tasks you'll need to complete to make it out of your first week alive, as well as an excerpt from his memoir The Illusion of Living, to inspire you to carry our company mission forward.In time, we hope you'll find a home here at our studios. Who knows? After a while, you may never want to leave!Don't miss this terrifying in-world guidebook, your key to unlocking the mysteries of Bendy and the Ink Machine!
The Cokeville Miracle: When Angels Intervene
Hartt Wixom - 1994
. . Don’t push any alarms, answer any phones, or call for help. I have guns and this is a bomb. . . . You and I are only one-half inch from death.” This is the true story of a traumatic hostage takeover that threatened the lives of over 150 students and teachers from Cokeville, Wyoming. As parents of one of the student hostages, Hartt and Judene Wixom recapture the terror and confusion that struck this small, tight-knit community on May 16, 1986. The Wixoms describe in detail the chain of events that led up to David Young’s invasion, balancing the horrific scenes of terror with stories of courage and faith. If you loved the movie in theaters, you won't want to miss this incredible true account of the miracles in Cokeville. Inspiring and informative, this book will bring you hope of help from above.
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
Homefront: The Voice of Freedom
John Milius - 2011
The enemy’s massive cyberattack is followed by the detonation of an electromagnetic pulse that destroys technology across the United States. Communications, weapons, and defense systems are rendered useless; thousands perish as vehicles suddenly lose power and passenger jets plummet to the ground. Fleeing the chaos of Los Angeles, Walker discovers that although America’s military has been scattered, its fighting spirit remains. Walker joins the soldiers as they head east across the desert, battling Korean patrols—and soon finds his own mission. Walker reinvents himself as the Voice of Freedom, broadcasting information and enemy positions to civilian Resistance cells via guerrilla radio. But Walker’s broadcasts have also reached the ears of the enemy. Korea dispatches its deadliest warrior to hunt the Voice of Freedom and crush the ever-growing Resistance before it can mount a new war for American liberty.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made
Jason Schreier - 2017
In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
First Survivor
Mark Unger - 2018
With the world’s best doctors and the advocacy of his parents, Louis Unger would fight the battle for his young life. At age 3, Louis was diagnosed with stage 4 neuroblastoma. He battled this treacherous cancer for 5 years with the leadership of the neuroblastoma team at Memorial Sloan Kettering. After relapsing with the cancer in his brain, his incredible team of doctors developed a new treatment protocol that cured him. His grit and incredible attitude led to a breakthrough that would change how cancer is treated today. This protocol is now helping to save many other children who are diagnosed with a brain relapse.
Halo: The Art of Building Worlds
Martin Robinson - 2011
Charting the glorious decade that spans Halo: Combat Evolved to Halo: Reach, Halo: The Great Journey is a lavish and spectacular review of ten years of groundbreaking game art brought together in one place as never before. Halo: The Great Journey is the ultimate gallery of the Halo universe - from characters to weapons and much more; with sketches and concept art by acclaimed artists such as Ashley Wood, the detailed interiors and sweeping landscapes of Alex Chu, and Frank Capezzuto's breathtaking spacescapes. In addition there is art from Halo: Legends - the anime DVD - book covers, comic pages, marketing images and more; plus an introduction from "the face of Halo," Frank O'Connor. A celebration of visual splendor - from the Spartans themselves to the breathtaking vistas of dawn breaking on an alien world - Halo: The Great Journey is dramatic, grandiose and utterly awesome.
Minecraft: Construction Handbook
Matthew Needler - 2014
You'll learn how to construct houses, bridges, ships, floating islands and rollercoasters of the highest quality.
Reality is Broken: Why Games Make Us Better and How They Can Change the World
Jane McGonigal - 2010
The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.
Mr. Sunday's Soups
Lorraine Wallace - 2010
After a long day on air, Chris would often arrive home hungry and delight at the sight of a big pot of his wife Lorraine's soup on the burner. Lorraine may not be a professional cook, but you wouldn't know it from her soups!In fact, her soups were so good that Chris couldn't help but rave about them on-air. Before long, the show's fans were begging him to share his wife's wonderful recipes. Now, in Mr. Sunday's Soups, Lorraine Wallace shares a wide variety of soups that are sure to please the whole family.Includes 78 recipes and 40 beautiful full-color photosWith recipes such as Tortellini Meatball, Cuban Black Bean, Chicken Garlic Straciatella, and many moreThe perfect cookbook for fans of Fox News Sunday and great soups in generalFeatures a Foreword by Chris WallacePerfect as comfort food at the end of a long day at the office or the studio, these satisfying soups offer simple, wholesome solutions to the dinner doldrums.
Extra Lives: Why Video Games Matter
Tom Bissell - 2010
He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.
Charlie Rangers
Don Ericson - 1988
For eighteen months, John L. Rotundo and Don Ericson braved the test of war at its most bloody and most raw, specializing in ambushing the enemy and fighting jungle guerillas using their own tactics. From the undiluted high of a "contact" with the enemy to the anguished mourning of a fallen comrade, they experienced nearly every emotion known to man--most of all, the power and the pride of being the finest on America's front lines.From the Paperback edition.