Book picks similar to
Japanmanship by James Kay


algorithms-and-computer-science
game-design
game-development
japan

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

The Plenitude: Creativity, Innovation, and Making Stuff


Rich Gold - 2007
    The average kitchen, for example, is home to stuff galore, and every appliance, every utensil, every thing, is compound--composed of tens, hundreds, even thousands of other things. Although each piece of stuff satisfies some desire, it also creates the need for even more stuff: cereal demands a spoon; a television demands a remote. Rich Gold calls this dense, knotted ecology of human-made stuff the Plenitude. And in this book--at once cartoon treatise, autobiographical reflection, and practical essay in moral philosophy--he tells us how to understand and live with it.Gold writes about the Plenitude from the seemingly contradictory (but in his view, complementary) perspectives of artist, scientist, designer, and engineer--all professions pursued by him, sometimes simultaneously, in the course of his career. I have spent my life making more stuff for the Plenitude, he writes, acknowledging that the Plenitude grows not only because it creates a desire for more of itself but also because it is extraordinary and pleasurable to create.Gold illustrates these creative expressions with witty cartoons. He describes seven patterns of innovation--including The Big Kahuna, Colonization (which is illustrated by a drawing of The real history of baseball, beginning with Play for free in the backyard and ending with Pay to play interactive baseball at home), and Stuff Desires to Be Better Stuff (and its corollary, Technology Desires to Be Product). Finally, he meditates on the Plenitude itself and its moral contradictions. How can we in good conscience accept the pleasures of creating stuff that only creates the need for more stuff? He quotes a friend: We should be careful to make the world we actually want to live in.

On Valor's Side: A Marine's Own Story of Parris Island and Guadalcanal


T. Grady Gallant - 2014
     The invasion of Guadalcanal was a long, cruel holding operation fought with too little equipment and support, not enough food and ammunition, and too few men. The marines on the island were subjected to bombing raids and strafing by Japanese aircraft, bombardment by battleships, cruisers, destroyers, submarines, and land artillery, as well as being continually attacked by Japanese tanks and infantry. For five long months they were attacked day and night before being eventually relieved by Army units. Who were these men who faced overwhelming odds? And how did they survive? T. Grady Gallant, who fought at Guadalcanal himself, answers these questions in his brilliant book On Valor’s Side Gallant’s account begins with an account of the grueling training that he and his fellow marines received in places such as Parris Island, before they undertook last minute preparations in New Zealand and made the journey towards Guadalcanal. It is a fascinating work that gives an eyewitness view of one of the most ferocious encounters that the United States Marines had to face through the course of the Second World War. “recreates the real-life training, fighting and comradeship of men at arms, from North Carolina to Guadalcanal.” — Kirkus Review “A great book” — Leon Uris T. Grady Gallant was a journalist, editor, columnist, author and editor. He served as a Sergeant of Special Weapons in the U.S. 1st marine Division, Fleet Marine Force 1941-1945, in the assault at Guadalcanal, and served a second tour with the 4th marine Division, Fleet Marine Force and was in the assault and Battle of Iwo Jima during World War II. His book On Valor’s Side was first published in 1963 and he passed away in 2009.

Lost in Tokyo: A Year of Sex, Sushi, and Suicide in the Real Japan


Garett Wilson - 2018
    until he started a new job and a new life at a high school in downtown Tokyo. Here he discovered the real Japan, not the version sold to tourists, and realized that it was far more thrilling, heartbreaking, and beautiful than anything he had ever experienced. Over the course of one year in Tokyo, Garett navigates the perilous waters of 21st-century Japan, where love and laughter are as common as violence and tragedy. From love hotels to sumo, yakuza gangs to hostess bars, and a Shinto wedding to a KFC Christmas, discover what Tokyo is really like for its 38 million inhabitants. A travel book, a tale of sex and romance, and a love letter to a maddening, wonderful place, Lost in Tokyo provides a new perspective on living, working and playing in the world's most vibrant city.

Game Feel: A Game Designer's Guide to Virtual Sensation


Steve Swink - 2008
    The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

Game Over, Press Start to Continue: How Nintendo Conquered the World


David Sheff - 1993
    Whether it is recounting the struggles over the game"Tetris," offering blow-by-blow narrative of Nintendo's bitter legal warfare or its see-saw competition with other companies for market leadership, Game Over is a masterful piece of business journalism and technical reportage-a book both cautionary and hugely entertaining.

The State of Play: Creators and Critics on Video Game Culture


Daniel GoldbergOla Wikander - 2015
    Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics.The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything.The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time.

Characteristics of Games


George Skaff Elias - 2012
    These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.

Hachiko: The True Story of The Royal Dogs of Japan and One Faithful Akita


Julie Chrystyn - 2009
    During his owner's life Hachiko saw him off from the front door and greeted him at the end of the day at the nearby Shibuya Station. The pair continued their daily routine until May 1925 when Professor Ueno didn't return on the usual train one evening. The professor had suffered a stroke at the university that day. He died and never returned to the station where his friend was waiting.Hachiko was given away after his master's death but he routinely escaped, showing up again and again at his old home. After some time, Hachiko realized that Professor Ueno no longer lived at the house. So he went to look for his master at the train station where he had accompanied him so many times before. Each day, Hachiko waited for Professor Ueno to return. And each day he didn't see his friend among the commuters at the station.Hachiko became a permanent fixture at the train station, which eventually attracted the attention of commuters. Many of the people who frequented the Shibuya train station had seen Hachiko and Professor Ueno together each day. Realizing that Hachiko waited in vigil for his dead master, their hearts were touched. They brought Hachiko treats and food to nourish him during his wait. This continued for 10 years, with Hachiko appearing only in the evening, precisely when the train was due at the station.Hachiko: The True Story of the Royal Dogs of Japan and One Faithful Akita is Hachiko's story, as well as an informative look at dog culture in Japan and the history and tradition of the Akita-ken, one of the most ancient, beloved, and faithful dog breeds ever.

How Games Move Us: Emotion by Design


Katherine Isbister - 2016
    But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

CRASH DIVE: The Complete Series (Books 1-6)


Craig DiLouie - 2018
    Gripping, action-packed, authentic, and filled with larger-than-life men and women of the Greatest Generation, CRASH DIVE puts you aboard a submarine during the war. You'll stand alongside Charlie as he proves himself time and again by keeping his wits and being decisive in crisis, though each encounter leaves him more heavily scarred for it. You'll attack a convoy in a daring night surface attack, emerge in a sea fog to ambush a battle group, and charge the battleship Yamato during the decisive Battle of Leyte Gulf. All the while, you'll live with the crew in the cramped, noisy, and challenging machine that was a diesel-electric submarine. CRASH DIVE: The Complete Series puts together for the first time all six episodes in Craig DiLouie's highly acclaimed historical military fiction series: CRASH DIVE, SILENT RUNNING, BATTLE STATIONS, CONTACT!, HARA-KIRI, and OVER THE HILL.

The Well-Played Game: A Player's Philosophy


Bernie DeKoven - 1978
    De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.

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.

Ninjutsu: The Art of Invisibility--Japan's Feudal-Age Espionage Methods (Tuttle Library of Martial Arts)


Donn F. Draeger - 1992
    Practitioners of the art, known as ninja, were masters of exotic weapons, martial skills, and techniques of stealth and concealment. Their ability to move swiftly and silently, and to strike at will with deadly force, made them seemingly invincible opponents, giving rise to stories of amazing exploits and supernatural powers.

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.