Book picks similar to
Japanmanship by James Kay


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

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.

The Game Design Reader: A Rules of Play Anthology


Katie SalenJussi Holopainen - 2005
    A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Trigger Happy: Videogames and the Entertainment Revolution


Steven Poole - 2000
    Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

Sid Meier's Memoir!: A Life in Computer Games


Sid Meier - 2020
    Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibilliondollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond.Articulating his philosophy that a videogame should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his ten rules of good game design.

Beginning C++ Through Game Programming


Michael Dawson - 2004
    If you aspire to move from game player to game creator, it all starts with learning the fundamentals of C++ and game-programming basics. With BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION, you will find an up-to-date and thorough introduction to everything you need to get started—with no previous programming experience required. In the new fourth edition of this popular guide to learning C++, you will work with a complete program while learning each new concept and a game program at the end of each chapter. A final game project at the end of the book draws together everything you’ve learned. Written with the beginning programmer in mind, BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION is a great way to get started in game programming

How to Do Things with Videogames


Ian Bogost - 2011
    Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities.Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience.Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

Tokyo: The Monocle Travel Guide


Monocle - 2015
    In this 148-page hardback they reveal the places that they have got to know and love and show you why Tokyo is the friendliest big city in the world. It’s a guide book that will lead you to the best in culture and new architecture – and a few fun nights out too.The Monocle Travel Guide series reveals our favourite places in each city we cover, from the ideal route for an early-morning run to the best spots for independent retail. Full of surprises and quirks, they also feature detailed design and architecture pages, neighbourhood walks to get you away from the crowds and our favourite places to eat everything be it tasty fast food or something truly celebratory.

James Clavell His Three Epic Novels: Shogun, Tai Pan, And King Rat


James Clavell - 1975
    

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.

Walking in Circles: Finding Happiness in Lost Japan (Round Earth Book 1)


Todd Wassel - 2020
    A 750-mile walk through Japan. A life that will never be the same.Todd Wassel fled a normal life just after graduation. Over half a decade later he’s lost in Japan, unable go home but unwilling to give up. Convinced there was more to life, he risks everything to return to the one place he found answers years before: the ancient Shikoku Henro pilgrimage. Walking the 750-mile henro path, sleeping outside each night, Todd is armed with only a Japanese map. Between the 88 Buddhist temples he finds help from a wandering ascetic hiding from the Freemasons; naked Yakuza trying to shake him down; a scam artist pilgrim; and a vengeful monk. Can he find what he’s looking for before the path, or his new friends, break him? Walking in Circles is an addictive, fun, inspirational travel memoir set in a Japan few outsiders ever get to see. Award-winning writer Todd Wassel draws on over twenty years in Japan to retell his epic journey through the contradictions of contemporary Japan while overcoming the forces that keep us from living a truly happy life. Buy the book today to join Todd Wassel on his unforgettable Japanese adventure!

Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design


Chris Solarski - 2012
    It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different.  Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook

Hamlet's Hit Points


Robin D. Laws - 2010
    You'll read about the relationships between those beats. You'll also find complete analyses of three stories you know already--Hamlet, Casablanca, and Dr. No--to show you how the system works.Written with roleplayers in mind, Hamlet's Hit Points is an indispensable tool for understanding stories, in games and everywhere else.

The Karate Way: Discovering the Spirit of Practice


Dave Lowry - 2009
    Here, Dave Lowry, one of the best-known writers on the Japanese martial arts, illuminates the complete path of karate including practice, philosophy, and culture. He covers myriad subjects of interest to karate practitioners of all ages and levels, including:    • The relationship between students and teachers    • Cultivating the correct attitude during practice    • The differences between karate in the East and West    • Whether a karate student really needs to study in Japan to perfect the art    • The meaning of rank and the black belt    • Detailed descriptions of kicks, punches, evasions, and techniques and the philosophical concepts that they manifest    • What practice means and looks like as one ages    • How the practice of karate aims toward cultivating character and spiritual development After forty years studying karate and the budo arts, Lowry is an informative and reliable guide, highlighting aspects of the karate path that will surprise, entertain, and enlighten.

The Meaning of Ichiro: The New Wave from Japan and the Transformation of Our National Pastime


Robert Whiting - 2004
    Nomo... Sasaki... Ichiro... the so-called American "National Pastime" has developed a decidedly Japanese flair. Indeed, in this year's All-Star game, two of the starting American League outfielders were from Japan. And for the third straight year, Ichiro - the fleet-footed Seattle Mariner - received more votes for the All-Star game than any other player in the game today. Some 15 years ago, in the bestseller You Gotta Have Wa, Robert Whiting examined how former American major league ballplayers tried to cope with a different culture while playing pro ball in Japan. Now, Whiting reverses his field and reveals how select Japanese stars have come across the Pacific to play in the big leagues. Not only have they had to deal with the American way of life, but they have individually changed the game in dramatic fashion.

Agile Game Development with Scrum


Clinton Keith - 2010
    It's no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development. Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time. You'll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers--and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions--all based firmly in reality and hard-won experience. Coverage includes Understanding Scrum's goals, roles, and practices in the context of game development Communicating and planning your game's vision, features, and progress Using iterative techniques to put your game into a playable state every two to four weeks-- even daily Helping all team participants succeed in their roles Restoring stability and predictability to the development process Managing ambiguous requirements in a fluid marketplace Scaling Scrum to large, geographically distributed development teams Getting started: overcoming inertia and integrating Scrum into your studio's current processes Increasingly, game developers and managers are recognizing that things can't go on the way they have in the past. Game development organizations need a far better way to work. Agile Game Development with Scrum gives them that--and brings the profitability, creativity, and fun back to game development.