Book picks similar to
Japanmanship by James Kay


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

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

The Sword Master


I.J. Parker - 2012
    Even the selfless physician who saves him cannot soften the boy's hardened spirit. Angry with the world and desiring vengeance against those who caused his parents' suicides, Hachiro feels rejection almost everywhere and reacts in kind. This anger he forges into an amazing skill with a sword. He becomes the most famous swordsman in the city. Many deaths are due to Hachiro’s reputation, until he seeks solitude and redemption by leaving the capital.The love of women proves even less kind than the cut of a sword. His obsession with a forbidden passion forces Hachiro to join the war between two powerful clans where he finds another dangerous woman and treachery.When at last he returns home, he finds Kyoto in ruin and his beloved master dead. In the midst of the tragedy of this ravaged city, he discovers his redemption, something he had given up hoping for. But first he must face the danger of losing all when a secret enemy sets his trap.

Roppongi


Nick Vasey - 2012
    The novel follows the (mis)adventures of its travel-addicted protagonist Zack, and in that respect is similar thematically to Alex Garland's 'The Beach' or Gregory David Roberts' 'Shantaram.' Accordingly, the reader is viscerally transported into the surreal realms of Roppongi, as Zack attempts to come to terms with a series of life-changing events unfolding at rapid pace. In the process, the novel punches through the impossibly glamorous surface of Roppongi and plunges the reader deep into its seedy underbelly ... showing a disturbing side of Japan not often written about in the English language.

Keigo Higashino Collection Box: The Devotion of Suspect X, Salvation of a Saint, Malice


Keigo Higashino - 2015
    

Game Design Workshop: A Playcentric Approach to Creating Innovative Games


Tracy Fullerton - 2008
    This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

WHY I'M CRAZY ABOUT JAPAN: Heartwarming and Rib-tickling Stories from The Land of The Rising Sun


Ashutosh V. Rawal - 2021
    

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Press Reset: Ruin and Recovery in the Video Game Industry


Jason Schreier - 2021
    In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games -- Bioshock Infinite, Epic Mickey, Dead Space, and more -- on to the shocking closures of the studios that made them, PRESS RESET tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games -- and whether the business of making games can change before it's too late.

Reiko - A Japanese Ghost Story


James Avonleigh - 2012
    In the remote village of Izumi five high school friends died within the space of a fortnight.The circumstances were never explained. Four years later a British paranormal researcher travels to Izumi in an attempt to unravel the mystery. There he encounters much more than culture shock. He encounters the dark side of Japanese culture – the side they don't talk about in guidebooks. He encounters Reiko.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

Inferno: The Fall of Japan 1945


Ronald Henkoff - 2016
    atomic bomb attacks on Hiroshima and Nagasaki and the ensuing death and destruction that led to the end of World War II. The events that culminated in the fall of Japan - which forever changed the course of diplomacy, geopolitics, and warfare in the twentieth century - are vividly recreated through dramatic first-hand accounts of the major participants on both sides of the Pacific. They include: Harry Truman, the inexperienced American president who made the decision that would lead to unprecedented death and destruction; the war-mongering, but mysterious, Japanese Emperor Hirohito, who ultimately presided over his country's surrender; General Leslie Groves, the no-nonsense director of the Manhattan Project; and Paul Tibbets, the pilot of the plane, the Enola Gay, which dropped the very first nuclear bomb on Hiroshima in August 1945.

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture


David Kushner - 2003
    Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.

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.

Fundamentals of Game Design


Ernest Adams - 2006
    For courses in Fundamentals of Game Design for all video game developers and designers With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.

Level Up!: The Guide to Great Video Game Design


Scott Rogers - 2010
    Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!