Book picks similar to
Women in Game Development: Breaking the Glass Level-Cap by Jennifer Brandes Hepler
non-fiction
video-games
nonfiction
ebook
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!
The Sum of My Parts
James Sanford - 2011
At first I tried to deny my condition (trying to treat a tumor with hot baths and ice packs). Eventually, I decided I would learn as much about my illness as possible while trying to keep my emotions on hold.What followed was an experience that finally forced me to deal with issues about my body that I had tried to ignore for decades. Along the way I dealt with a physician who gave me ridiculous advice and acquaintances who asked unbelievable questions. But I was also fortunate to be surrounded by people who supported me and doctors who helped me through the process.
Gamelife: A Memoir
Michael W. Clune - 2015
So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people."Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.In telling the story of his youth through seven computer games, Michael W. Clune captures the part of childhood we live alone.
Mother, Stranger
Cris Beam - 2012
Her mother, a distant relative of William Faulkner, told neighbors and family that her daughter had died. The two never saw each other again. Nearly twenty-five years later, after building her own family and happy home life, a lawyer called to say her mother was dead. In this story about the fragility of memory and the complexity of family, Beam decides to look back at her own dark history, and for the secret to her mother’s madness.
How to Count (Programming for Mere Mortals, #1)
Steven Frank - 2011
unsigned numbers- Floating point and fixed point arithmeticThis short, easily understood book will quickly get you thinking like a programmer.
Service Games: The Rise and Fall of SEGA: Enhanced Edition
Sam Pettus - 2012
Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart.
Capcom 30th Anniversary Character Encyclopedia
Casey Loe - 2013
The "Capcom 30th Anniversary Character Encyclopedia" celebrates Capcom's 30 years in the industry and gives fans concise information about every major Capcom character, their key artwork, statistics, background information, and interesting notes on the history of each character and game franchise. Including almost 200 characters from the Capcom family, this "Character Encyclopedia" sheds new light on these characters in a way nothing else does!
Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form
Anna Anthropy - 2012
Indie game designer extraordinaire Anna Anthropy makes an ardent plea for the industry to move beyond the corporate systems of production and misogynistic culture and to support games that represent a wider variety of human experiences. Rise of the Videogame Zinesters is a call to arms for anyone who's ever dreamed of making their own games. Anna’s guide to game design encourages budding designers to bring their unique backgrounds and experiences to their creations and widen the playing field of an industry that has for too long catered to an adolescent male consumer base. Anna’s newest game, Dys4ia, an autobiographical game about her experiences with hormone replacement therapy, has been featured in The Penny Arcade, IndieGames, and TigSource.
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.
Designing Virtual Worlds
Richard Bartle - 2003
It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.Designing Virtual Worlds brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.
The WoW Diary: A Journal of Computer Game Development
John Staats - 2018
It was written by the game's first level designer, John Staats, from notes he took during WoW's creation. The WoW Diary explains why developers do things and debunks popular myths about the games industry. In great detail he covers the what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard's formula for success.
The Tiniest Mansion - How To Live In Luxury on the Side of the Road in an RV
Tynan - 2012
The Tiniest Mansion will teach you how to convert a small RV into a rolling palace with all the comforts of your home, plus the freedom to live anywhere you want without paying rent.The Tiniest Mansion covers everything from the essentials like choosing an RV, generating power, and dumping your tanks to more extravagant projects like installing marble floors and building an entertainment system.This book is a practical guide for anyone who is living in an RV or is considering it. Tynan, who has been living in an RV since 2006, shares all of his hard won secrets of RV living in this book.
Ask Iwata: Words of Wisdom from Satoru Iwata, Nintendo's Legendary CEO
Satoru Iwata - 2021
In my mind, I am a game developer. But in my heart, I am a gamer." —Satoru IwataSatoru Iwata was the former Global President and CEO of Nintendo and a gifted programmer who played a key role in the creation of many of the world’s best-known games. He led the production of innovative platforms such as the Nintendo DS and the Wii, and laid the groundwork for the development of the wildly successful Pokémon Go game and the Nintendo Switch. Known for his analytical and imaginative mind, but even more for his humility and people-first approach to leadership, Satoru Iwata was beloved by game fans and developers worldwide. In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the "Iwata Asks" series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned Mario franchise creator Shigeru Miyamoto and creator of EarthBound Shigesato Itoi, Ask Iwata offers game fans and business leaders an insight into the leadership, development and design philosophies of one of the most beloved figures in gaming history.
American Legends: The Life of Jimmy Stewart
Charles River Editors - 2013
*Includes a bibliography for further reading.*Includes a table of contents. “A feller came up to me the other day and said ‘I don’t know whether this means anything to you but you’ve given me and my family a lot of enjoyment over the years.’ And I said to him, ‘Does it mean anything to me? It means everything to me. That’s the ballgame. That's it.’ And I think that if I have done that to that man, and maybe a couple more…then I’m proud of that.” – Jimmy StewartA lot of ink has been spilled covering the lives of history’s most influential figures, but how much of the forest is lost for the trees? In Charles River Editors’ American Legends series, readers can get caught up to speed on the lives of America’s most important men and women in the time it takes to finish a commute, while learning interesting facts long forgotten or never known. When the American Film Institute assembled its top 100 actors of all time at the close of the 20th century, Jimmy Stewart ranked third, behind only Humphrey Bogart and Cary Grant. There is a certain inevitability to these three actors ranking at the top of the list; after all, they were the dominant faces of Hollywood during the height of the era known as classical Hollywood cinema, a time before the onset of television when the movies still enjoyed relatively uncontested supremacy over American entertainment. The popularity of Stewart, Grant, and Bogart also extends well beyond the success of any of their individual films, reflecting their much broader cultural significance as monuments of Hollywood during its Golden Age. In fact, if the list was reconstructed today, it is entirely possible that Stewart would rank first. Not only have movies such as It’s a Wonderful Life (1946) and Vertigo (1958) continued to gain in popularity even into the 21st century, but Stewart has come to embody an accessible image of American values that is easy for everyone to embrace. The wholesome, happy-go-lucky persona he cultivated represents perhaps a more palatable image of American masculinity than the gritty realism of Bogart or the erudite but occasionally snobbish tendencies of Cary Grant. If there is any actor that embodies not only classical Hollywood but also American culture more generally, it’s difficult to argue against Jimmy Stewart.The phenomenon of Jimmy Stewart becomes even more remarkable when considering the incredible harmony between the characters he portrayed in his films and his personality off the movie set. Most actors and actresses cultivate a persona in order to achieve success, and in most cases it’s an image that bears only a tangential relationship to an actor’s true personality, but there was no such division for Stewart. The all-American image conveyed in films such as Mr. Smith Goes to Washington (1939) and It’s a Wonderful Life corresponds seamlessly with Stewart’s off-screen pursuits, which included a degree in architecture from Princeton and an extended tenure as a pilot during World War II. There were elements of his life story that resisted cultural norms - he waited until age 41 before marrying, and his very decision to pursue acting in 1930s America could be seen as a deviation from more characteristically masculine professions - but there was an almost seamless congruence between the Stewart that audiences saw on screen and the man he was in real life. Naturally, his defining traits developed out of and in response to the values instilled in him by his family and cultural background, and for this reason, examining his filmography alongside his life story paints a complete picture of the delicate unity of Jimmy Stewart’s life.