The Author Blog: Easy Blogging for Busy Authors


Anne R. Allen - 2017
    An author blog doesn't have to follow the rules that monetized business blogs do. This book teaches the secrets that made Anne R. Allen a multi-award-winning blogger and one of the top author-bloggers in the industry.And you'll learn why having a successful author blog is easier than you think.Here are some things you'll learn in this book:1) How an author blog is different—and easier to maintain—than a business blog2) What authors should blog about at different stages of their careers3) Choosing the right blog topics for your genre and audience4) How one type of blogpost can build your platform quickly5) Basic SEO tips that don't make your eyes glaze over with tech jargon6) How to write headers that will grab the attention of Web surfers 7) How to keep your audience by learning the tricks of content writing8) Essential blog and social media etiquette rules9) What happens to your blog when you die?

Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques


Evan Skolnick - 2014
    With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.

Push: A Guide to Living an All Out Life: The Story of Orangetheory Fitness


Ellen Latham - 2015
    And how do you do that? By learning to Push in the Orangetheory Fitness workout. By doing so, you also learn to do the same in your life - to take on new challenges, to pursue your biggest goals, and to become the best version of you.What makes Orangetheory different from every workout you’ve tried? Why is it one of the fastest-growing fitness franchises today? And how can it change your life? In Push, you’ll learn the amazing story behind Orangetheory, the journey Ellen Latham took to create it, and how to apply the elements of Base, Push, and All Out from the workout studio to your own life.

Good Luck Have Fun: The Rise of eSports


Roland Li - 2016
    A confluence of technology, culture, and determination has made this possible. Players around the world compete for millions of dollars in prize money, and companies like Amazon, Coca Cola, and Intel have invested billions. Esports events have sold out Los Angeles’s Staples Center, Seoul’s World Cup Stadium, and Seattle’s KeyArena. Hundreds of people have dedicated their lives to gaming, sacrificing their education, relationships, and even their bodies to compete, committing themselves with the same fervor of any professional athlete. In Good Luck Have Fun, author Roland Li talks to some of the biggest names in the business and explores the players, companies, and games that have made it to the new major leagues.Follow Alexander Garfield as he builds Evil Geniuses, a modest gaming group, in his college dorm into a global, multimillion-dollar eSports empire. Learn how Brandon Beck and Marc Merrill made League of Legends the world’s most successful eSports league and most popular PC game, on track to make over $1 billion a year. See how Twitch pivoted from a video streaming novelty into a $1 billion startup on the back of professional gamers. And dive into eSports’ dark side: drug abuse, labor troubles, and for each success story, hundreds of people who failed to make it big. These are the stories of the rise of an industry and culture that challenge what we know about sports, games, and competition.

Eleanor Roosevelt's Life of Soul Searching and Self Discovery: From Depression and Betrayal to First Lady of the World


Ann Atkins - 2011
    Refusing to cave in to society's rules, Eleanor's exuberant style, wavering voice and lack of Hollywood beauty are fodder for the media.First Lady for thirteen years, Eleanor redefines and exploits this role to a position ofpower. Using her influence she champions for Jews, African Americans and women. Living through two world wars Eleanor witnesses thousands of graves, broken bodies and grieving families. After visiting troops in the Pacific she says:"If we don't make this a more decent world to live in I don't see how we can look these boys in the eyes."She defies a post-war return to status quo and establishes the Universal Declarationof Human Rights within the U.N. She earns her way to being named "First Lady of the World." The audacity of this woman to live out her own destiny challenges us to do the same. After all, it's not about Eleanor. Her story is history.  It's about us.

Def Jam, Inc.: Russell Simmons, Rick Rubin, and the Extraordinary Story of the World's Most Influential Hip-Hop Label


Stacy Gueraseva - 2005
    Few could or would have predicted that the improvised raps and raw beats busting out of New York City's urban underclass would one day become a multimillion-dollar business and one of music's most lucrative genres. Among those few were two visionaries: Russell Simmons, a young black man from Hollis, Queens, and Rick Rubin, a Jewish kid from Long Island. Though the two came from different backgrounds, their all-consuming passion for hip-hop brought them together. Soon they would revolutionize the music industry with their groundbreaking label, Def Jam Records. Def Jam, Inc. traces the company's incredible rise from the NYU dorm room of nineteen-year-old Rubin (where LL Cool J was discovered on a demo tape) to the powerhouse it is today; from financial struggles and scandals-including The Beastie Boys's departure from the label and Rubin's and Simmons's eventual parting-to revealing anecdotes about artists like Slick Rick, Public Enemy, Foxy Brown, Jay-Z, and DMX. Stacy Gueraseva, former editor in chief of Russell Simmons's magazine, Oneworld, had access to the biggest players on the scene, and brings you real conversations and a behind-the-scenes look from a decade-and a company-that turned the music world upside down. She takes you back to New York in the '80s, when late-night spots such as Danceteria and Nell's were burning with young, fresh rappers, and Simmons and Rubin had nothing but a hunch that they were on to something huge. Far more than just a biography of the two men who made it happen, Def Jam, Inc. is a journey into the world of rap itself. Both an intriguing business history as well as a gritty narrative, here is the definitive book on Def Jam-a must read for any fan of hip-hop as well as all popular-culture junkies.

The Ultimate Guide to Video Game Writing and Design


Flint Dille - 2006
    Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.

Fatal Descent: Andreas Lubitz and the Crash of Germanwings Flight 9525 (Kindle Single)


Jeff Wise - 2015
    All 144 passengers and six crew members were killed. In the ensuing days, a picture of the flight’s harrowing final moments began to emerge. Shortly after reaching cruise altitude, a 27-year-old first officer named Andreas Lubitz locked the captain out of the cockpit, took control of the plane and deliberately caused its descent. In Fatal Descent, journalist and aviation expert Jeff Wise travels to Lubitz’s hometown in Germany and pieces together a definitive and haunting portrait of the killer and the system he betrayed, revealing in heart-pounding detail how a lifelong super-achiever like Lubitz could have committed such an unthinkable act, what actually happened inside the cockpit, and whether current airline regulations leave us vulnerable to similar attacks in the future.Jeff Wise is a science journalist specializing in aviation and psychology. He is the author of the bestselling Kindle Single The Plane That Wasn’t There, about the disappearance of Malaysian Airlines Flight 370. A licensed pilot of gliders and light airplanes, he also has stick time in powered paragliders, trikes, World War II fighter planes, Soviet jet fighters, gyroplanes, and zeppelins, as well as submarines, tanks, hovercraft, dog sleds, and swamp buggies. A contributing editor at Travel + Leisure magazine, he has written for New York, the New York Times, Time, Businessweek, Esquire, Details, and many others. His Popular Mechanics story on the fate of Air France 447 was named one of the Top 10 Longreads of 2011. His last book was Extreme Fear: The Science of Your Mind in Danger. A native of Massachusetts, he earned his Bachelor of Science degree at Harvard and now lives in New York City with his wife and two sons.Cover design by Kerry Ellis.

Game Development Essentials: An Introduction


Jeannie Novak - 2004
    This book not only examines content creation and the concepts behind development, but it also give readers a background on the evolution of game development and how it has become what it is today. GAME DEVELOPMENT ESSENTIALS also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development. With the same engaging writing style and examples that made the first two editions so popular, this new edition features all the latest games and game technology. Coverage of new game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.

Critical Path: How to Review Videogames for a Living


Dan Amrich - 2012
    This includes how to write compelling reviews, how to pitch yourself as a writer, how to tackle some tricky ethical quandaries, and yes, even how to get free games. Based on Dan Amrich’s own experience as a game journalist for more than 15 years, it’s advice that can serve you for your entire career, from press start to game over.

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.

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.

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.

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.

Leah Remini: Troublemaker: Surviving Hollywood and Scientology


SummaRead Books - 2015
    Remini is widely known for her work in the comedy TV series The King of Queens.In this memoir, Remini goes into great details about all aspects of her life, including, but not limited to, how she was introduced to the church, how she coped with raising a family, how she handled her acting career as well as her interactions with other celebrities who were also involved in the Church of Scientology.SummaReads Features:* Chapter Summaries: Clear, concise and easy to understand descriptions, key concepts and important details.* Chapter Key Takeaways and Points: The most important concepts of each chapter containing at least four specific bullet points.Advantages of SummaReads:* Spend less time reading and more time enjoying and understanding your favorite books.* Discover important detailed analysis you may have missed the first time.* Learn key concepts in simple and efficient manner.* Use as a "cheat sheet" and reference to quickly access important information.* Focus on critical information and eliminate unnecessary details.* Can be used as an effective study aid.