From Above


Jeremy Robinson - 2011
    But Priest, a sexist narcotics detective for The Authority is more interested in the terrorist group whose strange new weapon took a pot shot at his city and atomized everything inside its target area--including his arm. Priest finds himself partnered with the tough and sexy Rehna, a fellow Authority officer, and Gawyn, a brilliant little girl whose gruff attitude matches Priest's. The three of them track down the terrorists, and their weapon, while Priest looks to deliver his unique brand of justice and get compensation for not one, but two ruined Tac-suits.FROM ABOVE is a 7500 word novella also published in Jeremy Robinson's story collection, INSOMNIA. This solo release also contains samples of Robinson's books, CALLSIGN: KING and THE LAST HUNTER - DESCENT.PRAISE FOR ROBINSON:"Rocket-boosted action, brilliant speculation, and the recreation of a horror out of the mythologic past, all seamlessly blend into a rollercoaster ride of suspense and adventure." -- James Rollins, New York Times bestselling author of JAKE RANSOM AND THE SKULL KING'S SHADOW"With THRESHOLD Jeremy Robinson goes pedal to the metal into very dark territory. Fast-paced, action-packed and wonderfully creepy! Highly recommended!" --Jonathan Maberry, NY Times bestselling author of ROT & RUIN"Jeremy Robinson is the next James Rollins" -- Chris Kuzneski, NY Times bestselling author of THE SECRET CROWN"If you like thrillers original, unpredictable and chock-full of action, you are going to love Jeremy Robinson..."-- Stephen Coonts, NY Times bestselling author of DEEP BLACK: ARCTIC GOLD"How do you find an original story idea in the crowded action-thriller genre? Two words: Jeremy Robinson." -- Scott Sigler, NY Times Bestselling author of ANCESTOR"There's nothing timid about Robinson as he drops his readers off the cliff without a parachute and somehow manages to catch us an inch or two from doom." -- Jeff Long, New York Times bestselling author of THE DESCENT"Jeremy Robinson's THRESHOLD is one hell of a thriller, wildly imaginative and diabolical, which combines ancient legends and modern science into a non-stop action ride that will keep you turning the pages until the wee hours. Relentlessly gripping from start to finish, don't turn your back on this book!" -- Douglas Preston, NY Times bestselling author of IMPACT and BLASPHEMYABOUT THE AUTHOR:JEREMY ROBINSON is the author of eleven novels including PULSE, INSTINCT, and THRESHOLD the first three books in his exciting Jack Sigler series. His novels have been translated into nine languages. He is also the director of New Hampshire AuthorFest, a non-profit organization promoting literacy. He lives in New Hampshire with his wife and three children.

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.

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash

City of Angels


Todd McCaffrey - 2011
    An artificial intelligence, or AI. What will it want? How will it perceive us? City of Angels is the story of the first AI - and how we treat it.

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.

Dr. Halsey's Journal (Halo: Reach Special Edition Exclusive)


Eric S. Nylund - 2010
    Halsey's personal journal is a booklet co-written by Eric Nylund and is included with the Halo: Reach Limited and Legendary editions. It covers various elements from the Halo universe and is written through the eyes of Catherine Elizabeth Halsey herself.

Gridlock: Crossword Puzzles and the Mad Geniuses Who Create Them


Matt Gaffney - 2006
    Tens of millions of Americans solve crossword puzzles regularly, but few know a thing about their genesis. Who writes crosswords, how--and for God's sake, why? Matt Gaffney is one of two dozen people who earns a living as a cruciverbalist. In Gridlock he provides an insider's look at the people who put that puzzle in your paper every day. With verve and gusto, Gaffney traces his own starving-artist struggle to find paying puzzle gigs, including marketing hip crosswords to the Gen-X market. He then moves on to topics like the effect of computers on crossword writing, including a man versus machine battle he stages to see who writes better crosswords; the ever-evolving crossword puzzle book market, where a top-selling series now has books shaped like a toilet seat; and a trip to the American Crossword Puzzle Tournament, where the "Cru" (collective slang noun meaning "the crossword puzzle writing community") hangs out in person once a year. Gridlock also features an interview with crossword rock star Will Shortz.

Beyond Justice


Joshua Graham - 2010
    There he awaits execution by lethal injection.If he survives that long.In prison, Sam fights for his life while his attorney works frantically on his appeal. It is then that he embraces the faith of his departed wife and begins to manifest supernatural abilities. Abilities which help him save lives– his own, those of his unlikely allies–and uncover the true killer’s identity, unlocking the door to his exoneration.Now a free man, Sam’s newfound faith confronts him with the most insurmountable challenge yet. A challenge beyond vengeance, beyond rage, beyond anything Sam believes himself capable of: to forgive the very man who murdered his family, according to his faith. But this endeavor reveals darker secrets than either Sam or the killer could ever have imagined. Secrets that hurtle them into a fateful collision course.BEYOND JUSTICE, a tale of loss, redemption, and the power of faith.

A Casual Revolution: Reinventing Video Games and Their Players


Jesper Juul - 2009
    These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In "A Casual Revolution," Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed " Pac-Man, Tetris," and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.

The Outsider


Arlene Hunt - 2013
    Shy and reclusive, her world revolved around animals, so much so that by the time she was 15, Emma was a much sought after horse trainer. So who would try to harm this gifted young woman? Who was shooting in Crilly Woods on that fateful August day?Emma’s twin brother, Anthony, is determined to get to the bottom of what happened to his sister, and in the course of his investigations makes a terrible mistake, one that will change all their lives forever.The Outsider: sometimes those who love us most hardly know us at all.

20 Years of Tomb Raider: Digging Up the Past, Defining the Future


Meagan Marie - 2016
    Rediscover Lara Croft's greatest moments with fascinating coverage of the smash hit Tomb Raider movies, fiction, comics, and collectibles, and be enthralled by the legacy of Tomb Raider across the decades.Packed with exclusive art, photographs, and interviews covering all facets of the Tomb Raider franchise, 20 Years of Tomb Raider is the essential guide to this game's action-packed history and a must-have for every Tomb Raider fan.

Pay Me, Bug!


Christopher B. Wright - 2011
    It was every smuggler's dream, the "Big Score," and they find themselves filthy rich as a result. But their good fortune attracts exactly the wrong kind of attention: the Alliance of Free Worlds has been trying to infiltrate Ur Voys without success, so they conscript the only man who has: Grif Vindh. The Radiant Throne, desperate to know how their security was so easily thwarted, send one of their best to track him down and learn the truth... by any means necessary. Grif and his crew must perform the impossible a second time: break into Ur Voys, steal something so secretive their employers don't really know what it is, and get away clean. Along the way they'll have to deal with deadly spies, psychotic telepaths, vicious cyborgs, inconvenient family ties... and a hyperintelligent bug who always bets against its captain.

Generation Decks: The Unofficial History of Gaming Phenomenon Magic The Gathering


Titus Chalk - 2017
    The brainchild of misfit maths genius Richard Garfield, Magic combines fiendishly complex gameplay with collectability. When it came out in the early '90s it transformed the lives of gamers who had longed for a game that combined challenging mechanics and kick-ass artwork with a chance to connect and compete with likeminded people. Titus Chalk's tale is part biography, charting the author's own relationship with the game, part history, and part love letter to the card game that made it cool to be a geek. Prepare to meet Generation Decks, a community like no other...

WRONG! Retro Games, You Messed Up Our Comic Book Heroes! (Awesomely Nerdy Nitpicks 1)


Chris Baker - 2014
    This ebook documents the most egregious – and most hilarious – offenders from the moment Superman flew onto the Atari 2600 in 1978 all the way through 1992, when Konami's classic X-Men sucked in quarter after quarter in arcades. NEARLY 80 SUPERHERO GAMES Some you've played. Some you haven't. And quite a few you never even knew existed in the first place. Some high-/lowlights: Purple Dark Knight vs. Green Joker in Batman: The Video Game (NES) Proven instances of "slapping a license" on an already-developed game Games that stripped Wolverine and He-Man of their most iconic weaponry A questionable transportation method for the Man of Steel in Superman (NES) A Transformers game from the creator of Pitfall! The strangest comic book license ever to hit the Sega Genesis The most unnecessary tie-in to a superhero animated series of all time The Danger Mouse Trilogy That one lonely Thundercats game ANSWERS TO BURNING QUESTIONS YOU DIDN'T EVEN KNOW TO ASK Who is "the Princess Peach of superhero games"? Who was the first Marvel character to be featured in three games? And what's the single gaming appearance he's had since 1985? Which super-character is most consistently misrepresented in games? What common superhero gaming feature was pioneered by LJN's otherwise absolutely horrible X-Men NES game? Which hero's primary gaming nemesis is someone he still has yet to even meet in the comics? What do an NES game and a major restaurant chain agree is Wolverine's favorite food? Why is Carnage getting naked on my SNES?! GAMING PLATFORMS YOU LOVED...OR DIDN'T KNOW EXISTED Atari 2600 | Intellivision | Commodore 64 | Nintendo Entertainment System | Game Boy | Super NES | Sega Master System | Genesis | Game Gear | Lynx | ZX Spectrum | MSX | PC-DOS | MORE! YOUR FAVORITE HEROES (AND SOME YOU'VE NEVER HEARD OF) From Marvel! Spider-Man | Wolverine and the X-Men | Hulk | Captain America, Iron Man, Hawkeye, Vision, and a bunch of other Avengers | Punisher | Human Torch and the Thing from the Fantastic Four | Silver Surfer | Howard the Duck From DC! Superman | Batman | Flash | Swamp Thing From Other Comic Publishers! Conan | Flash Gordon | Judge Dredd | Ex-Mutants From Toy Lines and Cartoons! Transformers | Teenage Mutant Ninja Turtles | He-Man and the Masters of the Universe | Bartman and Radioactive Man from The Simpsons | G.I.

The Paleblood Hunt


Redgrave
    Redgrave first introduced this document on Reddit and it has since been revised, and finalized. He closely examines the information available to the player in order to build up the hidden story of the game. Both facts and Redgrave's own speculations are provided and a clear distinction is made between the two in order to allow the reader room to disagree with his conclusions and make up their own minds based on the evidence presented.