Book picks similar to
Stay Awhile and Listen: Book II - Heaven, Hell, and Secret Cow Levels by David L. Craddock
games
nonfiction
video-games
6-lng-inlng-eng
Once Upon Atari: How I made history by killing an industry
Howard Scott Warshaw - 2020
Muffins & Biscuits: 50 Recipes to Start Your Day with a Smile
Heidi Gibson - 2017
This follow-up to the successful Grilled Cheese Kitchen features 50 recipes for tender-on-the-inside, crunchy-on-the-outside biscuits and melt-in-your-mouth muffins as well as an irresistible assortment of flavored butters, sauces, and preserves. Featuring sweet and savory varieties and exciting new flavor combinations—think Quinoa Muffins with Cheddar, Apples, and Rosemary or Orange Zest, Ham, and Thyme Biscuits—bakers of all skill levels will delight in these fresh twists on classic treats. Packed with tips and tricks, from making delectable pancakes with muffin batter to turning leftover biscuits into bread pudding, this collection of recipes takes time-tested breakfast favorites to an entirely new level of deliciousness.
The Joy of Mixology, Revised and Updated Edition: The Consummate Guide to the Bartender's Craft
Gary Regan - 2018
Gary Regan, the "most-read cocktail expert around" (Imbibe), has revised his original tome for the 15th anniversary with new material: many more cocktail recipes--including smart revisions to the originals--and fascinating information on the drink making revival that has popped up in the past decade, confirming once again that this is the only cocktail reference you need.A prolific writer on all things cocktails, Gary Regan and his books have been a huge influence on mixologists and bartenders in America. This brand-new edition fills in the gaps since the book first published, incorporating Regan's special insight on the cocktail revolution from 2000 to the present and a complete overhaul of the recipe section. With Regan's renowned system for categorizing drinks helps bartenders not only to remember drink recipes but also to invent their own, The Joy of Mixology, Revised and Updated Edition is the original drinks book for both professionals and amateurs alike.
How Your Story Sets You Free
Heather Box - 2019
Sharing that story can change you, your community, or even the world. But how do you start? This inspirational guide invites readers to unlock their truth and share it, whether in a TED talk, a blog post, or a conversation with their loved ones. Storytelling coaches Heather Box and Julian Mocine-McQueen reveal how to embrace the power of personal storytelling in a series of easy steps. Their practical and motivating advice fills this charming hardcover, which features a textured cover with glittering foil stamping, and colored paper printed with metallic ink on the interior. It's a meaningful gift and a powerful reminder that stories matter.
Milady's Standard Cosmetology
Arlene Alpert - 1991
Having been developed after extensive analysis by educational design experts, this textbook exhibits the most sophisticated methods for relaying information, stimulating thought, aiding comprehension, and enhancing retention. Milady's Standard Cosmetology provides students with the information they will need to pass the licensure exams as well as the most contemporary techniques to ensure success once they are on the job. This revision features a fresh new layout, reorganized chapters, and new photography and illustrations to provide an open, easy-to-follow format that students need with the reliability that is the hallmark of Milady. This edition of Milady's Standard Cosmetology is organized into six parts containing 32 chapters, each written by an industry expert in the field, creating an immediate connection to the professional world. New information on many subjects, including sanitation and infection control, and haircoloring has been included. The result is the most reliable cosmetology textbook available, one that covers all essential information in a contemporary, easy-to-use manner. While Milady's Standard Cosmetology is the center of the curriculum, students and educators have a wide range of supplements from which to choose. All supplements have been revised and updated to complement the new edition of the textbook. This book will serve as a valuable guide, and students will refer to it again and again throughout their career!
Invent Your Own Computer Games with Python
Al Sweigart - 2009
The 3rd edition is now available for sale or download. * * * * "Invent Your Own Computer Games with Python" teaches you computer programming in the Python programming language. Each chapter gives you the complete source code for a new game and teaches the programming concepts from these examples. The book is available under a Creative Commons license and can be downloaded in full for free from http: //inventwithpython.com "Invent with Python" was written to be understandable by kids as young as 10 to 12 years old, although it is great for anyone of any age who has never programmed before. This second edition has revised and expanded content, including using the Pygame library to make games with graphics, animation, and sound.
Women in Tech: Practical Advice and Inspiring Stories from Successful Women in Tech to Take Your Career to the Next Level
Tarah Wheeler - 2016
Craig Pritchett leads you through an unforgettable learning experience that builds on the extraordinary life and games of the first World Chess Champion Wilhelm Steinitz.
Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time
Bill Loguidice - 2009
Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.
Extra Lives: Why Video Games Matter
Tom Bissell - 2010
He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.
Hey! Listen!: A journey through the golden era of video games
Steve McNeil - 2019
He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'.Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment.This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt?Joysticks at the ready. Let's Play!
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.
Replay: The History of Video Games
Tristan Donovan - 2010
Based on extensive research and over 140 exclusive interviews with key movers and shakers from gaming's past, Replay tells the sensational story of how the creative vision of game designers gave rise to one of the world's most popular and dynamic art forms.
Rise of the Superheroes: Greatest Silver Age Comic Books and Characters
David Tosh - 2018
From 1956 to 1970, the era gave us Spider-Man, The Avengers, X-Men, The Incredible Hulk, Iron Man and a flurry of other unforgettable and formidable characters.The Silver Age redefined and immortalized superheroes as the massive pop culture titans they are today.Lavishly illustrated with comic book covers and original art, the book chronicles:- The new frontier of DC Comics, with a revamped Batman, Superman and Wonder Woman, and new characters including Hawkman - Marvel's new comics featuring Thor and The Fantastic Four - The pop art years that saw Batman's "new look" and the TV series - Independent characters, including Fat Fury and T.H.U.N.D.E.R. Agents - Spotlights new and re-imagined superheroes, like Wonder Woman, who have become central to modern pop culture - Includes values of these comics, which are popular with collectorsThanks to the Silver Age, superheroes are bigger and badder than ever.
Dungeons & Dreamers: A Story of how Computer Games Created a Global Community
Brad King - 2003
D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.