Trigger Happy: Videogames and the Entertainment Revolution


Steven Poole - 2000
    Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

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.

When Stars Were in Reach: The Who at Union Catholic High School - November 29, 1967 (Black and White Version)


Michael Rosenbloom - 2013
    Tired of the usual boring bake sales and dances, this group of high school seniors tried a novel approach to fundraising. They coaxed an initially reluctant administration to enter the rock concert business in the fall of 1967 by booking an on-the-rise, little-known British rock band named curiously enough The Who. In the inevitable clash between a Catholic high school's button-down culture and the destructive live act of The Who, something had to give. WSWIR deconstructs a rock n' roll perfect storm by reliving the events and revisiting with many of the colorful cast of characters (not just the students) involved in transforming the school's image from that of a staid, conservative high school in Scotch Plains, New Jersey to one that was soon at the cutting edge of the rock music scene in the years 1967 and 1968, rock n' roll's hey day. WSWIR is also a snapshot of The Who at a period in their career when for all intents and purposes they were little more than a cult band in the United States, known more for scintillating live performances than record sales. When surveying the various U.S. venues in which The Who performed on the way to reaching iconic status, one would be hard-pressed to find a more unusual setting than Union Catholic High School where The Who left an audience of mostly first-time concert-going teens with mouths agape. It was an event that is still talked about today by those who attended the show and scoffed at in disbelief by everyone else...that is, until now. This is a Black and White Edition, meaning with the exception of the front and back cover, all graphics are in black and white. The book includes rare photographs of The Who on the Union Catholic stage and backstage (in the teachers' lounge no less!) as well as other choice accoutrements.

The New York Times Supersized Book of Sunday Crosswords: 500 Puzzles


Will Shortz - 2006
    Everything about the New York Times Supersized Book of Sunday Crosswords is, well, supersized. At one hour per puzzle (that's pretty fast!), eight hours of solving per day, it would still take two months of solid solving to finish this book.

Elegy


Christie Golden - 2018
    This limited edition hardback version collects two new World of Warcraft novellas from the point of view of the Alliance (Elegy, by Christie Golden) and the Horde (A Good War, by Robert Brooks). These two tales explore the Horde and the Alliance versions of a fateful event, but only you can decide which faction tells it best. Each story includes original artwork exclusive to this edition.

Kindle Fire For Dummies


Nancy C. Muir - 2011
    It walks you through all the tablet's features, shows you how to set up the device, navigate the touchscreen interface, buy music, stream video, download apps, and read e-books from Amazon.com. The book demystifies this all-new tablet and provides a handy reference that can be conveniently downloaded and read right on your Kindle Fire device.Looks at the new Kindle Fire, which features revolutionary technology and access to cool new services; this e-book explains both in plain English Is only available in e-book format and downloads directly to the Kindle Fire and other Kindle devices, making it a handy reference you can take virtually anywhere Covers not only the basics, but also tips and tricks for taking full advantage of the Kindle Fire and the services of Amazon's online stores Kindle Fire For Dummies is packed with powerful tips designed to help you get more punch out of your Kindle Fire tablet.

How You Play the Game: A Philosopher Plays Minecraft (Kindle Single)


Charlie Huenemann - 2015
    At a glance, it bears few similarities to any place we know and inhabit. But upon closer examination, the differences between this complex virtual reality and our own might not be as vast as we think. In “How You Play the Game,” author and philosopher Charlie Huenemann looks philosophically at the game of Minecraft (“What is the point of this game? How does one win? Well, this depends on what you want to do”) and grapples with the ethical conundrums, existential crises and moral responsibilities of the virtual realm. From the Overworld to the Ender Dragon, Huenemann offers an entertaining, insightful and often hilarious examination of Minecraft and the strange worlds—both virtual and not—surrounding it.Charlie Huenemann is a Professor of Philosophy at Utah State University. He writes for 3quarksdaily, and has published several books on the history of philosophy.Cover design by Adil Dara.

My Guide to RPG Storytelling


Aron Christensen - 2012
    This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.

Assassin's Creed: The Complete Visual History


Matthew Miller - 2015
    A sweeping and visually rich narrative covering the Crusades in medieval Jerusalem, the pirate-infested oceans of the Caribbean, the height of the French Revolution, and more, Assassin’s Creed immerses fans in the most dramatic periods in human history and brings to life some of its most intriguing and influential characters. This comprehensive book explores the history and legacy of Assassin’s Creed, its rich mythology, and the vivid artwork of the entire franchise, including works created for the graphic novels and downloadable content. With never-before-seen concept and character art, Assassin’s Creed: The Complete Visual History reveals the creative process behind the immersive historical settings as well as the development of such iconic characters as Altair, Ezio, Connor, and Arno, to name a few, chronicling how the franchise has evolved over the years while retaining its bold, signature look. Written by gaming journalist Matthew Miller and featuring commentary from key Ubisoft developers and artists, this comprehensive visual history offers unparalleled insight into one of the industry’s most acclaimed franchises. The ultimate word on the blockbuster gaming phenomenon, Assassin’s Creed: The Complete Visual History is a must read for fans of the franchise and those interested in discovering the astounding artistry behind the creation of a major contemporary video game series.

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.

Time Tactics of Very Successful People


Eugene Griessman - 1994
    Johnnetta Cole, and Home Depot CEO Bernie Marcus. Dr. B. Eugene Griessman has interviewed hundreds of contemporary peak performers (and researched dozens of historical high achievers) to unearth the secrets of their success. He presents their time management tactics in short Bites designed to inspire today's time-starved reader-- whether they're over worked managers, working moms, entrepreneurs on the go, or even newly unemployed people who must suddenly learn to structure their own time.

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.

Hidden In Plain Sight 10: How To Program A Quantum Computer


Andrew H. Thomas - 2018
     This book contains an introduction to quantum mechanics, with complete instructions and videos showing you how to program a real quantum computer, provided by IBM.

Game Programming Patterns


Robert Nystrom - 2011
    Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.

Breathing Machine: A Memoir of Computers


Leigh Alexander - 2014
    From the surrealism of early video games to raw connections made over primitive newsgroups, from sex bots to Sailor Moon, Alexander intimately captures a dark frontier age.Leigh Alexander writes about video games, interactive entertainment, and various other things. As longtime editor-at-large for game industry site Gamasutra, she contributes editorial, criticism, trend analysis and interviews with developers. Her monthly column in Edge magazine deals with cultural issues surrounding the business of games and the people who play them. Her column at Kotaku is weirder. In a good way, probably.Her features appear at Polygon and Boing Boing, and she likes to write about feelings and social media at Thought Catalog. She used to be NYLON Guys’ games editor, did a biweekly column at Vice’s Creators Project focused on neat trends in independent game development, and has contributed to Slate, The New Inquiry, Wired, The New Statesman, The Guardian, the Columbia Journalism Review, Paste, Rock Paper Shotgun, and numerous others.She frequently speaks at conferences with particular attention to games for social good, feminism and increased diversity in tech spaces, where she usually talks with an excess of speed. She swears it’s driven by enthusiasm. Back in the day she once led an entire conference summit on avatar-based interaction in virtual spaces.