Dragon Age: The World of Thedas Volume 1


David Gaider - 2013
    The definitive guide!

Complete Kobold Guide to Game Design


Wolfgang Baur - 2012
    The Complete Kobold Guide to Game Design offers 240 pages of in-depth essays on what makes RPGs tick. Get time-tested advice from the top designers in the industry. This compilation includes all three volumes of the Kobold Guide to Game Design series—now with all-new material by Wolfgang Baur, Mike Stackpole, and others! From core rules and magic systems to fantasy adventures, monster design, playtesting, and much more, these 40 essays cover every aspect of RPG design in clear, accessible language, to show you what it takes. The City Book Review called it "highly recommended for gaming nerds everywhere"! Pick up the Complete KOBOLD Guide to Game Design today, and starting designing your RPG tonight! Winner, 2012 Gold ENnie Award, Best RPG-Related Accessory

The Game Believes in You: How Digital Play Can Make Our Kids Smarter


Greg Toppo - 2015
    Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book:*A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond.*A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities.*A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft.Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again-right away-and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.

Doodle Revolution


Sunni Brown - 2013
    They actively applied a deceptively simple tool to think both smarter and faster: the doodle. And so can the rest of us-zero artistic talent required.Visual thinking expert Sunni Brown has created The Doodle Revolution as a kick-starter guide for igniting and applying simple visual language to any challenge. The instinctive and universal act of doodling need only be unleashed in order to innovate, solve problems, and elevate cognitive performance instantly.

The Art of Blizzard Entertainment


Blizzard Entertainment - 2012
    From its humble beginnings as a three-person console-game development studio in 1991 to the creation of the blockbuster Warcraft®, StarCraft®, and Diablo® series, Blizzard has a history of crafting stunning worlds of science fiction and fantasy. The company’s distinctive gameplay and storytelling styles have captivated an international audience numbering in the tens of millions whose passion cannot be quelled. Twenty years after Blizzard opened its doors, the company’s World of Warcraft® boasts the title of the world’s most popular subscription-based massively multiplayer online role-playing game, and the studio is widely recognized as one of the leaders in creatively driven game development. An epic volume of art and behind-the-scenes insights, The Art of Blizzard® celebrates the studio’s genesis by examining the creative forces behind these games and showcasing their artistry through more than 700 pieces of concept art, paintings, and sketches. Commentary on the art is provided by Blizzard Entertainment’s own Nick Carpenter, Sam Didier, and Chris Metzen, who’ve each played important roles in shaping Blizzard’s game universes over the years.

The Art Book


Phaidon Press - 1997
    Each artist is represented by a full-page colour plate of a definitive work, accompanied by explanatory and illuminating information on the image and its creator. Glossaries of artistic movements and technical terms are included, making this a valuable work of reference as well as a feast for the eyes. By breaking with traditional classifications, The Art Book presents a fresh and original approach to art: an unparalleled visual sourcebook and a celebration of our rich and multi-faceted culture.

My Tiny Life: Crime and Passion in a Virtual World


Julian Dibbell - 1999
    Bungle and of the author's journey, in consequence thereof, to the heart of a half-real world called LambdaMoo.From In Cold Blood to Midnight in the Garden of Good and Evil, readers have been gripped by the novelistic rering of eccentric communities torn apart by violent crime.Julian Dibbell's reporting of the "Mr. Bungle" rape case first appeared as the cover story in The Village Voice. Since that time it has become a cause célèbre, cited as a landmark case in numerous books and articles and a source of less discussion on the Internet. That's because the scene of the crime was a "Multi-User Domain," an electronic "salon" where Internet junkies have created their own interactive fantasy realm. In a "place" where race, ger, and identity are infinitely malleable, the addictive denizens had thought they'd escaped all traditional cultural and moral limits. Yet Mr. Bungle's primal transgression challenged all their illusions, confronting even this electronic utopia with the same issues of order and social norms that humanity has faced since the Stone Age. When this fantasy imbroglio threatens Dibbell's actual marriage, we see how the virtual world at once mirrors and mocks real life.

Things We Think About Games


Will Hindmarch - 2008
    It is essential reading for designer, critic, and straight-up rank 'n' file gamer alike." --Robin D. Laws, creator of HeroQuest and Feng Shui Will Hindmarch and Jeff Tidball think a lot about games. At their commentary website, Gameplaywright.net, they think out loud about what it means to play games, make games, sell games, and love games. They are gamers. Here, with fellow game designers and notable game players, they think out loud on paper in the first Gameplaywright book. Things We Think About Games collects dozens on dozens of bite-sized thoughts about games. From the absurd to the magnificent, the demonstrable to the dogmatic, this collection spans both the breadth of games--board, card, roleplaying and more--and the depth of gaming, offering insights about collecting, playing, critiquing, designing, and publishing.

The Art of Overwatch


Blizzard - 2017
    Now, in this beautiful hardcover, Blizzard Entertainment reveals the creative process behind one of the most popular FPS games of all time! Filled with never-before-seen art as well as commentary provided by the game's development team, this book is sure to please any Overwatch fan.- Never-before-seen artwork!- Essential companion to the international best-selling game Overwatch!- Introduction and commentary provided by the game's development team!- Overwatch is a global phenomenon with 30 million players!- Produced in close partnership with Blizzard Entertainment!- Behind-the-scenes look at your favorite characters!- Overwatch creation revealed!

Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything


Daniel Goldberg - 2011
    Talked about by tens of millions of people, in fact. It is the story of unlikely success, fast money, and the power of digital technology to rattle an empire. And it is about creation, exclusion, and the feeling of not fitting in.Here Markus opens up for the first time about his life. About his old Lego-filled desk at school. About the first computer his father brought home one day. But also about growing up in a family marked by drug abuse and conflict. But above all it is the story of the fine line between seeming misfit and creative madman, and the birth of a tech visionary.Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything is a Cinderella story for the Internet age.

The Art of Dead Space


Martin Robinson - 2013
    Includes art from Dead Space, Dead Space: Extraction, Dead Space: Ignition, and Dead Space 2.

Psychology in Minutes: 200 Key Concepts Explained in an Instant


Marcus Weeks - 2015
    From Pavlov's dogs to experimental ethics and from the development of personality to cognitive behavioural therapy, this book will take you from the foundations of psychological thought to modern-day applications, drawing on recent research and established theories. Each essay is accompanied by an illustration or diagram to help unravel complex ideas. The principles of psychology apply to each and every one of us as they shed light on everything from our childhood development to our interaction with others - and Psychology in Minutes is the perfect insight to this fascinating subject. Contents include: Behaviourism, Experimental ethics, Problem solving, Illusions and paradoxes, Dream analysis, Management and leadership, Compliance and conformity, Attitudes and prejudices, Attraction, Moral development, Gender development, The big five personality traits, Classification of mental disorders, Criticisms of psychoanalysis, Positive psychology, Advertising and the media and The working environment.

101 Things I Learned in Architecture School


Matthew Frederick - 2006
    It is also a book they may want to keep out of view of their professors, for it expresses in clear and simple language things that tend to be murky and abstruse in the classroom. These 101 concise lessons in design, drawing, the creative process, and presentation--from the basics of "How to Draw a Line" to the complexities of color theory--provide a much-needed primer in architectural literacy, making concrete what too often is left nebulous or open-ended in the architecture curriculum. Each lesson utilizes a two-page format, with a brief explanation and an illustration that can range from diagrammatic to whimsical. The lesson on "How to Draw a Line" is illustrated by examples of good and bad lines; a lesson on the dangers of awkward floor level changes shows the television actor Dick Van Dyke in the midst of a pratfall; a discussion of the proportional differences between traditional and modern buildings features a drawing of a building split neatly in half between the two. Written by an architect and instructor who remembers well the fog of his own student days, 101 Things I Learned in Architecture School provides valuable guideposts for navigating the design studio and other classes in the architecture curriculum. Architecture graduates--from young designers to experienced practitioners--will turn to the book as well, for inspiration and a guide back to basics when solving a complex design problem.

The Nostalgia Nerd's Retro Tech: Computer, Consoles & Games


Peter Leigh - 2018
    Remember what a wild frontier the early days of home gaming were? Manufacturers releasing new consoles at a breakneck pace; developers creating games that kept us up all night, then going bankrupt the next day; and what self-respecting kid didn't beg their parents for an Atari or a Nintendo? This explosion of computers, consoles, and games was genuinely unlike anything the tech world has seen before or since.This thoroughly researched and geeky trip down memory lane pulls together the most entertaining stories from this dynamic era, and brings you the classic tech that should never be forgotten.

Empires of Eve: A History of the Great Empires of Eve Online


Andrew Groen - 2016
    The conflict and struggle for power between these diverse governments has led to wars, espionage, and battles fought by thousands of people from nations all over the world. There have been climactic last stands, wars for honor and revenge, and spies who caused more damage than a fleet of warships.Empires of EVE is the history of how political ideas first began to take hold in EVE Online, how that led to the creation of the first governments and political icons, and how those governments eventually collapsed into a state of total war from 2007-2009.