Book picks similar to
A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design by Anna Anthropy
game-design
games
game-dev
nonfiction
Once Upon Atari: How I made history by killing an industry
Howard Scott Warshaw - 2020
The Design of Everyday Things
Donald A. Norman - 1988
It could forever change how you experience and interact with your physical surroundings, open your eyes to the perversity of bad design and the desirability of good design, and raise your expectations about how things should be designed.B & W photographs and illustrations throughout.
Dawn: The Worlds of Final Fantasy
Yoshitaka Amano - 2009
"Dawn" collects the paintings, detailed line art, and preliminary sketches designed for the first four games.---From book cover:There is only one Final Fantasy.Through more than two dozen wildly diverse adventures since the first game was released in 1987, the international influence of the game is legendary both inside the video-game industry and throughout popular culture. It is a tale of bold heroes and heroines, breath-taking landscapes and terrifying creatures. Through Final Fantasy, characters such as Luneth, Refia, Rosa Farrell, Cecil Harvey, and many others have become household names to millions of players across the globe. And for many of the games, the epic landscapes have all been brought to life through the remarkable vision of one man: Yoshitaka Amano.Now, for the first time outside Japan, Amano and Square-Enix, Inc., have permitted the artwork that inspired the designs of the Final Fantasy games to be published. In Dawn, you will see the development of the first four games through Amano's paintings, detailed line art, and preliminary sketches.If you've taken this journey before, prepare to see the world you know through new eyes. If you're embarking on this quest for the first time, brace yourself. Your life will never be the same again.There's never been a game, a world, an adventure, like Final Fantasy.Cover design by Scott Cook
Unity 3.X Game Development Essentials
Will Goldstone - 2009
With no prior knowledge of game development or 3D required, you will learn from scratch, taking each concept at a time working up to a full 3D mini-game. You'll learn scripting with C# or JavaScript and master the Unity development environment with easy-to-follow stepwise tasks. If you're a designer or animator who wishes to take their first steps into game development or prototyping, or if you've simply spent many hours sitting in front of video games, with ideas bubbling away in the back of your mind, Unity and this book should be your starting point. No prior knowledge of game production is required, inviting you to simply bring with you a passion for making great games.
Supercade: A Visual History of the Videogame Age, 1971-1984
Van Burnham - 2001
From Pong to Pac-Man, Asteroids to Zaxxon - more than 50 million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems.
Dark Souls: Design Works
From Software - 2011
Showcasing the grim and chilling artwork behind the fan-favorite Dark Souls game in a gorgeous hardcover collection, Dark Souls: Design Works features key visuals, concept art, character & monster designs, rough sketches, and an exclusive interview with the game's creators.
Making Games with Python & Pygame
Al Sweigart - 2012
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/pygame This book 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 some familiarity with Python.
Boardgames That Tell Stories
Ignacy Trzewiczek - 2014
Book that tell an extraordinary story about game design. Learn about terryfying presentation of International Gamers Nominee Pret-a-Porter. Learn how much time was needed to design Golden Geek Best Card Game nominee 51st State. Learn how kids helped designind Dice Tower nominee Robinson Crusoe...Read stories behind scenes. Learn about designing one of the most popular boardgames. You find them all in this one book.
The Laws of Simplicity: Design, Technology, Business, Life
John Maeda - 2006
We're rebelling against technology that's too complicated, DVD players with too many menus, and software accompanied by 75-megabyte "read me" manuals. The iPod's clean gadgetry has made simplicity hip. But sometimes we find ourselves caught up in the simplicity paradox: we want something that's simple and easy to use, but also does all the complex things we might ever want it to do. In The Laws of Simplicity, John Maeda offers ten laws for balancing simplicity and complexity in business, technology, and design—guidelines for needing less and actually getting more.Maeda—a professor in MIT's Media Lab and a world-renowned graphic designer—explores the question of how we can redefine the notion of "improved" so that it doesn't always mean something more, something added on.Maeda's first law of simplicity is "Reduce." It's not necessarily beneficial to add technology features just because we can. And the features that we do have must be organized (Law 2) in a sensible hierarchy so users aren't distracted by features and functions they don't need. But simplicity is not less just for the sake of less. Skip ahead to Law 9: "Failure: Accept the fact that some things can never be made simple." Maeda's concise guide to simplicity in the digital age shows us how this idea can be a cornerstone of organizations and their products—how it can drive both business and technology. We can learn to simplify without sacrificing comfort and meaning, and we can achieve the balance described in Law 10. This law, which Maeda calls "The One," tells us: "Simplicity is about subtracting the obvious, and adding the meaningful."
Go! More Than a Game
Peter Shotwell - 2003
In the West, many have learned of its pleasures, especially after the game appeared in a number of hit movies, TV series, and books, and was included on major Internet game sites. By eliciting the highest powers of rational thought, the game draws players, not just for the thrills of competition, but because they feel it enhances their mental, artistic, and even spiritual lives.Go! More Than a Game uses the most modern methods of teaching, so that, in a few minutes, anyone can understand the two basic rules that generate the game. The object of Go is surrounding territory, but the problem is that while you are doing this, the opponent may be surrounding you! In a series of exciting teaching games, you will watch as Go's beautiful complexities begin to unfold in intertwining patterns of black and white stones. These games progress from small 9x9 boards to 13x13 and then to the traditional 19x19 size.Go! More Than a Game has been completely revised by the author based on new data about the history of early go and the Confucians who wrote about it. This popular book includes updated information such as the impact of computer versions on the game, the mysterious new developments of Go combininatroics, advances in Combinatorial Game Theory and a look at the current international professional playing scene.
Art of Atari
Tim Lapetino - 2016
Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced! "For me, revisiting the beautiful artwork presented in this book is almost as good as taking a trip in Doc Brown's time machine back to that halcyon era at the dawn of the digital age. But be warned, viewing these images may leave you with an overwhelming desire to revisit the ancient pixelated battlefields they each depict as well." -- from the Foreword by Ernest Cline, author of READY PLAYER ONE
Artificial Intelligence: Structures and Strategies for Complex Problem Solving
George F. Luger - 1997
It is suitable for a one or two semester university course on AI, as well as for researchers in the field.
Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation
Tim Brown - 2009
The reality is that most innovations come from a process of rigorous examination through which great ideas are identified and developed before being realized as new offerings and capabilities.This book introduces the idea of design thinking‚ the collaborative process by which the designer′s sensibilities and methods are employed to match people′s needs not only with what is technically feasible and a viable business strategy. In short‚ design thinking converts need into demand. It′s a human−centered approach to problem solving that helps people and organizations become more innovative and more creative.Design thinking is not just applicable to so−called creative industries or people who work in the design field. It′s a methodology that has been used by organizations such as Kaiser Permanente to icnrease the quality of patient care by re−examining the ways that their nurses manage shift change‚ or Kraft to rethink supply chain management. This is not a book by designers for designers; this is a book for creative leaders seeking to infuse design thinking into every level of an organization‚ product‚ or service to drive new alternatives for business and society.
Attacking Chess: Aggressive Strategies and Inside Moves from the U.S. Junior Chess Champion
Josh Waitzkin - 1995
Now, for the first time, Waitzkin reveals the aggressive tactics and psychological techniques that have propelled him to the forefront of the chess world. His unique introduction to the game combines solid instruction with stories about his personal experiences that capture all the excitement and tension of playing chess at the championship level. Josh Waitzkin's Attacking Chess presents nineteen different offensive strategies, progressing from the most elementary, including forks, pins, skewers, and double threats, to the more advanced and sophisticated moves used by the world's best players. Chapters such as Minor Traps, The Seventh Rank and the Pig, Mating Nets, and Quiet Moves in Attack show how anyone can develop a more aggressive and creative style of play. Each strategy is illustrated with examples taken from actual games Waitzkin has played, described with all the gusto and competitive intensity this young master brings to his craft. You can feel the heat of battle throughout this action-packed manual -- it's guaranteed to entertain and inspire all students of chess who want to learn how to emerge victorious from the black and white jungle.