Can I Wear My Nose Ring to the Interview? A Crash Course in Finding, Landing, and Keeping Your First Real Job


Ellen Gordon Reeves - 2009
    No, you shouldn't be e-mailing out hundreds of résumés. Begin the search with a professional mind-set—get organized, and set yourself up with business cards, a respectable e-mail address, and a working cell phone. The importance of networking and the rule of three—try to make three e-mails or phone calls a day, but never more than that. The "elevator speech"—hone your pitch to the length of an elevator ride and be prepared to use it at the most unexpected times. The art of writing cringe-free cover letters and killer résumés—from timelines, hooks, and grammatical do's and don'ts to why you should never use the phrase "References available upon request," never include your GPA, and never, ever make a typo. How to dress for an interview, including why to put on your business clothes when interviewing at home, over the phone. Things to be honest about: citizenship and past salary range. And things not to say: "I want this job because I need health insurance." Then once you're in, how to negotiate salary, what to expect in a review, and basic first job common sense: take initiative, be humble and helpful, never use your boss as a confidant, and always say "I'll find out" instead of "I don’t know." Now you're on your way.

Take It Off: KISS Truly Unmasked


Greg Prato - 2019
    This is untrue. In fact, this period helped resuscitate KISS’s career, as they reestablished themselves in arenas, on the charts, and via MTV, and yielded some of their most popular songs – including Lick It Up, Heaven’s On Fire, Tears Are Falling, Crazy Crazy Nights, Hide Your Heart, Forever, Unholy, and more – many of which consistently found their way into the band’s set lists. While the majority of KISS books are focused on the glitz and glamour of the iconic makeup era, the non-makeup years are ripe to be explored in book form, and Take It Off does just that, zeroing in on the eleven albums KISS issued during this period – including such gold- and platinum-certified hits as Lick It Up, Animalize, Revenge, and Alive III – as well the resulting tours, videos, and other escapades.Take It Off draws on all-new interviews with KISS experts and associates, including the band’s lead guitarist throughout most of this period, Bruce Kulick, plus Crazy Nights producer Ron Nevison and video director Paul Rachman (Unholy/I Just Wanna/Domino). Among the other contributors are Charlie Benante (Anthrax), K.K. Downing (ex-Judas Priest), Derek Sherinan (ex-Dream Theater), and rock music experts Eddie Trunk, Katherine Turman, and Lonn Friend. The book also includes a foreword by Fozzy frontman Chris Jericho and an afterword by acclaimed producer Andreas Carlsson, as well as rare photographs and memorabilia from the period. With KISS currently in the midst of their last ever tour, now is the time to get Truly Unmasked.

Postgraduate


Ian Shane - 2019
    Or at least, that’s what Danny thought. Now he’s finding it’s not so easy to go home again. In addition to the stress of speaking at a beloved professor’s retirement ceremony, he must juggle rivalries and romances from the past, along with modern complications, as he tries desperately to keep the wheels from falling off. For Danny, the only way forward is to go back in time. He uses the music of his youth as the liner notes to his finest hours, his most heartbreaking moments, and quite possibly, the road map of his future. This novel has its roots in Nick Hornby, Jonathan Tropper, and Matthew Norman, with dynamic dialogue, a touching and humorous narrative, and a borderline obsession with '80s and '90s college rock. Postgraduate is a literary cocktail of High Fidelity, Plan B, with a hint of We're All Damaged.

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.

Actionable Gamification: Beyond Points, Badges, and Leaderboards


Yu-kai Chou - 2015
    Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives. Effective gamification is a combination of game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations. This book explores the interplay between these disciplines to capture the core principles that contribute to good gamification design. The goal for this book is to become a strategy guide to help readers master the games that truly make a difference in their lives. Readers who absorb the contents of this book will have literally obtained what many companies pay tens of thousands of dollars to acquire. The ultimate aim is to enable the widespread adoption of good gamification and human-focused design in all types of industries.

Chasin' the Bird: Charlie Parker in California


Dave Chisholm - 2020
    starting in December 1945, where Bird and Dizzy Gillespie brought frenetic sounds of bebop from the East Coast jazz underground to the West Coast for a two-month residency at Billy Berg’s Hollywood jazz club.

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.

Music Habits - The Mental Game of Electronic Music Production: Finish Songs Fast, Beat Procrastination and Find Your Creative Flow


Jason Timothy - 2015
    The goal of this book, is to cover music production from many different angles in a way that will change your thinking on the subject and build your confidence. Music making is a very mental and psychological game, and more often than not, all the technical stuff can hold you back from achieving your goals if you don't have the right creative habits in place first. With all the information available with a simple Google search, I wanted to really get to the heart of things that aren't being discussed nearly enough. I want to clear out all the garbage you may have been told and replace it with the essentials you can put to immediate use. Many people new to music may dive into forums and mindlessly watch video tutorials attempting to gather more and more information until they think they have enough to get going (hint: you never feel like you know enough). That would be like reading a whole encyclopedia and then being asked to recall only the important things that will get you from point A to point B. Even worse, much of the information you get will contradict the last thing you read. It's like finding a needle in a haystack only to be told it's the wrong needle. There is a much better approach. It's an approach that doesn't require you to know a lot to get started. You only need to know enough to get to the next step in your process. There is truly nothing stopping you from becoming a music producer. The ones who are successful now are the ones who started from nothing and chipped away at it until they found a way to express their unique voice. There are no gatekeepers making decisions on who is worthy and who isn't. The determining factor is you, your habits and your confidence in yourself. This book can be read from start to finish, or as a “choose your own adventure”, going directly to what you think can help you most right now. Don't get caught up thinking you have to devour everything before getting started. That isn't necessary, and isn't the point of the book. The core concepts in the book will come up time & time again which should help you retain them & be able to recall them when the need arrives. By exploring these concepts from several angles you should gain a broad view of their many uses. My hope is that this book is used as a toolbox. You simply find the right tool that moves you forward and get back to work. So few people, who have more than enough information in their heads, ever start. Of those who do start, even fewer finish what they started and are satisfied with the results. I want you to be in that small group of finishers. Let's get started.

The Ultimate Guide to Video Game Writing and Design


Flint Dille - 2006
    Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.

Chris Crawford on Interactive Storytelling


Chris Crawford - 2004
    However, figuring out how to tell it interactively - can be challenging. This work provides examples of contemporary games that rely on different technologies - and learn the storytelling lessons to be garnered from each of the past methodologies.

Game Design Workshop: A Playcentric Approach to Creating Innovative Games


Tracy Fullerton - 2008
    This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

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.

The Practice Revolution


Philip A. Johnston - 2002
    It's not about how much students do. It's about how they spend that time. A long overdue look inside the practice room - what works, what doesn't and why, from the founder of and chief writer for PracticeSpot.com, the world's largest website for music teachers and students.

Notes and Tones: Musician-to-Musician Interviews (Expanded Edition)


Arthur Taylor - 1977
    As a black musician himself, Arthur Taylor was able to ask his subjects hard questions about the role of black artists in a white society. Free to speak their minds, these musicians offer startling insights into their music, their lives, and the creative process itself. This expanded edition is supplemented with previously unpublished interviews with Dexter Gordon and Thelonious Monk, a new introduction by the author, and new photographs.Notes and Tones consists of twenty-nine no-holds-barred conversations which drummer Arthur Taylor held with the most influential jazz musicians of the ’60s and ’70s—including:

Half-Life 2: Raising the Bar


David Hodgson - 2004
    -Unprecedented access behind "Half-Life" and "Half-Life 2" -A forward by Valve founder Gabe Newell -Hundreds of art, design, preproduction, and other art pieces crammed into the book -Over a dozen key members of Valve's staff interviewed -Officially approved by Valve -Behind City 17 and other locations -The development of the Source engine -A rogue's gallery of beasts, characters, and monstrosities -Key weapons development revelations -A tour of many of the game's locations, from inception to completion -Filled with art, screens, and anecdotes from the Valve team