Book picks similar to
Embed with Games: A Year on the Couch with Game Developers by Cara Ellison
non-fiction
games
nonfiction
video-games
A Field Guide to Getting Lost
Rebecca Solnit - 2005
A Field Guide to Getting Lost draws on emblematic moments and relationships in Solnit's own life to explore the issues of wandering, being lost, and the uses of the unknown. The result is a distinctive, stimulating, and poignant voyage of discovery.
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.
Destination Truth: Memoirs of a Monster Hunter
Josh Gates - 2011
. . and your journey into both begins here. World adventurer and international monster hunter Josh Gates has careened through nearly 100 countries, investigating frightening myths, chilling cryptozoological legends, and terrifying paranormal phenomena. Now, he invites fans to get a behind-the-scenes look at these breathtaking expeditions. Follow Gates from the inception of the groundbreaking hit show (at the summit of Kilimanjaro) to his hair-raising encounters with dangerous creatures in the most treacherous locations on earth. Among his many adventures, he unearths the flesh-crawling reality of the Mongolian Death Worm, challenges an ancient curse by spending the night in King Tut’s tomb, descends into a centuries-old mine to search for an alien entity in subterranean darkness, pursues ghosts in the radioactive shadow of Chernobyl, and explores sightings of Bigfoot from the leech-infested rain forests of Malaysia to the dizzying heights of the Himalayas. Part journey into the unexplained, part hilarious travelogue, part fascinating look at the making of a reality-based TV show—and featuring never-before-published photographs— this Destination Truth companion takes readers on the supernatural expedition of a lifetime.
The Trip to Echo Spring
Olivia Laing - 2013
Scott Fitzgerald, Ernest Hemingway, Tennessee Williams, John Berryman, John Cheever, and Raymond Carver. All six of these writers were alcoholics, and the subject of drinking surfaces in some of their finest work, from Cat on a Hot Tin Roof to A Moveable Feast. Often they did their drinking together—Hemingway and Fitzgerald ricocheting through the cafés of 1920s Paris; Carver and Cheever speeding to the liquor store in Iowa in the icy winter of 1973.Olivia Laing grew up in an alcoholic family herself. One spring, wanting to make sense of this ferocious, entangling disease, she took a journey across America that plunged her into the heart of these overlapping lives. As she travels from Cheever's New York to Williams' New Orleans, from Hemingway's Key West to Carver's Port Angeles, she pieces together a topographical map of alcoholism, from the horrors of addiction to the miraculous possibilities of recovery. Beautiful, captivating and original, The Trip to Echo Spring strips away the myth of the alcoholic writer to reveal the terrible price creativity can exert.
Game Project Completed: How Successful Indie Game Developers Finish Their Projects
Thomas Schwarzl - 2014
They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.
Shopping in Jail: Ideas, Essays and Stories for an Increasingly Real Twenty-First Century
Douglas Coupland - 2013
Nine short non-fiction pieces with a forward by Shumon Basar.
The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
Frank Rose - 2011
Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.
The Principles of Uncertainty
Maira Kalman - 2007
Part personal narrative, part documentary, part travelogue, part chapbook, and all Kalman, these brilliant, whimsical paintings, ideas, and images - which initially appear random - ultimately form an intricately interconnected worldview, an idiosyncratic inner monologue.
Critical Path: How to Review Videogames for a Living
Dan Amrich - 2012
This includes how to write compelling reviews, how to pitch yourself as a writer, how to tackle some tricky ethical quandaries, and yes, even how to get free games. Based on Dan Amrich’s own experience as a game journalist for more than 15 years, it’s advice that can serve you for your entire career, from press start to game over.
Playing with Super Power: Nintendo Super NES Classics
Prima Games - 2017
The Console A nostalgic celebration and exploration of the Super Nintendo Entertainment System in all its 16-bit glory.The Games Discover everything you've always wanted to know about some of the most beloved SNES games, including the previously unreleased Star Fox 2!The History Learn about the SNES development and the visionaries behind this groundbreaking console.The Legacy An in-depth look at how the SNES has left its mark on the gaming industry, and how its legacy continues.The Memories Featuring a plethora of fan art, music, and more, this book is a love letter to playing with Super Power!Speedrunning Tips Some of the best speedrunners around share their tips and strategies for getting the best times in these beloved classic games.Exclusive Foreword Written by Reggie Fils-Aime, President and COO of Nintendo of America.Paperback version.
All I Did Was Ask: Conversations with Writers, Actors, Musicians, and Artists
Terry Gross - 2004
. ."Now available in paperback--a selection of revealing interviews from the award-winning National Public Radio showOriginating from WHYY-FM in Philadelphia and heard on more than 450 NPR stations, Fresh Air with Terry Gross has become a daily habit with millions of listeners nationwide--a must for anyone hoping to keep up with what's happening in the arts. Over the last twenty years, Terry's guests have included our most significant writers, actors, musicians, comics, and visual artists.For her first collection, Terry has chosen more than three dozen timeless interviews that prove to be as lively on the page as they were on the radio. Her questions--probing yet sensitive--encourage revelations from figures as diverse as John Updike, Isabella Rossellini, Conan OBrien, Samuel L. Jackson, Johnny Cash, and Nicolas Cage. And in her introduction, the generally self-effacing host of Fresh Air does something she wouldnt dream of doing on the air--she reveals a thing or two about herself.
I Murdered My Library
Linda Grant - 2014
At the end of 2013, novelist Linda Grant moved from a rambling maisonette over four floors to a two bedroom flat with a tiny corridor-shaped study. The trauma of getting rid of thousands of books raises the question of what purpose personal libraries serve in contemporary life and the seductive lure of the Kindle. Both a memoir of a lifetime of reading and an insight into how interior décor has banished the bookcase, her account of the emotional struggle of her relationship with books asks questions about the way we live today.
Daily Rituals: How Artists Work
Mason Currey - 2013
Thomas Wolfe wrote standing up in the kitchen, the top of the refrigerator as his desk, dreamily fondling his “male configurations”. . . Jean-Paul Sartre chewed on Corydrane tablets (a mix of amphetamine and aspirin), ingesting ten times the recommended dose each day . . . Descartes liked to linger in bed, his mind wandering in sleep through woods, gardens, and enchanted palaces where he experienced “every pleasure imaginable.” Here are: Anthony Trollope, who demanded of himself that each morning he write three thousand words (250 words every fifteen minutes for three hours) before going off to his job at the postal service, which he kept for thirty-three years during the writing of more than two dozen books . . . Karl Marx . . . Woody Allen . . . Agatha Christie . . . George Balanchine, who did most of his work while ironing . . . Leo Tolstoy . . . Charles Dickens . . . Pablo Picasso . . . George Gershwin, who, said his brother Ira, worked for twelve hours a day from late morning to midnight, composing at the piano in pajamas, bathrobe, and slippers . . . Here also are the daily rituals of Charles Darwin, Andy Warhol, John Updike, Twyla Tharp, Benjamin Franklin, William Faulkner, Jane Austen, Anne Rice, and Igor Stravinsky (he was never able to compose unless he was sure no one could hear him and, when blocked, stood on his head to “clear the brain”). Brilliantly compiled and edited, and filled with detail and anecdote, Daily Rituals is irresistible, addictive, magically inspiring.
The Grasshopper: Games, Life and Utopia
Bernard Suits - 1978
"Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games is a central part of the ideal of human existence, so games belong at the heart of any vision of Utopia. Originally published in 1978, The Grasshopper is now re-issued with a new introduction by Thomas Hurka and with additional material (much of it previously unpublished) by the author, in which he expands on the ideas put forward in The Grasshopper and answers some questions that have been raised by critics.
High Score!: The Illustrated History of Electronic Games
Rusel DeMaria - 2002
Featuring hundreds of interviews with game creators and thousands of never-before-seen photos from the early days, this book honors the games that have captivated youngsters and the young-at-heart for more than 30 years--making this the ultimate tribute to electronic games.