The Letters of J.R.R. Tolkien


J.R.R. Tolkien - 1981
    The Letters of J.R.R Tolkien sheds much light on Tolkien's creative genius and grand design for the creation of a whole new world: Middle-earth. Featuring a radically expanded index, this volume provides a valuable research tool for all fans wishing to trace the evolution of THE HOBBIT and THE LORD OF THE RINGS.

A Reading Diary: A Passionate Reader's Reflections on a Year of Books


Alberto Manguel - 2004
    An article in the daily paper would suddenly be illuminated by a passage in the novel; a long reflection would be prompted by a single word. He decided to keep a record of these moments, rereading a book each month, and forming "A Reading Diary": a volume of notes, reflections, impressions of travel, of friends, of events public and private, all elicited by his reading. From "Don Quixote" (August) to "The Island of Dr. Moreau" (February) to "Kim" (April), Manguel leads us on an enthralling adventure in literature and life, and demonstrates how, for the passionate reader, one is utterly inextricable from the other.

Itchy, Tasty: An Unofficial History of Resident Evil


Alex Aniel - 2021
    Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.

The Clothing of Books


Jhumpa Lahiri - 2016
    Probing the complex relationships between text and image, author and designer, and art and commerce, Lahiri delves into the role of the uniform; explains what book jackets and design have come to mean to her; and how, sometimes, “the covers become a part of me.”

Insomniac City: New York, Oliver, and Me


Bill Hayes - 2017
    But, at forty-eight years old, having spent decades in San Francisco, he craved change. Grieving over the death of his partner, he quickly discovered the profound consolations of the city's incessant rhythms, the sight of the Empire State Building against the night sky, and New Yorkers themselves, kindred souls that Hayes, a lifelong insomniac, encountered on late-night strolls with his camera.And he unexpectedly fell in love again, with his friend and neighbor, the writer and neurologist Oliver Sacks, whose exuberance--"I don't so much fear death as I do wasting life," he tells Hayes early on--is captured in vignettes throughout. What emerges is a portrait of Sacks at his most personal and endearing, from falling in love for the first time at age seventy-five to facing illness and death (Sacks died of cancer in August 2015).

Beautiful Code: Leading Programmers Explain How They Think


Andy OramLincoln Stein - 2007
    You will be able to look over the shoulder of major coding and design experts to see problems through their eyes.This is not simply another design patterns book, or another software engineering treatise on the right and wrong way to do things. The authors think aloud as they work through their project's architecture, the tradeoffs made in its construction, and when it was important to break rules. Beautiful Code is an opportunity for master coders to tell their story. All author royalties will be donated to Amnesty International.

Silent Hill: The Terror Engine


Bernard Perron - 2012
    P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

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.

Giving Up the Ghost


Hilary Mantel - 2003
    Once married, however, she acquired a persistent pain that led to destructive drugs and patronizing psychiatry, ending in an ineffective but irrevocable surgery. There would be no children; in herself she found instead one novel, and then another.

The Voice That Thunders


Alan Garner - 1998
    This collection, taken from the work of more that twenty years, explores an enviable range of scholarly interests: archaeology, myth, language, education, philosophy, the spiritual quest, mental health, literature, music and film.The book also serves as a poetic autobiography of one of England's best-loved but least public writers. He hears himself declared dead at the age of six; he draws on the deep vein of a rural working-class childhood in a family of craftsmen who instilled the passion for excellence and for innovation and humour. The disciplines he learnt as a Classicist give a shape and clarity to that passion in this richly various book that would have fascinated his forebears, whose work and lives are also celebrated here.This most unusual, most candid, most vivid picture of an English family and its home, its country's history, is also a devastating revelation of a writer's own life. Alan Garner's account of his mental illness will become a classic, and each strand of the book will be a source of fascination to anyone who has ever fallen under the spell of an Alan Garner story, as also to all who concern themselves with the craft of writing.

Marx at the Arcade: Consoles, Controllers, and Class Struggle


Jamie Woodcock - 2019
    In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies.

The Legend of Zelda (Legends of Localization, #1)


Clyde Mandelin - 2015
    Because it's a long way from Japan to the West, even for a legendary hero.

Play Between Worlds: Exploring Online Game Culture


T.L. Taylor - 2006
    L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online--and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.

A Place of My Own: The Education of an Amateur Builder


Michael Pollan - 1997
    Now Pollan turns his sharp insight to the craft of building, as he recounts the process of designing and constructing a small one-room structure on his rural Connecticut property--a place in which he hoped to read, write and daydream, built with his two own unhandy hands.Invoking the titans of architecture, literature and philosophy, from Vitrivius to Thoreau, from the Chinese masters of feng shui to the revolutionary Frank Lloyd Wright, Pollan brilliantly chronicles a realm of blueprints, joints and trusses as he peers into the ephemeral nature of "houseness" itself. From the spark of an idea to the search for a perfect site to the raising of a ridgepole, Pollan revels in the infinitely detailed, complex process of creating a finished structure. At once superbly written, informative and enormously entertaining, A Place of My Own is for anyone who has ever wondered how the walls around us take shape--and how we might shape them ourselves.A Place of My Own recounts his two-and-a-half-year journey of discovery in an absorbing narrative that deftly weaves the day-to-day work of design and building--from siting to blueprint, from the pouring of foundations to finish carpentry--with reflections on everything form the power of place to shape our lives to the question of what constitutes "real work" in a technological society.A book about craft that is itself beautifully crafted, linking the world of the body and material things with the realm of mind, heart, and spirit, A Place of My Own has received extraordinary praise.

Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games


David L. Craddock - 2015
    Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys.Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics.Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks introduces you to the visionaries behind some of the most popular roguelikes of all time, and shows how their creations paved the way for the blockbuster video games of today—and beyond.