Book picks similar to
Game Toilet, Vol. 1: 2007 - 2014 by Jerry Carpenter
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game-design
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Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Janet H. Murray - 1997
In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.
Who Will Do What by When?: How to Improve Performance, Accountability and Trust with Integrity
Tom Hanson - 2005
Join him as he races to learn the fundamentals of team and personal effectiveness before he loses his job - and the woman he loves.Along the way you'll arm yourself with the tools you need to cut through the daily tangled web of organizational politics and interpersonal issues that hinder performance. You'll learn to: Use the "Integrity Tools" to boost performance, trust and personal power Hold others accountable without being overbearing Evoke sustainable, outstanding performance in teams
Pwned
Shannen Crane Camp - 2013
She’s gorgeous, she’s popular, and she’s at the tip-top of the high school food chain as co-captain of the cheerleading squad. She’s also best friends with the most evil girl in Albany, Tawny Perez, which means she’s never on the receiving end of Tawny’s wrath. The only trouble in Reagan’s perfect life comes from the constant threat of her fellow classmates discovering her dirty little secret—Reagan West is a closet gamer. What’s more, Reagan absolutely hates her role as the evil cheerleader. But, as any teenager knows, it’s better to suppress your own nerdy tendencies than to submit to a lifetime of being shoved into lockers. So, Reagan bravely soldiers on as a reluctant bully ... until a cute boy from her guild moves to her school and becomes Tawny’s next target. The good-looking newcomer threatens to reveal Reagan’s nerdy little secret and force her to come to terms with who she truly is. Now Reagan has to decide if she’s going to defend her fellow geeks, or if she’ll continue to be a total troll.
Paranoia In The Launderette
Bruce Robinson - 1998
The basis for the film A Fantastic Fear of Everything.
Guinness World Records 2010: Gamer's Edition
Guinness World Records - 2010
FIND THE ANSWERS TO THESE GREAT GAMING MYSTERIES INSIDE
What is the most critically acclaimed game of all time?
What is the most played videogame of all time?
Who owns the world's biggest Pok
The Art of Halo
Eric Trautmann - 2004
This action-packed science fiction—military combat game, set on a distant, war-torn, artificial planet, became an instant triumph with gamers–and scored numerous awards for its innovations, irresistibility, and sheer thrills. The Art of Halo is a showcase of its stunning visual style, a fascinating guided tour through the making of the phenomenon–from bright idea to brilliant result–and a testament to the creativity of the artists at Bungie Studios.• Meet the brains behind Bungie, the birthplace of Halo• Feast your eyes on a panorama of all-new artwork from its spectacular sequel Halo 2–one of the most eagerly-awaited games of 2004• Discover the art of game design from the inside out, in interviews with–and illustrations by–the Halo creative team• Learn the secrets of designing gear from the artists themselves• Follow the construction of a crucial sequence from storyboard to completion, along with pages from the actual script• Thrill to a gallery of glorious Halo artwork, including action figure designs, game packaging, cartoon strips, posters, T-shirts, and moreIt’s all here–the story behind the sensation that GamePro declares “above and beyond what console gamers have come to expect”–in one virtuoso volume!
Storm Divers (Fractured Republic Saga #1)
Terry Mixon - 2016
For Adam Hale, the thrill of plunging his tiny ship into the unimaginable maelstroms on the king of planets helps him forget the blood-soaked tragedy that ended his military career. Rachel Price came to Jove Station to find her missing partner, Zane Hale, who is also an intelligence operative for the Republic. To do that, she must convince Zane’s brother—the man responsible for slaughtering dozens of her friends on Mars—to help her. Amid the crowds of the first annual system-wide storm diving competition, they stumble onto an insidious conspiracy that changes everything they thought they knew about each other and themselves. They must overcome the past and work as one or Jupiter will eat their bones.
BioShock Infinite Strategy Guide
Brady Games - 1996
Learn the location of every Vigor, vending machine, and static piece of Gear for 100% completion.THE ENEMIES OF THE PEOPLEExpert strategies and tactics for dealing with the denizens of Columbia. Learn the strengths and weaknesses of every heavy hitter so you can dispatch them when the need arises.THE GUNS OF LIBERTYDetailed data and information for all of the arms and armament of BioShock Infinite. Learn the best uses for every gun and Vigor in this dangerous world.AND MUCH, MUCH MORE!Special supplementary information by the Irrational Games’ staff, information for unlocking every Achievement and Trophy, transcriptions of every Voxophone, and a vast collection of images you won’t find anywhere else!
Games of Empire: Global Capitalism and Video Games
Nick Dyer-Witheford - 2009
No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
The Language Construction Kit
Mark Rosenfelder - 2010
or just learn about how languages work from an unusual, light-hearted perspective. The Language Construction Kit on zompist.com has helped a generation of conlangers to understand and create languages. It's expanded here with coverage of semantics and pragmatics, language families, writing systems, and sample wordlists, as well as an annotated sample grammar.
Programming Game AI by Example
Mat Buckland - 2004
Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
Dead Cold
Sue Leather - 2007
At seven levels, from Starter to Advanced, this impressive selection of carefully graded readers offers exciting reading for every student's capabilities. Detective Flick Laine goes to Pine Crest, a ski resort in Colorado USA, to investigate the murder of Janine, a 23-year-old student of journalism. What was the big story Janine was working on before her death? Contains a paperback and 2 Audio CDs with complete text recordings from the book.
Impro for Storytellers (Theatre Arts)
Keith Johnstone - 1994
Impro for Storytellers aims to take jealous and self-obsessed beginners and teach them to play games with good nature and to fail gracefully.
100 More Things Every Designer Needs to Know about People
Susan M. Weinschenk - 2015
Research hasn't stopped since the book was written, and new design challenges have emerged.Weinschenk's new book, 100 MORE Things Every Designer Needs To Know About People applies the latest research in psychology, neuroscience, brain research, and social psychology to the design of technology products, including websites, apps, wearables, and artificial intelligence. Weinschenk combines real science and research citations with practical examples to make her 100 MORE Things engaging, persuasive, easy to read, accessible, and useful. 100 MORE Things Every Designer Needs to Know About People is not just another "design guidelines" book because it explains the WHY behind the guidelines, providing concrete examples and prescriptions that can be easily and instantly applied.
The Cavalier
Jason L. McWhirter - 2012
An evil that threatened the lands long ago, now stirs deep in the Black Lands of the North. Cavaliers, the guardians of the righteous, have long been the protectors of Kraawn. Trained in combat and blessed with the powers of the gods, these warriors roam the lands using their skills to fight back the power of the Forsworn, a trio of evil gods whose ultimate goal is to blanket the world in a mist of darkness. But something has been slaying these warriors and now the lands of Kraawn are at risk, the path of invasion paved by the deaths of the only guardians capable of combating the dark powers of the Forsworn. But not all is lost. A young boy, a cripple raised in a small mountain town, will become Kraawn’s only hope. Jonas Kanrene thought his life was limited to helping his mother survive in the desolate Tundren Mountains. Then one night a stranger arrives, a powerful cavalier, bringing with him hope, life,…and death, and becoming a catalyst for all the change that was about to dismantle Jonas’s world. Can the powers of good fight back the horde of evil amassing in the north? Can Jonas grow into the man, the warrior, the cavalier capable of stopping the Forsworn? One thing is certain. The lands of Kraawn will never again be the same.