Book picks similar to
Halo 2: The Official Guide by Microsoft Corporation
halo
strategy-guides
game-guides
video-games
The Legend of Zelda: The Wind Waker - Prima's Official Strategy Guide
Bryan Stratton - 2003
Become the hero of a brand-new legend! ·Island-by-island tips for every hidden treasure, sidequest, and minigame ·Detailed dungeon maps with every hidden treasure chest revealed ·Checklists of every optional sidequest ·All the tips and tricks you need to defeat every boss and enemy creature ·Complete info on all weapons and items�including secret ones like the Magic Armor ·Screenshots of all 134 Nintendo Gallery figurines, with all the tips you need to get them
The Art of Assassin's Creed III
Andy McVittie - 2012
Recognized for having some of the richest, most-engrossing art and storytelling in the industry, Assassin's Creed transcends video games, branching out into other entertainment experiences including comic books, Facebook games, novels, short films and more.Assassin's Creed III sees the franchise step into a brand new era, with a new assassin in a revolutionary world. With intricately detailed environments and finely-honed and evocative historical reimaginings, this is a world into which you can immerse yourself and feel the echoes of the past come to life. Continuing in the footsteps of this already world-renowned franchise, Assassin's Creed III promises to be the biggest and best yet.Highlights in the game, and in the book, include new interactive cityscapes, frozen winter landscapes, threats from the natural world, weather systems that affect gameplay, and a wholly new environment for any Assassin so far - all stunningly and historically-correctly recreated by the Ubisoft studio.
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.
A Beginner's Guide to American Mah Jongg: How to Play the Game & Win
Elaine Sandberg - 2007
Offering first-time players an easy-to-follow guide to this complex game, A Beginner's Guide to American Mah Jongg includes simple, easy-to-follow instructions and clear diagrams to walk the reader through each step of the game, including how to select a hand, how to play and how to develop winning strategies. A key feature is the color text which shows various hands and tiles.This Mahjong guide includes:Step-by-step instructions for gameplay.Hands-on "Do It" exercisesTips and quizzes for natural learningMahjong background and historyAn explanation of tile symbolismGlossary of Mahjong termsA Beginner's Guide to American Mah Jongg is the perfect guide for all skill levels to learn Mahjong—from Mahjong beginners to pros.
Project Arcade: Build Your Own Arcade Machine [With CDROM]
John St. Clair - 2004
Construct joysticks, buttons, and trackballs; build the console and cabinet; install and configure the software; crank up the speakers; and wham Step across the time-space continuum and enjoy all those classic games, plus dozens of new ones, whenever you like. Start Here 1. Plan for your space and budget2. Design and build the cabinet3. Construct the controllers4. Build the console5. Pick an old game's brain6. Install the emulator7. Convince a PC it's a game8. Connect a monitor and speakers9. Add a marquee10. GO PLAY Includes diagrams, detailed instructions, essential software, and more CD-ROM Includes* Complete cabinet plans and diagrams* MAME32 software* Paint Shop Pro? evaluation version* Links to hundreds of arcade cabinet projects
Minecraft: The Official Annual 2014
Jane Riordan - 2013
With just your bare hands to mine with, you only have minutes to find food and shelter before darkness falls and the monsters come looking for you ...This annual celebrates the limitless possibilities of Minecraft. Packed with step-by-step instructions for exciting builds and projects, tips from the experts, including the game's creator Notch himself, cool things to make, games to test your brain power and codes to unravel, it's everything Minecraft fans have been waiting for.This might just be the one thing good enough to drag them away from their screens this year!
Deco Devolution: The Art of BioShock 2
Jordan Thomas - 2010
Contains concept art and models of the game's characters, locations, and weapons, as well as artists' comments on the work and the game.Note:The Rapture Edition Art book is a reduced version of the Special Edition Art book made to be a value against the Special Edition. It is reduced to 96 pages, and scaled down to the dimensions of the game case itself.The Special Edition Art book is the main version of BioShock 2's art book. It is 168 pages and is composed of 10 chapters.♢Chapter 1 - Citizens of Rapture♢Chapter 2 - Big Daddies♢Chapter 3 - Big Sisters♢Chapter 4 - Little Sisters♢Chapter 5 - Environments♢Chapter 6 - Weapons♢Chapter 7 - User Interface♢Chapter 8 - Advertisements♢Chapter 9 - Storyboards♢Chapter 10 - Credits
The Legend of Zelda: Hyrule Historia
NintendoHeidi Plechl - 2011
This handsome hardcover contains never-before-seen concept art, the full history of Hyrule, the official chronology of the games, and much more! Starting with an insightful introduction by the legendary producer and video-game designer of Donkey Kong, Mario, and The Legend of Zelda, Shigeru Miyamoto, this book is crammed full of information about the storied history of Link's adventures from the creators themselves! As a bonus, The Legend of Zelda: Hyrule Historia includes an exclusive comic by the foremost creator of The Legend of Zelda manga - Akira Himekawa!
The Cinematic Art of World of Warcraft: The Wrath of the Lich King
Blizzard Entertainment - 2009
Now, they can experience Northrend’s icy steppes and uncharted mountains through the art and imagination of the creative team behind this epic game. Containing more than 150 drawings, concept art pieces, and final renders, as well as secrets of game mythology and development stories, this mesmerizing book reveals how Blizzard Entertainment’s acclaimed series gets made. In addition to a behind-the-scenes technical look at the game cinematics and developmental art, Fans learn how Blizzard updated Arthas the Death Knight to be even more evil than in Warcraft III and how a new central character, Sindragosa the Frost Wyrm, was developed. Other features explore technical dimensions and Blizzard’s influence on the game world and beyond. EACH BOOK COMES WITH: Two 8” x 10” original art cards in vellum sleeve and a 12-page illustrated storybook on the creation of the frostwyrm Sindragosa, that make this a must-have for any WoW fan.
Dragon Age: The World of Thedas Volume 2
Ben Gelinas - 2015
This comprehensive book of lore features exclusive art and information, exploring every corner of this dark fantasy masterpiece!Newcomers will appreciate how this volume covers everything they need to know about the world and characters of these smash-hit games! Dedicated fans will revel in the abundance of never-before-revealed secrets, the perfect companion to Dragon Age: The World of Thedas Volume 1! From heroes to villains, to songs and food, and everything in between, this book puts the breath and depth of this inimitable fantasy at your fingertips.
The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World
Steven L. Kent - 2001
The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.
20 Years of Tomb Raider: Digging Up the Past, Defining the Future
Meagan Marie - 2016
Rediscover Lara Croft's greatest moments with fascinating coverage of the smash hit Tomb Raider movies, fiction, comics, and collectibles, and be enthralled by the legacy of Tomb Raider across the decades.Packed with exclusive art, photographs, and interviews covering all facets of the Tomb Raider franchise, 20 Years of Tomb Raider is the essential guide to this game's action-packed history and a must-have for every Tomb Raider fan.
Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)
Margaret WeisRobert J. Schwalb - 2016
Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.