Book picks similar to
People, Planning, and Production for Video Game Development by Gerard C. Merritt


game-design
game-design-and-programming
game-development
gamedev-gaming

The Game Believes in You: How Digital Play Can Make Our Kids Smarter


Greg Toppo - 2015
    Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book:*A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond.*A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities.*A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft.Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again-right away-and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.

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.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

Tilli's Story: My Thoughts Are Free


Lorna Collier - 2004
    The small, poignant touches are riveting." -"Kirkus Discoveries""I think about what I want and what makes me happy, But orderly and quietly to myself. Because my thoughts tear down fortresses and walls, My thoughts are free. -German folk song, author unknown"The beautiful, safe, joyful places in young Tilli's imagination were her only refuge from the bombing that tore through the sky above her during World War II. Her thoughts were her only freedom from Hitler's Nazi tyranny, and they were her strength to survive after the war ended, when Russians invaded her tiny farming village in eastern Germany; forced her into months of hiding in a dark attic crawlspace; and took her innocence, her childhood, and nearly her life.Tilli's dreams-of a time when she could think and act freely, and travel, work, write, worship, and live however she wished-were what fueled the sixteen-year-old to courageously and single-handedly escape the terror of Stalin's harsh Communist rule and create her own happy ending in a free America.This true tale of sorrow and terror, hope and triumph, is Tilli's story-but it's also the story of the unthinkable suffering and untold bravery of countless innocent children who have lived through a war and its aftermath.

Culture: 50 Insights from Mythology


Devdutt Pattanaik - 2018
    He investigates how stories influence perception and construct truths, the cultural roots of the notion of evil and reveals the need for mythology through a telling of various Indian and Western myths. In doing so, he shows how myths reflect the culture they emerge from while simultaneously reinforcing the source.Culture is a groundbreaking work that contextualizes mythology and proposes that myths are alive, dynamic, shaped by perception and the times one lives in.

Elon Musk: Renaissance Man


Nathaniel Oliver - 2015
    In this book, you'll find Elon's incredible story alongside quotes with relevant context and insight into his philosophy on life. Elon Musk is a modern-day fusion of Henry Ford and Isaac Asimov. One of the most successful and renowned entrepreneurs in the world, he’s an unstoppable force in multiple industries. If Musk glances at your business, your product, or your engineers, watch out… he’s about to ruin your day. SpaceX "There is nothing inherently expensive about rockets. It's just that those who have built and operated them in the past have done so with horrendously poor efficiency." - Elon Musk "We are used to things improving every year; we are used to having a better cell phone next year than this year; a better lap top. We are even used to some basic things, like we expect more from your car in next year’s model than last year’s model. But this is not the case in space; reliability and cost - those are the fundamental parameters of transportation - have not improved... We got to the moon, but have never done anything better since. I'm disappointed that we have not made more progress since Apollo. I don't even see a plan that says we're going to do better than Apollo to exceed that goal." - Elon Musk "If we can be one of the companies that makes it possible for humans to become a multi-planetary species, that would be the Holy Grail. It sounds a bit crazy but it's going to happen, and only if people build the means to do so. We're making progress toward a greater philosophical goal while building a sound business." - Elon Musk Tesla Motors "The reason for me to do it is not because I saw a huge market opportunity. It was clear that we were not going to see electric cars from major car manufacturers. The industry was operating under two false premises. One, that you could not create a compelling electric car. And two, that no one would buy it. Now that we’ve become profitable, we expect that other manufacturers will get into the electric car market... [but] the response thus far has been slower than I’d like." - Elon Musk “I don’t like patents, personally. When I was first starting out developing technology, I got lots of patents, and thought this was a good thing, and then I sort of discovered that a patent was really like buying a lottery ticket to a lawsuit. I was like, I’d rather not buy those tickets. You look at sort of the battle between Apple & Samsung, who is really winning there? The lawyers are winning certainly, but neither of those two companies. And, in the case of Tesla, I thought, ‘Well, would Tesla ever sue some other car company if they were using our patents, to try to make them stop making electric cars?’ We would never do such a thing, so why pretend that we would.” - Elon Musk Note from the Author: If you enjoyed reading this book, please consider leaving a review!

USE THIS FOR THAT: Your Easy Essential Oil Guidebook


Kathy Heshelow - 2017
     Essential oils hold great wellness benefits.Kathy Heshelow makes it easy for beginners or dabblers in aromatherapy to walk away with a good understanding of how to USE THIS FOR THAT. You'll get great info, recipes, applications and tips to keep you and your family well.

The Queen's Pirate: Sir Francis Drake


Kevin Jackson - 2016
     But Drake’s exploits in his earlier years, though less well known, are even more remarkable. Born into a poor, obscure family, he worked his way rapidly up in the maritime world to his first captaincy. Before long, he was the most successful of all English pirates, admired by his countrymen, hated and feared by the Spanish. Queen Elizabeth and her ministers saw the potential in this rough-mannered but enterprising young man, and gave him their blessing for the first British venture into the Pacific Ocean. This success of this voyage, which lasted for three years, exceeded their wildest hopes. Not only did Drake come home with a vast treasure of captured gold, silver and jewels; he became the first man ever to circumnavigate the globe in a single mission, and bring most of his crew home alive and well. Soon after his triumphant return, Elizabeth knighted this newly rich adventurer, and gave her blessing to his acts of pillage. It was a gesture that made war with Spain inevitable. And Drake’s part in the coming war changed the course of world history. SIR FRANCIS DRAKE: THE QUEEN’S PIRATE tells the extraordinary story of Drake’s early years and his journey around the world on his famous ship, the Golden Hind.

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.

The Sinking of the Edmund Fitzgerald: The Loss of the Largest Ship on the Great Lakes


Charles River Editors - 2014
    And all that remains is the faces and the names of the wives and the sons and the daughters.” – Gordon Lightfoot, “The Wreck of the Edmund Fitzgerald” The Great Lakes have claimed countless thousands of vessels over the course of history, but its biggest and most famous victim was the SS Edmund Fitzgerald, the largest ship of its day to sail the Great Lakes and still the largest to lie below Lake Superior’s murky depths. The giant ore freighter was intentionally built "within a foot of the maximum length allowed for passage through the soon-to-be completed Saint Lawrence Seaway.” but despite its commercial purpose, the Edmund Fitzgerald was also one of the most luxurious ships to ever set sail in the Great Lakes. One person who sailed aboard the ship recounted, “Stewards treated the guests to the entire VIP routine. The cuisine was reportedly excellent and snacks were always available in the lounge. A small but well stocked kitchenette provided the drinks. Once each trip, the captain held a candlelight dinner for the guests, complete with mess-jacketed stewards and special ‘clamdigger’ punch.” Indeed, when it was completed in 1957, the Edmund Fitzgerald was nearly 730 feet long and dubbed “Queen of the Lakes”, and it was so popular that people would wait along the shores to catch a glimpse of the famous boat. The ship had already earned various safety awards and never suffered a serious problem when it set sail from Superior, Wisconsin with over 26,000 tons of freight on November 9, 1975 and headed for a steel mill near Detroit. During that afternoon, however, the National Weather Service, which had earlier predicted that a storm would miss Lake Superior, revised its estimates and issued gale warnings. Over the course of the next 24 hours, the Fitzgerald and other ships in Lake Superior tried to weather the storm, but by the early evening hours of November 10, the Fitzgerald’s captain radioed other ships to report that the ship was having some problems and was taking on water. In the ship’s last radio contact, the captain reported that the ship and crew were “holding our own,” but just what happened next still remains a mystery to this day. Minutes after that last contact, the Edmund Fitzgerald stopped replying on the radio and no longer showed up on radar, indicating that it sank, but no distress signal was ever given, suggesting something catastrophic happened almost instantly. At the time the ship went down with all 29 of its crew, winds had reached about 60 miles per hour, waves were about 25 feet high, and rogue waves were measured at 35 feet. The wreck of the ship was found within days, and the fact that it was found in two large pieces suggest it broke apart on the surface of the lake, but it’s still unclear how that happened. Since her loss with all hands, people from all walks of life have weighed in on the ship’s fate, including official investigators, sailors, and meteorologists, but no one has yet to come to a clear conclusion about what exactly went wrong. Various theories have since been put forth, attributing the sinking to everything from rogue waves to the flooding of the cargo hold, but the loss made clear that more stringent regulations on shipping in the Great Lakes was necessary, and it was also a painful reminder of the dangers of maritime travel.

This Gaming Life: Travels in Three Cities


Jim Rossignol - 2008
    Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

MEGACROC


Julian Michael Carver - 2020
    When evidence at the latest scene suggests that a massive predator may be the source of the carnage, a local crocodilian specialist is brought in as a consultant. Soon an effort is launched by the police and the coast guard to successfully locate and capture the ancient creature, which threatens the lives of everyone in the expedition, as well as the surrounding communities.

Slay the Dragon: Writing Great Video Games


Robert Denton Bryant - 2015
    "Slay the Dragon" will help you understand the challenges and offer creative solutions to writing for a medium where the audience not only demands a great story, but to be a driving force within it. Aimed at traditional writers who want to learn interactive narrative as well as game creators who want to tell better, more emotionally involving stories, the book is written by two creative veterans of both Hollywood and "Nerdyhood." Through lively discussions and self-paced-exercises, Bryant and Giglio step you such topics as: the "no-act" structure of video games; writing great game characters; making gameplay emotionally meaningful; and bringing your game world alive.

Ikigai: The Japanese Life Philosophy


Alan Daron - 2018
    In this short book, I'll share with you what Ikigai is, why you should learn and pursue it, and how to go about discovering your Ikigai. By the end of the book, you'll be in a very good position to start discovering and pursuing your Ikigai en route to a life of joy and fulfillment. Scroll up and click "Buy now with 1-Click" to download your copy now! © 2017 All Rights Reserved!Tags: ikigai, ikigai book, ikigai kindle, ikigai the japanese secret, book ikigai, about ikigai, finding your ikigai.

Extra Lives: Why Video Games Matter


Tom Bissell - 2010
    He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.