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

Escape from Dubai


Herve Jaubert - 2009
    From a life of luxury in the opulent city of Dubai to promised ruination, Jaubert tells a tale of espionage and escape that rivals any best selling novel on the market. Immersed in a luxury submarine business, Jaubert was hired as CEO by Dubai World to develop and design miniature subs for the wealthy. Once problems developed within the business, Herve Jaubert became the scapegoat of government officials and found himself ensnared in a web of police threats, extortion, human rights abuses and coercion. With no chance to make it through their biased legal system, Jaubert planned the escape of his life.

More Ghost Stories of Shimla Hills


Minakshi Chaudhry - 2012
    Stories from the colonial era will both entertain and enthral readers. The author is very well-known in the Himachal as a prolific and an entertaining writer. About the Book: More Ghost Stories of Shimla Hills A collection of sixteen stories about the supernatural, originating from Shimla folklore and the days of the Raj. The haunted foothills of Himalayas present the perfect setting for the dark and sinister world of phantoms and apparitions. Many spirits wander about these hills-the English nurse, the theatre manager, the English lord and his sister, even a family of local ghosts Many of these are real encounters narrated by the inhabitants. With thrilling twists and turns, each story recreates the horror of the victims and the fear of the unknown. Get ready to be spooked! About the Author: Minakshi Chaudhry Minakshi Chaudhry, an author and former journalist, lives in Shimla with her husband. She is a keen observer of people, cultures, lifestyles, and loves trekking and travelling. Minakshi has authored several books-Sunshine: My Encounter with Cancer, Love Stories of Shimla Hills, Whispering Deodars: Writings from Shimla Hills, Destination Himachal: 132 Offbeat and 12 Popular Getaways, Ghost Stories of Shimla Hills, 65 Treks and Over 100 Destinations: A Guide to Trekking in Himachal, and Exploring Pangi Himalaya: A World Beyond Civilization. She is currently working on her next book and can be contacted at minakshi_kanwar@yahoo.com

Uncertainty in Games


Greg Costikyan - 2013
    Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games.In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work.Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.

Fundamentals of Game Design


Ernest Adams - 2006
    For courses in Fundamentals of Game Design for all video game developers and designers With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

The Kobold Guide to Board Game Design


Mike Selinker - 2011
    Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.

Metode Penelitian Komunikasi- Dilengkapi Contoh Analisis Statistik


Jalaluddin Rakhmat - 1999
    

How Games Move Us: Emotion by Design


Katherine Isbister - 2016
    But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Doing the Business - The Final Confession of the Senior Kray Brother


Charlie Kray - 2011
    Only one man knew everything about Ronnie and Reggie Kray and that was their brother Charlie. Until now nobody has ever revealed the truth about the Firm.- Gossip and rumor have been rife, fact has blended into fiction and the unwritten law of the street meant that the real story was buried. But before his death, the eldest Kray brother, Charlie, decided to set the record straight once and for all. Revealing everything to Colin Fry, his co-author, he finally told his incredible story. By the man who knew them best, this is the ultimate history of the twins who ruled the East End with their peculiar blend of seductive glamour and terrifying violence.

CALIFORNIA: A Trip Across the Plains, in the Spring of 1850


James Abbey - 2015
    He kept a day-by-day journal of his overland journey. Abbey provides a wealth of information about what it was like to travel overland by wagon in 1850.

The Tailor's Needle


Lakshmi Raj Sharma - 2009
    Part comedy of manners, part social commentary, love story, mystic narration and thriller, it is a sort of Indian version of Oliver Goldsmith's THE VICAR OF WAKEFIELD.

Game Programming Patterns


Robert Nystrom - 2011
    Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.

Species Unknown: A Novel of The Watch


Dan Carlson - 2019
    Bigger, stronger and more cunning than any other predator in the woods, this murderer has only existed in legends and the nightmares of the few to survive an encounter … until now. Dr. Jake Sanders, world-renowned expert on predators and predatory behavior, is on a quest to find the monster that did far worse than wound him. Deputy Julie Reed, a strong, beautiful and lethal enforcer of justice, fearlessly pursues a violent adversary unaware of the twisted path destiny will lay before her. Simon Standing Elk, a recovering alcoholic well on the road to atoning for past sins until a terrifying encounter that now threatens not only his life, but his soul as well. Three different people. Three very different backgrounds. One secret organization. This is the story of events that brought them together and, if they’re not careful, could destroy them all – or worse.

Game Development Essentials: An Introduction


Jeannie Novak - 2004
    This book not only examines content creation and the concepts behind development, but it also give readers a background on the evolution of game development and how it has become what it is today. GAME DEVELOPMENT ESSENTIALS also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development. With the same engaging writing style and examples that made the first two editions so popular, this new edition features all the latest games and game technology. Coverage of new game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.

House of Night Series


Hephaestus Books - 2011
    Cast.It is 50 pages of reprinted Wikipedia and other public domain online articles.Hephaestus Books represents a new publishing paradigm, allowing disparate content sources to be curated into cohesive, relevant, and informative books. To date, this content has been curated from Wikipedia articles and images under Creative Commons licensing, although as Hephaestus Books continues to increase in scope and dimension, more licensed and public domain content is being added. We believe books such as this represent a new and exciting lexicon in the sharing of human knowledge. This particular book is a collaboration focused on House of Night series.