Book picks similar to
Game Balance by Brenda Romero


game_design-studies
gamedev
games
technology

Hardcoregaming101.net Presents: The Guide to Classic Graphic Adventures


Kurt KalataKevin J. Anderson - 2011
    A huge step beyond the text-oriented games that preceded it, the genre took the world by storm, and proved immensely popular with computers over the next decade. A combination of storytelling and puzzle solving, they provided the ability to explore a world and experience a narrative without the need for twitchy reflexes demanded of arcade games. This nearly comprehensive book includes reviews for over 250 games from the golden age of the graphic adventure genre, running from 1984 to roughly 2000, focusing on promiminent publishers such as: -LucasArts (Maniac Mansion, Monkey Island, Sam & Max, Grim Fandango) -Sierra On-Line (King's Quest, Space Quest, Leisure Suit Larry, Gabriel Knight) -Legend (Spellcasting, Eric the Unready, Callahan's Crosstime Saloon) -And several other popular and not-so-popular series and games (Zork, Myst, Broken Sword, The Longest Journey, Simon the Sorcerer, The Last Express, and dozens of others) -Also includes interviews with several adventure game developers, including Al Lowe (creator of Leisure Suit Larry), Corey Cole (creator of Quest for Glory), Bob Bates (founder of Legend Entertainment) and Josh Mandel (writer and designer for Sierra).

Commodork: Sordid Tales from a BBS Junkie


Rob O'Hara - 2006
    As suddenly as they gained popularity, they were made obsolete by the next big thing - a newfangled system called the Internet. Commodork: Sordid Tales from a BBS Junkie takes its readers on an exciting journey through the BBS era. Through the author's personal tales and adventures, readers will discover more about these amazing times and what it was like to grow up online. With tales of copyfests, BBS parties and random acts of online debauchery, those who were there will find themselves reminiscing, while those who weren't will enjoy learning about life ""before the 'net."" You know, back when we used to modem uphill, both ways in the snow.

Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)


Ian Millington - 2006
    The commercial success of a game is often dependent upon the quality of the AI, yet the engineering of AI is often begun late in the development process and is frequently misunderstood. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. A game developer since 1987, he was founder of Mindlathe Ltd., at the time the largest specialist AI company in gaming. Ian shows how to think about AI as an integral part of game play. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's CD-ROM contains a library of C++ source code and demonstration programs, and provides access to a website with a complete commercial source code library of AI algorithms and techniques. * A comprehensive, professional tutorial and reference to implement true AI in games.* Walks through the entire development process from beginning to end.* Includes over 100 pseudo code examples of techniques used in commercial games, case studies for all major genres, a CD-ROM and companion website with extensive C++ source code implementations for Windows, and source code libraries for Linux and OS X available through the website.

The Art of Point-and-Click Adventure Games


Steve Jarrett - 2018
    It will also contain extensive and exclusive interviews with the key developers, designers and artists behind some of the most beloved games and characters in the history of the medium. The book starts with a foreword by Gary Whitta (PC Gamer magazine/Rogue One: A Star Wars Story).Interviewees for the book include (in no particular order) Tim Schafer, Robyn Miller, Ron Gilbert, David Fox, Aric Wilmunder, Richard Hare, Hal Barwood, Gary Winnick, Noah Falstein, Mark Ferrari, Dave Gibbons, Jane Jensen, Simon Woodroffe, Steve Stamatiadis, Louis Castle, Gregg Barnett, Al Lowe, Brian Moriarty, Charles Cecil and Paul Cuisset - plus plenty more…As you can see from the list, the book covers titles such as King’s Quest, Myst, Toonstruck, Discworld, Blade Runner, Gabriel Knight, The Flight of the Amazon Queen, Simon the Sorcerer and of course other classics, such as The Secret of Monkey Island, The Dig, Maniac Mansion and Full Throttle. All of the most famous and iconic point-and-click adventures are going to be covered, as well as some lesser-known games and home-brew efforts.

Exploitative Play in Live Poker: How to Manipulate your Opponents into Making Mistakes


Alexander Fitzgerald - 2018
    Nevertheless, there are numerous situations where even very experienced players behave in predictable ways. These deeply-ingrained habits lead them to make mistakes. The problem is that these situations won’t often arise at the table by chance – you have to make them happen. Exploitative Play in Live Poker is a ground-breaking work that teaches you how to create the circumstances where your opponents will be likely to blunder and how to exploit them when they do. To achieve this you will need to put to one side starting hand charts, balance and GTO (Game Theory Optimal) play. Instead you will incorporate new concepts that may well place you outside your comfort zone. However, your style will now be forcing the other players at the table outside of their comfort zone and, unlike you, they won’t know how to adapt. Learn how to: * Counter the auto-continuation-bettor * Develop a powerful donk-betting strategy * Use the overbet, the check-raise and the three-barrel effectively * As well as being a highly successful player, Alex Fitzgerald runs a poker consultancy that serves more than 1,000 professional poker players in 60 countries. As part of this work, he has very likely trawled through more hand history databases than anyone else. This gives him a unique insight into how players really play, especially when placed under pressure and forced into unfamiliar situations.

Street Samurai Catalog


Tom Dowd - 1990
    A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.

Send Me an Angel: A Gamelit Fantasy


Cebelius - 2020
    Yet his return to stasis is fraught with peril as a rogue AI - last legacy of the war that ended life on Earth - slaughters the crew.Once inside the game he realizes his troubles have only begun. Unable to destroy the ship, the hostile intelligence has invaded Argos.Partnered with the most powerful human player, the rogue has introduced a new mechanic: true death. With no way to leave stasis and regain his administrative controls, Michael Hobbes must quest, conquer, and gain allies to take on a seemingly unstoppable guild.Hobbes is no leader and ill-suited to become one, yet the fate of the human race rests on his shoulders, and his only hope of victory is to follow a unique and seemingly impossible quest chain.The Divine Koan.

Bye Bye Banks?: How Retail Banks are Being Displaced, Diminished and Disintermediated by Tech Startups - and What They Can Do to Survive.


James Haycock - 2015
    Now the retail banking business model looks set to be transformed too. In Bye Bye Banks? James Haycock and Shane Richmond describe these startups, and to which areas of the banking industry they are laying siege. It shows that this assault is already well underway and that many incumbents are poised to be displaced, diminished and disintermediated. It draws on extensive research and on-and-off the record interviews with senior executives in some of the biggest banks. Haycock and Richmond conclude with the recommendation that traditional banks need to reinvent themselves by launching a ‘Beta Bank’: a lean, stand-alone organisation fit for the future for which they provide a ten-point operating model. This short book is a bold, urgent and timely analysis of the forces shaping the future of financial services. Its message to industry leaders in the sector could not be more simple: adapt or prepare to be disrupted. “This work accurately and concisely captures the effects of the disruption brought to the banking industry by the digital revolution. The comments by other banking and innovation professionals about their own experiences are particularly intriguing.” - Alessandro Hatami, former Innovation Executive at Lloyds Banking Group “James Haycock is a key voice for how the banking industry should and will change.” - Tom Hopkins, Product Innovation Director, Experian Consumer Services “If you are an incumbent retail bank, read it, get on with it, make it happen.” - Lee Sankey, former Group Design Director, Barclays

Computer Graphics: Principles and Practice


James D. Foley - 1990
    It details programming with SRGP, a simple but powerful raster graphics package. Important algorithms in 2D and 3D graphics are detailed for easy implementation, and a thorough presentation of the mathematical principles of geometric transformations and viewing are included.

The Race For A New Game Machine: Creating the Chips Inside the XBox and the Playstation 3


David Shippy - 2009
    This is the inside story of the race to create a revolutionary chip to power the next generation consoles from Microsoft and Sony.

Unity in Action


Joseph Hocking - 2015
    You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Based on Unity version 5.About the BookThis book helps readers build successful games with the Unity game development platform. You will use the powerful C# language, Unity's intuitive workflow tools, and a state-of-the-art rendering engine to build and deploy mobile, desktop, and console games. Unity's single codebase approach minimizes inefficient switching among development tools and concentrates your attention on making great interactive experiences.Unity in Action teaches you how to write and deploy games. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Each sample project illuminates specific Unity features and game development strategies. As you read and practice, you'll build up a well-rounded skill set for creating graphically driven 2D and 3D game applications.You'll need to know how to program, in C# or a similar OO language. No previous Unity experience or game development knowledge is assumed.

Generation Xbox: How Videogames Invaded Hollywood


Jamie Russell - 2012
    Movies defined the 20th century but games are now pushing them aside as the medium that captures our time, fascination and money. Generation Xbox digs into the love-hate relationship between games and cinema that has led us to this point. It's a story of disaster, triumph and Angelia Jolie in hot pants. Learn how Steven Spielberg's game-making dreams fell apart and why Silicon Valley pioneers wooed Stanley Kubrick. Discover the story behind the failed Halo movie, how videogame tech paved the way for Avatar, and what companies like Ubisoft and Valve are doing to take gaming to the next level. Based on more than 100 interviews with leading figures from videogames and Hollywood, Generation Xbox is the definitive history of an epic power struggle that has reshaped the entertainment landscape. Are you ready to play?

Bumper to Bumper


Doug DeMuro - 2016
    Bumper to Bumper is newer, longer, and better, touting mostly original stories that include the time Doug crashed his brand-new Porsche company car into a tree, the real story behind the time Doug crushed a Chrysler PT Cruiser, the time Doug bribed a government official in South Africa, the time Doug got detained at the Canadian border on an automotive press trip, and the story of Doug’s relationship with automakers. Also, Doug wrote this description himself in the third person.

The Game Maker's Apprentice: Game Development for Beginners


Jacob Habgood - 2006
    This book covers a range of genres, including action, adventure, and puzzle games complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise. The book also includes a DVD containing Game Maker software and all of the game projects that are created in the book—plus a host of professional-quality graphics and sound effects that you can use in your own games.

Good Luck Have Fun: The Rise of eSports


Roland Li - 2016
    A confluence of technology, culture, and determination has made this possible. Players around the world compete for millions of dollars in prize money, and companies like Amazon, Coca Cola, and Intel have invested billions. Esports events have sold out Los Angeles’s Staples Center, Seoul’s World Cup Stadium, and Seattle’s KeyArena. Hundreds of people have dedicated their lives to gaming, sacrificing their education, relationships, and even their bodies to compete, committing themselves with the same fervor of any professional athlete. In Good Luck Have Fun, author Roland Li talks to some of the biggest names in the business and explores the players, companies, and games that have made it to the new major leagues.Follow Alexander Garfield as he builds Evil Geniuses, a modest gaming group, in his college dorm into a global, multimillion-dollar eSports empire. Learn how Brandon Beck and Marc Merrill made League of Legends the world’s most successful eSports league and most popular PC game, on track to make over $1 billion a year. See how Twitch pivoted from a video streaming novelty into a $1 billion startup on the back of professional gamers. And dive into eSports’ dark side: drug abuse, labor troubles, and for each success story, hundreds of people who failed to make it big. These are the stories of the rise of an industry and culture that challenge what we know about sports, games, and competition.