Book picks similar to
Elements of Game Design by Robert Zubek


game-design
gamedesign
non-fiction
data-science

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.

Chess: Conquer your Friends with 8 Easy Principles: Chess Strategy for Casual Players and Post-Beginners (The Skill Artist's Guide - Chess Strategy, Chess Books)


Maxen Tarafa - 2015
    No complex terminology. ★FREE eBook Download inside★ Your dad taught you how to play Chess, but he didn’t teach you much. You already know how to checkmate and move the pieces, but let’s face it, your friends and family still beat you more than you’d like. You don't just want to play. You want to win and possibly CONQUER ALL YOUR FRIENDS! You sly dog! I know the feeling and I’m here to help. My name is Maxen R. Tarafa and I’m a Skill Artist. In a few short months, I went from a struggling post-beginner to an adept intermediate player and doubled my Chess ability by teaching myself. In this book, I show you how you can double, even triple, your Chess ability like I did, but faster. But I’m going to tell you right now. My method is rather controversial. You see, most chess “experts” bombard you with complex Chess notation (QxB6?) and expect you to read complex Chess terminology. I don’t do that. I’ll give you a cheat sheet of what you NEED to remember, and you’ll be off to the Chess boards and killing Queens like it’s nobody’s business. In this book, you learn: -How to play your first 10 moves so YOU control the game (Chess Openings) -How to use 3 techniques (or Chess tactics) like bringing light sabers to a knife fight -How to identify one weakness, if you simply recognize it, you can win in one move -How to cut your training time in ½. Know what to study and apply brainhacking techniques. -How to avoid common beginner mistakes with time-tested Chess strategy -Where to find FREE Chess websites, apps, videos, and technology to double your skills -How to use the one principle I taught to Eduardo that took him from losing miserably to unbeatable -How to “bend” the Chess rules with little-known special moves (it’s not cheating!) -And more I taught a 9-year-old these principles and a week later he was beating 17-year-olds. Anyone, even you, can learn how to double your Chess ability by learning a few easy principles. You’ll even learn how to speed your decision-making and play speed chess. If you’re looking for quick and easy Chess instruction to double your skills, but don’t want to learn complex terminology and notation, this book is for you! Don’t let your friend, brother, dad, or roommate beat you again! Join the Casual Chess revolution! Plain-English Chess Instruction for Casual Players, Post-Beginners, and People who Want to Learn Fast! ★Now Available in Paperback! To buy paperback, scroll up and click the Paperback link (by the cover image)★

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.

The B-58 Blunder: How the U.S. Abandoned its Best Strategic Bomber


George Holt Jr. - 2015
    This work is a case study on how the B-58 supersonic bomber came to a premature death in the U.S. military, largely because of infighting among military and civilian leaders, who failed to understand the value of this fantastic airplane. It was a technological marvel for its time and the very best pilots and navigators were chosen to fly this unique aircraft. At its maximum speed of 2.2 Mach (1,452 mph) it was 2½ times faster than the muzzle velocity of a .45 caliber bullet. It could fly faster and out turn must fighters of its day and was also capable of flying close to tree top level just below the speed of sound. It was nearly undetectable by enemy radars due to its speed and low radar cross section and was better at flying through heavy turbulence due to its solid delta wing design. It had a highly accurate navigation and bombing system. It had a capsule ejection system for the safety of the aircrew and was capable of getting airborne in only half the time required by other bombers. Told for the first time, this is the inside story that dispels the unproven myths surrounding the demise of the B-58 and why this magnificent airplane should have been saved. Its loss from the nuclear armory was a severe blow to our “Cold War” deterrence strength. The B-58 was a bomber that set the standard for fear in the heart of an enemy. Its loss was a strategic mistake. The author provides lessons learned and recommendations for military and civilian leaders, going forward, to hopefully prevent future blunders—like what happened to the B-58.

Designing Virtual Worlds


Richard Bartle - 2003
    It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.Designing Virtual Worlds brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.

Challenges for Game Designers


Brenda Brathwaite - 2008
    Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.

Beaten and Left for Dead: The Story of Teri Jendusa-Nicolai


Dave Alfvin - 2017
    The Crime of the Decade in Wisconsin. WITH PHOTOS Teri Jendusa never dreamed she would marry a violent, malignant narcissist like David Larsen. But she did. Why? Simple. Larsen cleverly concealed his true nature until the marriage vows were final. David, an eventual church council president and model citizen, rapidly began to morph into a monster and sociopath, telling Teri on their wedding day, “Now, I own you.” Beaten and Left For Dead is a book about extreme marital violence, dominant control and psychological torment through the mind of the out-of-control David Larsen. It's also about survival, faith and a mother’s will to live for her children’s sake...as she faces death, face to face. This is an ideal book for women’s studies and book clubs as it looks inside a large women’s shelter, giving the reader a glimpse of a support network. The author also interviews a counselor who works with violent men with surprising results. Teri Jendusa-Nicolai continues to crusade for women’s issues to this day and currently works with a Wisconsin commission on domestic violence. EDITORIAL PRAISE "Teri Jendusa-Nicolai's story is a powerful example of the horrific lengths of barbarism a man can go to when he considers a woman his personal property. And it is, equally, an inspiring, riveting story of a woman's courage and clear thinking under the absolute worst of conditions, and of her tenacious hold to life...I am so grateful to Teri Jendusa-Nicolai and to Dave Alfvin for getting this story out to us. Don't miss it." --Lundy Bancroft, best-selling author on domestic violence, trainer, and activist on male violence against women "This book is important because it gets our message out as to what we do to help abusers change their value systems." --Maureen Manning-Rosenfeld, Clinical Professional Counselor

Critical Play: Radical Game Design


Mary Flanagan - 2009
    Here, the author provides a lively historical context for critical play through 20th-century art movements, connecting subversive game design to subversive art.

Man, Play and Games


Roger Caillois - 1958
      In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules.   Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions.            Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.

Shattered: 67 days to a family's self-destruction


Travis Winks - 2020
    Told through the eyes of a hurting brother and son, this tragic story follows three family members through a series of decisions that bring the family together and then tear them apart. Almost every family has a tumultuous chapter and this story is about the real impact mental illness and domestic violence can have.  The consequences are not only catastrophic for sufferers, but also for those who love them. Travis tells his story with rawness and honesty, but also with hope and humour.

Practical Stoicism: Exercises for Doing the Right Thing Right Now


Grey Freeman - 2017
    Practical Stoicism is a collection of short readings written to help bridge the gap between the essential teachings of the great Stoic philosophers and the things we must do, in the here and now, to achieve the fulfillment they promised. Pick a starting point anywhere within its pages whenever you need a quick reminder of how to move your philosophy out of your head and into your life. Version 2.3.1

Triple Sticks: Tales of a Few Young Men in the 1960s


Bernie Fipp - 2010
    The author assures us it is not!Three years before they came together, four young American men left their fraternities and college campuses for an adventure exceeding their imaginations. Wanting something more than the draft and unknown to each other, they chose Naval Aviation as the next step in their lives. Generally, they were better than their navy peers, all qualifying for high performance aircraft to be flown from steel decks over foreign seas. They would become the pointy end of the stick in aerial battles over North Vietnam, the most heavily defended patch of real estate in the history of aerial warfare. They were to do this in 1967, the year in which Naval Aviation experienced its greatest losses.These four young men, now Lieutenants Junior Grade, United States Navy, were ordered to Attack Squadron 34 to fly A4 Skyhawks into combat. They were assigned Junior Officer's stateroom 0111 aboard USS Intrepid, a venerable aircraft carrier with a distinguished history. This "bunkroom" better known to them as Triple Sticks was the repository for a log (in navy terms) or journal written by these four young aviators. Forty years later this log was the genesis of this memoir.In the lethal environment over the northern reaches of North Vietnam or ashore in the Officer's clubs and bars of Asia, the writing brings to life wonderful humor, bizarre behavior, vivid aerial battles, uncommon loyalty, anger, frustration and respect. One survived or did not according to his skill and luck.

Itchy, Tasty: An Unofficial History of Resident Evil


Alex Aniel - 2021
    Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.

Dead Wake: The Last Crossing of the Lusitania by Erik Larson | Chapter Compilation


Ethan Thomas - 2016
     The ship was called “magnificent”, consuming as much as one hundred forty tons of coal every day even if it just stands still on the dock, and standing seven stories tall from dock to bridge. She was considered by engineers and shipbuilders as one of the finest examples of man’s ingenuity and creativity. In addition, out of all the ships that were converted for use in the war, the Lusitania was the only one that was exempted and continued on as a cruise ship. However, its job of carrying passengers across the Atlantic Ocean was not the thing that made her famous today. Read more.... Download your copy today! for a limited time discount of only $2.99! Available on PC, Mac, smart phone, tablet or Kindle device. © 2015 All Rights Reserved by Unlimited Press Works, LLC

Designing Games


Tynan Sylvester - 2013
    You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each other’s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your game’s market positioning will affect your design