Book picks similar to
Elements of Game Design by Robert Zubek
game-design
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Ridiculous Customer Complaints (and other statements)
David Loman - 2014
In this book I have set out prove that statement is completely untrue and in fact with customers like these then maybe the opposite could be said. So sit back, grab your self a drink perhaps an alcoholic one if you feel that way inclined and enjoy some of the strangest, ridiculous and most outrageous complaints and statements from all walks of life. The second volume is out now and is much longer and in my opinion even better than the first, though i would say that.
The Making of Karateka
Jordan Mechner - 2012
This first volume is a candid account of the personal, creative and technical struggles that led to his breakthrough success with Karateka, which topped bestseller charts in 1985, and planted the seeds of his next game, Prince of Persia.
What Is Love? A Simple Guide to Romantic Happiness
Taro Gold - 2003
Presents practical, Buddhist-based guidelines to achieving happiness in romantic relationships through a series of inspirational quotes complemented by thematic watercolors and divided into three sections that explore the concepts of illusion, reality, and life.
Lessons Life Taught Me, Unknowingly: An Autobiography
Anupam Kher - 2019
It has drama, comedy, romance and even action! Who knew that a boy from a small town in India would one day become one of the most recognized actors in the world and go on to win various national and international awards for his contribution in the fields of cinema and the arts? A powerhouse of talent with over 530 films (and counting) in his repertoire, Anupam Kher stands out not only because of his iconic bald head, but also for his forthright views and opinions, however controversial they may be. He has always been distinct and offbeat. His autobiography is, too... for it is not just another chronological account of his life with behind-the-scenes looks at both Bollywood and Hollywood. It's also peppered with incredible life lessons that are bound to resonate with every reader. Here is a kaleidoscopic peep into the life and times of a true genius and forever entertainer.
The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!
Brian Tinsman - 2003
Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made
Jason Schreier - 2017
In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul
Stuart M. Brown Jr. - 2009
Or the blissful abandon of a golden retriever racing with glee across a lawn. This is the joy of play. By definition, play is purposeless and all-consuming. And, most important, it’s fun. As we become adults, taking time to play feels like a guilty pleasure—a distraction from “real” work and life. But as Dr. Stuart Brown illustrates, play is anything but trivial. It is a biological drive as integral to our health as sleep or nutrition. In fact, our ability to play throughout life is the single most important factor in determining our success and happiness. Dr. Brown has spent his career studying animal behavior and conducting more than six thousand “play histories” of humans from all walks of life—from serial murderers to Nobel Prize winners. Backed by the latest research, Play explains why play is essential to our social skills, adaptability, intelligence, creativity, ability to problem solve, and more. Play is hardwired into our brains—it is the mechanism by which we become resilient, smart, and adaptable people. Beyond play’s role in our personal fulfillment, its benefits have profound implications for child development and the way we parent, education and social policy, business innovation, productivity, and even the future of our society. From new research suggesting the direct role of three-dimensional-object play in shaping our brains to animal studies showing the startling effects of the lack of play, Brown provides a sweeping look at the latest breakthroughs in our understanding of the importance of this behavior. A fascinating blend of cutting-edge neuroscience, biology, psychology, social science, and inspiring human stories of the transformative power of play, this book proves why play just might be the most important work we can ever do.
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.
A Theory of Fun for Game Design
Raph Koster - 2004
It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.
DANCING WITH DEATH: An Inspiring Real-Life Story of Epic Travel Adventure
Jean-Philippe Soulé - 2019
During this unfathomably grueling expedition, they will face every manner of threat, from sharks, crocodiles, and bandits to stormy seas, malaria, and their own mortality all in search of a deeper connection to Mother Nature and the indigenous people who revere her most.This is a tale of adventure, sacrifice, and physical endurance that will leave you breathless with excitement, mourning for our heroes’ losses, and cheering their successes. The evocative, gripping narrative coupled with countless, award-worthy photographs makes this a must-read for those who love travel, outdoor adventure, and the exploration of other cultures. But most of all, it's for the dreamers who've been told they can't, and stubbornly refuse to listen.
When The Road Beckons
Ravi Manoram - 2015
Caught in the inescapable hurricane of life,the protagonist decides to snap out of the everyday mendacity and go on a 4000 km motorbike journey across Ladakh. Little does he know whether he can complete this arduous and uncertain journey and finds himself struggling with the whims and fancies of the mountain. But soon, his journey transforms into a metamorphic one, unsettling the dusts in his mind and teaching him invaluable lessons. The changing landscapes take him on a quest to discover his true identity as he learns to break free and introspect. He finds a connection to his past and finds his way to build his future, the future he always wanted to build but never had the courage to do so. He learns to annihilate the impediments on his path to creativity and entrepreneurship which were created by fear and uncertainty and goes on to follow his bliss. 'When the Road Beckons' is not merely a travelogue but a valuable read for anyone on a quest for meaning of life but is afraid to step into the unknown. It's a story that will take you to that one person whom you are quite eager to discover. And that person is You.
Harrington on Online Cash Games: 6-Max No-Limit Hold 'em
Dan Harrington - 2010
But during the last decade, the game s growth has been fueled in part by the easy availability of online playing sites where participants can play cash games and tournaments 24 hours a day, every day. In Harrington on Online Cash Games, Dan Harrington shows you the key ideas and skills that will let you master the online poker world which differs in some significant ways from the world of casino games. You ll learn how to handle different stack sizes, how to play at 6-max tables, how to deal with increased levels of aggression, and how to use the poker databases and heads-up displays that give you unprecedented information on your opponent s tendencies. Harrington lays out detailed strategies for preflop and post-flop play in both the popular micro-stakes games and the more difficult small-stakes games. If you play online poker or you re looking to get started, you ll need to read this book. Dan Harrington won the gold bracelet and the World Champion title at the $10,000 buy-in No-Limit Hold em Championship at the 1995 World Series of Poker. And he was the only player to make the final table in 2003 (field of 839) and 2004 (field of 2,576) considered by cognoscenti to be the greatest accomplishment in WSOP history. In Harrington on Online Cash Games, Harrington and two-time World Backgammon Champion Bill Robertie have written the definitive books on no-limit cash games in the online world. This books will teach you what you need to know to be a winner playing on the Internet.
The Bolt Supremacy: Inside Jamaica's Sprint Factory
Richard Moore - 2015
He beats his chest, well ahead of his nearest rival, his face filled with the euphoria of a young man utterly in thrall to his extraordinary physical talent. It is one of the greatest moments in sports history, and it is just the beginning.Of the ten fastest 100-meter times in history, eight belong to Jamaicans. How is it that a small Caribbean island has come to almost totally dominate the men’s and women’s sprint events? The Bolt Supremacy opens the doors to a community where sprinting permeates conversations and interactions; where the high school championships are watched by 35,000 screaming fans; where identity, success and status are forged on the track, and where making it is a pass to a world of adoration and lucrative contracts. In such a society there can be the incentive for some to cheat. There are those who attribute Jamaican success to something beyond talent and hard work.Award-winning writer Richard Moore doesn’t shy away from difficult questions as he travels the length of this beguiling country speaking to anti-doping agencies, scientists and skeptics as well as to coaches, gurus, superstar athletes and the young guns desperate to become the next big thing. Peeling back the layers, Moore finally reveals the secrets of Usain Bolt and the Jamaican sprint factory.
The Dream Architects: Adventures in the Video Game Industry
David Polfeldt - 2020
He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.
Ignore the Fear: One woman's paddleboarding adventure, 800 miles from Land's End to John O'Groats with a fear of the sea
Fiona Quinn - 2019
Yet as a complete beginner, and a terrified one at that, in April 2018 Fiona set out to see if she could stand up paddleboard up the west coast of Britain, 800 miles from Land’s End to John O’Groats (LEJOG). Having walked and cycled LEJOG the year before, something inexplicably compelled her to see if she could turn her previous adventures into a length of Britain triathlon and set three new world records. Along the way Fiona was joined by dolphins, paddled 40 miles across the Irish Sea, and battled past whirlpools. This inspiring and gripping account shows that no matter what the odds, if you dare to start before you’re ready, anything is possible. "Fiona’s stand up paddleboard adventure certainly tested her to the limits. Having had a bad experience in water when she was a child, and then to put herself in a situation that pushes on that fear, week after week, is no mean feat. Along the way she lost sight of shore to paddle across the Irish Sea, becoming the first woman to do so. Through all of the challenges she faced, it was her belief in herself and those around her that enabled her to keep moving forwards." - Sean Conway Fiona Quinn is a keynote speaker, endurance adventurer and entrepreneur. Sharing stories with everyone from school children to business executives, she enthusiastically invites you to change your view of what’s possible.