Book picks similar to
The Pyramid of Game Design: Designing, Producing and Launching Service Games by Nicholas Lovell
game-design
game-industry
gamedev
crc
Dungeons and Desktops: The History of Computer Role-Playing Games
Matt Barton - 2008
This genre includes classics such as Ultima and The Bard's Tale as well as more modern games such as World of Warcraft and Guild Wars. Written in an engaging style for both the computer game enthusiast and the more casual computer game player, this book explores the history of the genre by telling the stories of the developers, games, and gamers who created it.
Impro: Improvisation and the Theatre
Keith Johnstone - 1979
Admired for its clarity and zest, Impro lays bare the techniques and exercises used to foster spontaneity and narrative skill for actors. These techniques and exercises were evolved in the actors' studio, when he was Associate Director of the Royal Court and then in demonstrations to schools and colleges and ultimately in the founding of a company of performers called The Theatre Machine.Divided into four sections, 'Status', 'Spontaneity', 'Narrative Skills' and 'Masks and Trance', arranged more or less in the order a group might approach them, the book sets out the specific approaches which Johnstone has himself found most useful and most stimulating. The result is a fascinating exploration of the nature of spontaneous creativity.
Moral Combat: Why the War on Violent Video Games Is Wrong
Patrick M. Markey - 2017
The problem is this: Their fear isn't supported by the evidence. In fact, unlike the video game-trained murder machines depicted in the press, school shooters are actually less likely to be interested in violent games than their peers. In reality, most well-adjusted children and teenagers play violent video games, all without ever exhibiting violent behavior in real life. What's more, spikes in sales of violent games actually correspond to decreased rates of violent crime. If that surprises you, you're not alone—the national dialogue on games and violence has been hopelessly biased. But that's beginning to change. Scholars are finding that not only are violent games not one of society's great evils, they may even be a force for good. In Moral Combat, Markey and Ferguson explore how video games—even the bloodiest—can have a positive impact on everything from social skills to stress, and may even make us more morally sensitive.
Six Easy Pieces / Six Not-So-Easy Pieces
Richard P. Feynman - 2001
Written for a general audience and keeping both technical language and mathematics to a minimum, Feynman introduces the basics of physics, atoms, energy, gravitation, quantum force, and the relationship of physics to other subjects.
Minecraft for Dummies
Jacob Cordeiro - 2013
With this fun and friendly beginners guide, you will quickly grasp how to play Minecraft in the three modes of game play: survival, creative, and hardcore. The easy-to-understand writing style walks you through every step of the way, from downloading the game to choosing a gaming platform to defending your creations against monsters and winning the game by defeating the Ender Dragon.Explains how to use blocks to build amazing creations and engage in gameplay with other players Details techniques for travelling across the biomes Zeroes in on playing wisely in Survival mode so you can acquire resources to maintain your health and hunger Shares tips for playing carefully in Creative mode, using your unlimited supply of resources, the ability to fly, and more Helps you play in Hardcore mode Minecraft For Dummies, Portable Edition goes where you go as you create a world you won't want to leave!
Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design
Chris Solarski - 2012
It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook
Sorry Now?
Mark Richard Zubro - 1991
Sensing a potential time bomb, and with Mucklewrath creating great pressure, the police brass assign the case to Detective Paul Turner whom they trust with sensitive matters. During their investigation, Turner and his partner discover that other right-wing bigots have been suffering odd attacks, and they begin to suspect a conspiracy of vengeance, perhaps even from the gay community. This is an uncomfortable thought for Turner, who is himself gay, but when Turner is attacked and his two sons threatened, he has to enlist the help of people in his close-knit neighborhood, as well as his contacts in the gay world, to find the solution in time.
Twisty Little Passages: An Approach to Interactive Fiction
Nick Montfort - 2003
Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.
Dungeons & Dreamers: A Story of how Computer Games Created a Global Community
Brad King - 2003
D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.
BioShock Infinite: Mind in Revolt
Joe Fielder - 2013
Printed in full color, this hardcover book is bound in faux-leather paper and stamped with the official seal of the Comstock House Re-Education Center. Featuring artwork by Jorge Lacera and Zoe Brookes, approximately 48 pages long and decorated with concept art as well as inked illustrations, Mind in Revolt is a true artifact of Columbia. **
Real-Time Rendering
Tomas Akenine-Möller - 1999
With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.: Download Figures
Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do
Lawrence Kutner - 2008
Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried...
"I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer... and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!"
"I'm concerned that this game playing is just the kid and the TV screen... how is this going to affect his social skills?""I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways.In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
Physically Based Rendering: From Theory to Implementation
Matt Pharr - 2004
The result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery.This new edition greatly refines its best-selling predecessor by streamlining all obsolete code as well as adding sections on parallel rendering and system design; animating transformations; multispectral rendering; realistic lens systems; blue noise and adaptive sampling patterns and reconstruction; measured BRDFs; and instant global illumination, as well as subsurface and multiple-scattering integrators.These updates reflect the current state-of-the-art technology, and along with the lucid pairing of text and code, ensure the book's leading position as a reference text for those working with images, whether it is for film, video, photography, digital design, visualization, or gaming.
The Play of Words
Richard Lederer - 1991
Learn the origins of popular phrases in the English language through this exciting book of games perfect for language lovers.Do you know the connection between the expression A HARROWING EXPERIENCE and agriculture, between BY AND LARGE and sailing, between GET YOUR GOAT and horses, or between STEAL YOUR THUNDER and show business? You probably have heard the comparisons HAPPY AS A CLAM, SMART AS A WHIP, PLEASED AS PUNCH, DEAD AS A DOORNAIL—but have you ever wondered why a clam should be happy, a whip smart, punch pleased, and a doornail dead? Through the fifty games included in The Play of Words you'll discover the answers to these questions as well as hundreds of other semantic delights that repose in our marvelous English language.
The Art of the Uncharted Trilogy
Naughty Dog - 2015
Adventure alongside Nathan Drake, as Dark Horse Books and Naughty Dog team up to bring you this breathtaking, comprehensive exploration into the Uncharted saga! Encompassing Drake's Fortune, Among Thieves, and Drake's Deception, this epic volume offers a look at hundreds of never-before-seen designs and pieces of concept art from the creation of one of the most exciting game series of this generation, along with insightful commentary from the games' creators! Don't miss out on this opportunity to own a piece of Uncharted history!