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.

The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit


Philip E. Orbanes - 2003
    Parker started with only fifty dollars and a dream. In The Game Makers, Philip E. Orbanes, a game historian and former Parker Brothers executive, explores the often whimsical origins of popular games and toys - from the Monopoly Game to the Nerf ball to Ping-Pong to Sorry! - and reveals how generations of determined entrepreneurs built a family business empire." Through an engaging narrative based on extensive research - including the never-before-published personal archives of George S. Parker and interviews with his successors - Orbanes takes us on a journey through the birth and maturation of the toy industry as seen through the eyes of one of its greatest legends. Sprung from Parker's fervent belief that games were meant to last and be fun, this tiny family firm would grow into a brand powerhouse that reflected - and ultimately helped shape - the culture of a nation. Through world wars and the Great Depression, through natural disasters and family tragedies, Parker Brothers succeeded in bringing smiles to the faces of millions by connecting them to - or helping them forget - the events taking place around them.

Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.

Chess: The Ultimate Guide for Beginners


Cory Klein - 2017
    This is not true. In fact, chess is accessible and can be played by anyone with a brain, a pair of eyes, and imagination. The ultimate guide for beginnersIf you've never played the game of chess or are still discovering it, this book is for you. It is a basic and comprehensive guide that will introduce you to the game and teach you everything you need to know, from the setup of a chess board to the delivery of checkmate. It is filled with advice for beginners, basic tactics, strategies, and diagrams to help you visualize every step of your progress. The start of a lifelong King's huntThe objective of this book is not to make you a chess master. That is an accomplishment that takes decades of research, regular practice, and an insane amount of talent. The goal here is for you to become a decent chess player. After reading this book, you will be able to play games with anyone, practice regularly, and sharpen your chess muscles until you reach a decent level of play. The more you'll play, the better you'll get. But it all starts with the basics which you will acquire in this book. So don't hesitate. If you've always wanted to learn to play chess, now is the time. Just scroll up and grab your copy now!

Elements of Poker


Tommy Angelo - 2007
    You know tilt costs you money, but do you know how to make it go away? You know position is important, but do you really know how to profit from that knowledge? Elements of Poker is the distilled wisdom of a master. Published in 2007, this book is praised by poker pros worldwide as a timeless classic.

The Pearls of Love and Logic for Parents and Teachers


Jim Fay - 2000
    Book by Fay, Charles, Fay, Jim, Cline, Foster W.

Moral Fiber - A Practical Guide to Living Our Values


Shawn Vij - 2019
    Taking an innovative and secular approach to business Ethics, moral fiber shows us how living our values unlocks a more purposeful life and career. This book helps us to re-discover the inherent core values, such as fairness, respect, compassion, and honesty, and then how to genuinely Act on them daily.This practical guide is filled with tips, tales, and tools to identify and eliminate toxic behaviors and motivators, as well as priceless lessons from top industry leaders and powerful research from academics. TESTIMONIALS“[Shawn] shares with us how compassion, gratitude and wisdom opens our inner door, unlocking a more purposeful life and career.” — HIS HOLINESS THE DALAI LAMA“Moral Fiber takes us on a beautiful journey of how capitalism and compassion must co-exist to improve our human condition.” — JOHN MACKEY, CO-FOUNDER AND CEO, WHOLE FOODS MARKET“At a time of great uncertainty, Moral Fiber is a welcome tonic and an authentic reminder of how having capitalism with compassion elevates us all.” — JENNIFER REINGOLD, FORMER MANAGEMENT WRITER, FORTUNE MAGAZINE, FAST COMPANY AND BUSINESSWEEK“Moral Fiber drops us head-first into a world of awakening.” — THOMAS DONALDSON, PROFESSOR OF BUSINESS ETHICS, WHARTON SCHOOL, UNIVERSITY OF PENNSYLVANIA“In Moral Fiber, Vij creatively shows us how our core values can be a key to personal happiness and professional success.” — HOWARD C. CUTLER, M.D., NEW YORK TIMES BEST SELLING AUTHOR OF THE ART OF HAPPINESS

Playing to Win: Becoming the Champion


David Sirlin - 2005
    This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.

My Single Mom Life: True Stories and Practical Lessons for Your Journey


Angela Thomas - 2007
    In that decision, the faith she had always talked about became the faith she was going to learn how to live. In the years since, God has given Angela a passionate desire . . . to live an amazing life, even while raising four kids as a single mom. In this book she shares her hard-earned wisdom on loneliness, dating, finances, and parenting, encouraging every solo mom. "As a gift to our children," she says, "we can become healthy moms who are strong and amazing women in spite of our circumstances."

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.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

Extra Lives: Why Video Games Matter


Tom Bissell - 2010
    He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.

Deco Devolution: The Art of BioShock 2


Jordan Thomas - 2010
    Contains concept art and models of the game's characters, locations, and weapons, as well as artists' comments on the work and the game.Note:The Rapture Edition Art book is a reduced version of the Special Edition Art book made to be a value against the Special Edition. It is reduced to 96 pages, and scaled down to the dimensions of the game case itself.The Special Edition Art book is the main version of BioShock 2's art book. It is 168 pages and is composed of 10 chapters.♢Chapter 1 - Citizens of Rapture♢Chapter 2 - Big Daddies♢Chapter 3 - Big Sisters♢Chapter 4 - Little Sisters♢Chapter 5 - Environments♢Chapter 6 - Weapons♢Chapter 7 - User Interface♢Chapter 8 - Advertisements♢Chapter 9 - Storyboards♢Chapter 10 - Credits

Game Design Workshop: A Playcentric Approach to Creating Innovative Games


Tracy Fullerton - 2008
    This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

The Cus D'Amato Mind: Learn The Simple Secrets That Took Boxers Like Mike Tyson To Greatness


Reemus Boxing - 2017
    Perfect for aspiring boxers, athletes and ambitious people who want to be more confident and talented in their craft. THE GREATEST BOXING COACH IN HISTORY ‘The Cus D’Amato Mind’ teaches the principles and philosophies of the great trainer D’Amato, which took young boys such as Mike Tyson and Floyd Patterson to the heavyweight championship in a few short years. THE MAN WHO MADE MIKE TYSON In 1980, a young Mike Tyson was in the Tryon school for juvenile delinquents. By the age of 13, Mike had already been arrested dozens of times, had suffered bullying, and often engaged in criminal activities like armed robbery and house burglary. He was heading down a certain path to death or a life of prison. Fast forward six years later, and Mike Tyson had become the youngest heavyweight champion at 20 years old, after destructively crafting a route to the top. What had happened? How could such a change happen in such a short space of time? The answer is Cus D’Amato. The great boxing coach Cus D’Amato was a revolutionist. He was a modern-day philosopher. He was a leader who changed the lives of those he helped. Cus would literally take juvenile kids of the street, and house them in his fourteen-room mansion. Impressively, he was able to instill them with the character of champions, so they would be able to go out and conquer the world, whether they were fighters or not. Cus D’Amato created champions. LEARN HIS SECRETS In this book, we break down the mental strategies that any fighter (or anyone) can use in order to excel towards greatness. Fighters all over the world are able to acquire trainers that can teach technique. But they are unable to find teachers, like the Cus D’Amato’s and the Angelo Dundee’s, who can instill them with charismatic confidence, and help them deal with anxiety and fear before matches. The book consists of five sections. Each section is designed to empower you in a different area. The five sections are: • Character • Fear • Anxiety • Resistance • Leadership The aim of the book is to increase your belief and confidence in your potential, as well as giving you the knowledge of what it specifically takes to become a champion. After reading the book, you will be able to make simple adjustments, so that you can think like a champion.Without knowing what makes a champion, and how you can become one too, you will never be able to achieve it. After learning what makes ‘The Cus D’Amato Mind’, you will be more charismatic, confident, with a greater sense of control over your path to boxing greatness.