Book picks similar to
The Xbox 360 Uncloaked: The Real Story Behind Microsoft's Next Generation Video Game Console by Dean Takahashi
gaming
business
video-games
non-fiction
Valley of Genius: The Uncensored History of Silicon Valley (As Told by the Hackers, Founders, and Freaks Who Made It Boom)
Adam Fisher - 2018
It will take us all back to our roots in the counterculture, and will remind us of the true nature of the innovation process, before we tried to tame it with slogans and buzzwords." -- Po Bronson, #1 New York Times bestselling author of The Nudist on the Late Shift and NurtureshockA candid, colorful, and comprehensive oral history that reveals the secrets of Silicon Valley -- from the origins of Apple and Atari to the present day clashes of Google and Facebook, and all the start-ups and disruptions that happened along the way.Rarely has one economy asserted itself as swiftly--and as aggressively--as the entity we now know as Silicon Valley. Built with a seemingly permanent culture of reinvention, Silicon Valley does not fight change; it embraces it, and now powers the American economy and global innovation. So how did this omnipotent and ever-morphing place come to be? It was not by planning. It was, like many an empire before it, part luck, part timing, and part ambition. And part pure, unbridled genius...Drawing on over two hundred in-depth interviews, VALLEY OF GENIUS takes readers from the dawn of the personal computer and the internet, through the heyday of the web, up to the very moment when our current technological reality was invented. It interweaves accounts of invention and betrayal, overnight success and underground exploits, to tell the story of Silicon Valley like it has never been told before. Read it to discover the stories that Valley insiders tell each other: the tall tales that are all, improbably, true.
Alligator Blood: The Spectacular Rise and Fall of the High-rolling Whiz-kid who Controlled Online Poker's Billions
James Leighton - 2013
That is until he discovered the lucrative world of payment processing for online poker companies. Soon the Australian whiz-kid was living the American dream, raking in as much as $3m a week. Revelling in his jet set lifestyle of fast cars, luxury yachts and VIP nightclubs, he embarked on an epic rollercoaster of champagne fuelled excess which mirrored that of the extraordinary world of online poker, where hot shot college students won millions from the confines of their dorms, and fortunes were won or lost in seconds.However, Tzvetkoff’s move to the neon splattered underworld of Las Vegas would soon see him facing the abyss. Owing millions to the poker companies, and with the FBI hot on his trail, the tarnished boy wonder needed to pull an ace from his sleeve to keep from busting out. And when he did, it resulted in a day that sent a seismic shockwave through the world of online poker and saw him take the blame.
The Curve: Freeloaders, Superfans and the Future of Business
Nicholas Lovell - 2013
But the future of business is about variation: tailoring products for customers of all stripes, and letting your biggest fans spend as much as they like on things they value.
The Curve shows us not to be afraid of giving some things away for free. The internet helps you forge direct relationships with a vast global audience, and take them on a journey from freeloaders into superfans. Value lies in how you make people feel, by building communities, bespoke products and experiences. Small numbers of high spenders are enough to fuel a profitable business.
In games, free is becoming the norm, but some people now spend hundreds or thousands of dollars playing a single game. You can already see the Curve transforming areas like music, books and film, and it will rapidly spread to the physical world as 3D printing becomes reality.
With stories drawn from artists, toymakers, sports, food, manufacturing and more, The Curve is nothing short of a business thinking revolution.
'An astute and perceptive guide to the new rules for making money in a radically disrupted internet economy. This book deserves to be a hit' -David Rowan, editor, WIRED
Nicholas Lovell is an author and consultant who helps companies embrace the transformative power of the internet. His blog, GAMESbrief, is read by those seeking to learn how digital is transforming gaming - and how to apply that knowledge to other industries. His clients have included Firefly, nDreams and Square Enix (creators of Tomb Raider), as well as Channel 4 and IPC Media. His articles have appeared in TechCrunch, Wired, and the Wall Street Journal. He lives in London.
@nicholaslovellwww.nicholaslovell.com
Working Backwards: Insights, Stories, and Secrets from Inside Amazon
Colin Bryar - 2021
In Working Backwards, these two long-serving Amazon executives reveal and codify the principles and practices that drive the success of one of the most extraordinary companies the world has ever known. With twenty-seven years of Amazon experience between them, much of it in the early aughts—a period of unmatched innovation that brought products and services including Kindle, Amazon Prime, Amazon Studios, and Amazon Web Services to life—Bryar and Carr offer unprecedented access to the Amazon way as it was refined, articulated, and proven to be repeatable, scalable, and adaptable.With keen analysis and practical steps for applying it at your own company—no matter the size—the authors illuminate how Amazon’s fourteen leadership principles inform decision-making at all levels and reveal how the company’s culture has been defined by four characteristics: customer obsession, long-term thinking, eagerness to invent, and operational excellence. Bryar and Carr explain the set of ground-level practices that ensure these are translated into action and flow through all aspects of the business.Working Backwards is a practical guidebook and a corporate narrative, filled with the authors’ in-the-room recollections of what “Being Amazonian” is like and how it has affected their personal and professional lives. They demonstrate that success on Amazon’s scale is not achieved by the genius of any single leader, but rather through commitment to and execution of a set of well-defined, rigorously-executed principles and practices—shared here for the very first time. A Macmillan Audio production from St. Martin's Press
Destiny Limited Edition Strategy Guide
Phillip Marcus - 2014
Deluxe print treatments create a must-have collectible for Destiny fans.Two Exclusive Lithographs - Each LE guide includes two high-quality lithographs depicting Destiny artwork produced by artists at Bungie, both enclosed in a custom linen-textured sleeve.Strategy Guide FeaturesThe Mission - Your guide to the missions, patrols, public events, and strikes within the solar system of Destiny. Reclaim hidden chests and Ghosts.The Field Manual - Learn the best ways to outfit your Guardian to suit your playstyle. Tips and strategies for creating your build and maximizing your performance in both player-vs.-player and player-vs.-environment gametypes.The Armory - Discover the hidden values associated with all types of in-game gear. Equip yourself with the best gear for your playstyle and learn how each item mod affects your weapons and armor.The Multiplayer Crucible - Tips and tactics learned on site at Bungie. Learn how to adjust your Guardian’s abilities and gear to dish out maximum carnage in multiplayer games.Bonus - Includes access to a digital version of the strategy guide!
The Art of Dragon Age: Inquisition
BioWare - 2014
The next generation of fantasy is here! Go behind the scenes of Dragon Age: Inquisition, the most ambitious game ever created by legendary developer BioWare!Featuring hundreds of never-before-seen artworks and captions from the developers themselves, this volume offers revealing insight into the inspiration and creation of every facet of Dragon Age: Inquisition, from the heroes, to the wondrous weapons they wield, the powerful beasts that they battle, and the extraordinary world that they inhabit.
The Art of Video Games: From Pac-Man to Mass Effect
Chris Melissinos - 2012
Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March. Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games. Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke. The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction. *After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg
Rocky Road: The incredible true story of the fractured family behind the Darrell Lea chocolate empire
Robert Wainwright - 2018
Monty fell hard for her and, despite strong family opposition on both sides, they would marry.Valerie was keen to have a large brood and, though her pregnancies were difficult, she gave birth to four children. But they were not enough and in 1947 she adopted the first of three more children who were designated to be playmates for her own. It was a social experiment that would end in tears, as would the fortunes of the iconic company, destroyed by the glue that once bound it together - family.Rocky Road is the story of this chocaholic clan and the creative and eccentric woman who dominated it. Behind the irresistible sweetness of Darrell Lea lay a family who made bitter sacrifices to succeed in the candy business.
Not Much of an Engineer
Stanley Hooker - 1984
So successful was he that in 1966 Rolls-Royce decided the best thing to do was to spend 63.6 million pounds and buy its rival. By this time there was scarcely a single modern British aero-engine for which Hooker had not been responsible.
The Splendid Magic of Penny Arcade
Jerry Holkins - 2010
The comic appears to catalog the lives of two young men who are utterly steeped in popular culture.Each chapter gathers into a coherent beam of savory trivia, strange facts, formerly mysterious origins, biographical information, interviews, inaugural conventions, an unlikely charity, and comic strips. You get the sense that some of the content may be apocryphal—for example, the part where they eat a whole wolf basically comes out of nowhere. Also, if one of them really did become “King of the Britons,” you’re sure you would have heard about it somewhere else. > close book You close the book and place it back on the shelf. Maybe next time.
Fable: the Balverine Order
Peter David - 2010
Read more...A new novel based on the worldwide video game phenomenon!The days of magic and adventure are fading away, giving way to the age of industry and science. As the aged last Hero sits upon the throne of Albion, two friends—the privileged Thomas and his loyal servant, John—set out for the East in search of a legendary beast: the vicious, rarely-seen balverine. But their desire for adventure may be their ultimate undoing—because their quarry has just found them...http://lionhead.com/Fable/FableIII/
Accidental Empires
Robert X. Cringely - 1992
Accidental Empires is the trenchant, vastly readable history of that industry, focusing as much on the astoundingly odd personalities at its core—Steve Jobs, Bill Gates, Mitch Kapor, etc. and the hacker culture they spawned as it does on the remarkable technology they created. Cringely reveals the manias and foibles of these men (they are always men) with deadpan hilarity and cogently demonstrates how their neuroses have shaped the computer business. But Cringely gives us much more than high-tech voyeurism and insider gossip. From the birth of the transistor to the mid-life crisis of the computer industry, he spins a sweeping, uniquely American saga of creativity and ego that is at once uproarious, shocking and inspiring.
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.
Eccentric Orbits: The Iridium Story
John Bloom - 2016
Light years ahead of anything previously put into space, and built on technology developed for Ronald Reagan’s “Star Wars,” Iridium’s constellation of 66 satellites in polar orbit meant that no matter where you were on Earth, at least one satellite was always overhead, and you could call Tibet from Fiji without a delay and without your call ever touching a wire.Iridium the satellite system was a mind-boggling technical accomplishment, surely the future of communication. The only problem was that Iridium the company was a commercial disaster. Only months after launching service, it was $11 billion in debt, burning through $100 million a month and crippled by baroque rate plans and agreements that forced calls through Moscow, Beijing, Fucino, Italy, and elsewhere. Bankruptcy was inevitable—the largest to that point in American history. And when no real buyers seemed to materialize, it looked like Iridium would go down as just a “science experiment.”That is, until Dan Colussy got a wild idea. Colussy, a former head of Pan-Am now retired and working on his golf game in Palm Beach, heard about Motorola’s plans to “de-orbit” the system and decided he would buy Iridium and somehow turn around one of the biggest blunders in the history of business.In Eccentric Orbits, John Bloom masterfully traces the conception, development, and launching of Iridium and Colussy’s tireless efforts to stop it from being destroyed, from meetings with his motley investor group, to the Clinton White House, to the Pentagon, to the hunt for customers in special ops, shipping, aviation, mining, search and rescue—anyone who would need a durable phone at the end of the Earth. Impeccably researched and wonderfully told, Eccentric Orbits is a rollicking, unforgettable tale of technological achievement, business failure, the military-industrial complex, and one of the greatest deals of all time.