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.

Unity 3.X Game Development Essentials


Will Goldstone - 2009
    With no prior knowledge of game development or 3D required, you will learn from scratch, taking each concept at a time working up to a full 3D mini-game. You'll learn scripting with C# or JavaScript and master the Unity development environment with easy-to-follow stepwise tasks. If you're a designer or animator who wishes to take their first steps into game development or prototyping, or if you've simply spent many hours sitting in front of video games, with ideas bubbling away in the back of your mind, Unity and this book should be your starting point. No prior knowledge of game production is required, inviting you to simply bring with you a passion for making great games.

The WoW Diary: A Journal of Computer Game Development


John Staats - 2018
    It was written by the game's first level designer, John Staats, from notes he took during WoW's creation. The WoW Diary explains why developers do things and debunks popular myths about the games industry. In great detail he covers the what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard's formula for success.

Diary Of An 80s Computer Geek: A Decade of Micro Computers, Video Games & Cassette Tape


Steven Howlett - 2014
    The 1980s were certainly loud, often garish and utterly fabulous - no matter how embarrassing the outfits were.There are so many elements, which made the 80s a truly great decade, but one of the greatest contributions, if not the greatest, is the mass introduction of affordable 8-bit home micro computers.These curious machines of geekdom changed the way we regarded computers and technology. No longer were they the sole perverse of tweed jacket clad scientists sporting unruly beards, micro computers were now forming a staple inventory in millions of homes.Much of the technology that we enjoy today, such as desktop computers, notebooks, tablets, gaming consoles and smart phones, all of which are often taken for granted, can be traced back to this innovative decade.If you were a child of the 80s and remember the joy of receiving your very first home computer or maybe a young adult who fondly remembers the excitement, then you will appreciate this unabashed reminiscence of a simpler time whose adolescent technological was on the cusp of great advancements.This book is intended as celebration and reflection of all the computer technology that made the 80s such a wonderful, pioneering period and follows the journey of a self confessed, teenaged computer geek who experienced and enjoyed every ground breaking moment, including publishing his own software.10 Print “The 80s are fab!”20 Goto 10RunAuthor's Comments:The current edition is dated 31st January 2016 and has been edited based on customer feedback.

Speccy Nation


Dan Whitehead - 2012
    The British games industry would go on to create such hits as Tomb Raider and Grand Theft Auto, our innovation and imagination the envy of the world, our programmers the most sought after talent in the fastest growing entertainment medium in history.And it all started here.Welcome to the Speccy Nation.Join veteran games journalist and author Dan Whitehead on a journey through fifty games that helped to define the golden age of British gaming. From the timeless classics to unlikely cult favourites, and even the games so eccentric they could only have come from Britain in the 1980s.Part nostalgic look at the past, and part critical eye on the present and future, Speccy Nation is essential reading for all retro gaming enthusiasts.Includes a foreword by Your Sinclair's Phil "Snouty" South.

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.

Simplifying Street Fighter: A New Player's Guide to Preparing for Street Fighter 5


gootecks - 2015
    If you're like most players, you struggle with nearly every aspect of the game: offense, defense, execution and combos, and generally having a game plan that is more complex than just mashing buttons at every opportunity. A Road Map Toward Improvement Street Fighter is a game that requires practice, finesse, and knowledge. Unfortunately, most players don't have any guidance on where to begin when learning the game which leads to lots of frustration and losses. This guide is designed to give you a road map for improving your skills so that when SF5 drops you can hit the ground running!Lots of players are under the misconception that since SF5 is a brand new game, there's no point in playing SF4 and improving. While it is true that there will be lots to learn in SF5 such as new engines and characters, this is not a reason not to improve on your Street Fighter fundamentals in the meantime. The Importance of a Solid Foundation Like anything else worth doing in life, developing a foundation of solid fundamentals is the key to improving. Even though SF5 will have brand new characters and mechanics, the core elements of Street Fighter remain the same throughout the franchise. Execution, footsies and space control, combos, punishing, and resource management are important in all Street Fighter games and this guide will show you how to use SF4 to improve on these aspects of your game. Who is gootecks and why should I bother? I've played Street Fighter competitively since 2003, starting with Street Fighter III: 3rd Strike and continuing with Street Fighter 4. I've traveled to compete in tournaments around the world, including places like Japan, Singapore, Australia, Canada, and Europe.A lot of people may know me as the co-host of Excellent Adventures of gootecks & Mike Ross, or perhaps from my work on Cross Counter TV, the entertainment network for fighting game fans.Recently, I've begun training players just like yourself through Cross Counter Training, where players like EG.Justin Wong, EG.K-Brad, Alex Myers are available for helping players of all skill levels improve. Through working with my students, I've developed what I believe to be an extremely effective method of learning how to play Street Fighter. This method is based on the idea of learning one tiny aspect of the game at a time through the eyes of the poster boy of Street Fighter, Ryu. "But Ryu is boring, gootecks!" I know, I know, you think Ryu is boring and everybody plays him and you want to play a cool, flashy character so you can style on people on stage at Evo someday. Unfortunately, you'll need to learn how to walk before you can run and there is no better investment of time as a new player than to learn Ryu in order to build a strong foundation.Taking this time now to develop your fundamentals will serve you well as you transition to Street Fighter 5. Ryu is definitely different in SF5, but the tools and concepts you'll learn in this guide will give you a leg up on the competition when SF5 drops.

Critical Path: How to Review Videogames for a Living


Dan Amrich - 2012
    This includes how to write compelling reviews, how to pitch yourself as a writer, how to tackle some tricky ethical quandaries, and yes, even how to get free games. Based on Dan Amrich’s own experience as a game journalist for more than 15 years, it’s advice that can serve you for your entire career, from press start to game over.

Next Level Magic: A Guide to Mastering the Magic the Gathering™ Card Game


Patrick Chapin
    Next Level Magic is a comprehensive course on realizing your goals in playing Magic the Gathering.

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.

Once Upon Atari: How I made history by killing an industry


Howard Scott Warshaw - 2020
    

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.

The Art Of Computer Game Design


Chris Crawford
    The classic book on computer game design first published in 1984, this Kindle version presents the original text along with chapter notes by Chris Crawford reflecting on how game design has changed in the last 30 years.

Tragedies of Cañon Blanco: A Story of the Texas Panhandle (1919)


Robert Goldthwaite Carter - 1919
    Carter would participate in a number of expeditions against the Comanche and other tribes in the Texas-area. It was during one of these campaigns that he was brevetted first lieutenant and awarded the Medal of Honor for his "most distinguished gallantry" against the Comanche in Blanco Canyon on a tributary of the Brazos River on October 10, 1871. He became a successful author in his later years writing several books based on his military career, including On the Border with Mackenzie (1935), as well as a series of booklets detailing his years as an Indian fighter on the Texas frontier. Carter writes: "IT IS nearly fifty years since these tragedies occurred. There are few survivors. The writer is, perhaps, the only one. This is written in the vague hope that this chronicle of the events of that period may possibly prove of some lasting and, perhaps, historical value to posterity. "The country all about the scene of these tragical events—the Texas Panhandle—was then wild, unsettled, covered with sage brush, scrub oak and chaparral, and its only inhabitants were Indians, buffalo, lobo wolves, coyotes, jack-rabbits, prairie-dogs and rattlesnakes, with here and there a few scattered herds of antelope. The railroad, that great civilizing agency, the telegraph, the telephone, and the many other marvelous inventions of man, have wrought such a wonderful transformation in our great western country that the American Indian will, if he has not already, become a race of the past, and history alone will record the remarkable deeds and strange career of an almost extinct people. With these miraculous changes has come the total extermination of the buffalo—the Indians' migratory companion and source of living—and pretty much all of the wild game that in almost countless numbers freely roamed those vast prairies. Where now the railroads girdle that country the nomadic redman lived his free and careless life and the bison thrived and roamed undisturbed at that period— where are now the appliances of modern civilization, and prosperous communities, then nothing but desolation reigned for many miles around. "In the expansion and peopling of this vast country, our little Army was most closely identified. In fact, it was the pioneer of civilization. The life was full of danger, hardships, privations, and sacrifices, little known or appreciated by the present generation. "Where populous towns, ranches and well-tilled farms, grain fields, orchards, and oil "gushers" are now located, with railroads either running through or near them, we were making trails, upon which the main roads now run, in search of hostile savages, for the purpose of punishing them or compelling them to go into the Indian reservations, and to permit the settlers, then held back by the murderous acts of these redskins, to advance and spread the civilization of the white man throughout the western tiers of counties in that far-off western panhandle of Texas."

The Wright Brothers: by David McCullough | Summary & Analysis


aBookaDay - 2015
    The Wright Brothers is an historical narrative that draws on extensive archival materials, personal journals, and public records to tell the story of the Wright brothers as men of incredible character and determination along the road towards their significant contributions to aviation history. The summary parallels the structure of the book which is divided into three parts. The first part explores the period of the boys’ childhood through their work on flight testing various models of gliders. The second part picks up with the addition of the engine to the Wright planes and traces the brother’s work through the early stages of powered flight, roughly 1903 to 1908. Part three follows the brothers, now globally famous, through the years when they captured the most attention for their accomplishments. A central aspect of this historical account is the development of Orville and Wilbur Wright as individuals who showed fierce determination in the face of relentless setbacks. It also sheds light on their private nature and their deep bond as brothers. McCullough is a two time winner of the Pulitzer Prize for other historical works, Truman and John Adams. He also won the National Book Award twice and is a recipient of the Presidential Medal of Freedom. His educational background includes a degree in English Literature from Yale University. He is also a well-known narrator, as well as previous host of American Experience. Read more....