Book picks similar to
Challenges for Game Designers by Brenda Brathwaite
game-design
games
non-fiction
gamedev
Actionable Gamification: Beyond Points, Badges, and Leaderboards
Yu-kai Chou - 2015
Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives. Effective gamification is a combination of game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations. This book explores the interplay between these disciplines to capture the core principles that contribute to good gamification design. The goal for this book is to become a strategy guide to help readers master the games that truly make a difference in their lives. Readers who absorb the contents of this book will have literally obtained what many companies pay tens of thousands of dollars to acquire. The ultimate aim is to enable the widespread adoption of good gamification and human-focused design in all types of industries.
Gamer Theory
McKenzie Wark - 2007
Gamespace is where and how we live today. It is everywhere and nowhere; the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field; where we get ahead on our strengths or not at all.Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.
Podcasting For Dummies
Tee Morris - 2005
You can podcast to boost your business, promote your passion, share your opinions, or just have fun. The point is to say what you want to say to those who want to hear it. With step-by-step explanations, screen shots, and tons of examples, this guide clues you in on recording, producing, and hosting your very own podcast with info on:Finding your voice and your niche, whether you want to talk tech, make your own kinds of music, educate listeners, make people laugh, do soundseeing tours, serialize your novel, or invent a new podcasting genre Getting the bare necessities (if you don't already have them), including a microphone, recording software, and an audio card Audio editing software such as Audacity, Cakewalk for PCs, GarageBand for musicality, and Audio HiJack Pro for Macs Recording, including understanding dB (decibel levels), capturing or minimizing ambient noise, and more Editing with GarageBand or Audacity, adding bed music, and including intros and outros for a signature finishing touch You want your podcast to be heard. Podcasting For Dummies helps you launch and promote it with info on how to:Downsize your audio files with MP3 compression Change bit rates and sample rates in Audacity and iTunes Create and edit your ID3 tags in Audacity or iTunes Post your show notes using Movable Type or Libsyn Simplify the RSS 2.0 feed by using blogging software or a podcast-hosting company such as Audioblog.com, Podcastamatic, and Feeder Ping for publicity Communicate with your listeners on your blog, through online discussion groups such as Yahoo! Groups or Google Groups, or on online forums Of course, if you want to be a podcatcher (a listener) and subscribe to podcasts, this guide shows you how to do that, too! Complete with a companion podcast--a free weekly audio commentary that will keep you up to speed on the podsphere--this guide helps you get your message heard, loud and clear.
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.
Hacking School Libraries: 10 Ways to Incorporate Library Media Centers into Your Learning Community (Hack Learning Series Book 20)
Kristina A. Holzweiss - 2018
They are places for research, refuge, and reflection--where students create, collaborate, communicate, and develop skills in critical thinking and compassion. Learn 10 ways to create the library learning environment that every child deserves. In Hacking School Libraries, 2015 School Librarian of the Year, Kristina A. Holzweiss, and 2017 Sensational Student Voice Award finalist, Stony Evans, bring you 10 practical hacks that will help you create a welcoming and exciting school library program. They show you how to rethink your library to become the hub of the school community, whether you are a veteran librarian or just beginning your career. Hacking School Libraries isn't just for librarians. It's for any educator who wants to learn how to transform your learning space provide hands-on learning opportunities empower your students bring curriculum to life differentiate instruction effectively raise funds advocate for modern school libraries establish global connections celebrate reading What the experts say: "When I learned that Kristina and Stony were writing a book to fit into one of my favorite series, I was so excited and couldn’t think of a better duo to do so! School librarians will find Hacking School Libraries such an amazing read and resource in so many ways. The hacks found in this book are terrific for any grade level and will help guide librarians to make a difference in their library, school, and community!" -Shannon McClintock Miller, Teacher Librarian and Iowa Future Ready Librarian Spokesperson "Authors Kristina Holzweiss and Stony Evans are two of the most respected thought leaders and practitioners in the school library field. Their book, Hacking School Libraries, is an essential resource for any modern-day library media specialist. It is filled with actionable tips and strategies that anyone can easily implement tomorrow." -Laura Fleming, Library Media Specialist, bestselling author of Worlds of Making and The Kickstart Guide to Making Great Makerspaces Grab Hacking School Libraries today, and incorporate library media centers into your learning community tomorrow.
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Ian Millington - 2006
The commercial success of a game is often dependent upon the quality of the AI, yet the engineering of AI is often begun late in the development process and is frequently misunderstood. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. A game developer since 1987, he was founder of Mindlathe Ltd., at the time the largest specialist AI company in gaming. Ian shows how to think about AI as an integral part of game play. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's CD-ROM contains a library of C++ source code and demonstration programs, and provides access to a website with a complete commercial source code library of AI algorithms and techniques. * A comprehensive, professional tutorial and reference to implement true AI in games.* Walks through the entire development process from beginning to end.* Includes over 100 pseudo code examples of techniques used in commercial games, case studies for all major genres, a CD-ROM and companion website with extensive C++ source code implementations for Windows, and source code libraries for Linux and OS X available through the website.
The Art of Doing Science and Engineering: Learning to Learn
Richard Hamming - 1996
By presenting actual experiences and analyzing them as they are described, the author conveys the developmental thought processes employed and shows a style of thinking that leads to successful results is something that can be learned. Along with spectacular successes, the author also conveys how failures contributed to shaping the thought processes. Provides the reader with a style of thinking that will enhance a person's ability to function as a problem-solver of complex technical issues. Consists of a collection of stories about the author's participation in significant discoveries, relating how those discoveries came about and, most importantly, provides analysis about the thought processes and reasoning that took place as the author and his associates progressed through engineering problems.
Half-Life 2: Raising the Bar
David Hodgson - 2004
-Unprecedented access behind "Half-Life" and "Half-Life 2" -A forward by Valve founder Gabe Newell -Hundreds of art, design, preproduction, and other art pieces crammed into the book -Over a dozen key members of Valve's staff interviewed -Officially approved by Valve -Behind City 17 and other locations -The development of the Source engine -A rogue's gallery of beasts, characters, and monstrosities -Key weapons development revelations -A tour of many of the game's locations, from inception to completion -Filled with art, screens, and anecdotes from the Valve team
How Buildings Learn: What Happens After They're Built
Stewart Brand - 1994
How Buildings Learn is a masterful new synthesis that proposes that buildings adapt best when constantly refined and reshaped by their occupants, and that architects can mature from being artists of space to becoming artists of time. From the connected farmhouses of New England to I.M. Pei's Media Lab, from "satisficing" to "form follows funding," from the evolution of bungalows to the invention of Santa Fe Style, from Low Road military surplus buildings to a High Road English classic like Chatsworth—this is a far-ranging survey of unexplored essential territory.More than any other human artifacts, buildings improve with time—if they're allowed to. How Buildings Learn shows how to work with time rather than against it.
A Bug Hunter's Diary: A Guided Tour Through the Wilds of Software Security
Tobias Klein - 2011
In this one-of-a-kind account, you'll see how the developers responsible for these flaws patched the bugs—or failed to respond at all. As you follow Klein on his journey, you'll gain deep technical knowledge and insight into how hackers approach difficult problems and experience the true joys (and frustrations) of bug hunting.Along the way you'll learn how to:Use field-tested techniques to find bugs, like identifying and tracing user input data and reverse engineering Exploit vulnerabilities like NULL pointer dereferences, buffer overflows, and type conversion flaws Develop proof of concept code that verifies the security flaw Report bugs to vendors or third party brokersA Bug Hunter's Diary is packed with real-world examples of vulnerable code and the custom programs used to find and test bugs. Whether you're hunting bugs for fun, for profit, or to make the world a safer place, you'll learn valuable new skills by looking over the shoulder of a professional bug hunter in action.
Service Games: The Rise and Fall of SEGA: Enhanced Edition
Sam Pettus - 2012
Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart.
Hacking Engagement: 50 Tips & Tools To Engage Teachers and Learners Daily (Hack Learning Series Book 7)
James Alan Sturtevant - 2016
Many students are bored and disengaged Teachers are handcuffed by outdated textbooks, standardized curriculum, and disinterested students. What if you could solve these problems immediately and excite even your most reluctant learners daily? Read it Today and Engage tomorrow! 33-year veteran teacher, author, presenter, and engagement guru James Alan Sturtevant makes it easy, with incredible teacher tips and tools for both the veteran and student teacher--50 engagement tools that you can begin using right now, with no special training or boring professional development. Easily rebrand your class and connect with all students Are you the teacher students "hate"? Do kids groan when they walk into your classroom? Engaging learners is all about connecting and making education fun. With Sturtevant's education tips and creative teaching tools, students will rebrand you and your class as their favorites. Best of all, they'll engage with every lesson you teach, every single day! 50 Tips and Tools Unlike other education books that weigh you down with archaic research and impossible-to-implement strategies, Hacking Engagement, the 7th book in the popular Hack Learning Series, provides 50 unique, exciting, and actionable tips and tools that you can apply right now. And there's something here for every teacher--no matter what grade or subject you teach. Try one of these amazing engagement strategies tomorrow:
Engage the Enraged
Create Celebrity Couple Nicknames
Hash out a Hashtag
Empower Students to Help You Uncover Your Biases
Avoid the Great War on Yoga Pants
Let Your Freak Flag Fly
Become a Proponent of the Exponent
Trade Blah, Blah, Blah for Zen
Transform Your Class into a Focus Group
Commit to Engagement Try at least one tip or tool now and witness an amazing transformation in your classroom and school. Are you ready to engage? Scroll up and grab your copy of Hacking Engagement now.
Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution
Heather Chaplin - 2005
What started as a game of Pong, with little blips dancing across a computer screen, has evolved into a multi-billion-dollar industry that is changing the future, making inroads into virtually all aspects of our culture.Who are the minds behind this revolution? How did it happen? Where is it headed? In Smartbomb, journalists Heather Chaplin and Aaron Ruby take the reader behind the scenes at gaming conventions, into powerhouse think tanks where new games are created, into the thick of the competition at cyberathlete tournaments, and into the homes of gamers for whom playing a role in a virtual world has assumed more relevance and reality than life in the real world.
3D Math Primer for Graphics and Game Development
Fletcher Dunn - 2002
The Authors Discuss The Mathematical Theory In Detail And Then Provide The Geometric Interpretation Necessary To Make 3D Math Intuitive. Working C++ Classes Illustrate How To Put The Techniques Into Practice, And Exercises At The End Of Each Chapter Help Reinforce The Concepts. This Book Explains Basic Concepts Such As Vectors, Coordinate Spaces, Matrices, Transformations, Euler Angles, Homogenous Coordinates, Geometric Primitives, Intersection Tests, And Triangle Meshes. It Discusses Orientation In 3D, Including Thorough Coverage Of Quaternions And A Comparison Of The Advantages And Disadvantages Of Different Representation Techniques. The Text Describes Working C++ Classes For Mathematical And Geometric Entities And Several Different Matrix Classes, Each Tailored To Specific Geometric Tasks. Also Included Are Complete Derivations For All The Primitive Transformation Matrices.
Envisioning Information
Edward R. Tufte - 1990
The Whole Earth Review called Envisioning Information a "passionate, elegant revelation."