Designing Sound


Andy Farnell - 2010
    Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a practitioner's perspective, exploring the basic principles of making ordinary, everyday sounds using an easily accessed free software. Readers use the Pure Data (Pd) language to construct sound objects, which are more flexible and useful than recordings. Sound is considered as a process, rather than as data--an approach sometimes known as "procedural audio." Procedural sound is a living sound effect that can run as computer code and be changed in real time according to unpredictable events. Applications include video games, film, animation, and media in which sound is part of an interactive process. The book takes a practical, systematic approach to the subject, teaching by example and providing background information that offers a firm theoretical context for its pragmatic stance. [Many of the examples follow a pattern, beginning with a discussion of the nature and physics of a sound, proceeding through the development of models and the implementation of examples, to the final step of producing a Pure Data program for the desired sound. Different synthesis methods are discussed, analyzed, and refined throughout.] After mastering the techniques presented in Designing Sound, students will be able to build their own sound objects for use in interactive applications and other projects

Rage


Matthew Costello - 2011
    Buried deep below the ground in life-sustaining Arks, these chosen few are tasked with one vital mission—to restore civilization to a devastated planet hundreds of years after the impact.When Lieutenant Nick Raine emerges from his Ark, he finds a future indistinguishable from nightmare. Humankind has not been entirely destroyed on the surface world, and a primitive new society has emerged in which life is nasty, brutish, and short. Mutants and bandits prey upon the weak, and a mysterious military group known as the Authority preys upon everyone. Worst of all, a would-be tyrant seeks to impose his will upon the shattered planet. Armed with nothing more than his combat training and survival instincts, Raine must rise to meet the challenges of the wasteland.

All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture


Harold Goldberg - 2011
    But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!

Gridlock: Crossword Puzzles and the Mad Geniuses Who Create Them


Matt Gaffney - 2006
    Tens of millions of Americans solve crossword puzzles regularly, but few know a thing about their genesis. Who writes crosswords, how--and for God's sake, why? Matt Gaffney is one of two dozen people who earns a living as a cruciverbalist. In Gridlock he provides an insider's look at the people who put that puzzle in your paper every day. With verve and gusto, Gaffney traces his own starving-artist struggle to find paying puzzle gigs, including marketing hip crosswords to the Gen-X market. He then moves on to topics like the effect of computers on crossword writing, including a man versus machine battle he stages to see who writes better crosswords; the ever-evolving crossword puzzle book market, where a top-selling series now has books shaped like a toilet seat; and a trip to the American Crossword Puzzle Tournament, where the "Cru" (collective slang noun meaning "the crossword puzzle writing community") hangs out in person once a year. Gridlock also features an interview with crossword rock star Will Shortz.

Game Wizards: The Epic Battle for Dungeons & Dragons


Jon Peterson - 2021
    In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies.Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the Satanic Panic accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D.With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.

Diary Of A Minecraft Creeper: An Unofficial Minecraft Creeper Diary (Diary Of A Minecraft Creeper Book 1)


Alex Brian - 2015
    Your favorite unofficial Minecraft series is now available as “Hugs of a Creeper”. Ever wondered how the life of a Minecraft Creeper would be? In this book, you will meet a Minecraft Creeper and get to know if creepers are any different than us. Do they have a heart? Do they have feelings? Well, only a creeper could answer this question! If you are a Minecraft fanatic, you would definitely want to know more about what it takes to be a Minecraft creeper. This diary written by a Minecraft Creeper will help you uncover the many secrets and mysteries related to the Creeper's life. *** Download Your Copy Or Read It FREE With Membership *** Disclaimer: This is an unofficial Minecraft book. Minecraft is a registered trademark of, and owned by, Mojang AB, and its respective owners, which do not approve, endorse, sponsor, or authorize this book. Minecraft®/TM & © 2009-2015 Mojang AB/Notch

Tesla Motors: How Elon Musk and Company Made Electric Cars Cool, and Sparked the Next Tech Revolution


Charles Morris - 2014
    The most trusted sources in the auto industry have called its Model S the most advanced, safest and best-performing car ever built - and it doesn’t use a drop of gasoline. Tesla has changed the way the public perceives electric vehicles, and inspired the major automakers to revive their own dormant efforts to sell EVs. However, even amidst the avalanche of media coverage that followed the triumph of the Model S, few have grasped the true significance of what is happening. Tesla has redefined the automobile, sparked a new wave of innovation comparable to the internet and mobile computing revolutions, and unleashed forces that will transform not just the auto industry, but every aspect of society. The Tesla story is one part of an ongoing tide of change driven by the use of information technology to eliminate “friction” such as geographic distance, middlemen and outdated regulations. Tesla is simply applying the new order to the auto industry, but the automobile is such a pervasive influence in our lives that redefining how it is designed, built, driven and sold will have sweeping effects in unexpected areas. Just as Tesla built the Model S as an electric vehicle “from the ground up,” it has taken an outsider’s approach to the way it markets its cars. Its direct sales model has drawn legal challenges from entrenched auto dealers, who fear that their outdated business model will be destroyed. Its systems approach to the software and electronics in its cars has highlighted how far behind the technological times the major automakers are. It’s easy to see why readers find Tesla irresistible. CEO Elon Musk is a superstar entrepreneur, a “nauseatingly pro-US” immigrant and the leader of two other cutting-edge companies. Tesla dares to challenge the establishment behemoths and, so far at least, has handily beaten them at their own game. In this history of the 21st century’s most exciting startup, Charles Morris begins with a brief history of EVs and a biography of Tesla’s driving force, Elon Musk. He then details the history of the company, told in the words of the Silicon Valley entrepreneurs who made it happen. There are many fascinating stories here: Martin Eberhard’s realization that there were many like himself, who loved fast cars but wanted to help the environment and bring about the post-oil age; the freewheeling first days, reminiscent of the early internet era; the incredible ingenuity of the team who built the Roadster; Tesla’s near-death experience and miraculous resurrection; the spiteful split between the company’s larger-than-life leaders; the gloves-off battles with hostile media such as Top Gear and the New York Times; and the media’s ironic about-face when the magnificent Model S won the industry’s highest honors, and naysayers became cheerleaders overnight. And the story is just beginning: Tesla has breathtakingly ambitious plans for the future.This book was updated May 1, 2015 to include the latest on the Gigafactory and the D package.

The Book of Atrus


Rand Miller - 1995
    Based on the best-selling CD-ROM game, a fantasy novel fills out the lives of the game's characters, tracing the strange apprenticeship of Atrus to his father, Gehn, who wields the power to create worlds.

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash

The Immortal Game: A History of Chess, or How 32 Carved Pieces on a Board Illuminated Our Understanding of War, Art, Science and the Human Brain


David Shenk - 2006
    Its rules and pieces have served as a metaphor for society including military strategy, mathematics, artificial intelligence, literature, and the arts. It has been condemned as the devil’s game by popes, rabbis, and imams, and lauded as a guide to proper living by different popes, rabbis, and imams. In his wide-ranging and ever fascinating examination of chess, David Shenk gleefully unearths the hidden history of a game that seems so simple yet contains infinity. From its invention somewhere in India around 500 A.D., to its enthusiastic adoption by the Persians and its spread by Islamic warriors, to its remarkable use as a moral guide in the Middle Ages and its political utility in the Enlightenment, to its crucial importance in the birth of cognitive science and its key role in the new aesthetic of modernism in 20th century art, to its 21st century importance to the development of artificial intelligence and use as a teaching tool in inner-city America, chess has been a remarkably omnipresent factor in the development of civilization. Indeed as Shenk shows, some neuroscientists believe that playing chess may actually alter the structure of the brain, that it may for individuals be what it has been for civilization: a virus that makes us smarter.From the Hardcover edition.

Elegy


Christie Golden - 2018
    This limited edition hardback version collects two new World of Warcraft novellas from the point of view of the Alliance (Elegy, by Christie Golden) and the Horde (A Good War, by Robert Brooks). These two tales explore the Horde and the Alliance versions of a fateful event, but only you can decide which faction tells it best. Each story includes original artwork exclusive to this edition.

Halo 2: The Official Guide


Microsoft Corporation - 2004
    The Official Halo 2 Guide: Strategy Evolved Developed on-site at Bungie studios and written by the elite Piggyback team, this guide includes an encyclopedic appraisal of Halo 2's multiplayer mode; a full, highly accessible walkthrough for the epic Campaign mode; and everything on basic play, all in one book.The product of over four months of writing, research, and design, this guide includes:·Detailed annotated maps: outwit multiplayer opponents with your intimate knowledge of level architecture ·Study all features of multiplayer maps, from power-up locations to "secret" areas, attack routes, and more ·Includes and exhaustive rundown of preset and custom game types—design your own multiplayer match and attract the best crowd ·Features hundreds of digital screenshots to illustrate key points ·Packed with tips, tactics, and techniques from the Bungie team ·Learn about every adversary, vehicle, and weapon—their strengths and shortcomings and how you can exploit these ·Confidently negotiate the huge Campaign mode with our exclusive maps and step-by-step walkthrough ·Designed to enhance the Halo 2 experience for newcomers and Halo: Combat Evolved veterans alike

Live Cinema and Its Techniques


Francis Ford Coppola - 2017
    But the time is not far off, Live Cinema and Its Techniques demonstrates, when a director or a collaborative team of filmmakers working across the internet will create "live" movies that will be sent instantly via satellite for viewing throughout the world.Yet the creative demands posed by airing live sporting contests, as impressive as the final product is, pale in contrast with the ambitions of "cinematic auteurs," who are inspired by great directors, like Serge Eisenstein, Max Ophuls, or Alfred Hitchcock, among many others. As daunting as the challenge is, the process of integrating the highest artistic standards of previous generations into the medium of "live cinema" can, Coppola explains, be achieved, thus creating an entirely new art form for the so-called "screen." Tapping into his own encyclopedic knowledge of twentieth-century film history, Coppola threads his vision of this burgeoning cinematic medium with autobiographical and historical vignettes gleaned from the past, recalling his own boyhood obsession with film and his early fascination with the "Golden Age of Television," when 1950s viewers were treated to live productions of classics, like Days of Wine and Roses and Requiem for a Heavyweight.Especially exciting is the exhilaration and drama that results from retraining actors and using a multitude of cameras to create a film that has the in-the-moment energy of a live event. Having already tried out this new medium with "proof-of-concept workshops" at Oklahoma City Community College and at UCLA, Coppola has created an invaluable guide for students and teachers alike. Filled with discussions of how to rehearse actors, how to choose scenery and location, and how to overcome theatrical, as well as technical, obstacles, Live Cinema and Its Techniques reveals how the spontaneity of this new genre can ultimately transport filmmaking into a new era of creativity still unimaginable today.Featuring chapters on:A Short History of Film and TelevisionThe Actors, Acting, and RehearsalThe Question of Style in the CinemaObstacles and Other Thoughts on Live Cinema No Matter What They May BeEquipment: Now and in the Near Future

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World


Steven L. Kent - 2001
    The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

Entertainment Industry Economics: A Guide for Financial Analysis


Harold L. Vogel - 1986
    Vogel examines the business economics of the major entertainment enterprises: movies, music, television programming, broadcasting, cable, casino gambling and wagering, publishing, performing arts, sports, theme parks, and toys and games. The seventh edition has been further revised and broadened and differs from its predecessors by restructuring and repositioning the previous Internet chapter, including new material on the economics of networks and advertising, adding a new section on policy implications, and further expanding the section on recent theoretical work pertaining to box-office behaviour. The result is a comprehensive up-to-date reference guide on the economics, financing, production, and marketing of entertainment in the United States and overseas. Investors, business executives, accountants, lawyers, arts administrators, and general readers will find that the book offers an invaluable guide to how entertainment industries operate.