Designing Games


Tynan Sylvester - 2013
    You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each other’s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your game’s market positioning will affect your design

Art Since 1900: 1900 to 1944 (Vol. 1)


Hal Foster - 2011
    Each turning point and breakthrough of modernism and postmodernism is explored in depth, as are the frequent anti-modernist reactions that proposed alternative visions of art and the world. Art Since 1900 introduces students to the key theoretical approaches to modern and contemporary art in a way that enables them to comprehend the many “voices” of art in the twentieth and twenty-first centuries.

Game Feel: A Game Designer's Guide to Virtual Sensation


Steve Swink - 2008
    The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

Stanley Kubrick's Napoleon: The Greatest Movie Never Made


Alison Castle - 2009
    Slated for production immediately following the release of 2001: A Space Odyssey, Kubrick’s "Napoleon" was to be at once a character study and a sweeping epic, replete with grandiose battle scenes featuring thousands of extras. To write his original screenplay, Kubrick embarked on two years of intensive research; with the help of dozens of assistants and an Oxford Napoleon specialist, he amassed an unparalleled trove of research and preproduction material, including approximately 15,000 location scouting photographs and 17,000 slides of Napoleonic imagery. No stone was left unturned in Kubrick's nearly-obsessive quest to uncover every piece of information history had to offer about Napoleon. But alas, Kubrick’s movie was not destined to be: the film studios, first M.G.M. and then United Artists, decided such an undertaking was too risky at a time when historical epics were out of fashion. TASCHEN’s tribute to this unmade masterpiece makes Kubrick’s valiant work on "Napoleon" available to fans for the first time. Based on the original 2009 limited edition which featured ten books hidden inside of a carved out reproduction of a Napoleon history book, this publication brings all the original elements together in one volume. Herein, all of the books from the original edition are reproduced in facsimile: correspondence, costume studies, location scouting photographs, research material, script drafts, and more. Kubrick’s final draft is reproduced in its entirety. The text book features the complete original treatment, essays examining the screenplay in historical and dramatic contexts, an essay by Jean Tulard on Napoleon in cinema, and a transcript of interviews Kubrick conducted with Oxford professor Felix Markham. The culmination of years of research and preparation, this unique publication offers readers a chance to experience the creative process of one of cinema’s greatest talents as well as a fascinating exploration of the enigmatic figure that was Napoleon Bonaparte. *Includes access to searchable/downloadable online research database: Kubrick's complete picture file of nearly 17,000 Napoleonic images*

Miyazakiworld: A Life in Art


Susan J. Napier - 2018
    The story of filmmaker Hayao Miyazaki's life and work, including his impact on Japan and the world A thirtieth‑century toxic jungle, a bathhouse for tired gods, a red‑haired fish girl, and a furry woodland spirit—what do these have in common? They all spring from the mind of Hayao Miyazaki, one of the greatest living animators, known worldwide for films such as My Neighbor Totoro, Princess Mononoke, Spirited Away, Howl’s Moving Castle, and The Wind Rises.

Star Wars: The Old Republic: Encyclopedia


Ian Ryan - 2012
    Now comes the ultimate in-depth guide to the turbulent and fascinating world featured in the game — The Old Republic.Created in full collaboration with LucasArts, this in-depth companion covers the spectrum of characters, weapons, vehicles, events, and planets of Star Wars: The Old Republic. More than just an encyclopedia, it is the ultimate guided tour of the dangerous and mysterious universe found in a galaxy far, far away.© 2012 Lucasfilm Ltd. ® & ™ All Rights Reserved. Used Under Authorization.

Classic Penguin: Cover to Cover


Paul Buckley - 2016
    This curated tour begins with the now-iconic redesign of the signature Penguin Classics black-spine series in 2003 and moves through award-winning series like the Penguin Classics Graphic Deluxe Editions, Penguin Drop Caps, and Penguin Horror. Exhibiting a mesmerizing array of front covers and full cover layouts, Paul Buckley illuminates the unique and inventive approaches to typography, image, and design that grace Penguin’s covers of the best works in literature. Throughout the book, the artists and designers including Chris Ware, Ivan Brunetti, Jillian Tamaki, Jessica Hische, and Ruben Toledo who have collaborated with Penguin Classics offer commentary on the design process. For lovers of classic literature, book design, and all things Penguin, Classic Penguin has you covered.

Minecraft: Essential Handbook


Stephanie Milton - 2013
    You have only minutes to find food and shelter before darkness falls and the monsters come looking for you. What do you do?The official Minecraft Beginner's Handbook might just save your life. Learn how to find resources, make a shelter, craft tools, armor and weapons, and protect yourself from monsters. With tips from Minecraft experts, inclduing developer Jeb and creator Notch himself, this is the definitive guide to surviving your first few days.

The James Bond Archives


Paul Duncan - 2012
    This impeccably British character created by author Ian Fleming has starred in 23 EON-produced films, played by 6 different actors over five decades. To celebrate 50 years of this innovative franchise, EON Productions opened their archives of photos, designs, storyboards, and production materials to editor Paul Duncan, who spent two years researching over one million images and 100 filing cabinets of documentation. The result is the most complete account of the making of the series, covering every James Bond film ever made, beginning with Dr. No (1962) and ending with the upcoming Skyfall (2012), including the spoof Casino Royale (1967) and Never Say Never Again (1983). The stunning imagery is accompanied by an oral history recounted by over 150 cast and crew members, relating the true inside story of how the Bond films were made. Containing previously unpublished photography and artwork, as well as production memos from filming, this book is a comprehensive tribute to the legend of James Bond.Celebrating the 50th anniversary of the most successful and longest-running film franchise in cinema history! Made with unrestricted access to the Bond archives, this XL tome recounts the entire history of James Bond in words and pictures Among the 1,100 images are many previously unseen stills, on-set photos, memos, documents, storyboards, posters, and designs, plus unused concepts, and alternative designs Behind-the-scenes stories from the people who were there: producers, directors, actors, screenwriters, production designers, special effects technicians, stuntmen, and other crew members Includes every Bond film ever made, from Dr. No (1962) to Skyfall (2012) Special bonus included with the first print run of the book only: an original strip of film from Dr. No James Bond films © 1962–2012 Danjaq, LLC and United Artists Corporation. All rights reserved.Also available in 2 Art Editions, each limited to 250 copies.

Starting Point: 1979-1996


Hayao Miyazaki - 1996
    A hefty compilation of essays (both pictorial and prose), notes, concept sketches and interviews by (and with) Hayao Miyazaki. Arguably the most respected animation director in the world, Miyazaki is the genius behind "Howl's Moving Castle," Princess Mononoke" and the Academy Award-winning film, "Spirited Away."

The Making of Karateka


Jordan Mechner - 2012
    This first volume is a candid account of the personal, creative and technical struggles that led to his breakthrough success with Karateka, which topped bestseller charts in 1985, and planted the seeds of his next game, Prince of Persia.

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.

Minecraft: Redstone Handbook


Nick Farwell - 2013
    With builds including redstone traps and arrow launchers you never need fear creepers again!Plus, see some of the most amazing community creations from the very best redstone builders - they'll blow your mind!

Libraries


Candida Höfer - 2005
    Since nobody photographs libraries as beautifully as Hofer, it seemed only natural to dedicate one of her publications to the splendid and intimate cathedrals of knowledge across Europe and the US: the Escorial in Spain, the Whitney Museum in New york, Villa Medici in Rome, the Hamburg University library, the Bibliotheque nationale de France in Paris, the Museo Archeologico in Madrid, and Pierpont Morgan Library in New York, to name just a few. Almost completely devoid of people, as is Candida Hofer's trademark, these pictures radiate a comforting serenity that is exceptional in contemporary photography. Now available in an unchanged reprint.

The Art of Horizon Zero Dawn


Paul Davies - 2017
    The Art of Horizon Zero Dawn is the ultimate gallery of the hotly anticipated new IP from Guerrilla Games (Killzone series). It focuses on the stunning artwork used to develop the game, and includes over 300 images, sketches, and concept art, commentary throughout from the artists and creators. This is an in-depth insight into a world as beautiful as it is dangerous. Over 1000 years ago a cataclysm destroyed life as we know it, forcing humans to the brink of extinction. In our place machines rose, and nature took back our cities, until all that was left of our world was the rumours of the old ones and the ruins of a civilisation long past. The tribes of the new world live scattered, some small and humble, some as powerful as kings. If Aloy, an outcast and hunter, is to find her true place in this world she must combat the great robotic creatures of the land and uncover the mysteries of a lost civilisation.