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Pattern Language for Game Design by Christopher Barney


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The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design


Celia Hodent - 2017
    Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition.The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent.At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience."The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design"Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

The Shark and the Albatross: A Filmmaker's Encounters with Wildlife Around the Globe


John Aitchison - 2015
    The Shark and the Albatross is the story of these journeys of discovery, of his encounters with animals and occasional enterprising individuals in remote and sometimes dangerous places. His destinations include the far north and the far south, from Svalbard, Alaska, the remote Atlantic island of South Georgia, and the Antarctic, to the wild places of India, China, and the United States. In all he finds and describes key moments in the lives of animals, among them polar bears and penguins, seals and whales, sharks and birds, and wolves and lynxes.John Aitchison reveals what happens behind the scenes and beyond the camera. He explains the practicalities and challenges of the filming process, and the problems of survival in perilous places. He records touching moments and dramatic incidents, some ending in success, others desperately sad. There are times when a hunted animal triumphs against the odds, and others when, in spite of preparation for every outcome, disaster strikes. And, as the author shows in several incidents that combine nail-biting tension with hair-raising hilarity, disaster can strike for film-makers too.

Rome, Inc.: The Rise and Fall of the First Multinational Corporation


Stanley Bing - 2007
    Then senseless internal conflicts lead to a long line of demented CEOs, monumental expansion, and foolish diversification—at a high cost in shattered lives. In the end, a series of reverse takeovers leaves the once-proud but now overextended and corrupt parent company at the mercy of less-civilized operations that previously cringed at the grandeur of the corporate brand.Enron? WorldCom? Try Rome, whose rise and fall carry a moral that lingers to this day for the managers, employees, and students of any global enterprise. Stanley Bing—whose satirical business books are as savagely funny as they are insightful—mingles business parable and cautionary tale into an ingenious, often hilarious new telling of the story of the Roman Empire.

The Socratic Dialogues


Plato - 2009
    When conversing with his students and followers he sought to reach the foundations of their views, asking questions until he found contradictions that exposed faults in their logic. This process became known as the Socratic Method.An enigmatic figure in history, Socrates left no writings. Much of what we know about his life and work comes from the accounts of his disciple Plato. Plato described Socrates as the ultimate teacher as well as the creator of modern argument and rhetoric. The Socratic Dialogues contain Plato's most important writings on Socrates, including commentaries on the virtues of friendship, courage, and temperance that display the Socratic Method at its highest degree. Plato's account of Socrates' stunning self-defense during his trial for corrupting the minds of his followers is also included.

Magic Bus: On the Hippie Trail from Istanbul to India


Rory MacLean - 2006
    In the 1960s hundreds of thousands of young Westerners, inspired by Kerouac and the Beatles, blazed the 'hippie trail' overland from Istanbul to Kathmandu in search of enlightenment and a bit of cheap dope.Since the Summer of Love, the countries that offered so much to these dreamers have confronted the full force of modernity and transformed from worlds of Western fantasy to political minefields.Through a landscape of breathtaking beauty Rory MacLean retraces the path of the once well-worn 'hippie trail' from Turkey to Iran, Afghanistan to Pakistan, India to Nepal, meeting trail veterans and locals on his way, and relives wide-eyed adventures as he witnesses a world of extraordinary and terrifying transformation.

The 21st-Century Screenplay: A Comprehensive Guide to Writing Tomorrow's Films


Linda Aronson - 2010
    An eagerly anticipated successor to the author's internationally acclaimed book Scriptwriting Updated, it covers classic to avant-garde scripts, from The African Queen and Tootsie to 21 Grams, Pulp Fiction, Memento, and Eternal Sunshine of the Spotless Mind. Whether you want to write features, shorts, adaptations, genre films, ensemble films, blockbusters, or art house movies, this book is your road map, it takes you all the way from choosing a brilliant idea to plotting, writing, and rewriting a successful script. Featuring a range of insider survival tips on creativity under pressure, time-effective writing, and rising to the challenge of international competitions, The 21st-Century Screenplay is essential reading for newcomers and veterans alike.

The Mars Project


Wernher von Braun - 1953
    Here the German-born scientist Wernher von Braun detailed what he believed were the problems and possibilities inherent in a projected expedition to Mars.    Today von Braun is recognized as the person most responsible for laying the groundwork for public acceptance of America's space program. When President Bush directed NASA in 1989 to prepare plans for an orbiting space station, lunar research bases, and human exploration of Mars, he was largely echoing what von Braun proposed in The Mars Project.

The Writer's Guide to Beginnings: How to Craft Story Openings That Impress Agents, Engage Editors, and Captivate Readers


Paula Munier - 2016
    

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture


David Kushner - 2003
    Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.

Lighten Up!: A Complete Handbook for Light and Ultralight Backpacking


Don Ladigin - 2005
    Short, to the point, and humorously illustrated by famed outdoor illustrator Mike Clelland, this book presents everything hikers and backpackers need to be safe, comfortable, and well-fed while carrying a very small and lightweight pack.

The Financial Times Guide to Investing: The Definitive Companion to Investment and the Financial Markets


Glen Arnold - 2004
    A comprehensive guidebook to understanding how to make your own personal financial portfolio, and invest in the financial markets with the help of the financial media.

Hobby Games: The 100 Best


James Lowder - 2007
    Their essays cover the spectrum of the hobby market, from role-playing games to collectible card games, miniatures games to wargames to board games, with titles both familiar and esoteric. Writers include such legendary designers as Gary Gygax, co-creator of Dungeons & Dragons; Richard Garfield, creator of Magic: The Gathering and Larry Harris, creator of Axis and Allies; best-selling authors R. A. Salvatore, Tracy Hickman, Ed Greenwood, and Michael Stackpole; computer industry notables Bruce Shelley of Ensemble Studios (Age of Empires) and Jack Emmert of Cryptic Studios (City of Heroes); as well as dozens of other noteworthy and award-winning creators. Hobby Games: The 100 Best also features a foreword by board game legend Reiner Knizia and an afterword by wargame legend James F. Dunnigan.

The House of Tudor


Alison Plowden - 1976
    This history examines the origins of this astonishing family that appeared out of nowhere in 1485, blazed briefly, and then vanished, leaving a slowly fading trail of glory behind it. The astute statesmanship of the first Henry Tudor, the enterprising marital career of the second and the tragedy of the son he labored so murderously to get, the unhappy reign of Mary, and finally the flowering of Elizabeth in whom the family genius reached its apotheosis, all find their place in this chronicle of five turbulent, passionate, tragic, and prodigious generations of Tudors.

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.

Unit Operations: An Approach to Videogame Criticism


Ian Bogost - 2006
    Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium--from videogames to poetry, literature, cinema, or art--can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies."The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.