Book picks similar to
Pattern Language for Game Design by Christopher Barney


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Level Up!: The Guide to Great Video Game Design


Scott Rogers - 2010
    Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!

Atari Inc.: Business is Fun


Marty Goldberg - 2012
    - Business is Fun, the book that goes behind the company that was synonymous with the popularization of 'video games.'Nearly 8 years in the making, Atari Inc. - Business is Fun is comprised of thousands of researched documents, hundreds of interviews, and access to materials never before available.An amazing 800 pages (including nearly 300 pages of rare, never before seen photos, memos and court documents), this book details Atari's genesis from an idea between an engineer and a visionary in 1969 to a nearly $2 billion dollar juggernaut, and ending with a $538 million death spiral during 1984. A testament to the people that worked at this beloved company, the book is full of their personal stories and insights. Learn about topics like:* All the behind the scenes stories surrounding the creation of the company's now iconic games and products.* The amazing story of Atari's very own "Xerox PARC" research facility up in the foothills of the Sierra Mountains* The full recounting of Steve Jobs's time at Atari, with comments from the people he worked with on projects and the detailed story of the creation of Atari Breakout, including input by Steve Wozniak on his development of the prototype, and how it couldn't be used and another Atari engineer would have to make the final production Breakout arcade game instead.* The creation of "Rick Rats Big Cheese Restaurants" which later became "Chuck E. Cheese's"* How Atari Inc. faltered and took down an entire industry with it before being put on the chopping block.If you've ever wanted to learn about the truth behind the creation of this iconic company told directly by the people who made FUN for a living, then this is the book for you!

Generation Decks: The Unofficial History of Gaming Phenomenon Magic The Gathering


Titus Chalk - 2017
    The brainchild of misfit maths genius Richard Garfield, Magic combines fiendishly complex gameplay with collectability. When it came out in the early '90s it transformed the lives of gamers who had longed for a game that combined challenging mechanics and kick-ass artwork with a chance to connect and compete with likeminded people. Titus Chalk's tale is part biography, charting the author's own relationship with the game, part history, and part love letter to the card game that made it cool to be a geek. Prepare to meet Generation Decks, a community like no other...

Changing the Game: How Video Games Are Transforming the Future of Business


David Edery - 2008
    Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force—encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyondChoose your best marketing opportunities—and avoid the pitfalls Use gaming to recruit and develop better employeesLearn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communitiesHelp your customers improve your products and services—and have fun doing it What gamers do better than computers, scientists, or governmentsUse games to solve problems that can’t be solved any other way

The Art of Point-and-Click Adventure Games


Steve Jarrett - 2018
    It will also contain extensive and exclusive interviews with the key developers, designers and artists behind some of the most beloved games and characters in the history of the medium. The book starts with a foreword by Gary Whitta (PC Gamer magazine/Rogue One: A Star Wars Story).Interviewees for the book include (in no particular order) Tim Schafer, Robyn Miller, Ron Gilbert, David Fox, Aric Wilmunder, Richard Hare, Hal Barwood, Gary Winnick, Noah Falstein, Mark Ferrari, Dave Gibbons, Jane Jensen, Simon Woodroffe, Steve Stamatiadis, Louis Castle, Gregg Barnett, Al Lowe, Brian Moriarty, Charles Cecil and Paul Cuisset - plus plenty more…As you can see from the list, the book covers titles such as King’s Quest, Myst, Toonstruck, Discworld, Blade Runner, Gabriel Knight, The Flight of the Amazon Queen, Simon the Sorcerer and of course other classics, such as The Secret of Monkey Island, The Dig, Maniac Mansion and Full Throttle. All of the most famous and iconic point-and-click adventures are going to be covered, as well as some lesser-known games and home-brew efforts.

Bioshock and Philosophy: Irrational Game, Rational Book


Luke Cuddy - 2015
    BioShock and Philosophy: Irrational Game, Rational Book presents expert reflections by philosophers (and Bioshock connoisseurs) on this critically acclaimed and immersive fan-favorite. Reveals the philosophical questions raised through the artistic complexity, compelling characters and absorbing plots of this ground-breaking first-person shooter (FPS) Explores what BioShock teaches the gamer about gaming, and the aesthetics of video game storytelling Addresses a wide array of topics including Marxism, propaganda, human enhancement technologies, political decision-making, free will, morality, feminism, transworld individuality, and vending machines in the dystopian society of Rapture Considers visionary game developer Ken Levine's depiction of Ayn Rand's philosophy, as well as the theories of Aristotle, de Beauvoir, Dewey, Leibniz, Marx, Plato, and others from the Hall of Philosophical Heroes

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.

Savage Worlds Adventure Edition


Shane Lacy Hensley - 2019
    From the curious campus of East Texas University to the distant, untamed worlds of The Last Parsec.Or forge your own worlds, fully customized with setting specific rules to help you model everything from pulp adventure to sword and sorcery to hard science fiction and everything in between.

Silent Hill: The Terror Engine


Bernard Perron - 2012
    P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

Doghouse Roses: Stories


Steve Earle - 2001
    In music, these strengths have earned him comparisons to Bruce Springsteen, the ardent devotion of his fans, and the admiration of the media. And Earle does a lot: he is singer, songwriter, producer, social activist, teacher. . . . He’s not only someone who makes great music; he’s someone to believe in. With the publication of his first collection of short stories, Doghouse Roses, he gives us yet another reason to believe. Earle’s stories reflect the many facets of the man and the hard-fought struggles, the defeats, and the eventual triumphs he has experienced during a career spanning three decades. In the title story he offers us a gut-wrenchingly honest portrait of a nearly famous singer whose life and soul have been all but devoured by drugs. “Billy the Kid” is a fable about everything that will never happen in Nashville, and “Wheeler County” tells a romantic, sweet-tempered tale about a hitchhiker stranded for years in a small Texas town. A story about the husband of a murder victim witnessing an execution addresses a subject Earle has passionately taken on as a social activist, and a cycle of stories features “the American,” a shady international wanderer, Vietnam vet, and sometime drug smuggler — a character who can be seen as Earle’s alter ego, the person he might have become if he had been drafted. Earle is a songwriter’s songwriter, and here he takes his writing gift into another medium, along with all the grace, poetry, and deep feeling that has made his music honored around the world.

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

Dallas, November 22, 1963


Robert A. Caro - 2013
    This account of the Kennedy assassination ("the most riveting ever," says The New York Times) is taken from Robert A. Caro's brilliant and bestselling The Passage of Power. Here is that tragic day in Dallas alive with startling details reported for the first time by the two-time Pulitzer Prize-winning author. Just as scandals that might end his career are about to break over Lyndon Johnson's head, the motorcade containing the presidential party is making its slow and triumphant way along the streets of Dallas. In Caro's breathtakingly vivid narrative, we witness the shots, the procession speeding to Parkland Memorial Hospital, the moment when Kennedy aide Lawrence O'Donnell tells Johnson "He's gone," and Johnson's iconic swearing in on Air Force One. Compelling.

The Human Experiment: Two Years and Twenty Minutes Inside Biosphere 2


Jane Poynter - 2006
    Imagine being sealed into a closed environment for two years — cut off from the outside world with only seven other people — enduring never-ending hunger, severely low levels of oxygen, and extremely difficult relationships. Crew members struggled to survive in Biosphere 2, where they swore nothing would go in or out — no food or water, not even air — all in the name of science. For the first time, biospherian Jane Poynter — who lived and loved in the Biosphere — is ready to share what really happened in there. She takes readers on a riveting, fast-paced trip through shattered lives, scientific discovery, cults, love, fears of insanity, and inspiring human endurance. The eight biospherians who closed themselves into the Biosphere emerged 730 days later… much wiser, thinner, and having done what many had said was impossible.

The Art of Destiny


Bungie - 2014
    To build this expansive universe, the team at Bungie drew from a multitude of inspirations—from classic fantasy and science fiction worlds, the myth-meets-technology adventure of space operas, and the ornate design of medieval drapery juxtaposed with modern architecture—all of which combine to create a world uniquely imagined down to the smallest detail. The Art of Destiny is a celebration of the dynamic art at the heart of the game, featuring hundreds of pieces of concept illustrations, cinematic imagery, early sketches, and world-building graphic design. Covering the meticulous artistic development behind each class, vehicle, weapon, and environment, this lush and comprehensive overview explores the game’s sweeping world, grand scope, and vibrant visuals. © 2014 Bungie, Inc. All rights reserved. Destiny, Bungie, and the Bungie logo are trademarks of Bungie, Inc. in the US and/or other countries.

To The Ends Of The Earth: The Transglobe Expedition, The First Pole To Pole Circumnavigation Of The Globe


Ranulph Fiennes - 1983
    Taunted by his wife over the challenge of the never-before attempted circumpolar navigation of the globe, he set off in 1979 on a gruelling 52,000 mile adventure. Together with fellow members of 21 SAS regiment, Fiennes left from Greenwich, travelling over land, passing through both ends of the polar axis. Completed over three years later, it was the first circumpolar navigation of the globe, and justifiably entered Fiennes into the record books. TO THE ENDS OF THE EARTH is the record of that journey. It captures the natural beauty of the landscapes they passed through, and the cameraderie that necessarily grows between men who had served in the British forces' elite regiment and were now throwing themselves into danger of a different sort. Time and again, the expedition found themselves in life-threatening situations, weaving through the pack ice of the Arctic Ocean or sharing a single sleeping bag to ward off the -40 degrees celsius Arctic night. The calm and measured approach which made Fiennes such a great expedition leader shines through TO THE ENDS OF THE EARTH, deftly recreating the last unexplored regions on earth. It is also a book which lays the foundations for what was to come for Fiennes, confirming a need to exist outside the comfortable norms the rest of us inhabit. As the expedition progresses, there is also a mounting sense of tension as attainment of the final goal also spells the end of the adventure. TO THE ENDS OF THE EARTH is a compelling account of one journey and Fiennes' drive to push himself to ever further extremes.