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


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Stop Staring: Facial Modeling and Animation Done Right


Jason Osipa - 2003
    You'll learn the basics of design, modeling, rigging, and animation-while mastering exciting new techniques for stretch-and-squash deformation, advanced blend extraction, and the latest software tools. Walk through the author's detailed analysis of sample animations and discover how to add nuance and sophistication to your designs.Full of insights drawn from years of professional experience, this book provides the focused and practical information you need to create believable facial animations. Learn visimes and lip sync techniques Construct a mouth and mouth keys Explore the process of facial landmarking Master the cartoon techniques of squash and stretch Harness the latest advanced blend extraction tools Create interfaces for your faces Understand skeletal setup, weighting, and rigging Control faces with the book's powerful rig and learn how skin moves to make various shapes and expressionsMaster powerful stretch-and-squash (and squoosh!) techniquesFeatured on the CDFine-tune your facial animations with the techniques demonstrated on the companion CD. Content includes tutorial files, lip sync samples, models, textures, and more.Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

Fire up Your Fiction: An Editor's Guide to Writing Compelling Stories


Jodie Renner - 2012
    This book is chock-full of excellent tips to help you learn to write like the pros and create a compelling novel that sells. Not only that, but if you apply these tips to your manuscript, you'll save a lot of money on editing costs.Topics include: hooking readers in on your first pages, writing compelling action scenes, style blunders to avoid, showing instead of telling, streamlining cluttered sentences and paragraphs, avoiding repetitions, choosing words that nail it, varying your pacing, avoiding info dumps, smoothing out awkward structures, writing natural-sounding dialogue, expressing thoughts, showing character reactions, avoiding melodrama, finding your authentic voice, and more.

Martian Summer: Robot Arms, Cowboy Spacemen, and My 90 Days with the Phoenix Mars Mission


Andrew Kessler - 2011
    Forget this planet. The economy is terrible, global warming is inevitable, and there are at least eight major wars happening right now. That's why Kessler left home and moved to Mars. Well, not all the way to Mars. The closest spot on Earth you can get without a rocket. In the summer of 2008, he lived his space dream, s[ending the months in mission control of The Phoenix expedition with 130 top scientists and engineers as they explored Mars. This story is a human drama about modern-day Magellans battling NASA politics, temperamental robots, and the bizarre world of daily life in mission control. Kessler was the first outsider ever granted unfettered access to such an event, giving us a true Mission-to-Mars exclusive.The Phoenix Mars mission was the first man-made probe ever sent to the Martian arctic. They wanted to find out how climate change can turn a warm, wet planet (read: Earth) into a cold, barren desert (read: Mars). That might seem like a trivial pursuit, but it's probably the most impressive feat we humans can achiee, and it took the culmination of nearly the entirety of human knowledge to do it.Along the way, Phoenix discovered a giant frozen ocean trapped beneath the north pole of Mars, exotic food for aliens and liquid water. This is not science fiction. It's fact. Not bad for a summer holiday.

Boardgames That Tell Stories


Ignacy Trzewiczek - 2014
    Book that tell an extraordinary story about game design. Learn about terryfying presentation of International Gamers Nominee Pret-a-Porter. Learn how much time was needed to design Golden Geek Best Card Game nominee 51st State. Learn how kids helped designind Dice Tower nominee Robinson Crusoe...Read stories behind scenes. Learn about designing one of the most popular boardgames. You find them all in this one book.

The Drowning Ground


James Marrison - 2015
    When DCI Guillermo Downes is called to the scene he realises the victim is well known to him.Seven years earlier, Downes made a promise to the families of two missing girls that he would find their daughters. Although cleared, the dead man had been a suspect in their disappearance. And as the ripples from his death spread through the local community there appears to be fresh hope that the detective might finally make good on his promise.But as Downes, tormented by his own troubled past, pursues the case alongside a new partner, Sergeant Graves, it soon becomes clear to them both that there’s a darkness at the heart of the investigation more appalling than either could ever have imagined. As past and present connect ever more closely, Downes and Graves are forced to confront a terrible truth that lies just beneath the surface.Like hit TV series Broadchurch, James Marrison’s brilliant debut, The Drowning Ground, offers a rich, chilling, gripping immersion into of the secrets and lies within a small, damaged community, and marks the arrival of an exciting new crime writing talent.

The Mind Club


Daniel M. Wegner - 2016
    When you consider what your boss is thinking or whether your spouse is happy, you are admitting them into the “mind club.” It’s easy to assume other humans can think and feel, but what about a cow, a computer, a corporation? What kinds of mind do they have? Daniel M. Wegner and Kurt Gray are award-winning psychologists who have discovered that minds—while incredibly important—are a matter of perception. Their research opens a trove of new findings, with insights into human behavior that are fascinating, frightening and funny. The Mind Club explains why we love some animals and eat others, why people debate the existence of God so intensely, how good people can be so cruel, and why robots make such poor lovers. By investigating the mind perception of extraordinary targets—animals, machines, comatose people, god—Wegner and Gray explain what it means to have a mind, and why it matter so much. Fusing cutting-edge research and personal anecdotes, The Mind Club explores the moral dimensions of mind perception with wit and compassion, revealing the surprisingly simple basis for what compels us to love and hate, to harm and to protect.

The Red Magician


Lisa Goldstein - 1982
    Eleven-year-old Kicsi believes Vörös, and attempts to aid him in protecting the village.But the local rabbi, who possesses magical powers, insists that the village is safe, and frustrates Vörös's attempts to transport them all to safety. Then the Nazis come and the world changes.Miraculously, Kicsi survives the horrors of the concentration camp and returns to her village to witness the final climactic battle between the rabbi and the Red Magician, the Old World and the New.The Red Magician is a notable work of Holocaust literature and a distinguished work of fiction, as well as a marvelously entertaining fantasy that is, in the end, wise and transcendent.

Designing Disney


John Hench - 2003
    His principles of theme park design, character design, and use of color made him a legendary figure, not only for Disney fans but also for students and aficionados of architecture, engineering, and design.Designing Disney reveals the magic behind John's great discoveries and documents his groundbreaking in several key areas: "Design Philosophy" examines the values, attitudes, aesthetics, and logic that went into the original concepts for Disney theme parks. In "The Art of the Show" and "The Art of Color," Hench reveals the essence of what makes the parks work so well. And in "The Art of Character," he lets the reader in on the how and why of the Disney characters' inherent popularity-their timeless human traits, archetypal shape and gestures that suggest these qualities graphically, and their emotional resonance in our lives.

Poppy


Drusilla Modjeska - 1990
    But when the facts refuse to give up their secrets, she follows the threads of history and memory into imagination. There she teases out the story of Poppy, who married at twenty and sang to her children, until suddenly one day in 1959, she was taken away to a sanatorium.What had gone wrong in a family that everyone described as happy? What pulled Poppy through the years of shock treatment and despair? These are some of the questions the daughter must ask before she can make peace with her own past.

Cyanide and Happiness


Kris Wilson - 2005
    Just see what their mothers have to say!"Dave is a nice, young man with a bright future ahead of him. I always knew he was a gifted boy who would go on to do great things. I hope he settles down with a nice, young woman and ****s the **** out of her."—Dave's mom"I don't know how to get computer pictures, so I'm glad Kris finally has a book out. I haven't read it yet, but I hope he gives me a quote on the back."—Kris's mom"I hope Robert's book does well so he can finally afford to move out. He plays his hip-hop music too loud."—Rob's momMatt's mom was unavailable for a quote due to being dead.

Out of Nowhere


Rebecca Phillips - 2013
    Now, at sixteen, she still can’t bring herself to step on “the spot”—the section of kitchen floor on which her father landed after collapsing from a brain aneurysm. For Riley, a borderline hypochondriac with anxiety issues, moving on seems impossible, taking risks is out of the question, and even the simplest things feel loaded with danger.When she meets Cole Boyer in an ER waiting room, Riley realizes immediately that he’s far from the safe, predictable boy she usually goes for. A fearless daredevil with mysterious scars and a thirst for all things dangerous, Cole is like an accident waiting to happen. Still, despite their differences, they forge an unlikely friendship that eventually blossoms into something more. Dating someone who’s so casual about death has its challenges, but as Riley soon learns, not everyone can be—or needs to be—saved.

Downhill Chance


Donna Morrissey - 2002
    Her chronicle of life in a remote Newfoundland outport was acclaimed by critics and embraced by readers worldwide. Downhill Chance is a captivating successor to Morrissey’s first novel. Set in a pair of isolated fishing communities in Newfoundland during and after the Second World War, this is the story of two families joined by friendship but torn apart by fear and sorrows. Prude Osmond reads her tea leaves and predicts dark days ahead. Meanwhile, an hour’s boat ride away, Job Gale leaves his wife and two young daughters behind to fight in the war, a cause neither they nor their neighbors understand. The war and the dark secrets it holds cascade over the Gale family, afflicting the sensitive yet resourceful Clair, an unforgettable heroine. Forced to restart her life in another place, she must forsake the family she loves and her community. Morrissey blends drama, gritty realism, and a flair for the comic in this unique novel. At its core is the unravelling of secrets — and the redemption that truth ultimately brings.

Don't Bother Me Mom--I'm Learning!: How Computer and Video Games are Preparing Your Kids for 21st Century Success - and How You Can Help!


Marc Prensky - 2006
    He knows that if parents place good video games into a learning system in their homes they can reap major benefits for their children and themselves. They can accelerate their children's language and cognitive growth." —James Paul Gee, Tashia Mogridge Professor of Reading, University of Wisconsin-MadisonMarc Prensky presents the case—profoundly counter-cultural but true nevertheless—that video and computer game playing, within limits, is actually very beneficial to today's "Digital Native" kids, who are using them to prepare themselves for life in the 21st century. The reason kids are so attracted to these games, Prensky says, is that they are learning about important "future" things, from collaboration, to prudent risk taking, to strategy formulation and execution, to complex moral and ethical decisions. Prensky's arguments are backed up by university PhD's studying not just violence, but games in their totality, as well as studies of gamers who have become successful corporate workers, entrepreneurs, leaders, doctors, lawyers, scientists and other professionals.Because most adults (including the critics) can't play the modern complex games themselves (and discount the opinions of the kids who do play them) they rely on secondhand sources of information, most of whom are sadly misinformed about both the putative harm and the true benefits of game-playing. This book is the antidote to those misinformed, bombastic sources, in the press and elsewhere. Full of common sense and practical information, it provides parents with a large number of techniques approaches they can use—both over time and right away—to improve both their understanding of games and their relationships with their kids. What You Will Learn The aim of this book is to give you a peek into the hidden world into which your kids disappear when they are playing games, and to help you as an adult—especially if you are a concerned parent or teacher—understand and appreciate just how much your kids are learning that is POSITIVE from their video and computer games.In the few short hours it takes to read this book, you will learn: What it feels like to be in the world of computer and video games; How to appreciate the breadth and depth of modern computer and video games and the ways they make your kids learn; How to understand the various USEFUL skills your game-playing your kids are acquiring; How to understand your own kids better and build better relationships using games as a base; And, most importantly, How to augment and improve what your kids are learning by HAVING CONVERSATIONS THAT THEY WANT TO HAVE about their games.

Invisible Girl


Mariel Hemingway - 2015
    The room is dark. I hear yelling, smashed plates, and wish it was all a terrible dream. Welcome to Mariel Hemingway's intimate diary of her years as a girl and teen. In this deeply moving, searingly honest young adult memoir, actress and mental health icon Mariel Hemingway shares in candid detail the story of her troubled childhood in a famous family haunted by depression, alcoholism, mental illness, and suicide. Born just a few months after her grandfather, Ernest Hemingway, shot himself, Mariel's mission as a girl was to escape the desperate cycles of debilitating mental health that had plagued generations of her family. In a voice that speaks to young readers everywhere, she recounts her childhood growing up in a family tortured by alcoholism (both parents), depression (her sister Margaux), suicide (her grandfather and four other members of her family), schizophrenia (her sister Muffet), and cancer (mother). It was all the young Mariel could do to keep her head. She reveals her painful struggle to stay sane as the youngest child in her family, and how she coped with the chaos by becoming OCD and obsessive about her food. Young readers who are sharing a similar painful childhood will see their lives and questions reflected on the pages of her diary, and they may even be inspired to start their own diary to channel their pain. Her voice will speak directly to teens across the world and tell them there is light at the end of the tunnel.

A History of Video Games


Jeremy Parish - 2020
    On an annual basis, the industry is even more profitable than Hollywood. Today’s video games feature stunning, lifelike visuals and complex storylines - but they didn’t start out that way. The origin of video games can be traced back to World War II. In the 10 lectures of A History of Video Games, listeners will follow the development of the digital game from its roots in the war room to its proliferation in the 21st-century living room. Taught by journalist, podcast host, and video game historian Jeremy Parish, this lively course will track the tremendous leaps made in computing technology that allowed games to become increasingly sophisticated and the popular trends that pushed the boundaries of technology forward. The story of video games is not just about technology. It’s also about popular culture, economics, and globalization. Throughout these lectures, students will learn about the extremely profitable gaming industry, as well as the creative minds and ambitious projects that helped build it - and even encounter a few spectacular failures. Be prepared to: Witness the precipitous rise and fall of AtariExperience the birth of blockbuster gaming systems like NES and Sega GenesisLearn about the evolution of the console, PC, and portable gamingExplore the creation of iconic game series, such as Mario Bros., Pac-Man, and Pokémon From the simple pleasures of Pong to the complex online world of Fortnite, video games have come a long way over the course of seven decades, with no signs of slowing down anytime soon. Listeners will surely reminisce about their own experience with gaming as they learn more about this exciting industry, phenomenon, and pastime.