Book picks similar to
Ultimate level design guide by Alex Galuzin
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Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and Businesses Compete
Byron Reeves - 2009
Games can not only stem boredom and decrease turnover, but also enhancee collaboration and encourage creative leadership. Games require extraordinary teamwork, elaborate data analysis and strategy, recruitment and retention of top players, and quick decision making. Recreating some elements of games - such as positioning tasks within stories, creating internal economies, and implementing participant-driven communication systems - can not only boost employee engagement but overall productivity.Of course, the strong psychological power of games can have both positive and negative consequences for the workplace. That's why it's important to put them into practice correctly from the beginning - and Reeves and Read explain how by showing which good design principles are a powerful antidote to the addictive and stress-inducing potential of games. Supported by specific case studies and years of research, Total Engagement will completely change the way you view both work and play.
A Game of Thrones: The Book of Ice and Fire RPG rulebook
Simone Cooper - 2004
R. Martin's A Game of Thrones - the first book in the author's epic A Song of Ice and Fire series - to life for gamers everywhere! Now is your chance to explore the mysteries of the Seven Kingdoms and its noble houses -- Starks, Lannisters, Tullys, and more! This authorized reference guide and RPG features Westeros character archetypes, new character creation options, and innovative rules appropriate to the series -- along with noble house analyses, character profiles, and setting details.
Mathematics, Magic and Mystery
Martin Gardner - 1956
Written by one of the foremost experts on mathematical magic, it employs considerable historical data to summarize all previous work in this field. It is also a creative examination of laws and their exemplification, with scores of new tricks, insights, and demonstrations. Dozens of topological tricks are explained, and dozens of manipulation tricks are aligned with mathematical law.Nontechnical, detailed, and clear, this volume contains 115 sections discussing tricks with cards, dice, coins, etc.; topological tricks with handkerchiefs, cards, etc.; geometrical vanishing effects; demonstrations with pure numbers; and dozens of other topics. You will learn how a Moebius strip works and how a Curry square can "prove" that the whole is not equal to the sum of its parts.No skill at sleight of hand is needed to perform the more than 500 tricks described because mathematics guarantees their success. Detailed examination of laws and their application permits you to create your own problems and effects.
The Art of Halo
Eric Trautmann - 2004
This action-packed science fiction—military combat game, set on a distant, war-torn, artificial planet, became an instant triumph with gamers–and scored numerous awards for its innovations, irresistibility, and sheer thrills. The Art of Halo is a showcase of its stunning visual style, a fascinating guided tour through the making of the phenomenon–from bright idea to brilliant result–and a testament to the creativity of the artists at Bungie Studios.• Meet the brains behind Bungie, the birthplace of Halo• Feast your eyes on a panorama of all-new artwork from its spectacular sequel Halo 2–one of the most eagerly-awaited games of 2004• Discover the art of game design from the inside out, in interviews with–and illustrations by–the Halo creative team• Learn the secrets of designing gear from the artists themselves• Follow the construction of a crucial sequence from storyboard to completion, along with pages from the actual script• Thrill to a gallery of glorious Halo artwork, including action figure designs, game packaging, cartoon strips, posters, T-shirts, and moreIt’s all here–the story behind the sensation that GamePro declares “above and beyond what console gamers have come to expect”–in one virtuoso volume!
Explore/Create: My Life in Pursuit of New Frontiers, Hidden Worlds, and the Creative Spark
Richard Garriott - 2017
A legendary pioneer of the online gaming industry—and a member of every gaming Hall of Fame—Garriott invented the multi-player online game, and coined the term “Avatar” to describe an individual’s online character.A lifelong adventurer and member of the Explorers Club, Garriott has used the fortune he amassed from the gaming business to embark on a number of thrilling expeditions. He has plumbed the depths of the Atlantic ocean to see the remains of the Titanic, hunted for meteorites in Antarctica, and in 2008 became one of the first private citizens to be launched into space. Richard has been one of the foremost pioneers of the private space industry, investing his time and energy into making space travel more accessible.In this fascinating memoir, Garriott invites readers on the great adventure that is his life. Yet his is no ordinary autobiography; throughout, Garriott engages readers with interactive activities and challenges them with “secret codes” for his games. An audacious genius with an insatiable curiosity and an irrepressible playfulness, Garriott takes readers on an unforgettable intellectual experience that is enlightening, adventurous, and fun.
Maps of the Mind
Charles Hampden-Turner - 1981
The author presents the first comprehensive attempt to collect, describe, and draw in map form the most important concepts of the human mind.
Satisfaction: Sensation Seeking, Novelty, and the Science of Finding True Fulfillment
Gregory Berns - 2005
. . Berns artfully blends social critique with technical expertise.”—The Washington Post Book WorldIn a riveting narrative look at the brain and the power of novelty to satisfy it, Dr. Gregory Berns plumbs fields as diverse as neuroscience, economics, and evolutionary psychology to find answers to the fundamental question of how we can find a more satisfying way to think and live.We join Berns as he follows ultramarathoners across the Sierra Nevadas, enters a suburban S&M club to explore the deeper connection between pleasure and pain, partakes of a truly transporting meal, and ultimately returns home to face the challenge of incorporating novelty into a long-term relationship.In a narrative as compelling as its insights are trenchant, Satisfaction will convince you that the more complicated and even downright challenging a life you pursue, the more likely it is that you will be satisfied.
Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences
Stephen P. Anderson - 2011
Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act.Topics include: AESTHETICS, BEAUTY, AND BEHAVIOR: Why do striking visuals grab our attention? And how do emotions affect judgment and behavior? PLAYFUL SEDUCTION: How do you create playful engagements during the moment? Why are serendipity, arousal, rewards, and other delights critical to a good experience? THE SUBTLE ART OF SEDUCTION: How do you put people at ease through clear and suggestive language? What are some subtle ways to influence behavior and get people to move from intent to action? THE GAME OF SEDUCTION: How do you continue motivating people long after the first encounter? Are there lessons to be gained from learning theories or game design? Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. In addition, each section includes interviews with influential web and interaction designers.
An Introduction to Game Theory
Martin J. Osborne - 2003
An Introduction to Game Theory, by Martin J. Osborne, presents the main principles of game theory and shows how they can be used to understand economic, social, political, and biological phenomena. The book introduces in an accessible manner the main ideas behind the theory rather than their mathematical expression. All concepts are defined precisely, and logical reasoning is used throughout. The book requires an understanding of basic mathematics but assumes no specific knowledge of economics, political science, or other social or behavioral sciences. Coverage includes the fundamental concepts of strategic games, extensive games with perfect information, and coalitional games; the more advanced subjects of Bayesian games and extensive games with imperfect information; and the topics of repeated games, bargaining theory, evolutionary equilibrium, rationalizability, and maxminimization. The book offers a wide variety of illustrations from the social and behavioral sciences and more than 280 exercises. Each topic features examples that highlight theoretical points and illustrations that demonstrate how the theory may be used. Explaining the key concepts of game theory as simply as possible while maintaining complete precision, An Introduction to Game Theory is ideal for undergraduate and introductory graduate courses in game theory.
Service Games: The Rise and Fall of SEGA: Enhanced Edition
Sam Pettus - 2012
Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart.
Visual Thinking for Design
Colin Ware - 2008
Fortunately, results from the relatively new science of human visual perception provide valuable guidance. In Visual Thinking for Design, Colin Ware takes what we now know about perception, cognition, and attention and transforms it into concrete advice that designers can directly apply. He demonstrates how designs can be considered as tools for cognition - extensions of the viewer’s brain in much the same way that a hammer is an extension of the user’s hand. Experienced professional designers and students alike will learn how to maximize the power of the information tools they design for the people who use them.• Presents visual thinking as a complex process that can be supported in every stage using specific design techniques.• Provides practical, task-oriented information for designers and software developers charged with design responsibilities.• Includes hundreds of examples, many in the form of integrated text and full-color diagrams.• Steeped in the principles of “active vision,” which views graphic designs as cognitive tools.
Computers as Theatre
Brenda Laurel - 1991
It shows how similar principles can help students understand what people experience when interacting with computers. The book also describes how the user's enjoyment of a computer system should be the biggest design consideration.
Place: A Short Introduction
Tim Cresswell - 2004
This text introduces students of human geography to the fundamental concept of place, marrying everyday uses of the term with the complex theoretical debates that have grown up around it.A short introduction to one of the most fundamental concepts in human geography Marries everyday uses of the term "place" with the more complex theoretical debates that have grown up around it Makes the debates intelligible to students, using familiar stories as a way into more abstract ideas Excerpts and discusses key papers on place by Doreen Massey and David Harvey Considers empirical examples of ways in which the concept of place has been used in research Teaching and learning aids include an annotated bibliography, lists of key readings and texts, a survey of web resources, suggested pedagogical resources and possible student projects
Architecture: Form, Space, & Order
Francis D.K. Ching - 1979
K. Ching. Each page has been meticulously revised to incorporate contemporary examples of the principles of form, space, and order - the fundamental vocabulary of every designer. The result is a beautifully illustrated volume that embraces today's forms and looks at conventional models with a fresh perspective. Here, Ching examines every principal of architecture, juxtaposing images that span centuries and cross cultural boundaries to create a design vocabulary that is both elemental and timeless. Among the topics covered are point, line, plane, volume, proportion, scale, circulation, and the interdependence of form and space. While this revision continues to be a comprehensive primer on the ways form and space are interrelated and organized in the shaping of our environment, it has been refined to amplify and clarify concepts. In addition, the Second Edition contains numerous new hand-rendered drawings; expanded section on openings and scale; examples of contemporary architectural design elements; expanded chapter on design principles; new glossary and index categorized by the author; and new 8 1/2 x 11 upright trim. In the Second Edition of Architecture: Form, Space, and Order, the author has opted for a larger format and crisper images. Mr. Ching has retained the style of his hand-lettered text, a hallmark of each of his books. This rich source of architectural prototypes, each rendered in Mr. Ching's signature style, also serves as a guide to architectural drawing. Doubtless, many will want this handsomevolume for the sheer beauty of it. Architects and students alike will treasure this book for its wealth of practical information and its precise illustrations. Mr. Ching has once again created a visual reference that illuminates the world of architectural form.
From Ritual to Theatre: The Human Seriousness of Play
Victor Turner - 1982
How is social action related to aesthetics, and anthropology to theatre? What is the meaning of such concepts as "work," "play, "liminal," and "flow"? In this highly influential book, Turner elaborates on ritual and theatre, persona and individual, role-playing and performing, taking examples from American, European, and African societies for a greater understanding of culture and its symbols.