Book picks similar to
Players Making Decisions: Game Design Essentials and the Art of Understanding Your Players by Zack Hiwiller
game-design
non-fiction
game_dev
gamedev
Unity in Action
Joseph Hocking - 2015
You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Based on Unity version 5.About the BookThis book helps readers build successful games with the Unity game development platform. You will use the powerful C# language, Unity's intuitive workflow tools, and a state-of-the-art rendering engine to build and deploy mobile, desktop, and console games. Unity's single codebase approach minimizes inefficient switching among development tools and concentrates your attention on making great interactive experiences.Unity in Action teaches you how to write and deploy games. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Each sample project illuminates specific Unity features and game development strategies. As you read and practice, you'll build up a well-rounded skill set for creating graphically driven 2D and 3D game applications.You'll need to know how to program, in C# or a similar OO language. No previous Unity experience or game development knowledge is assumed.
Amp It Up: Leading for Hypergrowth by Raising Expectations, Increasing Urgency, and Elevating Intensity
Frank Slootman - 2022
In Amp It Up Leading for Hypergrowth by Raising Expectations, Increasing Urgency, and Elevating Intensity, he shares his leadership approach for the first time.Amp It Up delivers an authoritative look at what it takes to transform an organization for maximum growth and scale. Slootman shows that most leaders have significant room to improve their organization's performance without making expensive changes to their talent, structure, or fundamental business model--and they don't need to bring in an army of consultants to do it. What they do need is to align people around what matters and execute with urgency and intensity every day.Leading for unprecedented growth means declaring war on mediocrity, breaking the status quo, and making conflicted choices daily, all with a relentless focus on the mission. Amp It Up provides the first principles to guide that change, and the tactical advice for organizing a company around them.Perfect for executives, entrepreneurs, founders, managers, and leaders of all kinds, Amp It Up is a must-read resource for anyone who seeks to unleash the growth potential of a company and scale it to heights they never thought possible.
Sex: Make Her SCREAM - Last Longer, Come Harder, And Be The Best She's Ever Had
Amber Cole - 2015
and more in this book! SEX is kind of like pizza - even when it's bad, it's still pretty good. But what if you could make it so that each pizza you had was like it was created in the heart of rustic Italy? That's what this book does for sex. The knowledge here will take your sexual encounters - be it with your wife, girlfriend, or just a random hookup - to the next level, and make it so that she can't help but beg for more, time after time. What will you learn from a certified sex coach? * How females conceptualize sex differently from men - and how you can take advantage of it. * The best ways to stay harder and last longer for her. * The seven best positions for her pleasure - and yours. * Giving (and receiving) multiple orgasms. * How to get her to come around to anal pleasures. * An introduction to kink, fantasies, and sex toys - the more the merrier! * How to have her screaming your name and begging for more, every time. Intrigued yet? Wouldn't it be nice to become "that guy" that women talk about? To know that you have just given her an experience she will never forget, and never feel insecure about your performance again? All that with the best orgasms you've ever had, and the longest, most intense sessions... and send her into spasms? Read this book to decode the female body and be the beast in bed that you know she wants. Stay harder, last longer, satisfy her... and come as hard as you ever have in your life. All within your reach! Don’t hesitate to pick up your copy today by clicking the BUY NOW button at the top of this page!
My Product Management Toolkit: Tools and Techniques to Become an Outstanding Product Manager
Marc Abraham - 2018
Written by successful product manager Marc Abraham, My Product Management Toolkit is a comprehensive guide to developing a physical or digital product that consumers love. Here’s a sample of what you’ll find within these pages: Strategies for determining what customers want—even when they don’t know themselves Clear suggestions for developing both physical and digital products Effective methods to constantly iterate a product or feature Containing wisdom from Abraham’s popular blog, this book explores product management from every angle, including consumer analysis, personnel management, and product evolution. Whether you’re developing a product for a small start-up or a multinational corporation, this book will prove invaluable.
Alexa: 1001 Tips and Tricks How To Use Your Amazon Alexa devices
Alexa Adams - 2017
From shopping, to even getting information on flight times, to even tracking when to walk your dog, Alexa can do this. With over 23,000 skills and more being developed each day, Alexa is here to stay and is here to help you. But what can you do with Alexa? What are some of the abilities of Alexa that you can engage in, some that you can use to truly benefit yourself and others? Well, you’re about to find out. Here is a preview of what you'll learn:
All of the different Echo devices and what they entail
Various tips on how to use them all
Tips to use the various features, including shopping
Troubleshooting tips in order to have the best Amazon Echo experience
Why you might consider getting one over another
The capabilities of Alexa, including a whole slew of various things you can inquire from Alexa
A comprehensive list of 1001 things to do with Alexa, including valuable tips and tricks
You can become the Echo master that you know you can be, and this book is just the beginning of it all. With this, you’ll be able to control your Echo in the way that it’s meant to be, in the ways that you want it to be, and the different natures of this. Become the person that you want to be today, and make sure that you learn about your Echo, since you truly won’t regret it the moment you begin to use it, and you’ll master it even more with every interaction.
The Manaslu Adventure: Three hapless friends try to climb a big mountain
Mark Horrell - 2012
When they returned the next year, they were met with sticks and stones, stripped naked and sent home with red cheeks.Mark Horrell and his two friends Mark and Ian shared a dream to climb an 8,000m peak, but it seemed the gods were against them too. They had made no fewer than eight attempts without success (though they had managed to return with their clothes on).With towering ice walls, monsoon rainstorms, arm-twisting crevasses and – most dangerous of all – welcoming teahouses ready to entrap them, would it be different this time?
Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design
Chris Solarski - 2012
It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook
Resilient Web Design
Jeremy Keith
This is not a handbook. It’s more like a history book.Marshall McLuhan once said:We look at the present through a rear‐view mirror. We march backwards into the future.But in the world of web design, we are mostly preoccupied with the here and now. When we think beyond our present moment, it is usually to contemplate the future—to imagine the devices, features, and interfaces that don’t yet exist. We don’t have time to look back upon our past, and yet the history of web design is filled with interesting ideas.The World Wide Web has been around for long enough now that we can begin to evaluate the twists and turns of its evolution. I wrote this book to highlight some of the approaches to web design that have proven to be resilient. I didn’t do this purely out of historical interest (although I am fascinated by the already rich history of our young industry). In learning from the past, I believe we can better prepare for the future.You won’t find any code in here to help you build better websites. But you will find ideas and approaches. Ideas are more resilient than code. I’ve tried to combine the most resilient ideas from the history of web design into an approach for building the websites of the future.I hope you will join me in building a web that lasts; a web that’s resilient.
The Timeless Way of Building
Christopher W. Alexander - 1978
It is thousands of years old, and the same today as it has always been. The great traditional buildings of the past, the villages and tents and temples in which man feels at home, have always been made by people who were very close to the center of this way. It is not possible to make great buildings, or great towns, beautiful places, places where you feel yourself, places where you feel alive, except by following this way. And, as you will see, this way will lead anyone who looks for it to buildings which are themselves as ancient in their form as the trees and hills, and as our faces are.”The Timeless Way of Building is the introductory volume to Alexander’s other works, A Pattern Language and The Oregon Experiment, in the Center for Environmental Structure series.
Agile Game Development with Scrum
Clinton Keith - 2010
It's no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development. Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time. You'll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers--and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions--all based firmly in reality and hard-won experience. Coverage includes Understanding Scrum's goals, roles, and practices in the context of game development Communicating and planning your game's vision, features, and progress Using iterative techniques to put your game into a playable state every two to four weeks-- even daily Helping all team participants succeed in their roles Restoring stability and predictability to the development process Managing ambiguous requirements in a fluid marketplace Scaling Scrum to large, geographically distributed development teams Getting started: overcoming inertia and integrating Scrum into your studio's current processes Increasingly, game developers and managers are recognizing that things can't go on the way they have in the past. Game development organizations need a far better way to work.
Agile Game Development with Scrum
gives them that--and brings the profitability, creativity, and fun back to game development.
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.
JACK McAFGHAN: Reflections on Life with my Master
Kate McGahan - 2015
As he teaches you what to expect during the grieving process, Jack will guide you through the grief and leave you with a gentle smile. Join many other readers who have been healed by the time they turn the final page! Once you learn how to do it, Jack's wisdom can be applied to every relationship in your life for as long as you live. After all, our story is your story too. Jack brings the wisdom of a lifetime to his readers as he expands our tolerance and compassion for all of humanity. This honest and heartwarming account of Jack's life will touch everyone who has ever loved. It matters not if they have four legs or two. Jack leads us to a higher love by extending himself to every creature of the earth, every human on the planet, every spirit in the universe and most of all, to the bona fide Master over Heaven and earth.
Luck of a Lancaster: 107 Operations, 244 Crew, 103 of Them Killed in Action
Gordon Thorburn - 2013
W4964 was the seventieth Lanc to arrive on squadron, in mid April 1943. She flew her first op on the 20th, by which time No 9 had lost forty one of their Lancs to enemy action and another five had been transferred to other squadrons and lost by them. A further thirteen of the seventy would soon be lost by No 9. All of the remaining eleven would be damaged, repaired, transferred to other squadrons or training units, and lost to enemy action or crashes except for three which, in some kind of retirement, would last long enough to be scrapped after the war. Only one of the seventy achieved a century of ops or anything like it: W4964 WS-J. Across all squadrons and all the war, the average life of a Lancaster was 22.75 sorties, but rather less for the front-line squadrons going to Germany three and four times a week in 1943 and '44, which was when W4964 was flying her 107 sorties, all with No 9 Squadron and all from RAF Bardney. The first was Stettin (Szczecin in modern Poland), and thereafter she went wherever 9 Squadron went, to Berlin, the Ruhr, and most of the big ops of the time such as Peenemunde and Hamburg. She was given a special character as J-Johnny Walker, 'still going strong' and on September 15 1944, skippered by Flight Lieutenant James Douglas Melrose, her Tallboy special bomb was the only one to hit the battleship Tirpitz. During her career, well over two hundred airmen flew in J. None were killed while doing so, but ninety-six of them died in other aircraft. This is their story, and the story of one lucky Lancaster.
Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability
Steve Krug - 2000
And it’s still short, profusely illustrated…and best of all–fun to read.If you’ve read it before, you’ll rediscover what made Don’t Make Me Think so essential to Web designers and developers around the world. If you’ve never read it, you’ll see why so many people have said it should be required reading for anyone working on Web sites.