Book picks similar to
Players Making Decisions: Game Design Essentials and the Art of Understanding Your Players by Zack Hiwiller
game-design
non-fiction
acadia-moon
game_dev
Epic Text Fails! The Funniest Autocorrects, Wrong Numbers, and Smartphone Mishaps
Marcus Rainey - 2013
Smart phones can make us look really dumb! Get this e-book and laugh your #@% off at what happens when you don't double-check before you hit send! Please Note: Some profanity, not for children!
Text Fails: 101 Epic Text Fails that Temporarily Ruined People's Lives (Autocorrect Fails)
Chris Chappelle - 2015
Note: These texting fails contain profanity, not for children.When are people going to learn that autocorrect can't be trusted? With FAILS like these, we actually hope that's not for a long time.This book complies 101 of the funniest, most viral and cringeworthy autocorrect screenshots to date.Guaranteed to put you on the floor laughing!
Hidden In Plain Sight 10: How To Program A Quantum Computer
Andrew H. Thomas - 2018
This book contains an introduction to quantum mechanics, with complete instructions and videos showing you how to program a real quantum computer, provided by IBM.
My Eyes Looking Back at Me: Insight Into a Survivor's Soul
Menucha Meinstein - 2015
Rejoice over the bonds of love, friendship and forgiveness, of finding relatives, and share the triumph of unexpected turns in Leah's story that will inspire you, leaving you breathless. "How did she do it?" You'll find it all here, as you follow Leah through the many phases of her life, her redemption and revenge against Hitler's evil, and to grateful happiness during her 90th year. When Leah Cik Roth decides to write her secret memoirs for her children, writer, Menucha Meinstein, walks into her life as a volunteer. The two develop the deepest of human bonds as together they uncover Leah's lifelong bitterness and suppressed Holocaust memories. Through Soul-Writing, they struggle to relive Leah's stories, revealing heroic patterns of resilience from the young age of five. Her memories bring out fresh pain, and renewed feelings of loss and loneliness. The Holocaust is merely a backdrop to Leah's life. Together, the two women share joy in the legacy that Leah leaves for the world.
Gamestorming: A Playbook for Innovators, Rule-breakers, and Changemakers
Dave Gray - 2010
But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming.Overcome conflict and increase engagement with team-oriented gamesImprove collaboration and communication in cross-disciplinary teams with visual-thinking techniquesImprove understanding by role-playing customer and user experiencesGenerate better ideas and more of them, faster than ever beforeShorten meetings and make them more productiveSimulate and explore complex systems, interactions, and dynamicsIdentify a problem's root cause, and find the paths that point toward a solution
Convergence Culture: Where Old and New Media Collide
Henry Jenkins - 2006
He takes us into the secret world of "Survivor" Spoilers, where avid internet users pool their knowledge to unearth the show's secrets before they are revealed on the air. He introduces us to young "Harry Potter" fans who are writing their own Hogwarts tales while executives at Warner Brothers struggle for control of their franchise. He shows us how "The Matrix" has pushed transmedia storytelling to new levels, creating a fictional world where consumers track down bits of the story across multiple media channels.Jenkins argues that struggles over convergence will redefine the face of American popular culture. Industry leaders see opportunities to direct content across many channels to increase revenue and broaden markets. At the same time, consumers envision a liberated public sphere, free of network controls, in a decentralized media environment. Sometimes corporate and grassroots efforts reinforce each other, creating closer, more rewarding relations between media producers and consumers. Sometimes these two forces are at war.Jenkins provides a riveting introduction to the world where every story gets told and every brand gets sold across multiple media platforms. He explains the cultural shift that is occurring as consumers fight for control across disparate channels, changing the way we do business, elect our leaders, and educate our children.
Inclusive Design Patterns - Coding Accessibility Into Web Design
Heydon Pickering - 2016
Should you wish to adopt a framework or employ a processor to speed up your development process, be our guest. However, this book is not about you; it’s about your audience.The Inclusive Design Patterns book covers all the techniques, gotchas and strategies you need to be aware of when building accessible, inclusive interfaces. We’ll explore the document outline, external links and “skip” links, navigation regions and landmarks, labelling and alternative text for illustrations, buttons, tables of contents, JavaScript patterns, touch targets, filter widgets and infinite scrolling and “load more” button and grid display and dynamic content and tab interfaces and password validation and web forms and error messages — and pretty much anything else you need to know about accessibility, including how to prototype with inclusivity in mind, how to deal with legacy browsers and dozens of practical snippets to use when building inclusive interfaces.
Freehand Drawing and Discovery: Urban Sketching and Concept Drawing for Designers
James Richards - 2013
Taking a "both/and" approach, this book provides step-by-step guidance on drawing tools and techniques and offers practical suggestions on how to use these skills in conjunction with digital tools on real-world projects. Illustrated with nearly 300 full color drawings, the book includes a series of video demonstrations that reinforces the sketching techniques.
Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)
Margaret WeisRobert J. Schwalb - 2016
Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.
No Rules Rules: Netflix and the Culture of Reinvention
Reed Hastings - 2020
It has led nothing short of a revolution in the entertainment industries, generating billions of dollars in annual revenue while capturing the imaginations of hundreds of millions of people in over 190 countries. But to reach these great heights, Netflix, which launched in 1998 as an online DVD rental service, has had to reinvent itself over and over again. This type of unprecedented flexibility would have been impossible without the counterintuitive and radical management principles that cofounder Reed Hastings established from the very beginning. Hastings rejected the conventional wisdom under which other companies operate and defied tradition to instead build a culture focused on freedom and responsibility, one that has allowed Netflix to adapt and innovate as the needs of its members and the world have simultaneously transformed.Hastings set new standards, valuing people over process, emphasizing innovation over efficiency, and giving employees context, not controls. At Netflix, there are no vacation or expense policies. At Netflix, adequate performance gets a generous severance, and hard work is irrel-evant. At Netflix, you don't try to please your boss, you give candid feedback instead. At Netflix, employees don't need approval, and the company pays top of market. When Hastings and his team first devised these unorthodox principles, the implications were unknown and untested. But in just a short period, their methods led to unparalleled speed and boldness, as Netflix quickly became one of the most loved brands in the world.Here for the first time, Hastings and Erin Meyer, bestselling author of The Culture Map and one of the world's most influential business thinkers, dive deep into the controversial ideologies at the heart of the Netflix psyche, which have generated results that are the envy of the business world. Drawing on hundreds of interviews with current and past Netflix employees from around the globe and never-before-told stories of trial and error from Hastings's own career, No Rules Rules is the fascinating and untold account of the philosophy behind one of the world's most innovative, imaginative, and successful companies.
Not All Fairy Tales Have Happy Endings: The rise and fall of Sierra On-Line
Ken Williams - 2020
The author, Ken Williams, founded Sierra On-Line Sierra with his wife Roberta who went on to create many of the company's best selling games. Sierra grew from just Ken and Roberta to over one thousand employees and a fan base that still exists today, despite the fact that the company was torn apart by criminal activities, scandal and corruption that resulted in jail sentences and the collapse of Sierra. This is the behind-the-scenes story of the rise and fall, as it could only be told by the ultimate insider.
The Little Guide To Greater Glory And A Happier Life
Sri M. - 2013
His uniqueness lies not only in the fact that at the young age of 19 and a half, he travelled to snow clad Himalayas from Kerala, and there he met and lived for several years with a ‘real-time’ yogi, Babaji, but also that he should undertake such an unusual and adventurous exploration, given his non-Hindu birth and antecedents.The metamorphosis of Mumtaz Ali Khan into Sri ‘M’, a yogi with profound knowledge of the Upanishads and deep personal insights, born of first hand experiences with higher levels of consciousness is indeed a fascinating story.The bonus for those interested in the secrets of yoga, meditation and sankhyan metaphysics is that Sri ‘M’ is still living and easily reachable. He leads a normal life, married with two children, wears no special robes and conducts himself without pomp or paraphernalia.Someone who met him recently said, “I expected a flashy godman and instead I saw a jean clad gentleman with a smile of his face, ready to discuss my problems. In five minutes flat, I said to myself, this is no ordinary man. The peace and tranquility that enters your system is tangible”.
Call The Midwife!: Your Backstage Pass to the Era and the Making of the PBS TV Series
Jessica Long - 2014
Full of drama, sadness, grief, joy and gritty story lines, this series takes a close look at what life was like in the post-war, East End of London. Poverty, squalid living conditions and hard times all jostle for space, but the overriding feeling is one of strong women, facing their hardships head on. Find out more about this intriguing time, in our look behind the scenes, and also discover how the East End had been shaped over the centuries.
Run: Beyond The 5K - The Complete Training Guide To Running the 10K, Half Marathon, and Marathon Race
Michael Thomas - 2013
You've had thoughts of running another 5K, but faster. You've probably thought about training for a 10K race in your hometown to see if you could run the full 6.2 miles.
The thought may have even crossed your mind about someday running a Half-Marathon as a stretch goal. 13.1 miles is a long way to run, but you're pretty sure if you work hard enough, it can be accomplished.
It's even possible that you have come to love running so much that you've thought about going all the way: running a full Marathon...26.2 miles!
No matter which of these statements is true, one thing is for certain: You are a runner, and you are ready to take the next steps: Beyond The 5K!
Everything you need to start distance running is included in this book!
Topics Covered Include:
Proper Nutrition
Stretching Warm-Ups and Cool Down
Common Running Injuries
Fartleks (Speed Running)
Core Strength
Cross Training
Target Heart Rate Training
Full training plans for 10K, Half, and Marathon Races!!
Personal Note From The Author:
This book blends years of personal experience gained from my successes and failures. I show you my unique approach to running that took me from a complete couch potato to running multiple marathons. I understand the challenges and frustrations of transitioning from being a beginning runner because I went through it personally. I lost over 60 pounds, and I am in the best shape of my life due to the techniques used in this book.
This is why I've put together this step-by-step guide to learning distance running. I'm confident that the techniques I used to turn myself from an out of shape non-runner into a healthy, fit, and efficient runner will work for you as well!
In an effort to provide my readers exceptional value, I also promise a response to all reader emails. All running related questions will be answered with a quick personal reply!
I thoroughly hope you enjoy this book.
Happy Running!
~Michael
The Game Design Reader: A Rules of Play Anthology
Katie SalenJussi Holopainen - 2005
A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.