Book picks similar to
Players Making Decisions: Game Design Essentials and the Art of Understanding Your Players by Zack Hiwiller
game-design
non-fiction
v_safaribooks
game-design-and-programming
Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them
Jamie Madigan - 2015
They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.
Playing to Win: Becoming the Champion
David Sirlin - 2005
This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Understanding Color: An Introduction for Designers
Linda Holtzschue - 1994
Learn how to use color more comfortably, creatively, and effectively than ever before. Take your work to the next level by exploring how different light sources affect color rendition, how placement changes colors, how to avoid costly color mistakes, and how to resolve the color problems that frequently confront design professionals. Order your copy today!
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Janet H. Murray - 1997
In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.
Game Development Essentials: An Introduction
Jeannie Novak - 2004
This book not only examines content creation and the concepts behind development, but it also give readers a background on the evolution of game development and how it has become what it is today. GAME DEVELOPMENT ESSENTIALS also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development. With the same engaging writing style and examples that made the first two editions so popular, this new edition features all the latest games and game technology. Coverage of new game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.
The NFT Handbook: How to Create, Sell and Buy Non-Fungible Tokens
Matt Fortnow - 2021
Learn exactly what NFTs are, how they evolved, and why they have value.We'll delve into the different types and aspects of NFTs and discuss the different NFT marketplaces and the pros and cons of each.Create Your Own NFTs Step by step instructions on all aspects of NFT creation, including what types of content to use, where to source content, adding artistic design, writing the NFT's description, adding optional unlockable content and setting an optional ongoing royalty.Mint Your NFTs You'll learn the process of how to get your NFTs on the blockchain.Sell Your NFTs We'll go through the whole process including creating a collection, and the different options such as setting a price or starting an auction.Buy NFTs What you'll need to bid on and purchase NFTs, and how to avoid getting scammed. You'll also get a primer on blockchain, particularly the Ethereum cryptocurrency and "gas" fees. You'll also be shown step by step how to create, secure and fund your own cryptocurrency wallet, where you'll store your NFTs and cryptocurrency. Whether you're experienced with the blockchain and crypto or a complete noob (beginner), The NFT Handbook will guide you in the process of creating, minting, selling and buying NFTs.
Chrysler's Turbine Car: The Rise and Fall of Detroit's Coolest Creation
Steve Lehto - 2010
They built a fleet of turbine cars--automobiles with jet engines--and loaned them out to members of the public. The fleet logged over a million miles; the exercise was a raging success. These turbine engines would run on any flammable liquid--tequila, heating oil, Chanel #5, diesel, alcohol, kerosene. If the cars had been mass produced, we might have cars today that do not require petroleum-derived fuels. The engine was also much simpler than the piston engine--it contained one-fifth the number of moving parts and required much less maintenance. The cars had no radiators or fan belts and never needed oil changes. Yet Chrysler crushed and burned most of the cars two years later; the jet car's brief glory was over. Where did it all go wrong? Controversy still follows the program, and questions about how and why it was killed have never been satisfactorily answered. Steve Lehto has interviewed all the surviving members of the turbine car program--from the metallurgist who created the exotic metals for the interior of the engine to the test driver who drove it at Chrysler’s proving grounds for days on end. Lehto takes these first-hand accounts and weaves them into a great story about the coolest car Detroit ever produced.
Hardcoregaming101.net Presents: The Guide to Classic Graphic Adventures
Kurt KalataKevin J. Anderson - 2011
A huge step beyond the text-oriented games that preceded it, the genre took the world by storm, and proved immensely popular with computers over the next decade. A combination of storytelling and puzzle solving, they provided the ability to explore a world and experience a narrative without the need for twitchy reflexes demanded of arcade games. This nearly comprehensive book includes reviews for over 250 games from the golden age of the graphic adventure genre, running from 1984 to roughly 2000, focusing on promiminent publishers such as: -LucasArts (Maniac Mansion, Monkey Island, Sam & Max, Grim Fandango) -Sierra On-Line (King's Quest, Space Quest, Leisure Suit Larry, Gabriel Knight) -Legend (Spellcasting, Eric the Unready, Callahan's Crosstime Saloon) -And several other popular and not-so-popular series and games (Zork, Myst, Broken Sword, The Longest Journey, Simon the Sorcerer, The Last Express, and dozens of others) -Also includes interviews with several adventure game developers, including Al Lowe (creator of Leisure Suit Larry), Corey Cole (creator of Quest for Glory), Bob Bates (founder of Legend Entertainment) and Josh Mandel (writer and designer for Sierra).
Inside Apple
Adam Lashinsky - 2011
Based on numerous interviews, this book reveals exclusive new information about how Apple innovates, deals with its suppliers, and is handling the transition into the post Jobs era.
Rework
Jason Fried - 2010
If you're looking for a book like that, put this one back on the shelf.Rework shows you a better, faster, easier way to succeed in business. Read it and you'll know why plans are actually harmful, why you don't need outside investors, and why you're better off ignoring the competition. The truth is, you need less than you think. You don't need to be a workaholic. You don't need to staff up. You don't need to waste time on paperwork or meetings. You don't even need an office. Those are all just excuses. What you really need to do is stop talking and start working. This book shows you the way. You'll learn how to be more productive, how to get exposure without breaking the bank, and tons more counterintuitive ideas that will inspire and provoke you.With its straightforward language and easy-is-better approach, Rework is the perfect playbook for anyone who’s ever dreamed of doing it on their own. Hardcore entrepreneurs, small-business owners, people stuck in day jobs they hate, victims of "downsizing," and artists who don’t want to starve anymore will all find valuable guidance in these pages.
Innovation: The Five Disciplines for Creating What Customers Want
Curtis R. Carlson - 2006
. . And here's what you can do about it on Monday morning with the definitive how-to book from the world's leading authority on innovationWhen it comes to innovation, Curt Carlson and Bill Wilmot of SRI International know what they are talking about--literally. SRI has pioneered innovations that day in and day out are part of the fabric of your life, such as:-The computer mouse and the personal computer interface you use at home and work-The high-definition television in your living room-The unusual numbers at the bottom of your checks that enable your bank to maintain your account balance correctly-The speech-recognition system used by your financial services firm when you call for your account balance or to make a transaction.Each of these innovations--and literally hundreds of others--created new value for customers. And that's the central message of this book. Innovation is not about inventing clever gadgets or just "creativity." It is the successful creation and delivery of a new or improved product or service that provides value for your customer and sustained profit for your organization. The first black-and-white television, for example, was just an interesting, cool invention until David Sarnoff created an innovation--a network--that delivered programming to an audience.The genius of this book is that it provides the "how" of innovation. It makes innovation practical by getting two groups who are often disconnected--the managers who make decisions and the people on the front lines who create the innovations--onto the same page. Instead of smart people grousing about the executive suite not recognizing a good idea if they tripped over it and the folks on the top floor wondering whether the people doing the complaining have an understanding of market realities, Carlson and Wilmot's five disciplines of innovation focus attention where it should be: on the creation of valuable new products and services that meet customer needs.Innovation is not just for the "lone genius in the garage" but for you and everyone in your enterprise. Carlson and Wilmot provide a systematic way to make innovation practical, one intimately tied to the way things get done in your business.Teamwork isn't enough; Creativity isn't enough; A new product idea isn't enoughTrue innovation is about delivering value to customers. Innovation reveals the value-creating processes used by SRI International, the organization behind the computer mouse, robotic surgery, and the domain names .com, .org, and .gov. Curt Carlson and Bill Wilmot show you how to use these practical, tested processes to create great customer value for your organization.
Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules
Jeff Johnson - 2010
But as the field evolves, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them. In "Designing with the Mind in Mind," Jeff Johnson, author of the best selling "GUI Bloopers," provides designers with just enough background in perceptual and cognitive psychology that UI design guidelines make intuitive sense rather than being just a list of rules to follow. * The first practical, all-in-one source for practitioners on user interface design rules and why, when and how to apply them.* Provides just enough background into the reasoning behind interface design rules that practitioners can make informed decisions in every project.* Gives practitioners the insight they need to make educated design decisions when confronted with tradeoffs, including competing design rules, time constrictions, or limited resources.
YouTube Black Book: How To Create a Channel, Build an Audience and Make Money on YouTube
Christopher Sharpe - 2014
In YouTube Black Book, Christopher shares how he launched these channels and shows you how to turn a passion for creating YouTube videos into a profitable business. YouTube Black Book offers you a glimpse behind the scenes. Christopher shares his journey with complete transparency so you can emulate his success and avoid his failures. This book focuses on the big pictures strategy of what it really means to create a successful YouTube channel. From setting goals and developing your initial idea to strategies to get more views, YouTube Black Book covers all the bases. Christopher Sharpe is the producer and director of the popular YouTube Channels Hilah Cooking and Yoga With Adriene. He is YouTube Certified in Audience Development and blogs about internet video at christophersharpe.com.
Amazon Echo: The 2016 User Guide And Manual: Get The Best Out Of Amazon Echo
Martin Butler - 2015
Updated just in time for 2016, this guide is the freshest on the market. Amazon Echo is not just a piece of hardware, it is not just the cylindrical product it appears to be. It is a revolutionary facilitator of your dream lifestyle, and the great news is that it just keeps on improving with every update! Amazon Echo takes the Intelligent Personal Assistant market from binary to human. The times of receiving unconvincing, often unhelpful and completely robotic responses from our devices is over and Echo is here to lead the way. Aside from covering the basics in detail, from unpacking to set-up to synchronization with your home devices, this user guide will cover the full range of features on offer with your Amazon Echo.
Changing your wake word
Understanding and using your Dialog History
Controlling parts of your home with your voice
How to use the Amazon Echo app
How to get Echo to give you information, from live sports scores to the weather in Dubai!
How to stream music through Echo's impressive speakers
How to shop with your voice
Why you will never need an alarm clock again
How to handle the Kitchen with Echo's help
Travel and traffic information specific to your journey or commute
How to manage your shopping and to-do list
How to enjoy Audibles wide range of audio books with your Amazon Echo
Getting the latest news
Some funny little Easter eggs that are built into the device!
And plenty more!
Amazon Echo is changing people's lives all over the world and this guide will help you change your own. If you are deciding whether to purchase the device, have a read through my guide and I'm certain by the time you are finished, there will be only one option in your mind! This book is available through Kindle Unlimited.
Brick by Brick: How LEGO Rewrote the Rules of Innovation and Conquered the Global Toy Industry
David C. Robertson - 2013
By following the teams that are inventing some of the world's best-loved toys, it spotlights the company's disciplined approach to harnessing creativity and recounts one of the most remarkable business transformations in recent memory. Brick by Brick reveals how LEGO failed to keep pace with the revolutionary changes in kids' lives and began sliding into irrelevance. When the company's leaders implemented some of the business world's most widely espoused prescriptions for boosting innovation, they ironically pushed the iconic toymaker to the brink of bankruptcy. The company's near-collapse shows that what works in theory can fail spectacularly in the brutally competitive global economy. It took a new LEGO management team – faced with the growing rage for electronic toys, few barriers to entry, and ultra-demanding consumers (ten-year old boys) – to reinvent the innovation rule book and transform LEGO into one of the world's most profitable, fastest-growing companies. Along the way, Brick by Brick reveals how LEGO:- Became truly customer-driven by co-creating with kids as well as its passionate adult fans- Looked beyond products and learned to leverage a full-spectrum approach to innovation- Opened its innovation process by using both the "wisdom of crowds" and the expertise of elite cliques- Discovered uncontested, "blue ocean" markets, even as it thrived in brutally competitive red oceans- Gave its world-class design teams enough space to create and direction to deliver built a culture where profitable innovation flourishes Sometimes radical yet always applicable, Brick by Brick abounds with real-world lessons for unleashing breakthrough innovation in your organization, just like LEGO. Whether you're a senior executive looking to make your company grow, an entrepreneur building a startup from scratch, or a fan who wants to instill some of that LEGO magic in your career, you'll learn how to build your own innovation advantage, brick by brick.