Book picks similar to
Family Games: The 100 Best by James LowderSusan McKinley Ross
non-fiction
gaming
games
reference
Practical Meditation for Beginners: 10 Days to a Happier, Calmer You
Benjamin W. Decker - 2018
From Zen and Vipassana to walking meditations and body scans, the simple practices outlined in Practical Meditation for Beginners make it easy to build an ongoing meditation routine that is best for you.Written by experienced meditation teacher Benjamin Decker, Practical Meditation for Beginners offers a clear 10-day program for learning 10 different meditation techniques—one for each day of the program. Newcomers and experienced meditators alike will enjoy the ease and variety presented in Practical Meditation for Beginners.In the pages of Practical Meditation for Beginners you’ll find:
Logical chapter organization that sets a daily structure for building your meditation skill set
Step-by-step instructions to help you fully engage in each of the 10 techniques
Thoughtful writing prompts for recording daily insights in your Meditation Notebook
Accessible and effective, Practical Meditation for Beginners is a true how-to guide that will empower you to meditate with confidence right away.
Clipping Through: One Mad Week In Video Games
Leigh Alexander - 2014
The veteran game journalist takes you inside the curious experience of life and work in video games -- through the lens of one week spent at the incredible Game Developers Conference.Available in epub, mobi (kindle compatible), microsoft word, and pdf formats.
Ultimate Basic Training Guidebook: Tips, Tricks, and Tactics for Surviving Boot Camp
Michael Volkin - 2005
Michael Volkin discovered that fact soon after 9-11, when his personal vow to serve my country convinced him to enlist in the U.S. Army. As Volkin quickly discovered, he was utterly unprepared for the new world of the military, "a completely different environment full of unknown exercises and acronyms, where can't eat or talk without permission. Volkin began taking notes on everything and anything with the hope that no one else would have to go through basic training like I did completely unarmed with knowledge that would have eased my transition into the military and allowed me to be more successful.During Operation Enduring/Iraqi Freedom, Volkin organized his notes, interviewed hundreds of other soldiers, and began to write. The result is The Ultimate Basic Training Guidebook, a unique and utterly indispensable guide to successfully coping with and thriving in today's military. The Ultimate Basic Training Guidebook is a comprehensive, practical, and easy-to-follow survival guide written specifically for every new or prospective recruit about to enter any branch of the armed forces. Volkin's book offers step-by-step instructions and solutions, including helpful charts and graphics, for how to prepare both physically and mentally for boot camp. It includes a special eight-week fitness program specifically designed to improve your fitness test scores, specific study guides, an instructional How to"chapter, a list of what to bring (and not to bring) to basic training, tips for success, and much more. The Ultimate Basic Training Guidebook was written by a soldier for men and women who want to become soldiers. No one should enter boot camp without having read this book.
Invent Your Own Computer Games with Python
Al Sweigart - 2009
The 3rd edition is now available for sale or download. * * * * "Invent Your Own Computer Games with Python" teaches you computer programming in the Python programming language. Each chapter gives you the complete source code for a new game and teaches the programming concepts from these examples. The book is available under a Creative Commons license and can be downloaded in full for free from http: //inventwithpython.com "Invent with Python" was written to be understandable by kids as young as 10 to 12 years old, although it is great for anyone of any age who has never programmed before. This second edition has revised and expanded content, including using the Pygame library to make games with graphics, animation, and sound.
Eurogames: The Design, Culture and Play of Modern European Board Games
Stewart Woods - 2012
Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.
The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!
Brian Tinsman - 2003
Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.
Real World Mindfulness for Beginners: Navigate Daily Life One Practice at a Time
Brenda Salgado - 2016
Endorsed by the National Institute for the Clinical Application of Behavioral Medicine, mindfulness is a simple way to gently help you become more present with the challenges you face and navigate difficulties with more clarity and courage.The guidance presented in Real-World Mindfulness for Beginners has been praised by today’s leading voices on mindfulness. Particularly helpful to those who are new to mindfulness, Real-World Mindfulness for Beginners offers knowledge that is easy to understand and techniques that can be applied immediately. Each chapter offers mindfulness practices that are specific to common challenges such as dealing with anxiety and stress, managing anger and hurt, and coping with grief and loss. In Real-World Mindfulness for Beginners, you’ll find:
Mindfulness practices that are most applicable to your current need
Easy mindfulness practices that take only minutes or even seconds
Tips that modify mindfulness practices to inspire new experiences
Through the practices in Real-World Mindfulness for Beginners you’ll unearth the quiet strength within to handle life’s curve balls as they come, wherever you may be.
Secret Lives of Great Filmmakers: What Your Teachers Never Told You about the World's Greatest Directors
Robert Schnakenberg - 2009
With outrageous and uncensored profiles of everyone from D. W. Griffith to Quentin Tarantino, Secret Lives of Great Filmmakers reveals the little-known secrets of all your favorite directors. Why did Charlie Chaplin refuse to bathe for weeks at a time? Was Alfred Hitchcock really missing a belly button? Is Walt Disney’s corpse preserved in a state of suspended animation? And why on earth did Francis Ford Coppola direct a 3-D pornographic movie? The legends of the silver screen will never be the same!
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).
The Walkthrough: Insider Tales from a Life in Strategy Guides
Doug Walsh - 2019
For eighteen years, Doug Walsh was one of the most prolific authors of officially licensed video game strategy guides. And now he's ready to talk. One part memoir and one part industry tell-all, The Walkthrough takes players on an entertaining march through gaming’s recent history, from the dawn of the PlayStation to the Xbox 360 and Nintendo Switch. Follow along as Walsh retraces his career and reveals how the books were made, what it was like writing guides to some of the industry’s most celebrated — and derided — titles, and why the biggest publishers of guidebooks are no longer around. Walsh devotes entire chapters to many of gaming’s most popular franchises, including Tony Hawk’s Pro Skater, Gears of War, and Diablo, among others. From inauspicious beginnings with Daikatana to authoring the books for the entire Bioshock trilogy, with plenty of highs, lows, and Warp Pipes along the way, Walsh delivers a rare treat to twenty-first century gamers. The Walkthrough is sure to satisfy the curiosity of anyone who grew up with the works of BradyGames and Prima Games sprawled across their laps. With over one hundred books to his credit, and countless weeks spent at many of the most famous studios in North America, he is uniquely qualified to give an insider’s perspective of a little-known niche within the multi-billion-dollar industry.
The Web Designer's Idea Book, Volume 3: Inspiration from Today's Best Web Design Trends, Themes and Styles
Patrick McNeil - 2013
Web design expert Patrick McNeil, author of the popular Web Designer's Idea Book series, is back with the latest examples of the best design on the web today.Arranged thematically, this guide puts important topics like technology, design styles, elements, site types and site structure at your fingertips. This new volume also includes a detailed discussion of the various content management systems available to help you find the best platform for your project.An indispensable reference, this book provides you with the latest in themes, styles and trends you need to keep your projects relevant in the fast-paced and every-changing world of web design.
Rise of the Superheroes: Greatest Silver Age Comic Books and Characters
David Tosh - 2018
From 1956 to 1970, the era gave us Spider-Man, The Avengers, X-Men, The Incredible Hulk, Iron Man and a flurry of other unforgettable and formidable characters.The Silver Age redefined and immortalized superheroes as the massive pop culture titans they are today.Lavishly illustrated with comic book covers and original art, the book chronicles:- The new frontier of DC Comics, with a revamped Batman, Superman and Wonder Woman, and new characters including Hawkman - Marvel's new comics featuring Thor and The Fantastic Four - The pop art years that saw Batman's "new look" and the TV series - Independent characters, including Fat Fury and T.H.U.N.D.E.R. Agents - Spotlights new and re-imagined superheroes, like Wonder Woman, who have become central to modern pop culture - Includes values of these comics, which are popular with collectorsThanks to the Silver Age, superheroes are bigger and badder than ever.
The Anti-Inflammatory Diet Slow Cooker Cookbook: Prep-and-Go Recipes for Long-Term Healing
Madeline Given NC - 2018
The anti inflammatory diet can be easily incorporated into your daily life—especially with a little help from your slow cooker. The Anti Inflammatory Diet Slow Cooker Cookbook makes it easy to eat fresh, healthy foods that fight inflammation with prep-and-go recipes for ready-to-eat meals when you come home.Ready-made for your busiest days, the recipes in this anti inflammatory diet cookbook require a maximum prep time of 15 minutes. With no stove-top cooking needed, The Anti Inflammatory Diet Slow Cooker Cookbook is an effortless, everyday solution to healing your immune system.The Anti Inflammatory Diet Slow Cooker Cookbook helps you fight inflammation and stay healthy every day with: An introduction to the anti inflammatory diet that explains the basic principles of the diet, with a special focus on foods for fighting inflammation and foods that cause flare-ups. 100 quick and easy recipes that maximize the convenience of your slow cooker with a maximum prep time of 15 minutes and no additional steps. Slow cooking tips that include advice on getting to know your slow cooker, plus dos and don’ts for slow cooking. A little preparation makes it easy to cross self-care off of your to-do list—and with The Anti Inflammatory Diet Slow Cooker Cookbook, it only takes 15 minutes (or less).
The Untold History of Japanese Game Developers: Gold Edition
John Szczepaniak - 2014
Konami's secret games console, the origin of Game Arts and Quintet, unusual events at Telenet, stories on Falcom, politics behind Enix's game programming contests, a tour of the Love-de-Lic and WARP offices (with layout sketches). Every interviewee is asked about unreleased titles. Foreword by GAMESIDE magazine's editor-in-chief, Yusaku Yamamoto. INTERVIEWEES INCLUDE: Hitoshi YONEDA / Tatsuo NOMURA / Katsutoshi EGUCHI / Toru HIDAKA / Roy OZAKI / Kouichi YOTSUI / Masaaki KUKINO / Yoshitaka Murayama / Harry Inaba / Ryukushi07 / Kotaro UCHIKOSHI / ZUN / Yoshiro KIMURA / Kouji YOKOTA / Jun Nagashima / Yuzo KOSHIRO / Masamoto MORITA / Akira TAKIGUCHI / Masakuni MITSUHASHI / Kohei IKEDA / Hiroshi SUZUKI / Tomonori SUGIYAMA / Yutaka ISOKAWA / Yasuhito SAITO / Takaki KOBAYASHI / Keite ABE / Keiji INAFUNE / Makoto GOTO
Graphic Design Theory: Readings from the Field
Helen Armstrong - 2009
Each beautifully designed, affordable volume offers a concise overview of a design fundamentalthe hows of design. But as most seasoned designers will tell you, a comprehensive education also requires an understanding of the whys of design practice. Graphic Design Theory presents groundbreaking, primary texts from the most important historical and contemporary designthinkers. From Aleksandr Rodchenko's "Who We Are: Manifesto of the Constructivist Group" to Kenya Hara's "Computer Technology and Design," this essential volume provides the necessary foundation for contemporary critical vocabulary and thought. Graphic Design Theory is organized in three sections: "Creating the Field" traces the evolution of graphic design over the course of the early 1900s, including influential avant-garde ideas of futurism, constructivism, and the Bauhaus; "Building on Success" covers the mid- to late twentieth century and considers the International Style, modernism, and postmodernism; and "Mapping the Future" opens at the end of the last century and includes current discussions on legibility, social responsibility, and new media. Striking color images illustrate each of the movements discussed and demonstrate the ongoing relationship between theory and practice. A brief commentary prefaces each text, providing a cultural and historical framework through which the work can be evaluated. Authors include such influential designers as Herbert Bayer, Lszl Moholy-Nagy, Karl Gerstner, Katherine McCoy, Michael Rock, Lev Manovich, Ellen Lupton, and Lorraine Wild. Additional features include a timeline, glossary, and bibliography for further reading. A must-have survey for graduate and undergraduate courses in design history, theory, and contemporary issues, Graphic Design Theory invites designers and interested readers of all levels to plunge into the world of design discourse.