How to Reassess Your Chess: The Complete Chess Mastery Course


Jeremy Silman - 1997
    In clear, direct language, Silman shows how to dissect a position, recognize its individual parts and ultimately find the move that conforms to the needs of that particular situation. By explaining the thought processes that go into a master's choice of move, the author presents a system of thought that makes advanced strategies seem clear, logical and at times even obvious. How the Reassess Your Chess offers invaluable knowledge and insight that cannot be found in any other book.

Game Coding Complete


Mike McShaffry - 2003
    The best description of the first edition comes from two Amazon reviewers; the first proclaiming, "I got the same feeling of enlightenment when reading this one as I did all those years ago when I read the classic book "Code Complete" and the second stating "This is the first game book I have read that I was sorry when I got to the end because there wasn't any more."For Game Coding Complete, Second Edition, McShaffry returns with many more of his highly popular, shoot-from the hips war stories and expert game programming insight that only a real insider could provide. McShaffry uses his experience as a leading programmer for Origin Systems, Microsoft, and Ion Storm a division of Eidos, to illustrate real-world techniques and solutions, including examples from his recent work on the major game, Thief Deadly Shadows. Game Coding Complete, Second Edition takes programmers through the complete process of developing a professional quality game using hundreds of insider tricks and techniques developed and perfect by the author from over a decade of game development experience. It covers a range of topics that will appeal to the most discriminating programmers such as key "gotcha" issues that could trip up even veteran programmers. The new edition features expanded coverage of 3D programming, several new chapters on game interface design, game audio, game scripting, game engine technology, code optimization, production and scheduling, plus it now includes a CD-ROM packed with valuable source code and game development tools. The appendix offers solid advice on starting your own game company. The C++ language is used to explain specific programming concepts with added discussion of development with C# and Managed DirectX programming.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

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.

Tal-Botvinnik 1960


Mikhail Tal - 1961
    In this volume, Tal sets the stage and explains every one of the 21 games, telling both the on- and off-the-board story of this clash of styles and thought.

Programming Game AI by Example


Mat Buckland - 2004
    Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.

Game Design Workshop: A Playcentric Approach to Creating Innovative Games


Tracy Fullerton - 2008
    This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

Ni No Kuni: Wrath of the White Witch: Prima Official Game Guide


Howard Grossman - 2013
    Ni No Kuni: Wrath of the White Witch Prima Official Game Guide includes:    • Gain access to the Gold Hurley Familiar DLC with the purchase of the guide   • Detailed spoiler-free walkthrough for the entire game, including all errands and bounty hunts    • Complete charts showing all information and metamorphous of each familiar    • Breakdown for all spells, alchemy formulas, and items    • Solve every puzzle, defeat every boss, and find all hidden treasures    • Features a hard cover with unique treatments for collectability.

Discovering Chess Openings: Building a Repertoire from Basic Principles


John Emms - 2006
    The key to successful opening play is not simply learning lines off by heart; instead it's the understanding of the basic principles, and here the reader is guided through the vital themes: swift development, central control and king safety.

Backgammon For Winners


Bill Robertie - 1993
    Ten fast-reading chapters show the basics of setting up a board, how to move, the opening strategies and replies, middle and end game tactics, basic probabilities, plus back game and doubling strategy. The world's best backgammon player shows beginning players how to play and win at this popular game.

Final Fantasy VIII Official Strategy Guide


David Cassady
    BradyGAMES-Final Fantasy VIII Official Strategy Guide Features:Detailed Walkthroughs Boss Strategies Item & Magic Lists Complete Bestiary and over 450 Full-Color Maps!The ONLY Official Guide!   Platform: PlayStation Genre: RPG

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Chess Fundamentals


José Raúl Capablanca - 1921
    Capablanca was a World Chess Champion and one of the greatest players in chess history, yet he wrote very little about the game. Chess Fundamentals, though normally for the beginning player, contains valuable insights that will benefit players at all levels of understanding, including masters. Capablanca explains:·How to obtain and nurture a passed pawn·How to get and keep the initiative·Cardinal rules for rook and pawn endings·How to attack using knight as the main force·How to cut off enemy piecesChess Fundamentals is one of the jewels of chess literature.

Next Level Magic: A Guide to Mastering the Magic the Gathering™ Card Game


Patrick Chapin
    Next Level Magic is a comprehensive course on realizing your goals in playing Magic the Gathering.

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.