Book picks similar to
Pikachu's Global Adventure: The Rise and Fall of Pokémon by Joseph Tobin
non-fiction
japan
nonfiction
game-design
Toy Wars: The Epic Struggle Between G.I. Joe, Barbie, and the Companies That Make Them
G. Wayne Miller - 1998
Joe, the collapse of a $45 million virtual-reality game, and a takeover attempt by arch rival Mattel. 448 pp. Author tour. National ads. 30,000 print.
The Medium is the Massage
Marshall McLuhan - 1967
Using a layout style that was later copied by Wired, McLuhan and coauthor/designer Quentin Fiore combine word and image to illustrate and enact the ideas that were first put forward in the dense and poorly organized Understanding Media. McLuhan's ideas about the nature of media, the increasing speed of communication, and the technological basis for our understanding of who we are come to life in this slender volume. Although originally printed in 1967, the art and style in The Medium is the Massage seem as fresh today as in the summer of love, and the ideas are even more resonant now that computer interfaces are becoming gateways to the global village.
i am 8-bit: Art Inspired by Classic Videogames of the '80s
Jon M. Gibson - 2006
Frogger. Super Mario Bros. These classic videogames are burned into the collective consciousness of an entire generation, thanks to countless hours spent at pizza parlors and bowling alleys across the country. Now artists such as Gary Baseman, Tim Biskup, and Ashley Wood put their memories to paper, canvas, and wood to create original works of art inspired by the art of the videogame. Chuck Klosterman shares his thoughts in his distinctively insightful and entertaining style in a foreword on how videogames created a new playground for artistic expression. With more than 100 thought-provoking, amusing, and simply fun pieces of original art, i am 8-bit is a pixilated stroll down memory lane.
Warriors of Medieval Japan
Stephen Turnbull - 2005
Whether foot soldier, samurai or trained assassin, these men were driven by strict codes of honor and bound by deep allegiances of rank, family or religion.This book examines the military lives of four formidable warrior types, covering the samurai and the ninja as well as the experiences of warrior monks and ashigaru foot soldiers, less familiar to western readers. The recruitment, training and equipment of each warrior type are described, and their beliefs, motivation and experience of warfare are explored. Rare material from Japanese sources makes this a highly authoritative treatment of the military elites of medieval Japan, brought to life by lavish illustrations and photography.
The Cambridge Encyclopedia of the English Language
David Crystal - 1995
Rarely has a book so packed with accurate and well researched factual information been so widely read and popularly acclaimed. It has played a key role in the spread of general interest in language matters, generating further publications and broadcasting events for an avid audience. Its First Edition appeared in hardback in 1995 and a revised paperback in 1997. There have been numerous subsequent updated reprintings; but this Second Edition now presents an overhaul of the subject for a new generation of language-lovers and of teachers, students and professional English-users concerned with their own linguistic legacy.The book offers a unique experience of the English language, exploring its past, present and future. David Crystal systematically explains the history, structure, variety and range of uses of English worldwide, employing a rich apparatus of text, pictures, tables, maps and graphics.The length of the Second Edition has increased by 16 pages and there are 44 new illustrations, a new chapter, extensive new material on world English and Internet English, and a complete updating of statistics, further reading suggestions and other references throughout the book.
The Ultimate Guide to Video Game Writing and Design
Flint Dille - 2006
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.
Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More
Dustin Hansen - 2016
Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted.Learn about the creators and inspiration (Mario was named after Nintendo's landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game).Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!
Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games
Walt Williams - 2017
Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.
20 Years of Tomb Raider: Digging Up the Past, Defining the Future
Meagan Marie - 2016
Rediscover Lara Croft's greatest moments with fascinating coverage of the smash hit Tomb Raider movies, fiction, comics, and collectibles, and be enthralled by the legacy of Tomb Raider across the decades.Packed with exclusive art, photographs, and interviews covering all facets of the Tomb Raider franchise, 20 Years of Tomb Raider is the essential guide to this game's action-packed history and a must-have for every Tomb Raider fan.
The Moe Manifesto: An Insider's Look at the Worlds of Manga, Anime, and Gaming
Patrick W. Galbraith - 2014
These fans have a powerful desire to protect and nurture the young, beautiful and innocent characters they adore—like Sagisawa Moe in Dinosaur Planet and Tomoe Hotaru in Sailor Moon. They create their own websites, characters, stories, discussion groups, toys and games based around the original manga and anime roles.Author Patrick Galbraith is the world's acknowledged expert on MOE and a journalist based in Tokyo. For this book, he interviewed twenty important figures in the world of Japanese manga and anime to gain their insights on the MOE phenomenon. These interviews provide us with the first in-depth survey of this subject. Galbraith uncovers how MOE is influencing an entire generation of manga artists and readers. For those new to anime, manga, and youth culture in Japan, he discusses what constitutes the ideal MOE relationship and why some fans are even determined to marry their fictional sweethearts. He reveals key moments in the development of MOE, and current and future trends in the spread of MOE works and characters from Japan to other parts of the world.The Moe Manifesto provides an insider's look at the earliest MOE characters such as Ayame by Tezuka Osamu. The book has over 100 illustrations of the most famous MOE characters, many in color, and it is sure to delight manga and anime fans of every age.
Atari Inc.: Business is Fun
Marty Goldberg - 2012
- Business is Fun, the book that goes behind the company that was synonymous with the popularization of 'video games.'Nearly 8 years in the making, Atari Inc. - Business is Fun is comprised of thousands of researched documents, hundreds of interviews, and access to materials never before available.An amazing 800 pages (including nearly 300 pages of rare, never before seen photos, memos and court documents), this book details Atari's genesis from an idea between an engineer and a visionary in 1969 to a nearly $2 billion dollar juggernaut, and ending with a $538 million death spiral during 1984. A testament to the people that worked at this beloved company, the book is full of their personal stories and insights. Learn about topics like:* All the behind the scenes stories surrounding the creation of the company's now iconic games and products.* The amazing story of Atari's very own "Xerox PARC" research facility up in the foothills of the Sierra Mountains* The full recounting of Steve Jobs's time at Atari, with comments from the people he worked with on projects and the detailed story of the creation of Atari Breakout, including input by Steve Wozniak on his development of the prototype, and how it couldn't be used and another Atari engineer would have to make the final production Breakout arcade game instead.* The creation of "Rick Rats Big Cheese Restaurants" which later became "Chuck E. Cheese's"* How Atari Inc. faltered and took down an entire industry with it before being put on the chopping block.If you've ever wanted to learn about the truth behind the creation of this iconic company told directly by the people who made FUN for a living, then this is the book for you!
Half-Life 2: Raising the Bar
David Hodgson - 2004
-Unprecedented access behind "Half-Life" and "Half-Life 2" -A forward by Valve founder Gabe Newell -Hundreds of art, design, preproduction, and other art pieces crammed into the book -Over a dozen key members of Valve's staff interviewed -Officially approved by Valve -Behind City 17 and other locations -The development of the Source engine -A rogue's gallery of beasts, characters, and monstrosities -Key weapons development revelations -A tour of many of the game's locations, from inception to completion -Filled with art, screens, and anecdotes from the Valve team
Hamlet's Hit Points
Robin D. Laws - 2010
You'll read about the relationships between those beats. You'll also find complete analyses of three stories you know already--Hamlet, Casablanca, and Dr. No--to show you how the system works.Written with roleplayers in mind, Hamlet's Hit Points is an indispensable tool for understanding stories, in games and everywhere else.
Itchy, Tasty: An Unofficial History of Resident Evil
Alex Aniel - 2021
Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.