Book picks similar to
Interactive Stories and Video Game Art: A Storytelling Framework for Game Design by Chris Solarski
design
games
non-fiction
game-dev
The Irresistible Fairy Tale: The Cultural and Social History of a Genre
Jack D. Zipes - 2012
Yet we still have great difficulty understanding how it originated, evolved, and spread--or why so many people cannot resist its appeal, no matter how it changes or what form it takes. In this book, renowned fairy-tale expert Jack Zipes presents a provocative new theory about why fairy tales were created and retold--and why they became such an indelible and infinitely adaptable part of cultures around the world.Drawing on cognitive science, evolutionary theory, anthropology, psychology, literary theory, and other fields, Zipes presents a nuanced argument about how fairy tales originated in ancient oral cultures, how they evolved through the rise of literary culture and print, and how, in our own time, they continue to change through their adaptation in an ever-growing variety of media. In making his case, Zipes considers a wide range of fascinating examples, including fairy tales told, collected, and written by women in the nineteenth century; Catherine Breillat's film adaptation of Perrault's Bluebeard; and contemporary fairy-tale drawings, paintings, sculptures, and photographs that critique canonical print versions.While we may never be able to fully explain fairy tales, The Irresistible Fairy Tale provides a powerful theory of how and why they evolved--and why we still use them to make meaning of our lives.
HTML Fixes for Kindle: Advanced Self Publishing for Kindle Books, or Tips on Tweaking Your App's HTML So Your Ebooks Look Their Best
Aaron Shepard - 2013
Have you ever opened a Kindle book to find that the font started out way too small or way too large? Have you tried to change to a different font while reading and discovered you couldn't? Have you jumped to a new chapter in a Kindle book and seen that the chapter heading lost its formatting? Has a Kindle completely ignored formatting you knew was in the book? According to Amazon, the simplest way to publish your Kindle book is to upload an HTML file you've saved from Microsoft Word or another app. By itself, that method can bring you maybe 80% of the way to a well-formatted, trouble-free ebook. But what about the other 20%? In this follow-up to his bestselling -From Word to Kindle, - Aaron Shepard takes your saved HTML as a starting point and tells how to quickly tweak and tune it to avoid common problems. Assuming no knowledge of HTML, he introduces the basics of the language, then reveals how to use find-and-replace and macros to touch up an entire book in seconds! If you're serious about Kindle publishing and you're technically inclined -- but not a full-fledged geek -- Aaron provides the tips you need to bring your Kindle book to the next level, making it something truly to be proud of. ///////////////////////////////////////////////// Aaron Shepard is a foremost proponent of the new business of profitable self publishing, which he has practiced and helped develop since 1998. He is the author of -Aiming at Amazon, - -POD for Profit, - -Perfect Pages, - and Amazon's #1 and #2 bestselling paid books on Kindle formatting, -From Word to Kindle- and -Pictures on Kindle.- ///////////////////////////////////////////////// CONTENTS Getting Started 1 WORKING WITH HTML HTML and Kindle HTML Export HTML Editing HTML Processing HTML Basics HTML Checking HTML Cleanup HTML Testing 2 HTML FIXES Fixes for Fonts Fixes for Paragraphs Fixes for Headings Fixes for Line Breaking Fixes for Pictures Fixes for Navigation ///////////////////////////////////////////////// SAMPLE Here are some of the things you can accomplish through changes in HTML. * Adjust bookmarks so headings retain proper formatting when jumped to. * Remove settings that stop the user from choosing their own. * Keep fonts from appearing much too small or much too large when the book is opened. * Make sure indents and other spacing stays relative to larger and smaller font sizes. * Avoid line breaks that leave short words dangling at the ends of lines or paragraphs. * Make up for features lost in translation from your word processor, like nonbreaking hyphens. * Stop -ghost hyphens- from appearing in the middle of words. * Keep pages of text from disappearing for some users. * Prevent the Kindle from applying its own defaults in place of your settings.
Teaching Students Who are Exceptional, Diverse, and at Risk in the General Education Classroom [with MyEducationLab Code]
Sharon R. Vaughn - 1996
From students with disabilities, culturally diverse students, and students with limited English proficiency to economically disadvantaged students this text provides teachers with the tools they need in their diverse classrooms. Revised to reflect the most current research, terminology and teaching practices, the strength of this text continues to be its numerous learning activities and sample lessons addressing both elementary and secondary classrooms. This edition continues its very popular multi- chapter unit on curriculum adaptations with specific strategies and activities for teaching reading, writing, and mathematics. With a new chapter on Response to Intervention and Progress Monitoring and full integration of the RTI framework, and the increase emphasis on middle and secondary students, this text continues its reign as an outstanding resource for all general education teachers. 0131381253 / 9780131381254 Teaching Students Who are Exceptional, Diverse, and at Risk in the General Education Classroom (with MyEducationLab) Package consists of 0135140870 / 9780135140871 MyEducationLab -- Access Card 0137151799 / 9780137151790 Teaching Students Who are Exceptional, Diverse, and at Risk in the General Education Classroom
Cartooning: Philosophy and Practice
Ivan Brunetti - 2011
. . Keep it right next to your desk where you can find it at a moment’s notice."—Tim O’Neil, PopMatters.comThe best cartooning is efficient visual storytelling—it is as much a matter of writing as it is of drawing. In this book, noted cartoonist and illustrator Ivan Brunetti presents fifteen distinct lessons on the art of cartooning, guiding his readers through wittily written passages on cartooning terminology, techniques, tools, and theory. Supplemented by Brunetti's own illustrations, prepared specially for this book, these lessons move the reader from spontaneous drawings to single-panel strips and complicated multipage stories.Through simple, creative exercises and assignments, Brunetti offers an unintimidating approach to a complex art form. He looks at the rhythms of storytelling, the challenges of character design, and the formal elements of comics while composing pages in his own iconic style and experimenting with a variety of tools, media, and approaches. By following the author's sophisticated and engaging perspective on the art of cartooning, aspiring cartoonists of all ages will hone their craft, create their personal style, and discover their own visual language.
Baseball Prospectus 2009: The Essential Guide to the 2009 Baseball Season
Baseball Prospectus - 2009
The 2009 edition contains critical essays on each of the thirty teams and player comments for some sixty players for each of those teams. Each player’s statistics are projected for the coming season using the groundbreaking PECOTA projection system, called “perhaps the game’s most accurate projection model” (Sports Illustrated). Baseball Prospectus 2009 also contains cutting-edge essays on performance analysis, the likes of which have inspired twenty-nine of the thirty major league teams to hire current and formerBaseball Prospectus writers and analysts as consultants. The baseball bible for fantasy players and devoted fans, Baseball Prospectus can be relied upon to once again hit it out of the park.
Cohesion in English
M.A.K. Halliday - 1976
A principal component of these resources is 'cohesion'. This book studies the cohesion that arises from semantic relations between sentences. Reference from one to the other, repetition of word meanings, the conjunctive force of but, so, then and the like are considered. Further, it describes a method for analysing and coding sentences, which is applied to specimen texts.
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.
The CRPG Book Project - Expanded Edition
Felipe Pepe - 2018
The completed ebook was first released as a free PDF in 2018, getting over 160,000 downloads. A deal was then made with Bitmap Books, which published a limited hardcover version of the book in 2019. All of the author’s profits (£20.992 as of January 2022) were donated to Vocação, a Brazilian NGO that helps kids and teenagers from poor areas to get a better education and find employment.In 2022, a new expanded edition was released, now with 160 extra pages, addressing issues with the previous release and expanding it to include games that were never released in English, as well as MMOs, MUDs, RPG Maker titles and more.This expanded edition is freely available for download at the project's website.
Homo Ludens: A Study of the Play Element in Culture
Johan Huizinga - 1938
Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or "Man the player" through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come."A happier age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realize that we are not so reasonable after all as the Eighteenth Century with its worship of reason and naive optimism, though us; "hence moder fashion inclines to designate our species asHomo Faber Man the Maker. But though faber may not be quite so dubious as sapiens it is, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, howver, applicable to both human and animal life, and just as important as reasoning and making--namely, playing. it seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature. "--from the Foreward, by Johan Huizinga
Designing Virtual Worlds
Richard Bartle - 2003
It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.Designing Virtual Worlds brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.
EVE: Source
Ccp Games - 2014
* A beautifully designed resource chronicling one of gaming's most massive, dynamic universes! * MMORPG.com's Game of the Year 2009–2011! * 2014 marks the entry of EVE Online into its second decade!
The Kobold Guide to Board Game Design
Mike Selinker - 2011
Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.
323 Disturbing Facts about Our World
Nayden Kostov - 2020
One of the chapters in each trivia book was “Disturbing Facts about Our World”. I decided to fill an entire volume with facts about upsetting crimes and mayhem, combined with unbelievable yet real instances of misfortune and misery. This is a book where grim examples of bigotry and hypocrisy are intertwined with amusing stories of bad luck. In the spirit of the times we live in, I dedicated a whole chapter to COVID-19 trivia and weird medical conditions. I am well aware that many potential readers might be overwhelmed by the condensed negativity, but hey… a fact is a fact! Continue to read if you are curious to learn:- Why were the trousers of New Zealand’s farmers exploding?- What is the depressing origin of the phrase “Hip Hip, Hooray”?- Why did the Spanish Habsburgs royal family sleep with human mummies?- Why was it legal in Iceland until 2015 to kill Basque people?- Who was the “Deep Throat” informer from the Watergate scandal?- How many people were killed trying to cross the notorious Berlin Wall?- Why do snakes make a better pet than cats or dogs?- How can millipedes cause a train crash?- What is the etymology of “thug”?- What are the chances of getting killed by rubbish falling from space?- How did polygamist men in Kuwait manage to visit all their wives during the coronavirus lockdown?However incredible these pieces of trivia might sound, all entries have been verified and fact-checked.
A Short Guide to Writing About Art (The Short Guide Series)
Sylvan Barnet - 1981
This best-selling text has guided tens of thousands of art students through the writing process. Students are shown how to analyze pictures (drawings, paintings, photographs), sculptures and architecture, and are prepared with the tools they need to present their ideas through effective writing.