The Best Story Wins: How to Leverage Hollywood Storytelling in Business and Beyond


Matthew Luhn - 2018
    Former Pixar and The Simpsons Animator and Story Artist Matthew Luhn translates his two and half decades of storytelling techniques and concepts to the CEOs, advertisers, marketers, and creatives in the business world and beyond. A combination of Luhn’s personal stories and storytelling insights, The Best Story Wins retells the “Hero’s Journey” story building methods through the lens of the Pixar films to help business minds embrace the power of storytelling for themselves!

Building a StoryBrand: Clarify Your Message So Customers Will Listen


Donald Miller - 2017
    This revolutionary method for connecting with customers provides readers with the ultimate competitive advantage, revealing the secret for helping their customers understand the compelling benefits of using their products, ideas, or services. Building a StoryBrand does this by teaching readers the seven universal story points all humans respond to; the real reason customers make purchases; how to simplify a brand message so people understand it; and how to create the most effective messaging for websites, brochures, and social media. Whether you are the marketing director of a multibillion dollar company, the owner of a small business, a politician running for office, or the lead singer of a rock band, Building a StoryBrand will forever transform the way you talk about who you are, what you do, and the unique value you bring to your customers.

Mathematics for 3D Game Programming and Computer Graphics


Eric Lengyel - 2001
    Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.

Productivity Tools for Writers


Gwen Hernandez - 2013
    Can't find that amazing idea in your pile of sticky notes? Distracted by blog posts, social media, and email? Looking for an easy way to keep track of your research?This booklet (about 30 pages) introduces handy--and often free or inexpensive--computer-based tools to help you eliminate distractions, track your progress, organize your research, capture new ideas anywhere, streamline your writing process, and safeguard your hard work.Lessons in this booklet are based on a week-long class Gwen taught for the Romance Writers of America in June 2013.

Tricks of the Trade: How to Think about Your Research While You're Doing It


Howard S. Becker - 1998
    Tricks of the Trade will help students learn how to think about research projects. Assisted by Becker's sage advice, students can make better sense of their research and simultaneously generate fresh ideas on where to look next for new data. The tricks cover four broad areas of social science: the creation of the "imagery" to guide research; methods of "sampling" to generate maximum variety in the data; the development of "concepts" to organize findings; and the use of "logical" methods to explore systematically the implications of what is found. Becker's advice ranges from simple tricks such as changing an interview question from "Why?" to "How?" (as a way of getting people to talk without asking for a justification) to more technical tricks such as how to manipulate truth tables. Becker has extracted these tricks from a variety of fields such as art history, anthropology, sociology, literature, and philosophy; and his dazzling variety of references ranges from James Agee to Ludwig Wittgenstein. Becker finds the common principles that lie behind good social science work, principles that apply to both quantitative and qualitative research. He offers practical advice, ideas students can apply to their data with the confidence that they will return with something they hadn't thought of before. Like Writing for Social Scientists, Tricks of the Trade will bring aid and comfort to generations of students. Written in the informal, accessible style for which Becker is known, this book will be an essential resource for students in a wide variety of fields."An instant classic. . . . Becker's stories and reflections make a great book, one that will find its way into the hands of a great many social scientists, and as with everything he writes, it is lively and accessible, a joy to read."—Charles Ragin, Northwestern University

The Art of Halo


Eric Trautmann - 2004
    This action-packed science fiction—military combat game, set on a distant, war-torn, artificial planet, became an instant triumph with gamers–and scored numerous awards for its innovations, irresistibility, and sheer thrills. The Art of Halo is a showcase of its stunning visual style, a fascinating guided tour through the making of the phenomenon–from bright idea to brilliant result–and a testament to the creativity of the artists at Bungie Studios.• Meet the brains behind Bungie, the birthplace of Halo• Feast your eyes on a panorama of all-new artwork from its spectacular sequel Halo 2–one of the most eagerly-awaited games of 2004• Discover the art of game design from the inside out, in interviews with–and illustrations by–the Halo creative team• Learn the secrets of designing gear from the artists themselves• Follow the construction of a crucial sequence from storyboard to completion, along with pages from the actual script• Thrill to a gallery of glorious Halo artwork, including action figure designs, game packaging, cartoon strips, posters, T-shirts, and moreIt’s all here–the story behind the sensation that GamePro declares “above and beyond what console gamers have come to expect”–in one virtuoso volume!

The Mac is Not a Typewriter


Robin P. Williams - 1989
    Best-selling author Robin Williams's simple, logical principles for using type to produce beautiful, professional documents are as true now as they were when the original edition was published in 1989. This updated edition includes new examples and expanded information dedicated to the practical advice that made the first edition an enduring bestseller. Throughout, Robin shows you the small details that separate the pros from the amateurs: typographer versus typewriter quotation marks, en and em dashes, tabs and indents, kerning, leading, white space, widows and orphans, and hanging punctuation. If you prepare documents, you'll find The Mac is not a typewriter, Second Edition an indispensable guide. And those who read your documents will recognize the work of a pro, even if they don't know a curly quote from curly fries.

Visual Explanations


Edward R. Tufte - 1997
    Through computers, the Internet, the media, and even our daily newspapers, we are awash in a seemingly endless stream of charts, maps, infographics, diagrams, and data. Visual Explanations is a navigational guide through this turbulent sea of information. The book is an essential reference for anyone involved in graphic, web, or multimedia design, as well as for educators and lecturers who use graphics in presentations or classes.Jacket design: Dmitry Krasny.Other artwork by Bonnie Scranton, Dmitry Krasny, and Weilin Wu.

All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture


Harold Goldberg - 2011
    But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!

Services Marketing: People, Technology, Strategy


Christopher Lovelock - 1991
    Organized around a strategic marketing framework"Services Marketing" guides readers into the consumer and competitive environments in services marketing. The marketing framework has been restructured for this edition to reflect what is happening in services marketing today.

Men, Love & Birth: The book about being present at birth that your pregnant lover wants you to read


Mark Harris - 2015
    Male midwife Mark Harris seeks to redress the balance with this new book, drawing on his decades of experience with couples as they make the transition to being new parents.Covering topics from massage to sex, and pain relief during labour to breastfeeding, this is a lively, honest and frank discussion of pregnancy and birth from a man’s point of view. Mark explores how to harness the power of birthing hormones, how to remain calm and aware in the birthing room, how to communicate effectively, and ultimately how to live the process of becoming a father to the full.

Self-Publishing Manual, Volume II: How to Write, Print, and Sell Your Own Book Employing the Latest Technologies and the Newest Techniques


Dan Poynter - 2009
    The Self-Publishing Manual, Volume 2, the sequel to the best selling Self Publishing Manual describes how to use new techniques to write your book even faster, use new technology to publish it for less, and how to use social media for promotion.

The Red Dragon & The West Wind: The Winning Guide to Official Chinese & American Mah-jongg


Tom Sloper - 2007
     The book begins with the history and origin and moves on to the rules of play and ways to win and avoid essential errors as well as the etiquette to follow. With everything from clear instructions on dealing, building, and distributing tiles to a look at the history and future of the game, this is the essential book for anyone who wants to have fun–and win–while playing mah–jongg.

Shady Characters: The Secret Life of Punctuation, Symbols & Other Typographical Marks


Keith Houston - 2013
    Whether investigating the asterisk (*) and dagger (†)--which alternately illuminated and skewered heretical verses of the early Bible--or the at sign (@), which languished in obscurity for centuries until rescued by the Internet, Keith Houston draws on myriad sources to chart the life and times of these enigmatic squiggles, both exotic (¶) and everyday (&).From the Library of Alexandria to the halls of Bell Labs, figures as diverse as Charlemagne, Vladimir Nabokov, and George W. Bush cross paths with marks as obscure as the interrobang (‽) and as divisive as the dash (--). Ancient Roman graffiti, Venetian trading shorthand, Cold War double agents, and Madison Avenue round out an ever more diverse set of episodes, characters, and artifacts.Richly illustrated, ranging across time, typographies, and countries, Shady Characters will delight and entertain all who cherish the unpredictable and surprising in the writing life.

Theory of the Spencerian System of Practical Penmanship, in Nine Easy Lessons


Platt Rogers Spencer - 2001
    Today in our computer age, a fine, beautiful, and legible handwriting brings a warm personal touch to our correspondence. These books may be used to introduce cursive writing to second or third graders or to improve the handwriting of older students or adults. They may also be used to teach calligraphy or as part of an art class. Individual Spencerian Copybooks 1-5 are also available.