Book picks similar to
Think Like A Game Designer by Justin Gary
game-design
nonfiction
non-fiction
games
How to Be Interesting: An Instruction Manual
Jessica Hagy - 2013
Be a hero, not a spectator. You want to be interesting. (Who doesn t?) But sometimes it takes a nudge, a wake-up call, an intervention! and a little help. This is where Jessica Hagy comes in. A writer and illustrator of great economy, charm, and insight, she s created How to Be Interesting, a uniquely inspirational how-to that combines fresh and pithy lessons with deceptively simple diagrams and charts.Ms. Hagy started on Forbes.com, where she s a weekly blogger, by creating a How to Be Interesting post that went viral, attracting 1.4 million viewers so far, with tens of thousands of them liking, linking, and tweeting the article. Now she s deeply explored the ideas that resonated with so many readers to create this small and quirky book with a large and universal message. It s a book about exploring: Talk to strangers. About taking chances: Expose yourself to ridicule, to risk, to wild ideas. About being childlike, not childish: Remember how amazing the world was before you learned to be cynical. About being open: Never take in the welcome mat. About breaking routine: Take daily vaca- tions . . . if only for a few minutes. About taking ownership: Whatever you re doing, enjoy it, embrace it, master it as well as you can. And about growing a pair: If you re not courageous, you re going to be hanging around the water cooler, talking about the guy that actually is.
137 Books in One Year: How to Fall in Love With Reading
Kevin D. Hendricks - 2013
It's about falling in love with books again and discovering the habits to help you read more. Author Kevin D. Hendricks read 137 books in 2012 without giving up TV, a day job or becoming completely antisocial. He shares what worked for him, including carrying a book everywhere (including church), reclaiming idle moments (software loading), and not being ashamed of genre (he's partial to post-apocalyptic sci-fi). It's a quick read so you can absorb the ideas, figure out what might work for you and fall in love with reading again.
No Plot? No Problem!: A Low-Stress, High-Velocity Guide to Writing a Novel in 30 Days
Chris Baty - 2004
. . just haven't gotten around to it. No Plot? No Problem! is the kick in the pants you've been waiting for.Let Chris Baty, founder of the rockin' literary marathon National Novel Writing Month (a.k.a. NaNoWriMo), guide you through four exciting weeks of hard-core noveling. Baty's pep talks and essential survival strategies cover the initial momentum and energy of Week One, the critical "plot flashes" of Week Two, the "Can I quit now?" impulses of Week Three, and the champagne and roar of the crowd during Week Four. Whether you're a first-time novelist who just can't seem to get pen to paper or a results-oriented writer seeking a creative on-ramp into the world of publishing, this is the adventure for you.So what are you waiting for? The No Plot? approach worked for the thousands of people who've signed up for NaNoWriMo, and it can work for you! Let No Plot? No Problem! help you get fired up and on the right track.
Whiskey, Words, and a Shovel I
R.H. Sin - 2015
Sin's first book of poetry.
15 Successful Communications Lessons (Collection)
FT Press Delivers - 2010
Levine, and many more." Included in this collection: "Less Is More: The Proper Use of Graphics for Effective Presentations" (Jerry Weissman) "Grabbing Your Audience's Attention Immediately: If You Don't, Your Presentation May Be Doomed" (Jerry Weissman) "Don't Make Them Think : Creating the Best Flow for the Elements of any Great Presentation" (Jerry Weissman) "Grab Your Audience's Attention: First Impressions Set the Presentation On or Off Course" (Mark Magnacca) "Presenting to Win: How to Use Animation Effectively to Tell Your Story" (Jerry Weissman) "Presenting Data in Charts and Tables: Categorical and Numerical Variables" (David M. Levine and David F. Stephan) "How to Get Your Presentation Audience to Aha " (Jerry Weissman) "Capturing Your Audience Immediately (and You Are Off to a Great Presentation )" (Jerry Weissman) "Great Questions: The Most Important Tool in a Manager's Toolbox" (Terry J. Fadem) "How to Guide Conversations Toward Extraordinary Results" (Jurgen Wolff) "Unasked Questions Are Foolish Ones" (Terry J. Fadem) "Create Your Personal Questioning Style" (Terry J. Fadem) "How to Keep the Email Monster from Eating You Alive" (Jurgen Wolff) "How to Ask the Best Probing Questions" (Terry J. Fadem) "The Role of Listening in Asking the Right Questions" (Terry J. Fadem)
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 French Slow Cooker
Michele Scicolone - 2012
Provençal vegetable soup. Red-wine braised beef with mushrooms. Chicken with forty cloves of garlic. Even bouillabaisse. With The French Slow Cooker, all of these are as simple as setting the timer and walking away. Michele Scicolone goes far beyond the usual slow-cooker standbys of soups and stews, with Slow-Cooked Salmon with Lemon and Green Olives, Crispy Duck Confit, and Spinach Soufflé. And for dessert, how about Ginger Crème Brûlée? With The French Slow Cooker, the results are always magnifique.
The Younger Next Year Back Book: The Whole-Body Plan to Conquer Back Pain Forever
Chris Crowley - 2018
It’s an epidemic, with a cost to society in medical expenses and lost productivity that is steeper than heart disease. But remember the 80% figure—that’s the astonishing cure rate at Dr. Jeremy James’s Aspen Club Back Institute. A Doctor of Chiropractic who took that path because of his own severe injury-induced back pain, he has developed a revolutionary behavioral/whole-body approach to help sufferers heal—and often eliminate—back pain forever. Co-written with Chris Crowley, The Younger Next Year Back Book follows the alternating chapter format of the #1 New York Times bestselling Younger Next Year and other books in the series. And just as millions of readers positively changed their lives following Harry’s Rules in Younger Next Year, the millions of back pain sufferers can find relief following Jeremy’s rules, including Stop Doing Dumb Stuff, Be Still So You Can Heal, and Stand Tall for the Long Haul. He explains the workings of the spine and muscles, and then why back pain is almost never a disease, per se, but the result of behavior. He then shows how to change our behavior, find a neutral spine, and begin a regimen of simple exercises—with step-by-step two-color illustrations—to realign our core to virtually eliminate back pain forever. Chris Crowley, in his been-there-done-that-and-you-can-too-damnit! voice, provides all the motivation and patient perspective we need.
Play Between Worlds: Exploring Online Game Culture
T.L. Taylor - 2006
L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online--and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.
Making It All Work: Winning at the Game of Work and Business of Life
David Allen - 2003
Now, David Allen leads the world on a new path to achieve focus, control, and perspective. Throw out everything you know about productivity-- Making It All Work will make life and work a game you can win. For those who have already experienced the clarity of mind from reading Getting Things Done, Making It All Work will take the process to the next level. David Allen shows us how to excel in dealing with our daily commitments, the unexpected, and the information overload that threatens to drown us. Making It All Work provides an instantly usable, success-building tool kit for staying ahead of the game. Making It All Work addresses: how to figure out where you are in life and what you need; how to be your own consultant and a CEO of your life; moving from hope to trust in decision-making; when not to set goals; harnessing intuition, spontaneity, and serendipity; and why life is like business and business is like life. This eagerly awaited follow-up to Getting Things Done is guaranteed to find an audience in today’s competitive business environment and among David Allen’s many fans.
Finding Your Element: How to Discover Your Talents and Passions and Transform Your Life
Ken Robinson - 2013
When people find their Element, they tune in to their highest levels, and live their best lives. Now, in his new book, Robinson answers the fundamental question: How do I find my Element? With his signature wry wit, Robinson offers a series of practical exercises to help you discover your own talents and passions. Along the way, he tells the stories of many "ordinary" people in all walks of life who have overcome obstacles of every sort to find their Element. And he explores fundamental principles and vital questions to help you find yours: What are you good at? What do you love? What makes you happy? Where are you now? Your answers to these and many others will provide you with invaluable keys to discovering your Element. As concerns about the economy, education, and the environment continue to grow, the need for individuals to find their own Element has never been greater. No matter how old you are, where you are, or what you do now, if you're searching for your Element, this book is for you. It will launch you on the most important quest you've ever undertaken: the quest to discover your true self and the life you really want to lead.
Deep Work: Rules for Focused Success in a Distracted World
Cal Newport - 2016
If you master this skill, you'll achieve extraordinary results.Deep work is the ability to focus without distraction on a cognitively demanding task. It's a skill that allows you to quickly master complicated information and produce better results in less time. Deep work will make you better at what you do and provide the sense of true fulfillment that comes from craftsmanship. In short, deep work is like a super power in our increasingly competitive twenty-first century economy. And yet, most people have lost the ability to go deep-spending their days instead in a frantic blur of e-mail and social media, not even realizing there's a better way.In Deep Work, author and professor Cal Newport flips the narrative on impact in a connected age. Instead of arguing distraction is bad, he instead celebrates the power of its opposite. Dividing this book into two parts, he first makes the case that in almost any profession, cultivating a deep work ethic will produce massive benefits. He then presents a rigorous training regimen, presented as a series of four "rules," for transforming your mind and habits to support this skill.A mix of cultural criticism and actionable advice, Deep Work takes the reader on a journey through memorable stories-from Carl Jung building a stone tower in the woods to focus his mind, to a social media pioneer buying a round-trip business class ticket to Tokyo to write a book free from distraction in the air-and no-nonsense advice, such as the claim that most serious professionals should quit social media and that you should practice being bored. Deep Work is an indispensable guide to anyone seeking focused success in a distracted world.
Bobby Fischer Teaches Chess
Bobby Fischer - 1966
The way a teaching machine works is: It asks you a question. If you give the right answer, it goes on to the next question. If you give the wrong answer, it tells you why the answer is wrong and tells you to go back and try again. This is called "programmed learning". The real authors were experts and authorities in the field of programmed learning. Bobby Fischer lent his name to the project. Stuart Margulies is a chess master and also a recognized authority on programmed learning. He is a widely published author of more than 40 books, all in the field of programmed learning, especially in learning how to read. For example, one of his books is "Critical reading for proficiency 1 : introductory level". Donn Mosenfelder is not a known or recognized chess player, but he was the owner of the company that developed and designed this book. He has written more than 25 books, almost all on basic reading, writing and math.
Journal of a Solitude
May Sarton - 1973
That is what is strange—that friends, even passionate love,are not my real life, unless there is time alone in which to explore what is happening or what has happened." In this journal, she says, "I hope to break through into the rough, rocky depths,to the matrix itself. There is violence there and anger never resolved. My need to be alone is balanced against my fear of what will happen when suddenly I enter the huge empty silence if I cannot find support there."In this book, we are closer to the marrow than ever before in May Sarton's writing.
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.