Book picks similar to
Evaluating User Experience in Games by Regina Bernhaupt
ux
game-design
ux-references
Adaptive Web Design: Crafting Rich Experiences with Progressive Enhancement
Aaron Gustafson - 2011
If you aren't already using progressive enhancement to build websites, you soon will be." —Jeremy Keith, Author, HTML5 for Web Designers"Finally. Progressive enhancement explained with a perfect balance of theory and practice. Aaron's take-aways will have you progressively-enhancing your markup, style and behavior with ease." —Dan Cederholm, Author, CSS3 For Web Designers"With this forward-thinking book Aaron shows us that anyone can produce accessible, engaging web experiences without sacrificing their ambitions. Through progressive enhancement, he'll show you how to bring designs to life without compromising the integrity of content. I've been learning from Aaron for many years, and suggest you do the same." —Simon Collison, Co-author, CSS Mastery"You hear the term 'Progressive Enhancement' bandied about as a good thing, and it absolutely is. However, few resources cover the breadth of the topic as well as this book does. Adaptive Web Design includes some of the best and broadest coverage in an easy-to-read and well-structured book." —Jonathan Snook, Co-author, The Art and Science of CSS
Dark matter and trojan horses. A strategic design vocabulary.
Dan Hill - 2012
With conventional solutions failing, a new culture of decision-making is called for. Strategic design is about applying the principles of traditional design to "big picture" systemic challenges such as healthcare, education and the environment. It redefines how problems are approached and aims to deliver more resilient solutions. In this short book, Dan Hill outlines a new vocabulary of design, one that needs to be smuggled into the upper echelons of power. He asserts that, increasingly, effective design means engaging with the messy politics - the "dark matter"- taking place above the designer's head. And that may mean redesigning the organization that hires you.
Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)
Margaret WeisRobert J. Schwalb - 2016
Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.
Dragon Age RPG Set 1
Chris Pramas - 2010
Based on the smash hit Dragon Age: Origins computer game, the Dragon Age RPG brings the excitement of BioWare's rich fantasy world to the tabletop. Make your own heroes and control your own destiny in the lands of Ferelden and beyond. Designed by award-winning author Chris Pramas (Warhammer Fantasy Roleplay, Freeport), Dragon Age features an all-new game system that's both easy to learn and exciting to play, the perfect portal to tabletop roleplaying. This classic style boxed set includes a Player's Guide, Game Master's Guide, poster map, and dice: everything you need to get started, from character creation and rules of play to GM advice and an introductory adventure. So gather your friends, grab some dice, and get ready to enter a world of heroes and villains, of knights and darkspawn, of gods and demons...the world of Dragon Age
Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution
Dean Takahashi - 2002
It has already eclipsed motion pictures to become one of the largest and fastest growing markets in history and a lamplight illuminating where the future of entertainment is headed. In an effort to grab a chunk of that market, Microsoft—an absolute newcomer to the gaming industry—has put billions of dollars on the line in a gamble to build the fastest, most mature, most advanced video game console ever: the Xbox. Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?In Opening the Xbox, award-winning journalist and gaming-industry expert Dean Takahashi guides you deep into the amazing story of this much-anticipated game console. Through exclusive interviews with top executives at Microsoft, exhaustive research, and a penetrating investigation, he unveils the tumultuous story behind the development of the project and how it could change the entertainment industry forever. Inside, you'll discover that what started as Project Midway, spearheaded by Jonathan "Seamus" Blackley and three of his renegade cohorts, turned into Xbox—a multibillion-dollar enterprise that became Microsoft's largest internal startup ever and a personal pet project of Bill Gates. The colorful infighting, the cutthroat tactics used to lure partners, and the race to vanquish bitter rivals Sony and Nintendo are all laid bare in this unvarnished, high-tech drama. It's a story like no other, full of heroes and villains, plot twists and intrigue—all before the backdrop of Microsoft's grand ambition to move from the office into the living room.If you're like the millions of gamers, investors, and business spectators who anxiously anticipated the Xbox, then you don't want to miss the explosive, exclusive, behind-the-scenes story in Opening the Xbox.
GURPS Cyperpunk: High-Tech Low-Life Roleplaying
Lloyd Blankenship - 1990
-- The book that was confiscated by the Secret Service because they thought it contained hacking secrets (It doesn't)-- Nominated for the Origins Award for Best Roleplaying Supplement.
The Atomic Chef: And Other True Tales of Design, Technology, and Human Error
Steven Casey - 2006
The 20 stand-alone chapters of this new work describe how technological failures result from the incompatibilities between the way things are designed and the way people actually perceive, think, and act. New technologies will succeed or fail based on our ability to minimize these incompatibilities between the characteristics of people and the characteristics of the things we create and use.This book is the quintessential 'must read' for all those who deal with technology in any fashion. From the frustration of an awkward ATM machine to the threat of accidental, nuclear Armageddon, Casey shows how the same crucial factors come into play told through the very eyes of those people who saw and experienced these things. No student of design, psychology, behavioral science, or technology should be without this book, and neither should any intelligent member of society who wants to know what goes on with the successes and failures of modern technology.Sit ringside to the action where compelling events unfold. The stories in this book will take you to airports and airline cabins, an amusement park, a fertility clinic, a pharmaceutical plant, an emergency dispatch center, the Olympic games, and a bank; to hospitals, spacecraft, ships, and cars. From the coasts of Peru and Monterey, in orbit aboard the International Space Station, the freeways of Southern California and the back roads of France, the battlefields of Afghanistan, and a nuclear fuel plant in Japan this is The Atomic Chef.
Cyber Junkie: Escape the Gaming and Internet Trap
Kevin Roberts - 2010
Video gaming and Internet surfing are the top sources of entertainment for tens of millions of North Americans today. As these technologies continue to grow and flourish, so does the number of people becoming obsessively absorbed in the imagination and fantasy that they present. More and more people are isolating themselves, turning their backs on reality, ignoring family and friends, and losing their sleep and even their jobs due to excessive use of video games and the Internet--and they continue to do so despite harmful consequences to their mental, physical, and spiritual health, a telltale sign of addiction. In this groundbreaking book, recovering video game addict Kevin Roberts uses extensive scientific and social research, complemented by his and others' personal stories, to give compulsive gamers and surfers--and their family and friends--a step-by-step guide for recovery. He outlines the ways that "cyber junkies" exhibit the classic signs of addiction and reveals how they can successfully recover by following a program similar to those used for other addictions. Readers learn to identify whether they have an addiction, find the right resources to get individualized help, and regain a rewarding life away from the screen by learning new thoughts and behaviors that free them from the cravings that rule their lives. Included is a guide for parents for working with their addicted children.
DSLR Cinema: Crafting the Film Look with Video
Kurt Lancaster - 2010
Exploring the cinematic quality and features offered by hybrid DSLRs, this book empowers the filmmaker to craft visually stunning images inexpensively.Learn to think more like a cinematographer than a videographer, whether shooting for a feature, short fiction, documentary, video journalism, or even a wedding.
DSLR Cinema
offers insight into different shooting styles, real-world tips and techniques, and advice on postproduction workflow as it guides you in crafting a film-like look.Case studies feature an international cast of cutting edge DSLR shooters today, including Philip Bloom (England), Bernardo Uzeda (Brazil), Rii Schroer (Germany), Jeremy Ian Thomas (United States), Shane Hurlbut, ASC (United States), and Po Chan (Hong Kong). Their films are examined in detail, exploring how each exemplifies great storytelling, exceptional visual character, and how you can push the limits of your DSLR.
Theme Park Design: Behind The Scenes With An Engineer
Steve Alcorn - 2010
Theme Park Design reveals the secrets behind some of the world's greatest attractions. Take a peek behind the scenes, with a theme park engineer. Aimed at theme park enthusiasts, the book features behind the scenes information based upon author Steve Alcorn's 35 years designing attractions. The story follows the development of an attraction from "Blue Sky" design to opening day. Along the way it reveals the engineering tricks used to build many fan favorite rides. "This book shows you the secrets behind the magic," says Alcorn. Theme Park Design explores ride control, mechanics, audio, video, lighting, special effects, animated figures, art direction, and much more, with insider commentary. The author illuminates the fast-paced world of theme park design through tales of calamity and triumph, sprinkled with many humorous anecdotes. He also offers career tips on becoming an Imagineer. A must-read for every theme park enthusiast!
Dice Games Properly Explained
Reiner Knizia - 2000
The collection ranges from early games right up to newly invented games. The rules of all games are explained lucidly, and the tactical advice given is explicit.
The Final Hours of Portal 2
Geoff Keighley - 2011
Journalist Geoff Keighley was granted unprecedented “fly on the wall” access to Valve over the past three years to create this story. From the hush-hush Portal prequel that was shelved to the last minute scramble to complete the game’s story, The Final Hours of Portal 2 is a gripping and dramatic story. Please note the Kindle version does not include as many photos or the videos that are available in the iPad version.
The Dream Architects: Adventures in the Video Game Industry
David Polfeldt - 2020
He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.
Toon: The Cartoon Roleplaying Game Deluxe Edition
Greg Costikyan - 1991
Remember those great Saturday morning cartoons? Now they're back – and you're the star!Toon lets you be a rabbit, duck, mouse, moose, woodpecker, wombat, crocodile, caveman . . . whatever you want.In Toon, anything can happen, and nobody ever gets killed. Been punched? Blown up? Steamrollered? Don't worry – you'll bounce back in the next scene, ready for more!This book includes quick, simple rules, plenty of silly charts and tables, and lots of cartoon adventures – a joker's dozen! This edition of Toon includes all the material from the original version, plus everything from Toon Silly Stuff, Son of Toon, and Toon Strikes Again – and lots of brand-new material, including two new Feature Films!Ready to get silly? Get in Toon!