The Untold History of Japanese Game Developers: Gold Edition


John Szczepaniak - 2014
    Konami's secret games console, the origin of Game Arts and Quintet, unusual events at Telenet, stories on Falcom, politics behind Enix's game programming contests, a tour of the Love-de-Lic and WARP offices (with layout sketches). Every interviewee is asked about unreleased titles. Foreword by GAMESIDE magazine's editor-in-chief, Yusaku Yamamoto. INTERVIEWEES INCLUDE: Hitoshi YONEDA / Tatsuo NOMURA / Katsutoshi EGUCHI / Toru HIDAKA / Roy OZAKI / Kouichi YOTSUI / Masaaki KUKINO / Yoshitaka Murayama / Harry Inaba / Ryukushi07 / Kotaro UCHIKOSHI / ZUN / Yoshiro KIMURA / Kouji YOKOTA / Jun Nagashima / Yuzo KOSHIRO / Masamoto MORITA / Akira TAKIGUCHI / Masakuni MITSUHASHI / Kohei IKEDA / Hiroshi SUZUKI / Tomonori SUGIYAMA / Yutaka ISOKAWA / Yasuhito SAITO / Takaki KOBAYASHI / Keite ABE / Keiji INAFUNE / Makoto GOTO

Practical Meditation for Beginners: 10 Days to a Happier, Calmer You


Benjamin W. Decker - 2018
    From Zen and Vipassana to walking meditations and body scans, the simple practices outlined in Practical Meditation for Beginners make it easy to build an ongoing meditation routine that is best for you.Written by experienced meditation teacher Benjamin Decker, Practical Meditation for Beginners offers a clear 10-day program for learning 10 different meditation techniques—one for each day of the program. Newcomers and experienced meditators alike will enjoy the ease and variety presented in Practical Meditation for Beginners.In the pages of Practical Meditation for Beginners you’ll find: Logical chapter organization that sets a daily structure for building your meditation skill set Step-by-step instructions to help you fully engage in each of the 10 techniques Thoughtful writing prompts for recording daily insights in your Meditation Notebook Accessible and effective, Practical Meditation for Beginners is a true how-to guide that will empower you to meditate with confidence right away.

How to Do Things with Videogames


Ian Bogost - 2011
    Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities.Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience.Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

Invent Your Own Computer Games with Python


Al Sweigart - 2009
    The 3rd edition is now available for sale or download. * * * * "Invent Your Own Computer Games with Python" teaches you computer programming in the Python programming language. Each chapter gives you the complete source code for a new game and teaches the programming concepts from these examples. The book is available under a Creative Commons license and can be downloaded in full for free from http: //inventwithpython.com "Invent with Python" was written to be understandable by kids as young as 10 to 12 years old, although it is great for anyone of any age who has never programmed before. This second edition has revised and expanded content, including using the Pygame library to make games with graphics, animation, and sound.

How to Make It: 25 Makers Share the Secrets to Building a Creative Business (Art Books, Graphic Design Books, Books About Artists)


Erin Austen Abbott - 2017
    Featuring 25 profiles of illustrators, jewelry designers, ceramicists, painters, clothing designers, and printmakers, How to Make It provides a behind-the-scenes look at the daily rituals and best practices that keep these creative entrepreneurs on track. With Q & As, insider tips, and DIYs from each maker, these pages offer guidance and encouragement to artists just starting their careers and to professionals looking to take their creative business to the next level. Brimming with practical advice and inspiration, this book is a perfect gift for anyone interested in making it as a maker.

Graphic Design Theory: Readings from the Field


Helen Armstrong - 2009
    Each beautifully designed, affordable volume offers a concise overview of a design fundamentalthe hows of design. But as most seasoned designers will tell you, a comprehensive education also requires an understanding of the whys of design practice. Graphic Design Theory presents groundbreaking, primary texts from the most important historical and contemporary designthinkers. From Aleksandr Rodchenko's "Who We Are: Manifesto of the Constructivist Group" to Kenya Hara's "Computer Technology and Design," this essential volume provides the necessary foundation for contemporary critical vocabulary and thought. Graphic Design Theory is organized in three sections: "Creating the Field" traces the evolution of graphic design over the course of the early 1900s, including influential avant-garde ideas of futurism, constructivism, and the Bauhaus; "Building on Success" covers the mid- to late twentieth century and considers the International Style, modernism, and postmodernism; and "Mapping the Future" opens at the end of the last century and includes current discussions on legibility, social responsibility, and new media. Striking color images illustrate each of the movements discussed and demonstrate the ongoing relationship between theory and practice. A brief commentary prefaces each text, providing a cultural and historical framework through which the work can be evaluated. Authors include such influential designers as Herbert Bayer, Lszl Moholy-Nagy, Karl Gerstner, Katherine McCoy, Michael Rock, Lev Manovich, Ellen Lupton, and Lorraine Wild. Additional features include a timeline, glossary, and bibliography for further reading. A must-have survey for graduate and undergraduate courses in design history, theory, and contemporary issues, Graphic Design Theory invites designers and interested readers of all levels to plunge into the world of design discourse.

Real World Mindfulness for Beginners: Navigate Daily Life One Practice at a Time


Brenda Salgado - 2016
    Endorsed by the National Institute for the Clinical Application of Behavioral Medicine, mindfulness is a simple way to gently help you become more present with the challenges you face and navigate difficulties with more clarity and courage.The guidance presented in Real-World Mindfulness for Beginners has been praised by today’s leading voices on mindfulness. Particularly helpful to those who are new to mindfulness, Real-World Mindfulness for Beginners offers knowledge that is easy to understand and techniques that can be applied immediately. Each chapter offers mindfulness practices that are specific to common challenges such as dealing with anxiety and stress, managing anger and hurt, and coping with grief and loss. In Real-World Mindfulness for Beginners, you’ll find: Mindfulness practices that are most applicable to your current need Easy mindfulness practices that take only minutes or even seconds Tips that modify mindfulness practices to inspire new experiences Through the practices in Real-World Mindfulness for Beginners you’ll unearth the quiet strength within to handle life’s curve balls as they come, wherever you may be.

100 Words Almost Everyone Confuses and Misuses


American Heritage - 2004
    100 Words Almost Everyone Confuses and Misuses is the perfect book for anyone seeking clear and sensible guidance on avoiding the recognized pitfalls of the English language.Each word on the list is accompanied by a concise and authoritative usage note based on the renowned usage program of the American Heritage® Dictionaries. These notes discuss why a particular usage has been criticized and explain the rules and conventions that determine what’s right, what’s wrong, and what falls in between. Troublesome pairs such as affect / effect, blatant / flagrant, and disinterested / uninterested are disentangled, as are vexing sound-alikes such as discrete / discreet and principal / principle. Other notes tackle such classic irritants as hopefully, impact, and aggravate, as well as problematic words like peruse and presently.A great graduation gift or stocking stuffer for anyone who cares about language, 100 Words Almost Everyone Confuses and Misuses is guaranteed to help keep writers and speakers on the up-and-up!

Hardcoregaming101.net Presents: The Guide to Classic Graphic Adventures


Kurt KalataKevin J. Anderson - 2011
    A huge step beyond the text-oriented games that preceded it, the genre took the world by storm, and proved immensely popular with computers over the next decade. A combination of storytelling and puzzle solving, they provided the ability to explore a world and experience a narrative without the need for twitchy reflexes demanded of arcade games. This nearly comprehensive book includes reviews for over 250 games from the golden age of the graphic adventure genre, running from 1984 to roughly 2000, focusing on promiminent publishers such as: -LucasArts (Maniac Mansion, Monkey Island, Sam & Max, Grim Fandango) -Sierra On-Line (King's Quest, Space Quest, Leisure Suit Larry, Gabriel Knight) -Legend (Spellcasting, Eric the Unready, Callahan's Crosstime Saloon) -And several other popular and not-so-popular series and games (Zork, Myst, Broken Sword, The Longest Journey, Simon the Sorcerer, The Last Express, and dozens of others) -Also includes interviews with several adventure game developers, including Al Lowe (creator of Leisure Suit Larry), Corey Cole (creator of Quest for Glory), Bob Bates (founder of Legend Entertainment) and Josh Mandel (writer and designer for Sierra).

Yoga for Beginners: Simple Yoga Poses to Calm Your Mind and Strengthen Your Body


Cory Martin - 2015
    With a friendly voice and step-by-step instructions, this book offers everything you need to start enjoying yoga’s calming and strengthening effects on your life. • Complete beginner’s guide to getting started with yoga • Simple instructions for the 35 essential yoga poses • Full-color yoga illustrations • 5 restorative yoga meditations • Nutrition tips to complement your yoga practice • Guide to building your own yoga sequences Take a deep breath. Yoga for Beginners will do the rest.

Rise of the Superheroes: Greatest Silver Age Comic Books and Characters


David Tosh - 2018
    From 1956 to 1970, the era gave us Spider-Man, The Avengers, X-Men, The Incredible Hulk, Iron Man and a flurry of other unforgettable and formidable characters.The Silver Age redefined and immortalized superheroes as the massive pop culture titans they are today.Lavishly illustrated with comic book covers and original art, the book chronicles:- The new frontier of DC Comics, with a revamped Batman, Superman and Wonder Woman, and new characters including Hawkman - Marvel's new comics featuring Thor and The Fantastic Four - The pop art years that saw Batman's "new look" and the TV series - Independent characters, including Fat Fury and T.H.U.N.D.E.R. Agents - Spotlights new and re-imagined superheroes, like Wonder Woman, who have become central to modern pop culture - Includes values of these comics, which are popular with collectorsThanks to the Silver Age, superheroes are bigger and badder than ever.

Your Creative Career: Turn Your Passion into a Fulfilling and Financially Rewarding Lifestyle


Anna Sabino - 2018
    She wasn't born into a wealthy family, didn't inherit money from a distant relative, and doesn't have a rich husband. But she made it as an entrepreneur, as a single woman, and most importantly, as an artist.In Your Creative Career, she shows her fellow artists and creatives how to build a business that reflects their talent and true calling while generating serious cash. Whether the goal is to build an empire and be financially free, create a lifestyle business, or just to have more time, Your Creative Career guides you through every aspect of creative entrepreneurship.If you want to start your creative career, transition into it, or give it a boost, this book is a must read that features:Proven systems and strategies to create ideally priced products that keep selling.The importance of going through all the steps of making it from idea inception and execution to branding and distribution.The importance of transitioning from artistic solitude to collaborative, creative entrepreneurship.The most effective marketing and PR methods adjusted to the new reality of short attention spans and information overload.

The Walkthrough: Insider Tales from a Life in Strategy Guides


Doug Walsh - 2019
    For eighteen years, Doug Walsh was one of the most prolific authors of officially licensed video game strategy guides. And now he's ready to talk. One part memoir and one part industry tell-all, The Walkthrough takes players on an entertaining march through gaming’s recent history, from the dawn of the PlayStation to the Xbox 360 and Nintendo Switch. Follow along as Walsh retraces his career and reveals how the books were made, what it was like writing guides to some of the industry’s most celebrated — and derided — titles, and why the biggest publishers of guidebooks are no longer around. Walsh devotes entire chapters to many of gaming’s most popular franchises, including Tony Hawk’s Pro Skater, Gears of War, and Diablo, among others. From inauspicious beginnings with Daikatana to authoring the books for the entire Bioshock trilogy, with plenty of highs, lows, and Warp Pipes along the way, Walsh delivers a rare treat to twenty-first century gamers. The Walkthrough is sure to satisfy the curiosity of anyone who grew up with the works of BradyGames and Prima Games sprawled across their laps. With over one hundred books to his credit, and countless weeks spent at many of the most famous studios in North America, he is uniquely qualified to give an insider’s perspective of a little-known niche within the multi-billion-dollar industry.

The Creative Process Illustrated: How Advertising's Big Ideas Are Born


W. Glenn Griffin - 2010
    Considering the scope and power of their influence in our culture, that's not such a crazy idea.Take an intimate look into the creative processes of some of the top minds in the advertising industry. Get inspired as you learn about the people behind smart ad campaigns and see how they visualize their own search for a great idea.You'll find outstanding work from an eclectic mix of agencies, including TBWA\CHIAT\DAY, The Jupiter Drawing Room, Wieden+Kennedy, McGarryBowen, McCann Erickson, Ogilvy & Mather, Carmichael Lynch and 72andSunny."The Creative Process Illustrated" represents a rare and remarkable look at the minds that fuel the ad industry. You'll be inspired to fresh thinking and better work immediately. Inside you'll find:Process canvases--sketches that visually represent the thought process leading to an idea, from some of the best minds in advertising.Profiles--insightful commentary from contributors, samples of their favorite work, perspectives from their colleagues and details of their professional accomplishments.Practical analysis--a breakdown of models of creativity, creativity as a problem-solving device, and putting the creative process to work for you.

The Mood Guide to Fabric and Fashion: The Essential Guide from the World's Most Famous Fabric Store


Johnny Miller - 2015
    Now, the experts behind this fabric power- house bring their fabric and fashion know-how—plus their behind-the-scenes stories—to the sewing public. The Mood Guide to Fabric and Fashion is the ultimate guide for home-sewers, fashion students, aspiring designers, and Project Runway fans who want to learn everything they need to know to choose and use quality fabric. Drawing upon the expertise of the Mood staff, the book teaches readers the fundamentals—from where fabric is produced to the ins and outs of its construction—and features a fabric-by-fabric guide to cottons and other plant fibers, wools, silks, knits, and other speciality fabrics.Contents:The fabric of their lives: the fashionable history of Mood --Social fabric: textiles yesterday, today, and tomorrow --Fabric 101: the fundamentals of fabric for sewers and designers --Fabric and design: transforming inspiration into fashion reality --Cotton, linen, and hemp --Wools --Knits --Silks --Other fabrics.