Book picks similar to
Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques by Evan Skolnick
game-design
games
writing
non-fiction
100 Things Every Designer Needs to Know about People
Susan M. Weinschenk - 2011
We want them to buy something, read more, or take action of some kind. Designing without understanding what makes people act the way they do is like exploring a new city without a map: results will be haphazard, confusing, and inefficient. This book combines real science and research with practical examples to deliver a guide every designer needs. With it you'll be able to design more intuitive and engaging work for print, websites, applications, and products that matches the way people think, work, and play.Learn to increase the effectiveness, conversion rates, and usability of your own design projects by finding the answers to questions such as: What grabs and holds attention on a page or screen?What makes memories stick?What is more important, peripheral or central vision?How can you predict the types of errors that people will make?What is the limit to someone's social circle?How do you motivate people to continue on to (the next step?What line length for text is best?Are some fonts better than others? These are just a few of the questions that the book answers in its deep-dive exploration of what makes people tick.
Game Engine Black Book, Wolfenstein 3D
Fabien Sanglard - 2017
How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you.
Design for How People Learn
Julie Dirksen - 2011
Many of us are also teaching, even when it's not in our job descriptions. Whether it's giving a presentation, writing documentation, or creating a website or blog, we need and want to share our knowledge with other people. But if you've ever fallen asleep over a boring textbook, or fast-forwarded through a tedious e-learning exercise, you know that creating a great learning experience is harder than it seems.In Design For How People Learn, you'll discover how to use the key principles behind learning, memory, and attention to create materials that enable your audience to both gain and retain the knowledge and skills you're sharing. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn will teach you how to leverage the fundamental concepts of instructional design both to improve your own learning and to engage your audience.
Free: The Future of a Radical Price
Chris Anderson - 2009
Reveals how to run an online business profitably in spite of the Internet's inherently free culture, disseminating the principles of a ''priceless economy'' in six categories that pertain to advertising, labor exchange, and advanced-version fees.
The Visual Display of Quantitative Information
Edward R. Tufte - 1983
Theory and practice in the design of data graphics, 250 illustrations of the best (and a few of the worst) statistical graphics, with detailed analysis of how to display data for precise, effective, quick analysis. Design of the high-resolution displays, small multiples. Editing and improving graphics. The data-ink ratio. Time-series, relational graphics, data maps, multivariate designs. Detection of graphical deception: design variation vs. data variation. Sources of deception. Aesthetics and data graphical displays. This is the second edition of The Visual Display of Quantitative Information. Recently published, this new edition provides excellent color reproductions of the many graphics of William Playfair, adds color to other images, and includes all the changes and corrections accumulated during 17 printings of the first edition.
Gamification by Design
Gabe Zichermann - 2011
This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app. Learn how to use core game concepts, design patterns, and meaningful code samples to a create fun and captivating social environment.Whether you're an executive, developer, producer, or product specialist, Gamification by Design will show you how game mechanics can help you build customer loyalty.Discover the motivational framework game designers use to segment and engage consumersUnderstand core game mechanics such as points, badges, levels, challenges, and leaderboardsEngage your consumers with reward structures, positive reinforcement, and feedback loopsCombine game mechanics with social interaction for activities such as collecting, gifting, heroism, and statusDive into case studies on Nike and Yahoo!, and analyze interactions at Google, Facebook, and ZyngaGet the architecture and code to gamify a basic consumer site, and learn how to use mainstream gamification APIs from Badgeville"Turning applications into games is a huge trend. This book does a great job of identifying the core lasting principals you need to inspire your users to visit again and again." —Adam Loving Freelance Social Game Developer and founder of Twibes Twitter Groups
The Grasshopper: Games, Life and Utopia
Bernard Suits - 1978
"Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games is a central part of the ideal of human existence, so games belong at the heart of any vision of Utopia. Originally published in 1978, The Grasshopper is now re-issued with a new introduction by Thomas Hurka and with additional material (much of it previously unpublished) by the author, in which he expands on the ideas put forward in The Grasshopper and answers some questions that have been raised by critics.
User Story Mapping: Discover the Whole Story, Build the Right Product
Jeff Patton - 2012
With this practical book, you'll explore the often-misunderstood practice of user story mapping, and learn how it can help keep your team stay focused on users and their experience throughout the development process.You and your team will learn that user stories aren't a way to write better specifications, but a way to organize and have better conversations. This book will help you understand what kinds of conversations you should be having, when to have them, and what to keep track of when you do. Learn the key concepts used to create a great story map. Understand how user stories really work, and how to make good use of them in agile and lean projects. Examine the nuts and bolts of managing stories through the development cycle. Use strategies that help you continue to learn before and after the product's release to customers and usersUser Story Mapping is ideal for agile and lean software development team members, product managers and UX practitioners in commercial product companies, and business analysts and project managers in IT organizations—whether you're new to this approach or want to understand more about it.
Cybertext: Perspectives on Ergodic Literature
Espen J. Aarseth - 1997
Instead of insisting on the uniqueness and newness of electronic writing and interactive fiction, however, Aarseth situates these literary forms within the tradition of "ergodic" literature—a term borrowed from physics to describe open, dynamic texts such as the I Ching or Apollinaire's calligrams, with which the reader must perform specific actions to generate a literary sequence.Constructing a theoretical model that describes how new electronic forms build on this tradition, Aarseth bridges the widely assumed divide between paper texts and electronic texts. He then uses the perspective of ergodic aesthetics to reexamine literary theories of narrative, semiotics, and rhetoric and to explore the implications of applying these theories to materials for which they were not intended.
Storytelling For User Experience: Crafting Stories For Better Design
Whitney Quesenbery - 2010
In user experience, stories help us to understand our users, learn about their goals, explain our research, and demonstrate our design ideas. In this book, Quesenbery and Brooks teach you how to craft and tell your own unique stories to improve your designs.
Naked Statistics: Stripping the Dread from the Data
Charles Wheelan - 2012
How can we catch schools that cheat on standardized tests? How does Netflix know which movies you’ll like? What is causing the rising incidence of autism? As best-selling author Charles Wheelan shows us in Naked Statistics, the right data and a few well-chosen statistical tools can help us answer these questions and more.For those who slept through Stats 101, this book is a lifesaver. Wheelan strips away the arcane and technical details and focuses on the underlying intuition that drives statistical analysis. He clarifies key concepts such as inference, correlation, and regression analysis, reveals how biased or careless parties can manipulate or misrepresent data, and shows us how brilliant and creative researchers are exploiting the valuable data from natural experiments to tackle thorny questions.And in Wheelan’s trademark style, there’s not a dull page in sight. You’ll encounter clever Schlitz Beer marketers leveraging basic probability, an International Sausage Festival illuminating the tenets of the central limit theorem, and a head-scratching choice from the famous game show Let’s Make a Deal—and you’ll come away with insights each time. With the wit, accessibility, and sheer fun that turned Naked Economics into a bestseller, Wheelan defies the odds yet again by bringing another essential, formerly unglamorous discipline to life.
The Making of Prince of Persia: Journals 1985-1993--Illustrated Edition
Jordan Mechner - 2020
Real-Time Rendering
Tomas Akenine-Möller - 1999
With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.: Download Figures
Ask Iwata: Words of Wisdom from Satoru Iwata, Nintendo's Legendary CEO
Satoru Iwata - 2021
In my mind, I am a game developer. But in my heart, I am a gamer." —Satoru IwataSatoru Iwata was the former Global President and CEO of Nintendo and a gifted programmer who played a key role in the creation of many of the world’s best-known games. He led the production of innovative platforms such as the Nintendo DS and the Wii, and laid the groundwork for the development of the wildly successful Pokémon Go game and the Nintendo Switch. Known for his analytical and imaginative mind, but even more for his humility and people-first approach to leadership, Satoru Iwata was beloved by game fans and developers worldwide. In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the "Iwata Asks" series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned Mario franchise creator Shigeru Miyamoto and creator of EarthBound Shigesato Itoi, Ask Iwata offers game fans and business leaders an insight into the leadership, development and design philosophies of one of the most beloved figures in gaming history.
Play Matters
Miguel Sicart - 2014
So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.