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The Game Inventor's Guidebook
  • Language: en
  • Pages: 282

The Game Inventor's Guidebook

A guide to developing and selling your game idea from a game design manager at Wizards of the Coast, the world’s largest tabletop hobby game company. 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! Tinsman presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.

Game Design Workshop
  • Language: en
  • Pages: 498

Game Design Workshop

  • Categories: Art
  • Type: Book
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  • Published: 2008-02-08
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  • Publisher: CRC Press

Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.

Black Belt
  • Language: en
  • Pages: 128

Black Belt

  • Type: Magazine
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  • Published: 1994-04
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  • Publisher: Unknown

The oldest and most respected martial arts title in the industry, this popular monthly magazine addresses the needs of martial artists of all levels by providing them with information about every style of self-defense in the world - including techniques and strategies. In addition, Black Belt produces and markets over 75 martial arts-oriented books and videos including many about the works of Bruce Lee, the best-known marital arts figure in the world.

The Game Inventor's Guidebook
  • Language: en
  • Pages: 263

The Game Inventor's Guidebook

Provides step-by-step advice and guidelines on getting a board game, card game, role-playing game, or tabletop game published.

Black Belt
  • Language: en
  • Pages: 128

Black Belt

  • Type: Magazine
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  • Published: 1994-02
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  • Publisher: Unknown

The oldest and most respected martial arts title in the industry, this popular monthly magazine addresses the needs of martial artists of all levels by providing them with information about every style of self-defense in the world - including techniques and strategies. In addition, Black Belt produces and markets over 75 martial arts-oriented books and videos including many about the works of Bruce Lee, the best-known marital arts figure in the world.

Black Belt
  • Language: en
  • Pages: 128

Black Belt

  • Type: Magazine
  • -
  • Published: 1994-02
  • -
  • Publisher: Unknown

The oldest and most respected martial arts title in the industry, this popular monthly magazine addresses the needs of martial artists of all levels by providing them with information about every style of self-defense in the world - including techniques and strategies. In addition, Black Belt produces and markets over 75 martial arts-oriented books and videos including many about the works of Bruce Lee, the best-known marital arts figure in the world.

Game Design
  • Language: en
  • Pages: 277

Game Design

  • Type: Book
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  • Published: 2012-08-08
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  • Publisher: McFarland

Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.

Family Fun Night: Second Edition
  • Language: en
  • Pages: 224

Family Fun Night: Second Edition

From New York Times bestselling parenting book author Cynthia Copeland comes a fully updated edition of FAMILY FUN NIGHT, featuring a year's worth of great ideas that foster family togetherness! More than ever, family time faces stiff competition from other activities that appeal to kids: video games and iPhone apps, texting, and social media. FAMILY FUN NIGHT offers the antidote: Tips and advice for establishing weekly family time, as well as hundreds of specific ideas for spending quality time together, with an emphasis on "unplugged" activities. This fun and comprehensive book features ways to interest teens (let each one invite a friend or allow them to play their music in the background...

Games As A Service
  • Language: en
  • Pages: 311

Games As A Service

  • Type: Book
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  • Published: 2014-02-05
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  • Publisher: CRC Press

The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.

Buying into the Regime
  • Language: en
  • Pages: 378

Buying into the Regime

Buying into the Regime is a transnational history of how Chilean grapes created new forms of consumption and labor politics in both the United States and Chile. After seizing power in 1973, Augusto Pinochet embraced neoliberalism, transforming Chile’s economy. The country became the world's leading grape exporter. Heidi Tinsman traces the rise of Chile's fruit industry, examining how income from grape production enabled fruit workers, many of whom were women, to buy the commodities—appliances, clothing, cosmetics—flowing into Chile, and how this new consumerism influenced gender relations, as well as pro-democracy movements. Back in the United States, Chilean and U.S. businessmen aggressively marketed grapes as a wholesome snack. At the same time, the United Farm Workers and Chilean solidarity activists led parallel boycotts highlighting the use of pesticides and exploitation of labor in grape production. By the early-twenty-first century, Americans may have been better informed, but they were eating more grapes than ever.