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Chris Crawford on Game Design
  • Language: en
  • Pages: 498

Chris Crawford on Game Design

  • Type: Book
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  • Published: 2003
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  • Publisher: New Riders

Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!

Chris Crawford on Interactive Storytelling
  • Language: en
  • Pages: 614

Chris Crawford on Interactive Storytelling

  • Type: Book
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  • Published: 2012-12-12
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  • Publisher: New Riders

As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To help you in your quest for the truly interactive story, Crawford provides a solid sampling of what works and doesn't work, and how to apply the lessons to your own storytelling projects. After laying out the fundamental ideas behind interactive storytelling and explaining some of the misconceptions that have crippled past efforts, the book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more. Crawford also covers the Storytron technology he has been working on for several years, an engine that runs interactive electonic storyworlds, giving readers a first-hand look into practical storytelling methods.

Balance of Power
  • Language: en
  • Pages: 306

Balance of Power

None

The Art of Computer Game Design
  • Language: en
  • Pages: 120

The Art of Computer Game Design

Discusses the elements of games, surveys the various types of computer games, and describes the steps in the process of computer game development

I Got Shot in the Butt and Had a Blast
  • Language: en
  • Pages: 310

I Got Shot in the Butt and Had a Blast

  • Type: Book
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  • Published: 2015-04-06
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  • Publisher: AuthorHouse

This book is a must read for all those who want to rekindle their own memories. It's childhood, Southern humor, with a dash of poignancy that may bring a tear to your eye and then a flood because it's funnier than hell. With chapters like: Quilted Mountain Majesty When You Died, I Thought If You Were Good, You Went to Grant Park Fun in and out or Let's Do It Everywhere We Didn't Need Reddman's Lake to Get in over Our Heads A Banny Hen Chicken Is Dumber Than Dirt Hog, the Other Stupid Meat Neighbors Can Save Your Grass My First Kiss or Is That Shotgun Loaded? A Range War Is No Cooking Contest

Tangram Puzzles
  • Language: en
  • Pages: 86

Tangram Puzzles

Gives the history of the ancient Chinese game of tangrams and shows how to arrange seven shapes into a variety of figures.

Art of Interactive Design
  • Language: en

Art of Interactive Design

  • Type: Book
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  • Published: 2002-12-01
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  • Publisher: Unknown

A nontechnical book on the theory of interactivity design, this guide has clear examples and applications that explain what interactivity is, how it works, why it's important and how to design good software.

Vermeer's Hat
  • Language: en
  • Pages: 294

Vermeer's Hat

In one painting, a Dutch military officer leans toward a laughing girl. In another, a woman at a window weighs pieces of silver. In a third, fruit spills from a porcelain bowl onto a Turkish carpet. The officer's dashing hat is made of beaver fur, which European explorers got from Native Americans in exchange for weapons. Beaver pelts, in turn, financed the voyages of sailors seeking new routes to China. There - with silver mined in Peru - Europeans would purchase, by the thousands, the porcelain so often shown in Dutch paintings of this time. Vermeer's haunting images hint at the stories behind these exquisitely rendered moments. As Timothy Brook shows us in Vermeer's Hat, these pictures, which seem so intimate, actually open doors onto a rapidly expanding world.

How Language Works
  • Language: en
  • Pages: 654

How Language Works

  • Type: Book
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  • Published: 2007-03-27
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  • Publisher: Penguin UK

In this survey of everything from how sounds become speech to how names work, David Crystal answers every question asked about the nuts and bolts of language. Originally published: 2005.

Interactive Storytelling
  • Language: en
  • Pages: 673

Interactive Storytelling

  • Type: Book
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  • Published: 2018-11-26
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  • Publisher: Springer

This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.