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Written by Chris Booker, Darren Grey, Tim Gayda, Allen Farr, Lisa Wolf, Ulla Susimetsä, Marko Susimetsä, Rose Thurlbeck, Alexander Saunders, Gareth Bailey, Nicholas Hansen, Ramon Marett, Frederick Burbidge, Matthew Benson and Christopher Jarvis under official license from the creators of, and based in the vast universe of, the seminal space trading computer game Elite: Dangerous. Cover design by Heather Murphy. Orbital scrap yard worker Oliver dreams of exploring the galaxy, but when the return of a long lost friend sparks a terrible disaster, can Oliver deal with some uncomfortable truths about his own life? - A Game of Death Chenoa O'Laundy is on a mission to find her missing father and ...
A unique coming-of-age story with a jaw-dropping secret at its heart, Scavengers is an unforgettable, contemporary twist on The Jungle Book meets Stig of the Dump. "Extraordinary...a hugely compassionate and sophisticated novel about inclusion and exclusion." - The Observer "Stayed with me long after I finished it...a hard-to-put-down tale of tweenage derring-do." - The Guardian A Guardian/Observer Best Book of the Year Nominated for the Northern Ireland Book Award A School Librarian Best Book by a Debut Author Selected for the Summer Reading Challenge Selected for Empathy Lab's Read for Empathy Collection Landfill has lived his whole life as a scavenger, running with wooflings, swimming with turtles and feasting on whatever he can catch. Old Babagoo has always looked after him, on one condition. Follow Babagoo's rules. And the most important rule of all is NEVER go beyond the wall. But Landfill longs to venture Outside. And some rules are made to be broken. Darren Simpson's exhilarating storytelling will make you think about the world differently in this urgent, compelling tale for our times.
Written by Drew Wagar under official license from the creators of, and based in the vast universe of, the seminal space trading computer game Elite: Dangerous. Lady Kahina Loren, born into the Prism system’s powerful ruling family, is desperate to throw off the shackles of her privileged lifestyle and discover herself, but ambition crumbles when she faces death at the hands of the one person she thought she could trust. With the advanced technology of the 3rd millennium, death is not always as final as it seems, but when that technology malfunctions, is death the better option… 10% of the proceeds of this book will be donated to the Ashford Dyslexia Centre, a charity who do wonderful work with sufferers of dyslexia including one to one tuition, workshops and presentations providing tools to maximise potential.
"An entertaining, race-against-time narrative." —Kobo review "A fast-paced look into seven-day roguelikes, something so niche most people wouldn't have heard about, but the book is well written and shows how important it is to get your thoughts down so you can sort out your ideas." —Goodreads review Eleven game designers. Eight grand ideas. Seven days to will them into reality. Every year, programmers around the world compete in the 7-day roguelike challenge, or 7DRL, a weeklong game jam where participants endeavor to design and program a roguelike role-playing game. Their obstacles: day jobs, family responsibilities, sleep deprivation, and visionary concepts too big for 168 hours to con...
The expert contributors to this book make sense of the different approaches to understanding pupil behavior in schools, providing a comprehensive overview thorough discussion of key topics. The book covers: * Cultural issues such as ethnic diversity and the underachievement of boys * Psychological perspectives, including a range of behavioral models * Medical conditions, including AD/HD and autism * Sociological issues, specifically the challenges of including pupils whose behavior is hard to manage.
Amid the carnage of a brutal civil war in May of 1968, a Biafran Red Cross doctor and his pregnant Swiss wife are separated while attempting to board the last ship to leave Port Harcourt, Biafra, before Nigerian troops arrive. In Sendai, Japan, in March of 2011, a Japanese businessman is trapped in his earthquake damaged boardroom. As tsunami sirens blare, his final thoughts focus on his family and a hidden son living half a world away. These two incidents, so far removed from each other, are brought together when a digital camera of dubious provenance is bought in a Vancouver pawnshop by a mining executive. It is January of 2013 when Darren Westover, still devastated over his wife's sudden ...
Identity, Culture, and the Science Performance, Volume 1: From the Lab to the Streets is the first of two volumes dedicated to the diverse sociocultural work of science-oriented performance. A dynamic volume of scholarly essays, interviews with scientists and artists, and creative entries, it examines explicitly public-facing science performances that operate within and for specialist and non-specialist populations. The book's chapters trace the theatrical and ethical contours of live science events, re-enact historical stagings of scientific expertise, and demonstrate the pedagogical and activist potentials in performing science in community settings. Alongside the scholarly chapters, From ...
In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today—and beyond.
Now a sprawling video game franchise, Resident Evil has kept us on the edge of our seats for decades with its tried-and-true brand of jump scares, zombie action, and biological horror. But even decades after its release, we can’t stop revisiting the original’s thrills, chills, and sometimes unintentional spills. Pop culture writer and horror cinephile Philip J Reed takes dead aim at 1996’s Resident Evil, the game that named and defined the genre we now call “survival horror.” While examining Resident Evil’s influences from the worlds of film, literature, and video games alike, Reed’s love letter to horror examines how the game’s groundbreaking design and its atmospheric fixed-cam cinematography work to thrill and terrify players—and why that terror may even be good for you. Featuring a foreword from Troma Entertainment legend Lloyd Kaufman and new interviews with the game’s voice actors and its live-action cast, the book serves as the master of unlocking the behind-the-scenes secrets of Resident Evil, and shows how even a game filled with the most laughable dialogue can still scare the pants off of you.
Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short’s and Tarn Adams’ Procedural Generation in Game Design offers a wide collection of chapters fro...