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Biography of Richard Rouse Iii, currently Owner, Creative Director, Consultant at Paranoid Productions, previously Senior Game Designer/Design Lead at Microsoft and Senior Game Designer/Design Lead at Microsoft.
“Both burgeoning game designers and devoted gamers should consider [Game Design: Theory & Practice] an essential read.” — Computer Gaming World “Ultimately, in both theory and practice, Rouse’s Game Design bible gets the job done. Let us pray.” - Next Generation magazine In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text.
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The central theme in any history of texts and books must be that of change and renewal: Parchment that is written on, in one set of circumstances in late antiquity, may in the Early Middle Ages be scraped clean and written on again, leaving evidence of a civilization in which blank parchment is more valuable than ancient literature. A manuscript can be regarded as an archeological artifact, but unlike pieces of pottery or chips of flint, a manuscript has a voice. The 12 essays gathered here vary in subject from the transmission of ancient authors to the invention of the subject index and range in time from the Gregorian reform of the eleventh century to the Protestant reformation of the earl...
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually.
In these increasingly divisive times, how does God intend for us to live well together in the common life? Drawing from scripture as well as writings from a variety of other faith traditions and contemporary theologians, The World is About to Turn offers a practical guide for dialogue and mutual understanding for leaders of faith organizations, schools, and member of faith communities; everyone who hopes to make a positive difference in our corporate life together. Chapters include: The Failure of the American Religious Experiment; When Justice Rolls Down: Finding the Moral Courage to Do What is Right; Love One Another: Practicing Mercy and Compassion; Walking Humbly with God: Repentance and Reconciliation as a Path to a More Civil Society; Values Matter: Discovering Common Values in Many Faith Traditions; Embracing Differences: The Gift of Religious Pluralism; and Building Bridges of Hope: Ten Ways Forward with Multicultural and Inter Religious Dialogue. Discussion questions at the end of each chapter, as well as an appendix with liturgical worship resources, make this hopeful book perfect for small group study, class usage, and congregational leadership.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an ...
Learn from TRUE GAME LEGENDS: Will Wright - Sims creator, Harvey Smith - Deus Ex-fame, and Warren Spector - founder of Origin Games...as they share their secrets on applying age-old cinematic film techniques to the greatest games of our time.
This work brings together many of the significant contributions that Richard and Mary Rouse have made over the past 40 years to the study of medieval manuscripts through the prism of textual transmission and manuscript production. The book focuses on the close ties between the physical remains of literate culture and their social and economic context.
Rick Rouse is a US Army deserter who, after running away to China, gets a job at Fengxian Amusement Park--a family destination heavily "inspired" by Western culture, featuring Rambi (the deer with a red headband), Ratman (the caped crusader with a rat's tail), Bumbo (small ears and a big behind), and dozens of other original characters. The park's general manager is convinced that Rick was destined to greet Fengxian customers, dressed as none other than Ricky Rouse. This original graphic novel is a relentless action comedy, a satire of US-China relations, a parody of Western entertainment, and a curious look at China--a country that, once we look past its often outrageous copyright infringements, is a culture ripe with innovation and a unique, courageous spirit.