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Playing with Reality
  • Language: en
  • Pages: 360

Playing with Reality

What was it that got you through the Covid-19 pandemic? For some it was long walks; others turned to home baking. For millions it was video games, a booming industry which exploded in popularity over the pandemic years. Confined to our homes and with the lines of reality becoming blurred as everyday life shifted to screens, perhaps it was no wonder that so many of us were desperate to be transported to different worlds. In Playing with Reality: Gaming in a Pandemic, journalist and presenter Alex Humphreys, a passionate gamer herself, investigates this extraordinary boom in the gaming industry. Charting its rise, Alex interviews players and developers, sharing a glimpse of what was going on behind closed doors as studios closed and games were finished from home. Playing with Reality explores exactly what it was that made gaming a lifeline for so many, and what the future holds as we look to the metaverse. Alexandra brilliantly chronicles the boundless creativity of an industry persevering through unprecedented times. Aaryn Flynn

What Is Your Quest?
  • Language: en
  • Pages: 217

What Is Your Quest?

What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles...

The Creative Programmer
  • Language: en
  • Pages: 230

The Creative Programmer

"In The Creative Programmer you'll discover: The seven dimensions of creativity in software engineering The scientific understanding of creativity and how it translates to programming Actionable advice and thinking exercises that will make you a better programmer Innovative communication skills for working more efficiently on a team Creative problem-solving techniques for tackling complex challenges In The Creative Programmer you'll learn the processes and habits of highly creative individuals and discover how you can build creativity into your programming practice. This fascinating new book introduces the seven domains of creative problem solving and teaches practical techniques that apply those principles to software development. Hand-drawn illustrations, reflective thought experiments, and brain-tickling example problems help you get your creative juices flowing--you'll even be able to track your progress against a scientifically validated Creative Programming Problem Solving Test. Before you know it, you'll be thinking up new and novel ways to tackle the big challenges of your projects."--

The Mysteries of Monkey Island
  • Language: en
  • Pages: 414

The Mysteries of Monkey Island

That was the only target set for those 20 or so young, ambitious, hilarious and unkempt creators. Lucasfilm GamesTM, soon to be LucasArtsTM, would become a legendary developer, not least because it was within its walls that The Secret of Monkey IslandTM was created in 1990. The best-known of the Point & Click adventure games, Monkey Island earned its reputation from its world of colorful, delightfully anachronistic pirates, its trademark Monty Python-style humor, and, quite simply, the fact that it revolutionized a genre. This book is an homage to the adventures of Guybrush ThreepwoodTM, pirate extraordinaire. But it also aspires—quite ambitiously—to explain why Monkey Island marks a pivotal milestone in the way stories are told through video games. It’s also an opportunity to look back at the tumultuous history of LucasArts and Telltale Games, to discover some voodoo grog recipes, to learn interactive pirate reggae songs, to impress at a party of 40-year-old geeks, and to discover one-liners as sharp as a cutlass (great for duels and birthdays).

A Mind Forever Voyaging
  • Language: en
  • Pages: 248

A Mind Forever Voyaging

...Traces the evolution of interactive video games by examining 13 landmark titles that challenged convention and captured players' imaginations worldwide...the focus on those that tell stories...-cover.

Snapshots
  • Language: en
  • Pages: 196

Snapshots

  • Type: Book
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  • Published: 2013-11-13
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  • Publisher: Oni Press

Double Fine Productions and Oni Press present to you, "Snapshots," a collection of "remastered" photographs (and the stories behind them) brought to you by animator, artist extraordinaire, and Art Director at Double Fine Productions, Mark Hamer. This book collects the first 180 pieces Mark created over the years in a lovely little format. It features the whimsical, the tragic, and the humorous all wrapped in a layer of nostalgic imitation photographs.

The Art of Broken Age
  • Language: en
  • Pages: 123

The Art of Broken Age

  • Categories: Art

With Broken Age, adventure gaming auteur Tim Schafer returned for the first time in 16 years to the genre that he helped create, and after a historic, record-breaking crowdfunding campaign, the full adventure is here in all its beautiful, hand-painted glory! Now, Dark Horse Books is proud to partner with Double Fine Productions to offer an intimate look into the worlds of Broken Age! Featuring hundreds of pieces of art, and commentary from the notable voices of director Tim Schafer, lead artist Nathan "Bagel" Stapley, concept artists Peter Chan and Scott Campbell, art director Lee Petty, and more!

Interactive Entertainment
  • Language: en
  • Pages: 274

Interactive Entertainment

A comprehensive book about the video game industry. The book discusses, in detail, the life cycle of a video game from conception to distribution, including analysis of how game production, marketing, and sales teams work together to launch a successful product. In addition, the book provides informative chapters on intellectual property, and contractual, regulatory, and other legal issues. Topics covered are: Genres and Platforms, Publishing and Industry Economics, Ancillary Opportunities, Industry Trade Organizations, Regulation, Legal Affairs, and Forming and Running a Games Company.

Great Games Need Great Leaders
  • Language: en
  • Pages: 232

Great Games Need Great Leaders

  • Type: Book
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  • Published: 2024-08-30
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  • Publisher: CRC Press

This book brings together the knowledge and perspectives of numerous past and present games industry leaders and practitioners to form a clear picture of how leadership operates in a game development studio. It identifies the ways in which things are changing or can change for the better in the games industry and provides a set of tools for the reader to use in their own professional practice. Embark on a journey with this book to understand how great leaders help make great games. These leaders embrace change through a broad set of skills intended to empower and nurture the teams they find themselves responsible for. Through the lens of three fantasy roleplaying classes – the Warrior, the Bard, and the Cleric – readers will understand the wide variety of skills and considerations involved in leading game developers well. This book will be of great interest to anybody curious about or currently working in games development.

GameAxis Unwired
  • Language: en
  • Pages: 108

GameAxis Unwired

  • Type: Magazine
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  • Published: 2007-12
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  • Publisher: Unknown

GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.