Download or read book Legends of Localization Book 2 written by Clyde Mandelin and published by . This book was released on 2016-11-24 with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The Walkthrough written by Doug Walsh and published by Snoke Valley Books. This book was released on 2019-05-16 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Walkthrough offers a rare peek behind the curtain of the secretive video game industry from an unlikely perspective, that of a career strategy guide writer. For eighteen years, Doug Walsh was one of the most prolific authors of officially licensed video game strategy guides. One part memoir and one part industry tell-all, The Walkthrough takes players on an entertaining march through gaming’s recent history, from the dawn of the PlayStation to the Xbox 360 and Nintendo Switch. Follow along as Walsh retraces his career and reveals how the books were made, what it was like writing guides to some of the industry’s most celebrated — and derided — titles, and why the biggest publishers of guidebooks are no longer around. Walsh devotes entire chapters to many of gaming’s most popular franchises, including Tony Hawk’s Pro Skater, Gears of War, and Diablo, among others. From inauspicious beginnings with Daikatana to authoring the books for the entire Bioshock trilogy, with plenty of highs, lows, and Warp Pipes along the way, Walsh delivers a rare treat to twenty-first century gamers. The Walkthrough is sure to satisfy the curiosity of anyone who grew up with the works of BradyGames and Prima Games sprawled across their laps. With over one hundred books to his credit, and countless weeks spent at many of the most famous studios in North America, he is uniquely qualified to give an insider’s perspective of a little-known niche within the multi-billion-dollar industry.
Download or read book Fever Knights written by Adam Ellis and published by Andrews McMeel Publishing. This book was released on 2022-05-03 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: What happened at Starfish Beach? Finneus had plans to surf every day of summer vacation until a mysterious accident at Starfish Beach took his arm and left him with almost no memory of exactly what happened. Now, strange things have been occurring all around Toro Island, and Finn and his friends are going to get to the bottom of it! Structured like an old-school video game strategy guide, Fever Knights unravels the mystery of the uncanny events affecting Toro Island as Finn and his friends look for answers, making allies, and fighting enemies, using their skills, teamwork, and strange new powers to figure out what happened at Starfish Beach and what they can do to save their home. With Adam Ellis's vibrant comic illustrations, witty humor, richly detailed world building, and a fantastical cast of characters, Fever Knights is the best game you've never played.
Download or read book EarthBound Handbook written by Dan Moore and published by . This book was released on 2016-11-24 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Much like we did with the MOTHER 3 Handbook, we're producing an obsessively-designed guide which is a companion to the game, rather than a collection of to-do lists and maps. Our goal is to flesh out the world of EarthBound by collecting and shedding light on the tiny details, tricks, and ideas that fans have spent the last 20 years developing.Remember how the game loved to break the fourth wall? We thought the idea of EarthBound being released in Eagleland was fun, so we ran with it: the conceit of the Handbook is that it is a relic from the EarthBound universe, where it was produced by a company as a sightseeing guide for tourists (similar to "Lord of the Rings" tours of New Zealand). Thus the subtitle: "Travel Eagleland the EarthBound Way!"The book features the design work of Audrey Waner, writing by Dan Moore, and illustration/photography from a huge team of talented EarthBound fans (plus a few 90's era stock photography discs we bought on eBay). AUDREY SEZ: "The EarthBound Handbook is a spiritual successor to both the MOTHER 3 Handbook and the EarthBound Player's Guide. We're taking inspiration from a huge variety of sources - mid-90s advertising, elementary schoolbooks, travel brochures - and meshing them together to create a really rich reading experience. The finished handbook will be a natural companion to the game itself."
Download or read book Playing with Videogames written by James Newman and published by Routledge. This book was released on 2008-08-18 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.
Download or read book MOTHER 3 Handbook written by and published by . This book was released on 2011-11-25 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Locating Imagination in Popular Culture written by Nicky van Es and published by Routledge. This book was released on 2020-12-29 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: Locating Imagination in Popular Culture offers a multi-disciplinary account of the ways in which popular culture, tourism and notions of place intertwine in an environment characterized by ongoing processes of globalization, digitization and an increasingly ubiquitous nature of multi-media. Centred around the concept of imagination, the authors demonstrate how popular culture and media are becoming increasingly important in the ways in which places and localities are imagined, and how they also subsequently stimulate a desire to visit the actual places in which people’s favourite stories are set. With examples drawn from around the globe, the book offers a unique study of the role of narratives conveyed through media in stimulating and reflecting desire in tourism. This book will have appeal in a wide variety of academic disciplines, ranging from media and cultural studies to fan- and tourism studies, cultural geography, literary studies and cultural sociology.
Download or read book Fallout 4 written by David S. J. Hodgson and published by Prima Games. This book was released on 2015 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Based on a game rated M for Mature (17+) by the ESRB.
Download or read book Fundamentals of Game Design written by Ernest Adams and published by New Riders. This book was released on 2010-04-07 with total page 697 pages. Available in PDF, EPUB and Kindle. Book excerpt: To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
Download or read book The Craft of Research 2nd edition written by Wayne C. Booth and published by University of Chicago Press. This book was released on 2008-04-15 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since 1995, more than 150,000 students and researchers have turned to The Craft of Research for clear and helpful guidance on how to conduct research and report it effectively . Now, master teachers Wayne C. Booth, Gregory G. Colomb, and Joseph M. Williams present a completely revised and updated version of their classic handbook. Like its predecessor, this new edition reflects the way researchers actually work: in a complex circuit of thinking, writing, revising, and rethinking. It shows how each part of this process influences the others and how a successful research report is an orchestrated conversation between a researcher and a reader. Along with many other topics, The Craft of Research explains how to build an argument that motivates readers to accept a claim; how to anticipate the reservations of thoughtful yet critical readers and to respond to them appropriately; and how to create introductions and conclusions that answer that most demanding question, "So what?" Celebrated by reviewers for its logic and clarity, this popular book retains its five-part structure. Part 1 provides an orientation to the research process and begins the discussion of what motivates researchers and their readers. Part 2 focuses on finding a topic, planning the project, and locating appropriate sources. This section is brought up to date with new information on the role of the Internet in research, including how to find and evaluate sources, avoid their misuse, and test their reliability. Part 3 explains the art of making an argument and supporting it. The authors have extensively revised this section to present the structure of an argument in clearer and more accessible terms than in the first edition. New distinctions are made among reasons, evidence, and reports of evidence. The concepts of qualifications and rebuttals are recast as acknowledgment and response. Part 4 covers drafting and revising, and offers new information on the visual representation of data. Part 5 concludes the book with an updated discussion of the ethics of research, as well as an expanded bibliography that includes many electronic sources. The new edition retains the accessibility, insights, and directness that have made The Craft of Research an indispensable guide for anyone doing research, from students in high school through advanced graduate study to businesspeople and government employees. The authors demonstrate convincingly that researching and reporting skills can be learned and used by all who undertake research projects. New to this edition: Extensive coverage of how to do research on the internet, including how to evaluate and test the reliability of sources New information on the visual representation of data Expanded bibliography with many electronic sources
Download or read book Playing with Super Power written by Sebastian Haley and published by Prima Games. This book was released on 2017 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Console: A nostalgic celebration and exploration of the Super Nintendo Entertainment System in all its 16-bit glory. The Games: Discover everything you've always wanted to know about some of the most beloved SNES games, including the previously unreleased Star Fox 2! The History: Learn about the SNES development and the visionaries behind this groundbreaking console. The Legacy: An in-depth look at how the SNES has left its mark on the gaming industry, and how its legacy continues. The Memories: Featuring a plethora of fan art, music, and more, this book is a love letter to playing with Super Power! Speedrunning Tips: Some of the best speedrunners around share their tips and strategies for getting the best times in these beloved classic games. Exclusive Foreword: Written by Reggie Fils-Aim�, President and COO of Nintendo of America. Collectible hardback version with slipcase.
Download or read book Ultimate Nintendo written by Pat Contri and published by . This book was released on 2019-10-19 with total page 452 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ultimate Nintendo: Guide to the SNES Library is a thorough examination of the games from the beloved and influential Super Nintendo Entertainment System. This definitive resource contains information, screenshots, and reviews of all games released for Nintendo's 16-bit home video game console between 1991-1998. Read about hundreds of fun and memorable SNES titles like Super Mario World, Donkey Kong Country, Super Metroid, Mega Man X, Super Castlevania IV, The Legend of Zelda: A Link to the Past, and many more. This collection includes details for every SNES game: developer, publisher, release date, genre, special features, and more! Bonus sections are dedicated to promo cartridges and even games that were never released! So if you are a Nintendo or video game fan, dive in and learn about all the entertaining and interesting games in the impressive SNES library!- 800 SNES game reviews, including those released exclusively outside of North America- Promo, special, and test cartridges- A look at SNES games that were never released- Super Famicom spotlight highlighting titles released in Japan on the SNES sister console- A guide to notable SNES controllers and devices- Supplemental articles about the history of the SNES by game historians and internet personalitiesNote: this book is not authorized or endorsed by Nintendo. All registered trademarks, game art, and game screenshots used are copyright their respective holders and are utilized here under Fair Use.
Download or read book Game Feel written by Steve Swink and published by CRC Press. This book was released on 2008-10-13 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
Download or read book Blindsight written by Peter Watts and published by Macmillan. This book was released on 2006-10-03 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hugo and Shirley Jackson award-winning Peter Watts stands on the cutting edge of hard SF with his acclaimed novel, Blindsight Two months since the stars fell... Two months of silence, while a world held its breath. Now some half-derelict space probe, sparking fitfully past Neptune's orbit, hears a whisper from the edge of the solar system: a faint signal sweeping the cosmos like a lighthouse beam. Whatever's out there isn't talking to us. It's talking to some distant star, perhaps. Or perhaps to something closer, something en route. So who do you send to force introductions with unknown and unknowable alien intellect that doesn't wish to be met? You send a linguist with multiple personalities, her brain surgically partitioned into separate, sentient processing cores. You send a biologist so radically interfaced with machinery that he sees x-rays and tastes ultrasound. You send a pacifist warrior in the faint hope she won't be needed. You send a monster to command them all, an extinct hominid predator once called vampire, recalled from the grave with the voodoo of recombinant genetics and the blood of sociopaths. And you send a synthesist—an informational topologist with half his mind gone—as an interface between here and there. Pray they can be trusted with the fate of a world. They may be more alien than the thing they've been sent to find. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Download or read book Against the Day written by Thomas Pynchon and published by Penguin. This book was released on 2012-06-13 with total page 1541 pages. Available in PDF, EPUB and Kindle. Book excerpt: “[Pynchon's] funniest and arguably his most accessible novel.” —The New York Times Book Review “Raunchy, funny, digressive, brilliant.” —USA Today “Rich and sweeping, wild and thrilling.” —The Boston Globe Spanning the era between the Chicago World's Fair of 1893 and the years just after World War I, and constantly moving between locations across the globe (and to a few places not strictly speaking on the map at all), Against the Day unfolds with a phantasmagoria of characters that includes anarchists, balloonists, drug enthusiasts, mathematicians, mad scientists, shamans, spies, and hired guns. As an era of uncertainty comes crashing down around their ears and an unpredictable future commences, these folks are mostly just trying to pursue their lives. Sometimes they manage to catch up; sometimes it's their lives that pursue them.
Download or read book Measure What Matters written by John Doerr and published by Penguin. This book was released on 2018-04-24 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: #1 New York Times Bestseller Legendary venture capitalist John Doerr reveals how the goal-setting system of Objectives and Key Results (OKRs) has helped tech giants from Intel to Google achieve explosive growth—and how it can help any organization thrive. In the fall of 1999, John Doerr met with the founders of a start-up whom he'd just given $12.5 million, the biggest investment of his career. Larry Page and Sergey Brin had amazing technology, entrepreneurial energy, and sky-high ambitions, but no real business plan. For Google to change the world (or even to survive), Page and Brin had to learn how to make tough choices on priorities while keeping their team on track. They'd have to know when to pull the plug on losing propositions, to fail fast. And they needed timely, relevant data to track their progress—to measure what mattered. Doerr taught them about a proven approach to operating excellence: Objectives and Key Results. He had first discovered OKRs in the 1970s as an engineer at Intel, where the legendary Andy Grove ("the greatest manager of his or any era") drove the best-run company Doerr had ever seen. Later, as a venture capitalist, Doerr shared Grove's brainchild with more than fifty companies. Wherever the process was faithfully practiced, it worked. In this goal-setting system, objectives define what we seek to achieve; key results are how those top-priority goals will be attained with specific, measurable actions within a set time frame. Everyone's goals, from entry level to CEO, are transparent to the entire organization. The benefits are profound. OKRs surface an organization's most important work. They focus effort and foster coordination. They keep employees on track. They link objectives across silos to unify and strengthen the entire company. Along the way, OKRs enhance workplace satisfaction and boost retention. In Measure What Matters, Doerr shares a broad range of first-person, behind-the-scenes case studies, with narrators including Bono and Bill Gates, to demonstrate the focus, agility, and explosive growth that OKRs have spurred at so many great organizations. This book will help a new generation of leaders capture the same magic.
Download or read book Stardew Valley Guidebook written by Kari Fry and published by . This book was released on 2016-11-24 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: