Download or read book Surviving Game School and the Game Industry After That written by Michael Lynch and published by CRC Press. This book was released on 2018-02-06 with total page 469 pages. Available in PDF, EPUB and Kindle. Book excerpt: Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors – and the joys – of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life’s goals and building and keeping a sensible balance between work and everything else.
Download or read book The Game Production Toolbox written by Heather Chandler and published by CRC Press. This book was released on 2020-04-07 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Game Production Toolbox focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development. This book isn’t going to tell you how to design a game or what technologies to use. Instead it provides techniques for and insights into managing, from concept to release, all the pieces that must come together in order to get a game into the hands of a player. Readers will learn about each phase of game production: prototyping, defining the requirements, assembling the team, making the game, and releasing to the players. Interviews from professional game developers give a behind-the-scenes look at what it takes to make a game. Key Features A framework for how to get an interactive game from concept to release, including information on financing and pitching to publishers and investors. Techniques for working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics. Concrete information on how to plan and execute the different aspects of game production, such as audio, localization, testing, and software ratings. Advice from industry experts on managing teams, project management, communicating effectively, and keeping everyone happy. Information about working effectively with marketing, PR, and other people that are involved with the publishing and release process.
Download or read book Surviving Game written by Peng ErShao and published by Funstory. This book was released on 2020-10-21 with total page 828 pages. Available in PDF, EPUB and Kindle. Book excerpt: In my senior year of high school, my class had a physical education class, and after a name-tearing event, I was the only one who had ever finished class... If you were abandoned by the world, there was no law, no morality, no bondage, and there was only one thing left in your world, and that was to live! If it did happen, would you stick to your conscience or go down with it?
Download or read book Game Over written by David Sheff and published by Vintage. This book was released on 2011-11-02 with total page 558 pages. Available in PDF, EPUB and Kindle. Book excerpt: More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion–a tale of innovation and cutthroat tactics.
Download or read book Game Plan written by Charles Wilson and published by Macmillan + ORM. This book was released on 2016-06-21 with total page 342 pages. Available in PDF, EPUB and Kindle. Book excerpt: National bestselling author Charles Wilson delivers a cutting-edge thriller based on real-life experiments at improving human intelligence currently underway in both government and private circles. Imagine a computer chip no bigger than the tip of a pencil. This chip, if implanted in a human brain, could give someone encyclopedic knowledge, lightning-fast reflexes and superior learning skills. In a remote military hospital in Montana, an experiment is being performed: implant the chip into the brains of five volunteers. These volunteers, four men and one woman, are all serving life sentences in prison. The experiment works...but the five criminals escape. One young doctor is pulled into the intrigue by the baffling murder of his medical school mentor. Can this one doctor stop the conspiracy of five powerful opponents...whose driving desire is absolute and total control?
Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Download or read book Reality Is Broken written by Jane McGonigal and published by Penguin. This book was released on 2011-01-20 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: “McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Download or read book Chasing the Light written by Oliver Stone and published by Mariner Books. This book was released on 2020 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this powerful and evocative memoir, Oscar-winning director and screenwriter, Oliver Stone, takes us right to the heart of what it's like to make movies on the edge. In Chasing The Light he writes about his rarefied New York childhood, volunteering for combat, and his struggles and triumphs making such films as Platoon, Midnight Express, and Scarface. Before the international success of Platoon in 1986, Oliver Stone had been wounded as an infantryman in Vietnam, and spent years writing unproduced scripts while taking miscellaneous jobs and driving taxis in New York, finally venturing westward to Los Angeles and a new life. Stone, now 73, recounts those formative years with vivid details of the high and low moments: we sit at the table in meetings with Al Pacino over Stone's scripts for Scarface, Platoon, and Born on the Fourth of July; relive the harrowing demon of cocaine addiction following the failure of his first feature, The Hand (starring Michael Caine); experience his risky on-the-ground research of Miami drug cartels for Scarface; and see his stormy relationship with The Deer Hunter director Michael Cimino. We also learn of the breathless hustles to finance the acclaimed and divisive Salvador; and witness tensions behind the scenes of his first Academy Award-winning film, Midnight Express. The culmination of the book is the extraordinarily vivid recreation of filming Platoon in the depths of the Philippine jungle with Kevin Dillon, Charlie Sheen, Willem Dafoe, Johnny Depp et al, pushing himself, the crew and the young cast almost beyond breaking point. Written fearlessly, with intense detail and colour, Chasing the Light is a true insider's story of Hollywood's years of upheaval in the 1970s and '80s, and Stone brings this period alive as only someone at the centre of the action truly can.
Download or read book They Create Worlds written by Alexander Smith and published by CRC Press. This book was released on 2019-11-19 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
Download or read book The Ethics of Computer Games written by Miguel Sicart and published by MIT Press. This book was released on 2011-08-19 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.
Download or read book Classic Game Covers written by Mike Winterbauer and published by . This book was released on 2014-09-06 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a must read for computer gamers and artists who enjoy classic cover art of some of their favorite games. The book is visually beautiful and showcases all the classic covers I painted between 1985 and 1994. It also describes what it was like getting the commissions and painting them. This is a fun read for any one interested in being an artist and wondering what it is like to create classic cover art for games and movies. Told candidly and with a sense of humor you can learn the nostalgic history behind these paintings and many of my other paintings not lost to the digital age.
Download or read book A Land Remembered written by Patrick D Smith and published by Rowman & Littlefield. This book was released on 2012-10-01 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Land Remembered has become Florida's favorite novel. Now this Student Edition in two volumes makes this rich, rugged story of the American pioneer spirit more accessible to young readers. Patrick Smith tells of three generations of the MacIveys, a Florida family battling the hardships of the frontier. The story opens in 1858, when Tobias and Emma MacIvey arrive in the Florida wilderness with their son, Zech, to start a new life, and ends in 1968 with Solomon MacIvey, who realizes that his wealth has not been worth the cost to the land. Between is a sweeping story rich in Florida history with a cast of memorable characters who battle wild animals, rustlers, Confederate deserters, mosquitoes, starvation, hurricanes, and freezes to carve a kingdom out of the Florida swamp. In this volume, meet young Zech MacIvey, who learns to ride like the wind through the Florida scrub on Ishmael, his marshtackie horse, his dogs, Nip and Tuck, at this side. His parents, Tobias and Emma, scratch a living from the land, gathering wild cows from the swamp and herding them across the state to market. Zech learns the ways of the land from the Seminoles, with whom his life becomes entwined as he grows into manhood. Next in series > > See all of the books in this series
Download or read book Masters of Doom written by David Kushner and published by Random House Trade Paperbacks. This book was released on 2004-05-11 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams
Download or read book Entrepreneurship and the Creative Economy written by Colette Henry and published by Edward Elgar Publishing. This book was released on 2011-01-01 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creative industries are becoming increasingly important to the economic and social wealth of most economies. They are also inherently linked to entrepreneurship and this book provides thoughtful and comprehensive insights into the role of creative industries in contemporary economies and to the interface between creative firms and entrepreneurship. The book draws upon cutting edge research to illustrate and explain the diversity and nature of creative industries and to provide informed discussion on key topics relevant to developing theory and understanding of this vital sector. This book is a must for anyone interested in understanding and learning more about the opportunities which creative industries have created for entrepreneurship and the benefits which an entrepreneurial mind-set can offer to the creative industries.- Eleanor Shaw, University of Strathclyde, UK 'The creative industries have long been a hotbed of entrepreneurial activity. For decades vaudeville, theater, movies, art, and music have exemplified the key aspects of entrepreneurship, and the participants in these industries search for novelty and create innovations. But despite the fact that some countries have industrial policies to focus on creative arts, this is a little studied area of entrepreneurship. Colette Henry and Anne de Bruin offer one of the first academic books that showcases research in the creative industries. This volume presents a solid theoretical foundation and offers fascinating chapters that consider a variety of topics such as regional strategies, education, creative expression and the evolution of industry.'
Download or read book Anything for a Hit written by Dorothy Carvello and published by Chicago Review Press. This book was released on 2018-09-04 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dorothy Carvello knows all about the music biz. She was the first female A&R executive at Atlantic Records, and one of the few in the room at RCA and Columbia. But before that, she was secretary to Ahmet Ertegun, Atlantic's infamous president, who signed acts like Aretha Franklin and Led Zeppelin, negotiated distribution deals with Mick Jagger, and added Neil Young to Crosby, Stills & Nash. The stories she tells about the kingmakers of the music biz are outrageous, but it is her sinuous friendship with Ahmet that frames her narrative. He was notoriously abusive, sexually harassing Dorothy on a daily basis. Carvello reveals here how she flipped the script and showed Ertegun and every other man who tried to control her that a woman can be just as willing to do what it takes to get a hit. Never-before-heard stories about artists like Michael Jackson, Madonna, Steven Tyler, Bon Jovi, INXS, Marc Anthony, and many more make this book a must-read for anyone looking for the real stories on what it takes for a woman to make it in a male-dominated industry.
Download or read book The Asshole Survival Guide written by Robert I. Sutton and published by HarperCollins. This book was released on 2017-09-12 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: “This book is a contemporary classic—a shrewd and spirited guide to protecting ourselves from the jerks, bullies, tyrants, and trolls who seek to demean. We desperately need this antidote to the a-holes in our midst.”—Daniel H. Pink, best-selling author of To Sell Is Human and Drive How to avoid, outwit, and disarm assholes, from the author of the classic The No Asshole Rule As entertaining as it is useful, The Asshole Survival Guide delivers a cogent and methodical game plan for anybody who feels plagued by assholes. Sutton starts with diagnosis—what kind of asshole problem, exactly, are you dealing with? From there, he provides field-tested, evidence-based, and often surprising strategies for dealing with assholes—avoiding them, outwitting them, disarming them, sending them packing, and developing protective psychological armor. Sutton even teaches readers how to look inward to stifle their own inner jackass. Ultimately, this survival guide is about developing an outlook and personal plan that will help you preserve the sanity in your work life, and rescue all those perfectly good days from being ruined by some jerk. “Thought-provoking and often hilarious . . . An indispensable resource.”—Gretchen Rubin, best-selling author of The Happiness Project and Better Than Before “At last . . . clear steps for rejecting, deflecting, and deflating the jerks who blight our lives . . . Useful, evidence-based, and fun to read.”—Robert Cialdini, best-selling author of Influence and Pre-Suasion
Download or read book Break Into The Game Industry How to Get A Job Making Video Games written by Ernest Adams and published by McGraw Hill Professional. This book was released on 2003-06-09 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: Find out from an industry veteran exactly what you need to do to become a game designer, tester, artist, producer, programmer, writer, soundtrack composer, videographer, or sales/marketing professional. You’ll get full-spectrum coverage of positions available within the game industry as well as details on how a game is created--from start to finish--and much more.