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Game Ideas Journal
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Download or read book Game Ideas Journal written by and published by . This book was released on 2020-01-16 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: This handy notebook is perfect for game developers to quickly jot down ideas for video games . If you're an game Developer or game designer, chances are that you're constantly coming up with ideas for cool and interesting games to make. This journal allows you to quickly record and keep track of them for brainstorming purposes, or for future use. Would make a perfect gift for anyone interested in game design or becoming a game developer. Each page has a space at the top for writing the title or name of the game idea, a space for filling in how long you estimate that the project would take and a space for the game's "elevator pitch". (a sentence or two that explains your game) as well as a game developing progress to keep traking your level of progress . The rest of each page is simply filled with blank lines to write whatever you want about the game idea.
Book Synopsis Journal 29 by : Dimitris Chassapakis
Download or read book Journal 29 written by Dimitris Chassapakis and published by . This book was released on 2017-02 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: Journal 29 is a unique book game where you can solve riddles and puzzles and submit your answers online to get the keys and move forward.To solve the riddles, you need to think out of the box.You can write, draw, search, fold pages, combine different methods and try to get those riddles right.Journal 29 is a 148 pages book providing over 63 riddles you can solve.
Book Synopsis The Access Principle by : John Willinsky
Download or read book The Access Principle written by John Willinsky and published by Digital Libraries and Electron. This book was released on 2006 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Questions about access to scholarship have always raged. The great libraries of the past stood as arguments for increasing access. John Willinsky describes the latest chapter in this ongoing story - online open access publishing by scholarly journals and makes a case for open access as a public good.
Book Synopsis Rules of Play by : Katie Salen Tekinbas
Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Book Synopsis The Lazy Genius Way by : Kendra Adachi
Download or read book The Lazy Genius Way written by Kendra Adachi and published by WaterBrook. This book was released on 2020 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: Be productive without sacrificing peace of mind using Lazy Genius principles that help you focus on what really matters and let go of what doesn't. If you need a comprehensive strategy for a meaningful life but are tired of reading stacks of self-help books, here is an easy way that actually works. No more cobbling together life hacks and productivity strategies from dozens of authors and still feeling tired. The struggle is real, but it doesn't have to be in charge. With wisdom and wit, the host of The Lazy Genius Podcast, Kendra Adachi, shows you that it's not about doing more or doing less; it's about doing what matters to you. In this book, she offers fourteen principles that are both practical and purposeful, like a Swiss army knife for how to be a person. Use them in combination to "lazy genius" anything, from laundry and meal plans to making friends and napping without guilt. It's possible to be soulful and efficient at the same time, and this book is the blueprint. The Lazy Genius Way isn't a new list of things to do; it's a new way to see. Skip the rules about getting up at 5 a.m. and drinking more water. Let's just figure out how to be a good person who can get stuff done without turning into The Hulk. These Lazy Genius principles--such as Decide Once, Start Small, Ask the Magic Question, and more--offer a better way to approach your time, relationships, and piles of mail, no matter your personality or life stage. Be who you already are, just with a better set of tools.
Download or read book Critical Play written by Mary Flanagan and published by MIT Press. This book was released on 2013-02-08 with total page 363 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
Book Synopsis Chris Crawford on Game Design by : Chris Crawford
Download or read book Chris Crawford on Game Design written by Chris Crawford and published by New Riders. This book was released on 2003 with total page 498 pages. Available in PDF, EPUB and Kindle. Book excerpt: Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!
Book Synopsis Gaming the Past by : Jeremiah McCall
Download or read book Gaming the Past written by Jeremiah McCall and published by Routledge. This book was released on 2013-06-17 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.
Book Synopsis Play Between Worlds by : T. L. Taylor
Download or read book Play Between Worlds written by T. L. Taylor and published by MIT Press. This book was released on 2009-02-13 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
Book Synopsis Gaming Shit by : Myraki Myraki Studio
Download or read book Gaming Shit written by Myraki Myraki Studio and published by . This book was released on 2018-08-02 with total page 100 pages. Available in PDF, EPUB and Kindle. Book excerpt: Small 5x8 inch journal perfect for carrying around and keeping track of all the things that need to be done.1/2 lined to doodle 1/2 blank.
Book Synopsis The Bullet Journal Method by : Ryder Carroll
Download or read book The Bullet Journal Method written by Ryder Carroll and published by Fourth Estate. This book was released on 2021-12 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: THE NEW YORK TIMES BESTSELLER Transform your life using the Bullet Journal Method, the revolutionary organisational system and worldwide phenomenon. The Bullet Journal Method will undoubtedly transform your life, in more ways than you can imagine' Hal Elrod, author of The Miracle Morning In his long-awaited first book, Ryder Carroll, the creator of the enormously popular Bullet Journal organisational system, explains how to use his method to: * TRACK YOUR PAST: using nothing more than a pen and paper, create a clear, comprehensive, and organised record of your thoughts and goals. * ORDER YOUR PRESENT: find daily calm by prioritising and minimising your workload and tackling your to-do list in a more mindful and productive way. * PLAN YOUR FUTURE: establish and appraise your short-term and long-term goals, plan more complex projects simply and effectively, and live your life with meaning and purpose. Like many of us, Ryder Carroll tried everything to get organised - countless apps, systems, planners, you name it. Nothing really worked. Then he invented his own simple system that required only pen and paper, which he found both effective and calming. He shared his method with a few friends, and before long he had a worldwide viral movement. The system combines elements of a wishlist, a to-do list, and a diary. It helps you identify what matters and set goals accordingly. By breaking long-term goals into small actionable steps, users map out an approachable path towards continual improvement, allowing them to stay focused despite the crush of incoming demands. But this is much more than a time management book. It's also a manifesto for what Ryder calls "intentional living": making sure that your beliefs and actions align. Even if you already use a Bullet Journal, this book gives you new exercises to become more calm and focused, new insights on how to prioritise well, and a new awareness of the power of analogue tools in a digital world. *** This book has been printed with three different colour designs, black, Nordic blue and emerald. We are unable to accept requests for a specific cover. The different covers will be assigned to orders at random. ***
Book Synopsis The Indie Game Developer Handbook by : Richard Hill-Whittall
Download or read book The Indie Game Developer Handbook written by Richard Hill-Whittall and published by CRC Press. This book was released on 2015-02-11 with total page 279 pages. Available in PDF, EPUB and Kindle. Book excerpt: The indie game developer’s complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app or game has earned thousands of downloads and revenue. As the market size increases, so does the number of people developing and looking to develop their own app or game to publish. The Indie Game Developer Handbook covers every aspect of running a game development studio—from the initial creation of the game through to completion, release and beyond. Accessible and complete guide to many aspects of running a game development studio from funding and development through QA, publishing, marketing, and more. Provides a useful knowledge base and help to support the learning process of running an indie development studio in an honest, approachable and easy to understand way. Case studies, interviews from other studies and industry professionals grant an first-hand look into the world of indie game development
Book Synopsis A Playful Production Process by : Richard Lemarchand
Download or read book A Playful Production Process written by Richard Lemarchand and published by MIT Press. This book was released on 2021-10-12 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: How to achieve a happier and healthier game design process by connecting the creative aspects of game design with techniques for effective project management. This book teaches game designers, aspiring game developers, and game design students how to take a digital game project from start to finish—from conceptualizing and designing to building, playtesting, and iterating—while avoiding the uncontrolled overwork known among developers as “crunch.” Written by a legendary game designer, A Playful Production Process outlines a process that connects the creative aspects of game design with proven techniques for effective project management. The book outlines four project phases—ideation, preproduction, full production, and post-production—that give designers and developers the milestones they need to advance from the first glimmerings of an idea to a finished game.
Book Synopsis Adventure Awaits! Road Trip Activities & Travel Journal for Kids by : Kristy Alpert
Download or read book Adventure Awaits! Road Trip Activities & Travel Journal for Kids written by Kristy Alpert and published by Happy Fox Books. This book was released on 2021-05-25 with total page 64 pages. Available in PDF, EPUB and Kindle. Book excerpt: Pack up the family car, hit the road, and entertain the kids for the entire trip - no phones or screens required! Adventure Awaits! Road Trip Activities & Travel Journal for Kids is a must-have activity book/journal for kids to enjoy as you reach your destination. Including car games, mad libs, puzzles, writing prompts, questionnaires, interview ideas, scavenger hunts, brainteasers, and more, this road trip book is filled with more than 50 entertaining activities and endless fun. Design your own license plate, sketch your souvenirs, fill in bingo cards with what you find from looking out the window, and enjoy the journey as much as the vacation itself! Author Kristy Alpert is an award-winning freelance travel journalist and has work featured in Fodor's Travel, Travel Weekly, Yahoo! Travel, Refinery29, AFAR, and several other popular publications.
Book Synopsis The OCD Coloring Book by : Tammy LaBrake
Download or read book The OCD Coloring Book written by Tammy LaBrake and published by . This book was released on 2016-11-17 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Video Game Heart written by Nathan Koorey and published by Independently Published. This book was released on 2018-12-05 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: Write your plans, ideas, notes, goals, thoughts, and dreams within the pages of this versatile journal featuring a video gamer heart on the cover. This is a perfect Valentine's Day gift, Birthday gift, Friendship gift, Christmas gift, Anniversary Gift for yourself, family, loved ones, and friends. Great journal for men, women, teens and kids who love hearts and video games. This blank lined notebook is suitable for travel, composition, school, or diary. Other details include: 120 pages 6x9 matte-finished cover. Make sure to look at our other products for other journal ideas.
Book Synopsis Game Developer's Marketplace by : Ben Sawyer
Download or read book Game Developer's Marketplace written by Ben Sawyer and published by . This book was released on 1998 with total page 756 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides basic background on different aspects of making games. Seventeen chapters discuss the ins and outs of the industry and aspects of designing games, financing, getting a job, console development, creating game content, dealing with software publishers, marketing, legal issues, and resources for developer tools and programs. The CD-ROM contains tools such as the source code to Abuse, demos from Animatek, Goldwave, IForce2.0 SDK, Miles Sound System, demos from RTime and RAD, Open GL, Sound Forge, and a searchable database of industry resources. Annotation copyrighted by Book News, Inc., Portland, OR