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Lean Startup

Author : Eric Ries

ISBN10 : 2326051858

Publisher : Pearson

Number of Pages : 320

Category : Business & Economics

Viewed : 369

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Book Summary: Un livre déjà culte dans le monde des entrepreneurs ! En appliquant les grands principes du lean management au développement de nouveaux produits, Eric Ries a mis au point une méthode qui change radicalement la donne pour tous ceux qui souhaitent créer une entreprise ou développer un nouveau projet : le Lean Startup. Cette approche révolutionnaire permet en effet d'adapter constamment son offre mais aussi son entreprise aux évolutions du marché, en suivant le principe de l'innovation continue. Dans cet ouvrage, Eric Ries expose sa méthodologie et l'illustre de nombreux exemples d'entreprises qui ont su encourager la créativité et sortir des sentiers battus en s'adaptant aux besoins de leurs clients, pour faire ainsi évoluer leur business model d'origine : Groupon, Zappos, Dropbox, Intuit... Lean Startup est un remarquable guide pratique d'innovation pour améliorer les chances de succès de tout nouveau projet, à l'usage des grandes entreprises comme des plus petites. C'est également un mode d'emploi du travail collaboratif et du management créatif. En ces temps d'hyper-compétition mondiale, c'est donc une lecture indispensable !

La semaine de 4 heures

Author : Timothy Ferriss

ISBN10 : 2326050916

Publisher : Pearson

Number of Pages : 400

Category : Business & Economics

Viewed : 1826

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Book Summary: Vous rêvez d'échapper à la routine du métro-boulot-dodo, de gagner de l'argent sans vous épuiser à la tâche, ou tout simplement de vivre mieux en travaillant moins ? Alors, voici ce que vous apprendra ce livre : • comment vous organiser pour gagner en un mois, à raison de 4 heures par semaine, le salaire que vous gagnez jusqu’à présent en un an ; • comment rejoindre les Nouveaux Bienheureux, qui réalisent leurs rêves et jouissent de la vie sans attendre une hypothétique retraite. Plus de bon temps, plus d’argent, plus de mobilité : ce livre est un véritable manifeste pour un changement radical de mode de vie. La recette de Timothy Ferriss est fondée sur sa propre expérience. Il vous démontrera qu’il est possible de diviser par deux sa masse de travail en identifiant les tâches essentielles et les plus rentables, d’utiliser l’assistanat à distance pour mettre en place un « management par l’absence », de cultiver l’ignorance sélective grâce à une diète d’informations... et ceci dans un unique but : mener une belle carrière d’entrepreneur en travaillant seulement 4 heures par semaine ! Cette nouvelle édition contient les témoignages de lecteurs qui ont doublé leurs revenus, délégué la plus grande partie de leurs tâches et réinventé leur vie après avoir lu ce livre. Vous y trouverez des procédures types pour vous libérer de votre dépendance aux mails, apprendre à négocier avec vos clients difficiles, ou rédiger une proposition de télétravail à l’attention de votre patron... Ainsi que les dernières astuces de Timothy Ferriss pour vivre comme un diplomate ou un millionnaire, sans être ni l’un ni l’autre !

L'Île perdue

Author : Max Brooks

ISBN10 : 2362313646

Publisher : Castelmore

Number of Pages : 352

Category : Juvenile Fiction

Viewed : 1482

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Book Summary: Entrez dans l’univers de Minecraft comme vous ne l’avez jamais lu ! Lorsque le seul rescapé d’un naufrage se réveille, il est allongé sur une plage, dans un monde où tout est constitué de blocs : Minecraft ! Or le soleil se couche, et les zombies rôdent... Le héros a deux priorités : trouver de la nourriture et éviter de devenir le dîner des habitants de l’île. Dans ce monde où les règles n’ont pas toujours de sens, son courage et sa créativité seront ses armes pour échapper aux pièges de l’île et découvrir ses secrets... Le premier roman officiel Minecraft enfin en numérique !

Practical Game Design

Author : Ennio De Nucci,Adam Kramarzewski

ISBN10 : 1787122166

Publisher : Packt Publishing Ltd

Number of Pages : 476

Category : Computers

Viewed : 647

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Book Summary: Design accessible and creative games across genres, platforms, and development realities Key Features Implement the skills and techniques required to work in a professional studio Ace the core principles and processes of level design, world building, and storytelling Design interactive characters that animate the gaming world Book Description If you are looking for an up-to-date and highly applicable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two highly experienced industry professionals to share their profound insights as well as give valuable advice on creating games across genres and development platforms. Practical Game Design covers the basics of game design one piece at a time. Starting with learning how to conceptualize a game idea and present it to the development team, you will gradually move on to devising a design plan for the whole project and adapting solutions from other games. You will also discover how to produce original game mechanics without relying on existing reference material, and test and eliminate anticipated design risks. You will then design elements that compose the playtime of a game, followed by making game mechanics, content, and interface accessible to all players. You will also find out how to simultaneously ensure that the gameplay mechanics and content are working as intended. As the book reaches its final chapters, you will learn to wrap up a game ahead of its release date, work through the different challenges of designing free-to-play games, and understand how to significantly improve their quality through iteration, polishing and playtesting. What you will learn Define the scope and structure of a game project Conceptualize a game idea and present it to others Design gameplay systems and communicate them clearly and thoroughly Build and validate engaging game mechanics Design successful business models and prepare your games for live operations Master the principles behind level design, worldbuilding and storytelling Improve the quality of a game by playtesting and polishing it Who this book is for Whether you are a student eager to design a game or a junior game designer looking for your first role as a professional, this book will help you with the fundamentals of game design. By focusing on best practices and a pragmatic approach, Practical Game Design provides insights into the arts and crafts from two senior game designers that will interest more seasoned professionals in the game industry.

The Crazy Careers of Video Game Designers

Author : Arie Kaplan

ISBN10 : 1512452106

Publisher : Lerner Publications ™

Number of Pages : 32

Category : Juvenile Nonfiction

Viewed : 1900

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Book Summary: You might think that working in the video game industry is all fun and, well...games. Jobs like combat designer and animator sound pretty exciting. But do you know what it really takes to do one of these jobs? Do you have the skills? The knowledge? Are you ready to work hard? Game designers create the images, sounds, and action that gamers enjoy. Find out if you can handle a job in this fast-paced industry.

The NASAGA Training Activity Book

Author : Judith M. Blohm

ISBN10 : 1118329961

Publisher : John Wiley & Sons

Number of Pages : 384

Category : Business & Economics

Viewed : 1962

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Book Summary: From the acclaimed North American Simulation and GamingAssociation, comes the much-anticipated The NASAGA TrainingActivity Book. This first-of-its-kind book offers a dynamiccollection of ready-to-use games, simulations, and activities. Withcontributions from expert trainers, educators, and simulation andgame designers, this highly accessible resource presents a varietyof activities that address the most common issues that trainers areasked to tackle including: Communication Conflict management Creativity Customer service/sales/marketing Decision making/problem solving MulticulturAL ISSUES Organization development Self-awareness/personal growth Team building Training of trainers Each activity is presented in detail, giving suggestions onset-up, group size, materials and equipment, process, anddebriefing. To address the wide range of training opportunities,the book includes at least two variations for each activity.Contributors demonstrate how to adapt each activity to ensurelearning is directly connected to instructional objectives andconsiderate of cultural issues. In addition, all the activities arecross-referenced to other uses. The NASAGA Training Activity Book is filled withillustrative examples that show how activities can be used formaximum results and includes several debriefing models that containreal answers to help facilitators during debriefing sessions.

Designing Games

Author : Tynan Sylvester

ISBN10 : 144933802X

Publisher : \"O\'Reilly Media, Inc.\"

Number of Pages : 416

Category : Computers

Viewed : 1295

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Book Summary: Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other’s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game’s market positioning will affect your design

Advances in Web-based Learning - ICWL 2012

Author : Elvira Popescu,Qing Li,Ralf Klamma,Howard Leung,Marcus Specht

ISBN10 : 3642336426

Publisher : Springer

Number of Pages : 356

Category : Computers

Viewed : 1533

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Book Summary: This book constitutes the refereed proceedings of the 11th International Conference on Web-Based Learning, ICWL 2012, held in Sinaia, Romania, in September, 2012. The 28 revised full papers presented together with 10 short papers were carefully reviewed and selected from about 105 submissions. The papers are organized in topical sections on Computer Supported Collaborative Learning, Web 2.0 and Social Learning Environments; Personal Learning Environments; Learning Objects’ Management and Ontologies; Game-Based Learning; Personalized and Adaptive Learning; Feedback, Assessment and Learning Analytics; Design, Model and Implementation of E-Learning Platforms and Tools; Pedagogical Issues, Practice and Experience Sharing.

Godot Engine Game Development Projects

Author : Chris Bradfield

ISBN10 : 1788836421

Publisher : Packt Publishing Ltd

Number of Pages : 298

Category : Computers

Viewed : 1819

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Book Summary: A project based guides to learn animation, advanced shaders, environments, particle rendering, and networked games with Godot 3.0 Key Features Learn the art of developing cross-platform games Leverage Godot’s node and scene system to design robust, reusable game objects Integrate Blender easily and efficiently with Godot to create powerful 3D games Book Description Godot Engine Game Development Projects is an introduction to the Godot game engine and its new 3.0 version. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to expensive commercial game engines. For beginners, Godot offers a friendly way to learn game development techniques, while for experienced developers it is a powerful, customizable tool that can bring your visions to life. This book consists of five projects that will help developers achieve a sound understanding of the engine when it comes to building games. Game development is complex and involves a wide spectrum of knowledge and skills. This book can help you build on your foundation level skills by showing you how to create a number of small-scale game projects. Along the way, you will learn how Godot works and discover important game development techniques that you can apply to your projects. Using a straightforward, step-by-step approach and practical examples, the book will take you from the absolute basics through to sophisticated game physics, animations, and other techniques. Upon completing the final project, you will have a strong foundation for future success with Godot 3.0. What you will learn Get started with the Godot game engine and editor Organize a game project Import graphical and audio assets Use Godot’s node and scene system to design robust, reusable game objects Write code in GDScript to capture input and build complex behaviors Implement user interfaces to display information Create visual effects to spice up your game Learn techniques that you can apply to your own game projects Who this book is for Godot Engine Game Development Projects is for both new users and experienced developers, who want to learn to make games using a modern game engine. Some prior programming experience in C and C++ is recommended.

Videogames

Author : James Newman

ISBN10 : 1136500413

Publisher : Routledge

Number of Pages : 182

Category : Games & Activities

Viewed : 981

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Book Summary: In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.

Roleplaying Games in the Digital Age

Author : Stephanie Hedge,Jennifer Grouling

ISBN10 : 147664201X

Publisher : McFarland

Number of Pages : 241

Category : Games & Activities

Viewed : 1487

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Book Summary: The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in each week to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players across the world. Such shifts elicit new scholarly perspectives from a variety of disciplines. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.

Computers as Theatre

Author : Brenda Laurel

ISBN10 : 013339087X

Publisher : Addison-Wesley

Number of Pages : 272

Category : Computers

Viewed : 1858

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Book Summary: Brenda Laurel's Computers as Theatre revolutionized the field of human-computer interaction, offering ideas that inspired generations of interface and interaction designers-and continue to inspire them. Laurel's insight was that effective interface design, like effective drama, must engage the user directly in an experience involving both thought and emotion. Her practical conclusion was that a user's enjoyment must be a paramount design consideration, and this demands a deep awareness of dramatic theory and technique, both ancient and modern. Now, two decades later, Laurel has revised and revamped her influential work, reflecting back on enormous change and personal experience and forward toward emerging technologies and ideas that will transform human-computer interaction yet again. Beginning with a clear analysis of classical drama theory, Laurel explores new territory through the lens of dramatic structure and purpose. Computers as Theatre, Second Edition, is directed to a far wider audience, is written more simply and elegantly, is packed with new examples, and is replete with exciting and important new ideas. This book Draws lessons from massively multiplayer online games and systems, social networks, and mobile devices with embedded sensors Integrates values-driven design as a key principle Integrates key ideas about virtual reality Covers new frontiers, including augmented reality, distributed and participatory sensing, interactive public installations and venues, and design for emergence Once more, Brenda Laurel will help you see the connection between humans and computers as you never have before-and help you build interfaces and interactions that are pleasurably, joyously right!

Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices

Author : Connolly, Thomas,Stansfield, Mark,Boyle, Liz

ISBN10 : 1605663611

Publisher : IGI Global

Number of Pages : 394

Category : Education

Viewed : 615

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Book Summary: Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.

The Truth of Lucifer

Author : Aren Olson

ISBN10 : 1681395231

Publisher : Page Publishing Inc

Number of Pages : 66

Category : Religion

Viewed : 421

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Book Summary: The Truth of Lucifer delves into historical accounts, folklore, and hearsay about the Bible and its characters told throughout time. It is an introspective look at modern day society compared to the times of Jesus Christ. The book analyses religious teachings of all types, and our concepts of good and evil. Olson addresses how religious (and public) opinion has shaped the spirit known as Lucifer into a monster. Throughout history there have been numerous accounts of Lucifer/Satan and his invo

16 Steps to Becoming a Learning Organization

Author : Michael Marquardt

ISBN10 : 9781562862015

Publisher : American Society for Training and Development

Number of Pages : 16

Category : Business & Economics

Viewed : 301

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Book Summary: Where do you begin to move your organization toward status as a true learning organization? This Infoline represents a good starting point by providing 16 concrete steps you can take toward this goal. Included in the issue are three case studies to speed your learning including learning programs at Rover, McKinsey & Co., and Federal. An extensive sidebar details the five key components of a learning organization: learning, organization, people, knowledge, and technology.

Lost Tarot of Nostradamus Ebook

Author : John Matthews

ISBN10 : 1462919103

Publisher : Tuttle Publishing

Number of Pages : 160

Category : Body, Mind & Spirit

Viewed : 1657

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Book Summary: In 1994 a researcher working in the Italian National Library in Rome discovered a manuscript containing 80 mysterious paintings, believed to have been devised by the mysterious prophet Michael de Nostredame, better known as Nostradamus. The manuscript, never published in his lifetime, was handed down to his son who later presented it to Pope Urban VIII. After that it remained forgotten and neglected. A brief glance at these extraordinary images shows how heavily they draw on the symbolism of Tarot. It is the belief of Tarot experts, Matthews and Kinghan, that Nostradamus was designing his own set of cards, drawing upon the visionary insights gleaned from his prophetic writings and visions. Now this Tarot has been brought to fruition by two modern experts and its secrets revealed for the first time. Visionary artist Wil Kinghan and New York Times best-selling author and longtime student of Tarot, John Matthews have devised a deck which incorporates Nostradamus' own images, fully updated to make what will surely be judged one of the most important decks of this age. Tarot Cards are not included in the Ebook Edition.

Blender 3D By Example

Author : Oscar Baechler,Xury Greer

ISBN10 : 1789617995

Publisher : Packt Publishing Ltd

Number of Pages : 658

Category : Computers

Viewed : 807

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Book Summary: Get up and running with Blender 3D through a series of practical projects that will help you learn core concepts of 3D design like modeling, sculpting, materials, textures, lighting, and rigging using the latest features of Blender 2.83 Key Features Learn the basics of 3D design and navigate your way around the Blender interface Understand how 3D components work and how to create 3D content for your games Familiarize yourself with 3D Modeling, Texturing, Lighting, Rendering and Sculpting with Blender Book Description Blender is a powerful 3D creation package that supports every aspect of the 3D pipeline. With this book, you'll learn about modeling, rigging, animation, rendering, and much more with the help of some interesting projects. This practical guide, based on the Blender 2.83 LTS version, starts by helping you brush up on your basic Blender skills and getting you acquainted with the software toolset. You’ll use basic modeling tools to understand the simplest 3D workflow by customizing a Viking themed scene. You'll get a chance to see the 3D modeling process from start to finish by building a time machine based on provided concept art. You will design your first 2D character while exploring the capabilities of the new Grease Pencil tools. The book then guides you in creating a sleek modern kitchen scene using EEVEE, Blender’s new state-of-the-art rendering engine. As you advance, you'll explore a variety of 3D design techniques, such as sculpting, retopologizing, unwrapping, baking, painting, rigging, and animating to bring a baby dragon to life. By the end of this book, you'll have learned how to work with Blender to create impressive computer graphics, art, design, and architecture, and you'll be able to use robust Blender tools for your design projects and video games. What you will learn Explore core 3D modeling tools in Blender such as extrude, bevel, and loop cut Understand Blender's Outliner hierarchy, collections, and modifiers Find solutions to common problems in modeling 3D characters and designs Implement lighting and probes to liven up an architectural scene using EEVEE Produce a final rendered image complete with lighting and post-processing effects Learn character concept art workflows and how to use the basics of Grease Pencil Learn how to use Blender's built-in texture painting tools Who this book is for Whether you're completely new to Blender, or an animation veteran enticed by Blender's newest features, this book will have something for you.