Cook up more than ninety recipes inspired by the heroes of Blizzard Entertainment’s hit game with Overwatch: The Official Cookbook. Based on Blizzard Entertainment’s global phenomenon Overwatch, this official cookbook is packed with scores of authentic recipes inspired by the game’s diverse heroes hailing from all corners of the universe. Building from the game’s compelling narrative and variety of characters, this cookbook features international food and drink recipes from each hero’s homeland. Each recipe includes straightforward step-by-step instructions, mouthwatering full-color photos, pairing suggestions, and more. Overwatch: The Official Cookbook is the ultimate compendium of Overwatch delicacies and is sure to satisfy even the hungriest gamer with fun and delicious recipes.
The multi-billion-dollar global video game industry has been growing exponentially and so, too, have its legal difficulties. This casebook features problems, exercises, and sample contracts that cover all aspects of this fascinating phenomenon, including: Product History and Development, Intellectual Property, Marketing, Gambling, Sex and Violence, Virtual Worlds, and Regulation. The cases guide the reader down a colorful path of disputes involving familiar hardware names and game titles, including: Game Boy, Wii, PlayStation, Pac-Man, Space Invaders, Tetris, World of Warcraft, Call of Duty, Donkey Kong, and Doom.
Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series "How can I become a professional esports player?" "How can I make a living playing esports?" "What is the lifespan of an esports game?" "What are the most popular esports?" These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.
Overwatch has taken the world by storm, boasting millions of players and gaining critical acclaim. Now, in this beautiful hardcover, Blizzard Entertainment reveals the creative process behind one of the most popular FPS games of all time! Filled with never-before-seen art as well as commentary provided by the game’s development team, this book is sure to please any Overwatch fan. · Never-before-seen artwork! · Essential companion to the international best-selling game Overwatch! · Introduction and commentary provided by the game’s development team! · Overwatch is a global phenomenon with 30 million players! · Produced in close partnership with Blizzard Entertainment! · Behind-the-scenes look at your favorite characters! · Overwatch creation revealed!
Deskripsi A quick-and-easy guide to core business and career concepts—no MBA required! The ability to negotiate a deal. Confidence to oversee staff. Complete, accurate monitoring of expenses. In today’s business world, these are must-have skills. But all too often, comprehensive business books turn the important details of best practices into tedious reading that would put even a CEO to sleep. From hiring and firing to strategizing and calculating revenues, Negotiating 101: From Planning Your Strategy to Finding a Common Ground, an Essential Guide to the Art of Negotiating by Peter Sander is an easy-to-understand roadmap of today’s complex business world, packed with hundreds of entertaining tidbits and concepts that can’t be found anywhere else. So whether you’re a new business owner, a middle manager, or an entry-level employee, this 101 series has the answers you need to conduct business in a smarter way. Tentang Penulis Peter Sander is an author, researcher, and consultant in the fields of business, location reference, and personal finance. He has written more than forty books, including Value Investing for Dummies, Personal Finance for Entrepreneurs, and 101 Things Everyone Should Know About Economics. The author of numerous articles dealing with investment strategies, he is also the coauthor of the top-selling the 100 Best Stocks series.
Impending technological advances will widen an adversary’s attack plane over the next decade. Visualizing what the future will hold, and what new threat vectors could emerge, is a task that traditional planning mechanisms struggle to accomplish given the wide range of potential issues. Understanding and preparing for the future operating environment is the basis of an analytical method known as Threatcasting. It is a method that gives researchers a structured way to envision and plan for risks ten years in the future. Threatcasting uses input from social science, technical research, cultural history, economics, trends, expert interviews, and even a little science fiction to recognize future threats and design potential futures. During this human-centric process, participants brainstorm what actions can be taken to identify, track, disrupt, mitigate, and recover from the possible threats. Specifically, groups explore how to transform the future they desire into reality while avoiding an undesired future. The Threatcasting method also exposes what events could happen that indicate the progression toward an increasingly possible threat landscape. This book begins with an overview of the Threatcasting method with examples and case studies to enhance the academic foundation. Along with end-of-chapter exercises to enhance the reader’s understanding of the concepts, there is also a full project where the reader can conduct a mock Threatcasting on the topic of “the next biological public health crisis.” The second half of the book is designed as a practitioner’s handbook. It has three separate chapters (based on the general size of the Threatcasting group) that walk the reader through how to apply the knowledge from Part I to conduct an actual Threatcasting activity. This book will be useful for a wide audience (from student to practitioner) and will hopefully promote new dialogues across communities and novel developments in the area.
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry – understood as a global phenomenon in entertainment – and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game’s virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merino incorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.
Millions of people have taken up Pokemon GO's challenge of becoming the greatest trainer of them all. Inside this Field Guide is every tip, trick, strategy and shortcut you need to become a legend.
Creating Q*bert and Other Classic Video Arcade Games takes you inside the video arcade game industry during the classic decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including Joust 2, Mortal Kombat, NBA Jam, and Revolution X. In a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams/Bally/Midway, and Premiere. Likewise, the talented artists, designers, creators, and programmers Davis has collaborated with over the years reads like a who’s who of video gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave Thiel, John Newcomer, George Petro, Jack Haegar, and Dennis Nordman, among many others. The impact Davis has had on the video arcade game industry is deep and varied. At Williams, Davis created and maintained the revolutionary digitizing system that allowed actors and other photo-realistic imagery to be utilized in such games as Mortal Kombat, T2, and NBA Jam. When Davis worked on the fabled Us vs. Them, it was the first time a video game integrated a live action story with arcade-style graphics. On the one-of-a-kind Exterminator, Davis developed a brand new video game hardware system, and created a unique joystick that sensed both omni-directional movement and rotation, a first at that time. For Revolution X, he created a display system that simulated a pseudo-3D environment on 2D hardware, as well as a tool for artists that facilitated the building of virtual worlds and the seamless integration of the artist’s work into game code. Whether you’re looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960s computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis’s memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period.