Games That Sell!

Games That Sell!

Author: Mark H. Walker

Publisher: Wordware Publishing, Inc.

Published: 2003

Total Pages: 327

ISBN-13: 155622950X

DOWNLOAD EBOOK

This book targets game developers, publishers, journalists, and any person who makes computer and video games their passion. The book analyses the best-selling games of 2001 by examining what made them commercial and critical successes. Computer game industry inside information, advice from well-known gaming sages, and interviews from notable developers provide tips on what makes games fun and great. Includes CD.


Game Design Workshop

Game Design Workshop

Author: Tracy Fullerton

Publisher: CRC Press

Published: 2014-03-05

Total Pages: 540

ISBN-13: 1482217163

DOWNLOAD EBOOK

Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.


The Game Inventor's Guidebook

The Game Inventor's Guidebook

Author: Brian Tinsman

Publisher: Morgan James Publishing

Published: 2008-11-01

Total Pages: 282

ISBN-13: 1600377904

DOWNLOAD EBOOK

A guide to developing and selling your game idea from a game design manager at Wizards of the Coast, the world’s largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! Tinsman presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.


Numenera Discovery and Destiny Slipcase Set

Numenera Discovery and Destiny Slipcase Set

Author: Monte Cook

Publisher: Monte Cook Games

Published: 2018-07-31

Total Pages:

ISBN-13: 9781939979797

DOWNLOAD EBOOK

They say there have been eight worlds before ours. Eight times the people of this Earth, over vast millennia, built their civilizations. They reached heights we cannot even imagine now: they spoke to the stars, reshaped the creatures of the world, and mastered form and essence. They built cities and machines that have since crumbled to dust, leaving only their vast outlines and barest remnants. This is the Ninth World. The people of the prior worlds are gonescattered, disappeared, or transcended. But their works remain, in the places and devices that still contain some germ of function. The ignorant call these magic, but the wise know that these are our legacy. They are our future. They are the... Two 416-page corebooks, two poster maps, a handsome and sturdy slipcase, a metal medallion, and additional play aidsall for the price of the corebooks alone. All existing Numenera supplements remain compatible with these corebooks.


Fact Hunt

Fact Hunt

Author: Larry Bundy Jr

Publisher: Unbound Publishing

Published: 2020-02-06

Total Pages: 309

ISBN-13: 1783528346

DOWNLOAD EBOOK

A bumper collection of facts about video games from YouTuber extraordinaire, Larry Bundy Jr, this book will debunk myths and urban legends, delve into developers' biggest successes and failures, explore the odd characters behind the games and unearth the obscure, the forgotten, the cancelled and the abandoned aspects of the gaming world. For the past decade, Larry has painstakingly trawled through countless old magazines, routinely harassed developers, and blackmailed journalists to uncover these amazing tidbits and anecdotes that would have fallen by the wayside of history. Now he has compiled them into a fun, full-colour book with sections on botched game launches, pointless peripherals, unreleased video game movies, weird guest fighters and much, much more. Along the way, he has invited a few famous gaming guests, including Stuart Ashen and Did You Know Gaming?, to provide their favourite quips for your personal perusal. So whatever your level of knowledge about video games, you’re guaranteed to learn a ton of entertaining new information.


Game Over

Game Over

Author: David Sheff

Publisher: Vintage

Published: 2011-11-02

Total Pages: 558

ISBN-13: 0307800741

DOWNLOAD EBOOK

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.


Rules of Play

Rules of Play

Author: Katie Salen Tekinbas

Publisher: MIT Press

Published: 2003-09-25

Total Pages: 680

ISBN-13: 9780262240451

DOWNLOAD EBOOK

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.


The Lost City of Gaxmoor

The Lost City of Gaxmoor

Author: Ernest Gary Gygax Jr

Publisher: Castles & Crusades

Published: 2016-04-01

Total Pages:

ISBN-13: 9781936822973

DOWNLOAD EBOOK

North of the Bergruken, upon the broken slopes of the Massif the suns fading brilliance outlines the ancient ruins of the once thriving metropolis of Gaxmoor. The former beacon of Imperial power mysteriously vanished ages ago. Now it has returned, beckoning brave adventurers to explore its ruins and crypts, and to vanquish the chaos and evil that lies within. The Lost City of Gaxmoor is a complete adventure setting that takes characters from levels 1-10. Playable in any home brew setting or in the World of Aihrde! Made in the USA.


Sports Marketing

Sports Marketing

Author: Michael J. J. Fetchko

Publisher: Routledge

Published: 2018-10-09

Total Pages: 614

ISBN-13: 1351707280

DOWNLOAD EBOOK

Highly practical and engaging, Sports Marketing equips students with the skills, techniques, and tools they need to be successful marketers in any sporting environment. The book combines scholarly theory with the perspectives of those who have been actively involved in the sports business. A worldwide range of examples from all levels of sports, as well as insider expertise, strongly ties classroom learning to real-world practice, and assures students that the theory is relevant. New material includes: • Expanded coverage of marketing analytics and the use of market-driven tactics showing students how to strengthen customer relationships and maximize profits • Greater attention to the impact of new technologies on customer relationships, such as social media, content marketing, ticketing strategies, and eSports, ensuring students are exposed to the latest advancements in marketing for sports • A stronger global focus throughout the book, including several new cases from outside the U.S., as well as coverage of international sporting organizations, such as FIFA and the ever popular English Premier League • Six new "You Make the Call" short cases to offer opportunities for analysis and decision making in sectors of sports marketing including sports media, experiential events, and eSports These popular "You Make the Call" cases and review questions stimulate lively classroom discussion, while chapter summaries and a glossary further support learning. Sports Marketing will give students of sports marketing and management a firm grasp of the ins and outs of working in sports.


Digital Games, Revised Edition

Digital Games, Revised Edition

Author: Ananda Mitra

Publisher: Infobase Holdings, Inc

Published: 2020-03-01

Total Pages: 126

ISBN-13: 1438182651

DOWNLOAD EBOOK

In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games have come a long way since they were developed in the 1970s. In the past, game programs used a computer-like gadget that could be connected to the television. The players would look at the image on the television screen, hence the name "video game." With the development of personal computers in the 1980s, the computer monitor became a more popular display device, leading to the new term "computer game." These terms, along with "digital game," are now interchangeable. Digital Games, Revised Edition explains the history of digital games, explores how the games have affected players and society, and discusses emerging trends in the digital gaming industry.