Video & Electronic Games

Stay Awhile and Listen: Book I Legendary Edition: How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire

#ad
Digital Monument Press, LLC #ad - At the center of it all—diablo, a hack-and-slash adventure through the darkest recesses of Hell that changed online gaming forever. Composed from exhaustive research and hundreds of personal interviews, the Stay Awhile and Listen series divulges the fated meeting that brought the two Blizzards together, the clashes that tore them apart, and their transformation from grassroots democracy to corporate empire.

Stay awhile and listen: how two blizzards unleashed diablo and forged a Video-Game Empire - Book 1 invites readers to discover the origin of Blizzard North, for gamers, and Blizzard Entertainment, a studio built by gamers, a convergence of designers driven to rule their industry. One multi-billion-dollar video-game empire.

Stay Awhile and Listen: Book I Legendary Edition: How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire #ad - . Two opposing cultures. Two companies.

More information about Digital Monument Press, LLC #ad

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture

#ad
Random House #ad - 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 williamsMasters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero.

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: How Two Guys Created an Empire and Transformed Pop Culture #ad - Together, they ruled big business. From the Hardcover edition. Masters of doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. They transformed popular culture. Dave kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio.

The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And they provoked a national controversy. David kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation.

More information about Random House #ad


Similar products:


The Making of Prince of Persia

#ad
#ad - Mechner's candid and revealing journals from the time capture his journey from his parents' basement to the forefront of the fast-growing 1980s video game industry. And the creative, technical and personal struggles that brought the prince into being and ultimately into the homes of millions of people worldwide.

Before prince of persia was a best-selling video game franchise and a Jerry Bruckheimer movie, it was an Apple II computer game created and programmed by one person, Jordan Mechner.

More information about #ad


Similar products:


Game Engine Black Book: Wolfenstein 3D

#ad
Unknown #ad - Open up to discover the architecture of the software which pioneered the First Person Shooter genre. How was wolfenstein 3d made and what were the secrets of its speed? how did id software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you.

This is an engineering book. You will not find much prose in here the author’s English is broken anyway. Instead, this book has only bit of text and plenty of drawings attempting to describe in great detail the Wolfenstein 3D game engine and its hardware, the IBM PC with an Intel 386 CPU and a VGA graphic card.

Game Engine Black Book: Wolfenstein 3D #ad - Game engine black book details techniques such as raycasting, pulse width modulation, VGA Mode-Y, runtime generated code, self-modifying code, deferred rendition, linear feedback shift register, fixed point arithmetic, compiled scalers, and many others tricks.

More information about Unknown #ad


Similar products:


Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made

#ad
Harper Paperbacks #ad - Documenting the round-the-clock crunches, sweat, and last-minute saves, buggy-eyed burnout, Blood, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

. In blood, and pixels, jason schreier takes readers on a fascinating odyssey behind the scenes of video game development, Sweat, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, and donkey kong-sized monkey wrenches thrown into the works by corporate, marketplace demands, technical impossibilities, Sweat, Blood, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.

Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made #ad - Taking some of the most popular, whether it's rpg studio bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, bestselling recent games, Schreier immerses readers in the hellfire of the development process, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart.

National bestsellerdeveloping video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss.

More information about Harper Paperbacks #ad


Similar products:


Jacked: The Outlaw Story of Grand Theft Auto

#ad
Wiley #ad - Despite its incredible innovations in the $75 billion game industry, spawning accusations of ethnic and sexual discrimination, glamorizing violence, it has also been a lightning rod of debate, and inciting real-life crimes. Since its first release in 1997, gta has pioneered the use of everything from 3D graphics to the voices of top Hollywood actors and repeatedly transformed the world of gaming.

Inside the making of a videogame that defined a generation: Grand Theft Auto Grand Theft Auto is one of the biggest and most controversial videogame franchises of all time. Jacked tells the turbulent and mostly unknown story of GTA's wildly ambitious creators, the invention and evolution of the franchise, Rockstar Games, and the cultural and political backlash it has provoked.

Jacked: The Outlaw Story of Grand Theft Auto #ad - Explains how british prep school brothers sam and dan houser took their dream of fame, and the glamor of american pop culture and transformed it into a worldwide videogame blockbusterWritten by David Kushner, and drawn from over ten years of interviews and research, including the financial turmoil of Rockstar games, including firsthand knowledge of Grand Theft Auto's creators and detractorsOffers inside details on key episodes in the development of the series, fortune, author of Masters of Doom and a top journalist on gaming, and more Whether you love Grand Theft Auto or hate it, or just want to understand the defining entertainment product of a generation, the infamous "Hot Coffee" sex mini-game incident, you'll want to read Jacked and get the real story behind this boundary-pushing game.

More information about Wiley #ad


Similar products:


Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games

#ad
Atria Books #ad - Significant zero is a rare and illuminating look inside “the video gaming industry in all its lucrative shine and questionable morality…and provides a refreshing and realistic portrayal of succeeding at attaining a dream via an unforeseen career trajectory” Booklist. A veteran video game narrative designer, Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls.

From the award-winning video game writer of such hits as Star Wars Battlefront and BioShock comes an exclusive “compelling look into a world that doesn’t like to spill its secrets to outsiders” NPR: the video game industry. When his satirical musings in a college newspaper got him discharged from the Air Force, it became clear to Walt Williams that his destiny in life was to be a writer—he just never thought he’d end up writing video games, including some of the biggest franchises today.

Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games #ad - Significant zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer is crucial for expanding the scope of video games into more immersive and emotional experiences. As williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, he exposes an industry abundant in brain power and out-sized egos, but struggling to stay innovative.

More information about Atria Books #ad


Similar products:


Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games

#ad
Press Start Press #ad - Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics.

Despite their visual simplicity, roguelike games captivate thousands of players around the world. In 1980, computers were instruments of science and mathematics, military secrets and academia. From the author of the bestselling stay awhile and listen series, Dungeon Hacks introduces you to the visionaries behind some of the most popular roguelikes of all time, and shows how their creations paved the way for the blockbuster video games of today—and beyond.

More information about Press Start Press #ad


Similar products:


The Making of Karateka

#ad
#ad - This first volume is a candid account of the personal, which topped bestseller charts in 1985, and planted the seeds of his next game, creative and technical struggles that led to his breakthrough success with Karateka, Prince of Persia. In 1982 -- the era of apple ii and commodore 64 -- 17-year-old college freshman and aspiring game designer Jordan Mechner began keeping a private journal.

What other creators Say =="Jordan's journals are remarkable. For anyone aspiring to create a game -- or any endeavor that takes months and man-hours -- Jordan's journal is sobering and inspiring. John august, filmmaker, screenwriter of go, screenwriter, Big Fish and Charlie and the Chocolate Factory== About the Author ==Jordan Mechner is a game designer, and graphic novelist.

The Making of Karateka #ad - With these journals, we can track the development of Prince of Persia from a few penciled squiggles to a global franchise. There were no schools, no books, no theories covering what we were doing. Reading them transports me back to that place and time. We all knew this was an exciting new industry, but I don't think we had any clue what it was going to turn into during our careers.

Luckily, Jordan Mechner did. Following jordan's creative path is a great example of how to go with your own gut instinct. He created prince of Persia, Karateka, and The Last Express.

More information about #ad


Similar products:


Spelunky Boss Fight Books Book 11

#ad
Boss Fight Books #ad - Four years later, spelunky's hd remake went on to become PC Gamer's Game of the Year and earn perfect scores from Polygon and Eurogamer. But how is a "perfect" game made? Spelunky is Boss Fight's first autobiographical book: the story of a game's creation as told by its creator. Grab some ropes, a mattock, and your favorite pug—this book is going to dig deep.

When derek yu released spelunky for free in 2008, his roguelike-inspired platformer took the indie game community by storm with its combination of classic platform mechanics, extreme difficulty, and random level generation. Using his own game as a vehicle, indifferent game worlds, challenge, player feedback, Derek Yu discusses such wide-ranging topics as randomization, development team dynamics, and what's required to actually finish a game.

More information about Boss Fight Books #ad


Similar products:


Red to Black: The Making of Rogue Legacy

#ad
Press Start Press #ad - After four years working together on smaller videogames—some written over the course of a week, others in a few hours—the two brothers had pooled their resources to create Rogue Legacy, a game exponentially larger in scope than any they had created before. If rogue legacy failed, it would also be their last.

Seven days later and 100, 000 sales later, they were back in the black. Their recipe for success: 18 months, countless arguments, a surprisingly popular game about holding one's bowels, and unwavering trust. Based on interviews with the development team, tears, and exactly $14, From Red to Black: The Making of Rogue Legacy tells the story of two brothers who poured blood, sweat, 878 into the game that would make or break their careers—and their bank accounts.

Red to Black: The Making of Rogue Legacy #ad - . On june 27, 2013, kenny and Teddy Lee were broke and jobless.

More information about Press Start Press #ad


Similar products: