
Now in full color, the 10th anniversary edition of this classic book packs more insight into what it means to design games for fun. Theory of Fun for Game Design challenges and inspires game designers as well as game enthusiasts looking for products and experiences that are truly fun and entertaining.The book discusses the impact of designing in a multidimensional landscape, where computer science, environmental design, and storytelling all play a role in creating an interactive game design. For the professional game developer to the interested young gamer, this updated edition takes you on an illustrated ride in fun and games.Learn why some games are fun and others are boringDiscover how playing a game and learning are connectedUnderstand why making a game too hard--or too easy--is a mistakeFind out why games have to balance deprivation and overload, order and chaos, silence and noiseExplore why you need to balance challenges of task mastery, pattern recognition, discovery, and time attacks
by Karen Pryor
Rating: 4.3 ⭐
• 4 recommendations ❤️
A Better Way to Better BehaviorKaren Pryor's clear and entertaining explanation of behavioral training methods made Don't Shoot the Dog! a bestselling classic. Now this revised edition presents more of her insights into animal—and human—behavior.A groundbreaking behavioral scientist and dynamic animal trainer, Karen Pryor is a powerful proponent of the principles and practical uses of positive reinforcement in teaching new behaviors. Here are the secrets of changing behavior in pets, kids—even yourself—without yelling, threats, force, punishment, guilt trips...or shooting the •The principles of the revolutionary "clicker training" method, which owes its phenomenal success to its immediacy of response—so there is no question what action you are rewarding•8 methods of ending undesirable habits—from furniture-clawing cats to sloppy roommates•The 10 laws of "shaping" behavior–for results without strain or pain through "affection training"•Tips for house-training the dog, improving your tennis game, or dealing with an impossible teen•Explorations of exciting new uses for reinforcement trainingLearn why pet owners rave, "This book changed our lives!" and how these pioneering techniques can work for you too.
Advanced Dungeons & Dragons Special Reference Work Dungeon Masters Guide - Essential Reference Information for Gamemastering Advanced D&D by Gary Gygax - TSR Games. HC dated 1979 with 232 pages. A compiled volume of information primarily used by Advanced Dungeons & Dragons game referees, including: Combat Tables, Monster Lists and Encounters; Treasure and Magic Tables and Descriptions; Random Dungeon Generation; Random Wilderness Terrain Generation; Suggestions on Gamemastering; and More!
This is the first of the series of the world famous AD & D role-playing aids. To complement the original version we've asekd new cover art. It is the ideal vehicle of imagination for intermediate through advanced players, ages 10 and up. #2010 1978 TSR By Gary Gygax illustrations by David C. Sutherland III
by Stephen Key
Rating: 4.2 ⭐
• 4 recommendations ❤️
With must-have updates, a new edition of the bestselling method that shows how anyone can turn their one simple idea into millions without lifting a finger!Stephen Key is an award-winning inventor who has licensed more than 20 product ideas. In 2011, he shared the secrets to his success in the bestselling book "One Simple Idea." Since that time, many changes have occurred in the entrepreneurial world."One Simple Idea, Revised and Expanded Edition" has been revised and updated to reflect current trends and practices in the industry. In addition to teaching readers how to turn their ideas into marketable products that companies will want to license, Key expands upon his cutting-edge product development, sales, and negotiation strategies, making note of the new opportunities and technologies available to creative people today. The book also features real-life success stories from people who have used the author s strategies."
by Charles Harris
Rating: 4.3 ⭐
• 1 recommendation ❤️
Two screenwriters once walked into a Hollywood producer's office and said three words 'Jaws in space.' Those three words won them the contract for the blockbuster movie Alien.The ability to pitch well is essential for all writers, directors and producers in cinema and TV. Strong pitching skills will accelerate your career - not only helping you sell your projects, but also developing them in the first place, focusing on what makes a story work, clarifying character and plot, and working more successfully with industry collaborators.This book takes you from the essentials of what makes a good pitch to advanced skills that will help you in all kinds of pitching situations. Charles Harris gives a clear-sighted view of how pitching works in the industry and a series of very practical techniques for developing a gripping and convincing pitch. Drawing on his experience, he examines the problems that can arise with both mainstream and unconventional projects - from a range of different cultures - and explains how to solve them. He also analyses the process of taking a pitch meeting and shows you how to ensure you perform at your best.
by Justin Gary
Rating: 4.3 ⭐
• 1 recommendation ❤️
Do you love gaming? Do you have ideas for gamesof your own and want to learn how to produce themprofessionally?Longtime game designer Justin Gary has the answersyou seek. After twenty years in the gaming industry,creating such games as Solforge, Ascension, and theWorld of Warcraft Miniatures Game, Justin is nowsharing all his secrets in Think Like a Game Designer.Best of all, Justin’s secrets are really simple, practical,and common sense steps you can take yourself. Justinwill walk you through each step and provide exercisesfor you to formulate your own game concepts and bringthem to fruition.In Think Like a Game Designer, you will learnhow to:• Overcome mental blocks to great creative work• Understand players’ emotional reactions andevoke the right ones• Brainstorm ideas and then refine them intouseable ones• Follow the six steps of the core design loop forsuccessfully designing a game• Capitalize on the excitement of Big Momentsin a game• Get a job in the game industry and get yourgames published• Remove the grind of gaming or use it to youradvantage• Integrate monetization into your designs• Deliver an enjoyable experience to your playersso your game stands the test of timeWhether you want to create video games, board games,or just discover how a true creative mind works, it’s allhere in Think Like a Game Designer. It’s time to takethe first step toward your game designer dream. Areyou game?WHAT PEOPLE ARE SAYING ABOUT JUSTIN GARY AND THINK LIKE A GAME DESIGNER“Every journey starts with a single step, and if your desired journey is to become a game designer,I can think of no better fi rst step than reading and doing the exercises in Justin’s book. Justin hasmanaged to capture and communicate the process for designing games starting from the blanksheet of paper all the way to thousands of fans playing your game.”— Jordan Wiesman, Creator of Shadowrun and BattleTech,and Founder of WizKids game studio“Justin Gary went from world champion Magic: The Gathering pro-tour competitor toaward-winning game designer and then to multi-million-dollar CEO. He has a lot to teach andyou can fi nd that wisdom clearly articulated in these pages.”— Peter Adkinson, Founder of Wizards of the Coast and Owner of Gen Con,the largest tabletop gaming convention in North America“Think Like a Game Designer should be on the shelf of anyone interested in game design, or evenjust in playing games. Plus, even people with no interest in games will learn valuable lessonsabout innovation, marketing, and how games motivate their players.”— Ethan Mollick, Professor of Innovation and Entrepreneurship,Wharton School of Business“Justin Gary has crafted a fun book that takes the essentials of game design and presentsthem in a light, personable format that anyone can understand. If you are new togame design, this is a great way to get started!”— Jesse Schell, CEO, Schell Games and Author ofThe Art of Game Design“Straightforward and relentlessly practical, this book efficiently guides you throughthe key steps involved in designing and publishing a game.”— Raph Koster, Lead Designer of Ultima Online and Author ofA Theory of Fun for Game Design