Game Frame


Book Description

Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.




USA Weekend The Big Book of Frame Games


Book Description

FRAME GAMES, as seen every week for the last 10 years in USA WEEKEND magazine, are very popular and enjoyable word puzzles that represent a famous phrase, song, person, place, or movie in a unique, framed puzzle. By looking at the way the letters are formed and where they are placed in relation to the other letters, readers are challenged to piece together a solution. These artfully constructed brainteasers are a favorite among teachers, travelers, and puzzle-lovers alike. With 500 puzzles, this book is sure to keep you thoroughly entertained.




Frame Games


Book Description




The Pocket Book of Frame Games


Book Description

Frame games, as seen in USA WEEKEND magazine and read by more than 48,000,000 people in 600 newspapers weekly, are an extremely popular and amusing form of word puzzle that represent a famous phrase, song, person, place, or movie. By looking at the way the letters are formed and where they are placed in relation to the other letters, you can piece together a solution. These artfully constructed brainteasers are a favorite among teachers, travelers, and puzzle-lovers alike. Terry Stickels has authored eleven similar collections in the past, and has had bestsellers with Scholastic (over 70,000 sold), Pomegranate, and St. Martin's Press.




Game Anim


Book Description

The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.




Sit and Solve Frame Games


Book Description

Nobody knows puzzles better than master creator Terry Stickels, and that’s why this collection is pure, unmatched fun. Frame Games are favorites in many newspapers, and they challenge solvers to come up with a well-known saying, person, place, or thing. Many offer Visual Puns, almost like rebuses, with a combination of writing and images. The author lives in Fort Worth, TX.




Game Programming Patterns


Book Description

The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.




The Best Brain Rebus Puzzles Games


Book Description

The Best Brain Teasers Rebus Puzzles Game is a massive collection of word & picture puzzles that contain a hidden word, phrase or idiom. These have been popular for hundreds of years. This book contains easy to mind bending rebus puzzles to keep young and old entertained and challenged for hours! And do not worry, the answers are in the back. This book is sure to keep you thoroughly entertained.




Making Games


Book Description

An argument that production tools shape the aesthetics and political economy of games as an expressive medium. In Making Games, Stefan Werning considers the role of tools (primarily but not exclusively software), their design affordances, and the role they play as sociotechnical actors. Drawing on a wide variety of case studies, Werning argues that production tools shape the aesthetics and political economy of games as an expressive medium. He frames game-making as a (meta)game in itself and shows that tools, like games, have their own "procedural rhetoric" and should not always be conceived simply in terms of optimization and best practices.




Game Feel


Book Description

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe