Game Developer


Book Description




Gamescape: Underworld


Book Description




Gamescape: Overworld


Book Description

A dying boy on a dying planet plays a dangerous, sophisticated, and addictive game that could save his life—if it doesn’t kill him first. A complex, gorgeous, literary thriller for fans for Ernest Cline, Brandon Sanderson, Orson Scott Card, and M.T. Anderson. In a futuristic version of Earth, society is mostly controlled by a company that produces an addictive virtual reality game called Chimera. Everyone plays Chimera. Defeating the levels is how you earn enough points for clothes, food, even medical enhancements. Miguel Anderson is good at it. In fact, he’s better than anyone he knows. He spends all of his free time playing, hoping to reach Level 25. At Level 25 you can pick any prize you want—and Miguel needs a new biometric heart. When the game runners announce a global competition to launch a new version with untold prizes, Miguel enters and becomes a team leader. That’s new for him—playing on a team. And complicated, as the game becomes a delicate power play between wholly unexpected players. This is the first of two books and features gorgeous writing, compelling action, and a flawed and memorable hero.




Games | Game Design | Game Studies


Book Description

How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies. With contributions by André Czauderna, Nathalie Pozzi and Eric Zimmerman.




Level Design


Book Description

In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels – experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers. Key Features: Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing collaboratively Offers analysis methods for better understanding game worlds and how they function in response to gameplay Find your own preferred method of level design by learning the processes of multiple industry veterans




The House of Months and Years


Book Description

A girl must stop the Boogeyman living in her home from stealing her family’s warmest memories in this “eerie and enchanting story” (Publishers Weekly) from the author of Flights and Chimes and Mysterious Times and The Accidental Afterlife of Thomas Marsden. When her distant aunt and uncle die, Amelia Howling is forced to move into their home when they leave her parents in charge of their children. Her parents assure her that it will be like having a grand adventure with three new siblings, but Amelia is not convinced. Luckily, the house is large, filled with nooks and crannies perfect for hiding from her cousins. But even with all the nooks and crannies, the rumbling and crumbling rooms are more sinister than they seem. The house was built years ago by a creature named Horatio, and he’s been waiting for the perfect human inhabitant: Amelia. Horatio has the power to travel through time and memories, and lures Amelia into his world. The memories of children, he told her, were the best, and Amelia agreed—her cousins were full of good memories. Until she noticed that once she and Horatio visited a memory, it was gone forever. And she had been stealing the good memories of her cousins and their parents without even noticing! Horrified and scared, Amelia lets her cousins in on her secret, and asks them for help. Together, they must race through time to recover their minds and break the perfect clockwork of the evil Calendar House.




Coda (bk. 1)


Book Description

Revolution sings in the air when a teenage boy plays illegal, underground music in a dystopian, Corp-controlled world.




Getting Started with Dwarf Fortress


Book Description

Dwarf Fortress may be the most complex video game ever made, but all that detail makes for fascinating game play, as various elements collide in interesting and challenging ways. The trick is getting started. In this guide, Fortress geek Peter Tyson takes you through the basics of this menacing realm, and helps you overcome the formidable learning curve. The book’s focus is the game’s simulation mode, in which you’re tasked with building a dwarf city. Once you learn how to establish and maintain your very first fortress, you can consult the more advanced chapters on resource management and training a dwarf military. You’ll soon have stories to share from your interactions with the Dwarf Fortress universe. Create your own world, then locate a site for an underground fortress Equip your party of dwarves and have them build workshops and rooms Produce a healthy food supply so your dwarves won’t starve (or go insane) Retain control over a fortress and dozens of dwarves, their children, and their pets Expand your fortress with fortifications, stairs, bridges, and subterranean halls Construct fantastic traps, machines, and weapons of mass destruction




Flights and Chimes and Mysterious Times


Book Description

A boy discovers a mysterious mechanical world he may never escape in this steampunk fantasy that’s “a thrill a minute” (Kirkus Reviews), set in nineteenth-century England. Ten-year-old Jack Foster has stepped through a doorway and into quite a different London. Londinium is a smoky, dark, and dangerous place, home to mischievous metal fairies and fearsome clockwork dragons that breathe scalding steam. The people wear goggles to protect their eyes, brass grill insets in their nostrils to filter air, or mechanical limbs to replace missing ones. Over it all rules the Lady, and the Lady has demanded a new son—a perfect flesh-and-blood child. She has chosen Jack. His only hope of escape lies with a legendary clockwork bird. The Gearwing grants wishes—or it did, before it was broken—before it was killed. But some things don’t stay dead forever. Fans of books like Splendors and Glooms and Doll Bones will find Flights and Chimes and Mysterious Times irresistible!




The Accidental Afterlife of Thomas Marsden


Book Description

At age twelve, grave robber Thomas Marsden discovers a boy who looks just like him in an unmarked grave and begins a journey of discovery as he learns of faeries trapped in London and their hope that he can return them to their realm.