The Game Inventor's Guidebook


Book Description

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.




The Game Inventor's Handbook


Book Description

Offers advice on selling a new game and discusses self-publishing, marketing, copyrights, and trademarks




Kids Inventing!


Book Description

Have you ever seen inventors on TV or in the newspaper and thought, "That could be me!" Well, it certainly could—and this book shows you how. Kids Inventing! gives you easy-to-follow, step-by-step instructions for turning your ideas into realities for fun, competition, and even profit. From finding an idea and creating a working model to patenting, manufacturing, and selling your invention, you get expert guidance in all the different stages of inventing. You'll see how to keep an inventor's log, present your ideas, and work as part of a team or with a mentor. You'll meet inspiring kids just like you who designed their own award-winning inventions. And you'll see how to prepare for the various state and national invention contests held each year, as well as international competitions and science fairs.




The Total Inventors Manual (Popular Science)


Book Description

"Transform your idea into a top-selling product"--Front cover.




Inventor Confidential


Book Description

The road to licensing a profitable, innovative product or technology is riddled with curves, holes, and rocky cliffs. The President of the United Inventors Association shows inventors, innovators, and makers a better path towards monetizing your creations and how to avoid the get-rich-quick scammers. Every year, hundreds of thousands of eager inventors around the globe spend millions of dollars seeking assistance from inventor service companies and individuals claiming to be experts in the innovation and licensing fields, though their actual success rates are poor in relation to the dollar amounts they charge. The reality is, according to Inventors’ Digest™, while 78% of new inventors believe they will make over a million dollars with their inventions, less than 1% actually do. Marketers prey on this scenario for their own financial gain. In Inventor Confidential, inventor advocate Warren Tuttle tips the odds back in the investor’s favor, helping them: Gain a much broader picture of the many current challenges that inventors face these days. Understand the red flags to watch out for when individuals or companies charge up front for their coaching or help-to-market services. See how inventors can improve their odds of licensing success by following a thorough product development protocol, creating working prototypes, and filing U.S. patents. Get the insider perspective on how companies determine the quality of a product submission and if they want to work with the inventor. Learn the 30 steps to market if you want to go it alone. For anyone who has a great idea or invention and wants to monetize it but are not sure who to trust, Inventor Confidential will show them where to best spend their hard-earned money to maximize their odds for success.




The Little Inventors Handbook: A guide to becoming an ingenious inventor


Book Description

A step by step guide to thinking up fantastical, funny or perfectly practical inventions with no limits! This e-book is best viewed on Kindle Fire in landscape view to optimise your experience.




The LEGO MINDSTORMS Robot Inventor Activity Book


Book Description

An introduction to the LEGO Mindstorms Robot Inventor Kit through seven engaging projects. With its amazing assortment of bricks, motors, and smart sensors, the LEGO® MINDSTORMS® Robot Inventor set opens the door to a physical-meets-digital world. The LEGO MINDSTORMS Robot Inventor Activity Book expands that world into an entire universe of incredibly fun, uniquely interactive robotic creations! Using the Robot Inventor set and a device that can run the companion app, you’ll learn how to build bots beyond your imagination—from a magical monster that gobbles up paper and answers written questions, to a remote-controlled transformer car that you can drive, steer, and shape-shift into a walking humanoid robot at the press of a button. Author and MINDSTORMS master Daniele Benedettelli, a robotics expert, takes a project-based approach as he leads you through an increasingly sophisticated collection of his most captivating robot models, chapter by chapter. Each project features illustrated step-by-step building instructions, as well as detailed explanations on programming your robots through the MINDSTORMS App—no coding experience required. As you build and program an adorable pet turtle, an electric guitar that lets you shred out solos, a fully functional, whiz-bang pinball machine and more, you’ll discover dozens of cool building and programming techniques to apply to your own LEGO creations, from working with gears and motors, to smoothing out sensor measurement errors, storing data in variables and lists, and beyond. By the end of this book, you’ll have all the tools, talent and inspiration you need to invent your own LEGO MINDSTORMS robots.




The Inventor's Guide for Medical Technology


Book Description

"The Inventor's Guide for Medical Technology: From Your Napkin to the Market--What Innovators Need to Know" offers a series of clearly defined steps, guiding inventors in the process of taking their idea "from concept to market." In chapters such as "The Invention," "Research and Development," "Manufacturing," “Finance and Accounting,” “Launching in the U.S.” and “The Exit,” Paul Kullmann discusses trademarks and patents, clinical trial designs, funding, choosing the right team, and so much more. Each chapter ends with a tidbit of personal advice, based on Kullmann's insight and indisputably expert knowledge. With Kullmann's guidance, inventors and entrepreneurs alike can sidestep the pitfalls and increase their probability of success. See the free tool library information available inside the book. With his over twenty-eight years in the medical technology field and a long history as an entrepreneur, speaker, educator, and angel investor, Patrick Kullmann is the voice of experience.




The Secret Game


Book Description

Winner of the 2016 PEN/ESPN Award for Literary Sports Writing The true story of the game that never should have happened--and of a nation on the brink of monumental change In the fall of 1943, at the little-known North Carolina College for Negroes, Coach John McLendon was on the verge of changing basketball forever. A protégé of James Naismith, the game's inventor, McLendon taught his team to play the full-court press and run a fast break that no one could catch. His Eagles would become the highest-scoring college team in America--a basketball juggernaut that shattered its opponents by as many as sixty points per game. Yet his players faced danger whenever they traveled backcountry roads. Across town, at Duke University, the best basketball squad on campus wasn't the Blue Devils, but an all-white military team from the Duke medical school. Composed of former college stars from across the country, the team dismantled everyone they faced, including the Duke varsity. They were prepared to take on anyone--until an audacious invitation arrived, one that was years ahead of anything the South had ever seen before. What happened next wasn't on anyone's schedule. Based on years of research, The Secret Game is a story of courage and determination, and of an incredible, long-buried moment in the nation's sporting past. The riveting, true account of a remarkable season, it is the story of how a group of forgotten college basketball players, aided by a pair of refugees from Nazi Germany and a group of daring student activists, not only blazed a trail for a new kind of America, but helped create one of the most meaningful moments in basketball history.




Tinkerlab


Book Description

Encourage tinkering, curiosity, and creative thinking in children of all ages with these 55 hands-on activities that explore art, science, and more The creator of the highly popular creativity site for kids, Tinkerlab.com, now delivers dozens of engaging, kid-tested, and easy-to-implement projects that will help parents and teachers bring out the natural tinkerer in every kid—even babies, toddlers, and preschoolers. The creative experiments shared in this book foster curiosity, promote creative and critical thinking, and encourage tinkering—mindsets that are important to children growing up in a world that values independent thinking. In addition to offering a host of activities that parents and teachers can put to use right away, this book also includes a buffet of recipes (magic potions, different kinds of play dough, silly putty, and homemade butter) and a detailed list of materials to include in the art pantry.