Notebook Of New Video Game Ideas: Book Three


Book Description

Containing 350 ideas… Great, free, and anonymous help for a game maker. “It’s a secret to everyone,” in this public domain book. As far as is known these are never before used ideas. Nothing was added without it feeling worthy of being included. There is no filler here. No space was taken for granted. These ideas are not so synopsis based than they are element based. In other words they are more “ideas within a game” than they are “ideas for a game.” This book is sure to be a great help for any who use it and take it as being unconditionally free.




Notebook of New Video Game Ideas: Book Eight


Book Description

This is a handwritten notebook containing over 300 ideas to use in any new video game. This is a free to use public domain book. These are no cost ideas that may be used with or without credit. “It’s a secret to everybody.” If an idea was considered unworthy to include it was not written in. If it was thought likely to have been used before it was not included. Where drawings were necessary to better describe an idea they were placed in. Like all of my books this is a free eBook and in the public domain.




Lucifer's Notebook: Part Three


Book Description

A handwritten book with everything scanned in. It gave me the liberty to better express myself with things like music, symbols, and art. This book is about Satanism, Christian Satanism, funny things, and ideas, but also has many singular things like a Satanic font and a concept for a new video game controller. It has prayers inside such as one for Lilith and one for Samael. There is a lot of art in it, some Satanist and Christian Satanist philosophy, dreams of mine like what a perfect palace would be like and what a perfect ring would be for me. It also contains an illustrated idea for a “magic calculator.” That is, you input things like an element, numerology, the date, something’s color, and can auto generate tarot cards (by name.) Most of the pages are completely different from the others- there is a lot here.




The Art of Game Design


Book Description

The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.




Notebook of New Video Game Ideas: Book Six


Book Description

This book is filled with 300 ideas for any new video game. These are ideas based on new elements, not stories or settings and are definitely not synopsis based. For example these are ideas for things like new power ups, weapons, spells, special effects, and enemies, and not where the game takes place, character backgrounds, the plot, and such things. This is a handwritten book with drawings made in a personal notebook. These ideas are 100% free to use in this new public domain book.




Level Up!


Book Description

Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!




Notebook of New Video Game Ideas: Book Five


Book Description

Here is a book with more than 300 new ideas to place into any new video game.. Good ideas, the best that could be made. They are not synopsis based but rather element based. Best of all, this is a free-use public domain book. It can be shared, published, duplicated, and freely used by anyone. “It’s a secret to everyone.”




Notebook of New Video Game Ideas: Book Four


Book Description

“It’s a secret to everyone.” This free-use public domain book contains 300 ideas to put into any new video game. As far as is known the ideas contained here have not yet been used. The book can also serve as a lot of “food for thought.” They are not synopsis based ideas here but rather element based ideas. This book was hand written and contains a number of drawings. This book may be used with or without credit and shared, as it is in the public domain.




The Gamer's Brain


Book Description

Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.




A Writer's Notebook


Book Description

Tap into your inner writer with this book of practical advice by the bestselling author of How Writers Work and the ALA Notable Book Fig Pudding. Writers are just like everyone else—except for one big difference. Most people go through life experiencing daily thoughts and feelings, noticing and observing the world around them. But writers record these thoughts and observations. They react. And they need a special place to record those reactions. Perfect for classrooms, A Writer’s Notebook gives budding writers a place to keep track of all the little things they notice every day. Young writers will love these useful tips for how to use notes and jottings to create stories and poems of their own.