Author: Lucie Duchesne
Publisher: Joshua Morris Pub
ISBN: 9780887057397
Category : Games
Languages : en
Pages : 12
Book Description
Light 'n Play Giant Game Board Book
Author: Lucie Duchesne
Publisher: Joshua Morris Pub
ISBN: 9780887057397
Category : Games
Languages : en
Pages : 12
Book Description
Publisher: Joshua Morris Pub
ISBN: 9780887057397
Category : Games
Languages : en
Pages : 12
Book Description
Giant Game Board Book
Author: Duchesne, Lucie
Publisher:
ISBN: 9782894291672
Category : Board games
Languages : en
Pages : 14
Book Description
Publisher:
ISBN: 9782894291672
Category : Board games
Languages : en
Pages : 14
Book Description
Disney's Giant Game Board Book
Author: Zapp
Publisher:
ISBN: 9782894295847
Category : Board games
Languages : en
Pages : 14
Book Description
Publisher:
ISBN: 9782894295847
Category : Board games
Languages : en
Pages : 14
Book Description
Giant Intergalactic Electronic Game Book
Author:
Publisher:
ISBN: 9782764104323
Category :
Languages : en
Pages : 12
Book Description
- a 12-page board book (15 3/4" 23")- 6 giant board games- 4 colorful alien playing pieces- an electronic dice module
Publisher:
ISBN: 9782764104323
Category :
Languages : en
Pages : 12
Book Description
- a 12-page board book (15 3/4" 23")- 6 giant board games- 4 colorful alien playing pieces- an electronic dice module
Play of Light Board Book
Author: Hervé Tullet
Publisher:
ISBN: 9781840116854
Category : Projection art
Languages : en
Pages : 14
Book Description
Publisher:
ISBN: 9781840116854
Category : Projection art
Languages : en
Pages : 14
Book Description
Have You Seen My Dragon?
Author: Steve Light
Publisher: Candlewick Press
ISBN: 0763666483
Category : Juvenile Fiction
Languages : en
Pages : 50
Book Description
Invite young readers to practice counting to twenty while helping a small boy search the city for his pet dragon.
Publisher: Candlewick Press
ISBN: 0763666483
Category : Juvenile Fiction
Languages : en
Pages : 50
Book Description
Invite young readers to practice counting to twenty while helping a small boy search the city for his pet dragon.
The WoW Diary: A Journal of Computer Game Development [Second Edition]
Author: John Staats
Publisher: Source Point Press
ISBN:
Category : Games & Activities
Languages : en
Pages : 0
Book Description
The WoW (World of Warcraft) Diary offers a rare, unfiltered look inside the gaming industry written by the game's first level designer, John Staats. The World of Warcraft Diary offers a rare, unfiltered look inside the gaming industry. It was written by the game's first level designer, John Staats, from notes he took during WoW's creation. The WoW Diary explains why developers do things and debunks popular myths about the games industry. In great detail he covers the what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard's formula for success. The author includes anecdotes about the industry, the company, the dev team; how they worked together, and the philosophy behind their decisions. The WoW Diary is a story made from notes taken during the dev team’s four-year journey. It is a timeline of Vanilla WoW’s development cycle, a time-capsule with an exhausting amount of details that also looks at the anatomy of computer game studio. In order to illustrate how all the parts of computer game company work together, he interviewed everyone from the company’s founders to his former teammates; and the supporting departments who helped make WoW a reality.
Publisher: Source Point Press
ISBN:
Category : Games & Activities
Languages : en
Pages : 0
Book Description
The WoW (World of Warcraft) Diary offers a rare, unfiltered look inside the gaming industry written by the game's first level designer, John Staats. The World of Warcraft Diary offers a rare, unfiltered look inside the gaming industry. It was written by the game's first level designer, John Staats, from notes he took during WoW's creation. The WoW Diary explains why developers do things and debunks popular myths about the games industry. In great detail he covers the what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard's formula for success. The author includes anecdotes about the industry, the company, the dev team; how they worked together, and the philosophy behind their decisions. The WoW Diary is a story made from notes taken during the dev team’s four-year journey. It is a timeline of Vanilla WoW’s development cycle, a time-capsule with an exhausting amount of details that also looks at the anatomy of computer game studio. In order to illustrate how all the parts of computer game company work together, he interviewed everyone from the company’s founders to his former teammates; and the supporting departments who helped make WoW a reality.
My Book of Indoor Games
Author: Clarence Squareman
Publisher: Good Press
ISBN:
Category : Games & Activities
Languages : en
Pages : 152
Book Description
The book is full of great ideas about amusing children and adults indoors in stormy and cold evenings. It offers funny, fascinating, and little-known games that were played by our grandparents in their childhood and remains attractive to a contemporary reader today.
Publisher: Good Press
ISBN:
Category : Games & Activities
Languages : en
Pages : 152
Book Description
The book is full of great ideas about amusing children and adults indoors in stormy and cold evenings. It offers funny, fascinating, and little-known games that were played by our grandparents in their childhood and remains attractive to a contemporary reader today.
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
The Master & Margarita
Author: Mikhail Bulgakov
Publisher: Rosetta Books
ISBN: 0795348398
Category : Fiction
Languages : en
Pages : 448
Book Description
Satan, Judas, a Soviet writer, and a talking black cat named Behemoth populate this satire, “a classic of twentieth-century fiction” (The New York Times). In 1930s Moscow, Satan decides to pay the good people of the Soviet Union a visit. In old Jerusalem, the fateful meeting of Pilate and Yeshua and the murder of Judas in the garden of Gethsemane unfold. At the intersection of fantasy and realism, satire and unflinching emotional truths, Mikhail Bulgakov’s classic The Master and Margarita eloquently lampoons every aspect of Soviet life under Stalin’s regime, from politics to art to religion, while interrogating the complexities between good and evil, innocence and guilt, and freedom and oppression. Spanning from Moscow to Biblical Jerusalem, a vibrant cast of characters—a “magician” who is actually the devil in disguise, a giant cat, a witch, a fanged assassin—sow mayhem and madness wherever they go, mocking artists, intellectuals, and politicians alike. In and out of the fray weaves a man known only as the Master, a writer demoralized by government censorship, and his mysterious lover, Margarita. Burned in 1928 by the author and restarted in 1930, The Master and Margarita was Bulgakov’s last completed creative work before his death. It remained unpublished until 1966—and went on to become one of the most well-regarded works of Russian literature of the twentieth century, adapted or referenced in film, television, radio, comic strips, theater productions, music, and opera.
Publisher: Rosetta Books
ISBN: 0795348398
Category : Fiction
Languages : en
Pages : 448
Book Description
Satan, Judas, a Soviet writer, and a talking black cat named Behemoth populate this satire, “a classic of twentieth-century fiction” (The New York Times). In 1930s Moscow, Satan decides to pay the good people of the Soviet Union a visit. In old Jerusalem, the fateful meeting of Pilate and Yeshua and the murder of Judas in the garden of Gethsemane unfold. At the intersection of fantasy and realism, satire and unflinching emotional truths, Mikhail Bulgakov’s classic The Master and Margarita eloquently lampoons every aspect of Soviet life under Stalin’s regime, from politics to art to religion, while interrogating the complexities between good and evil, innocence and guilt, and freedom and oppression. Spanning from Moscow to Biblical Jerusalem, a vibrant cast of characters—a “magician” who is actually the devil in disguise, a giant cat, a witch, a fanged assassin—sow mayhem and madness wherever they go, mocking artists, intellectuals, and politicians alike. In and out of the fray weaves a man known only as the Master, a writer demoralized by government censorship, and his mysterious lover, Margarita. Burned in 1928 by the author and restarted in 1930, The Master and Margarita was Bulgakov’s last completed creative work before his death. It remained unpublished until 1966—and went on to become one of the most well-regarded works of Russian literature of the twentieth century, adapted or referenced in film, television, radio, comic strips, theater productions, music, and opera.