Author: James Dashner
Publisher: Delacorte Press
ISBN: 0375984658
Category : Young Adult Fiction
Languages : en
Pages : 352
Book Description
From James Dashner, author of the #1 New York Times bestselling Maze Runner series, comes the final book in the Mortality Doctrine series, an edge-of-your-seat cyber-adventure trilogy that includes The Eye of Minds and The Rule of Thoughts. Includes a sneak peek of The Fever Code, the highly-anticipated conclusion to the Maze Runner series—the novel that finally reveals how the maze was built! Michael used to live to game, but the games he was playing have become all too real. Only weeks ago, sinking into the Sleep was fun. The VirtNet combined the most cutting-edge technology and the most sophisticated gaming for a full mind-body experience. And it was Michael’s passion. But now every time Michael sinks, he risks his life. The games are over. The VirtNet has become a world of deadly consequences, and Kaine grows stronger by the day. The Mortality Doctrine—Kaine’s master plan—has nearly been realized, and little by little the line separating the virtual from the real is blurring. If Kaine succeeds, it will mean worldwide cyber domination. And it looks like Michael and his friends are the only ones who can put the monster back in the box—if Michael can figure out who his friends really are. The author who brought you the #1 New York Times bestselling MAZE RUNNER series and two #1 movies—The Maze Runner and The Scorch Trials—now brings you an electrifying cyber-adventure trilogy that takes you into a world of hyperadvanced technology, cyber terrorists, and gaming beyond your wildest dreams . . . and your worst nightmares. Praise for the MORTALITY DOCTRINE series: “Dashner takes full advantage of the Matrix-esque potential for asking ‘what is real.’” —io9.com “Set in a world taken over by virtual reality gaming, the series perfectly capture[s] Dashner’s hallmarks for inventiveness, teen dialogue and an ability to add twists and turns like no other author.” —MTV.com “A brilliant, visceral, gamified mash-up of The Matrix and Inception, guaranteed to thrill even the non-gaming crowd.” —Christian Science Monitor
The Game of Lives (The Mortality Doctrine, Book Three)
Author: James Dashner
Publisher: Delacorte Press
ISBN: 0375984658
Category : Young Adult Fiction
Languages : en
Pages : 352
Book Description
From James Dashner, author of the #1 New York Times bestselling Maze Runner series, comes the final book in the Mortality Doctrine series, an edge-of-your-seat cyber-adventure trilogy that includes The Eye of Minds and The Rule of Thoughts. Includes a sneak peek of The Fever Code, the highly-anticipated conclusion to the Maze Runner series—the novel that finally reveals how the maze was built! Michael used to live to game, but the games he was playing have become all too real. Only weeks ago, sinking into the Sleep was fun. The VirtNet combined the most cutting-edge technology and the most sophisticated gaming for a full mind-body experience. And it was Michael’s passion. But now every time Michael sinks, he risks his life. The games are over. The VirtNet has become a world of deadly consequences, and Kaine grows stronger by the day. The Mortality Doctrine—Kaine’s master plan—has nearly been realized, and little by little the line separating the virtual from the real is blurring. If Kaine succeeds, it will mean worldwide cyber domination. And it looks like Michael and his friends are the only ones who can put the monster back in the box—if Michael can figure out who his friends really are. The author who brought you the #1 New York Times bestselling MAZE RUNNER series and two #1 movies—The Maze Runner and The Scorch Trials—now brings you an electrifying cyber-adventure trilogy that takes you into a world of hyperadvanced technology, cyber terrorists, and gaming beyond your wildest dreams . . . and your worst nightmares. Praise for the MORTALITY DOCTRINE series: “Dashner takes full advantage of the Matrix-esque potential for asking ‘what is real.’” —io9.com “Set in a world taken over by virtual reality gaming, the series perfectly capture[s] Dashner’s hallmarks for inventiveness, teen dialogue and an ability to add twists and turns like no other author.” —MTV.com “A brilliant, visceral, gamified mash-up of The Matrix and Inception, guaranteed to thrill even the non-gaming crowd.” —Christian Science Monitor
Publisher: Delacorte Press
ISBN: 0375984658
Category : Young Adult Fiction
Languages : en
Pages : 352
Book Description
From James Dashner, author of the #1 New York Times bestselling Maze Runner series, comes the final book in the Mortality Doctrine series, an edge-of-your-seat cyber-adventure trilogy that includes The Eye of Minds and The Rule of Thoughts. Includes a sneak peek of The Fever Code, the highly-anticipated conclusion to the Maze Runner series—the novel that finally reveals how the maze was built! Michael used to live to game, but the games he was playing have become all too real. Only weeks ago, sinking into the Sleep was fun. The VirtNet combined the most cutting-edge technology and the most sophisticated gaming for a full mind-body experience. And it was Michael’s passion. But now every time Michael sinks, he risks his life. The games are over. The VirtNet has become a world of deadly consequences, and Kaine grows stronger by the day. The Mortality Doctrine—Kaine’s master plan—has nearly been realized, and little by little the line separating the virtual from the real is blurring. If Kaine succeeds, it will mean worldwide cyber domination. And it looks like Michael and his friends are the only ones who can put the monster back in the box—if Michael can figure out who his friends really are. The author who brought you the #1 New York Times bestselling MAZE RUNNER series and two #1 movies—The Maze Runner and The Scorch Trials—now brings you an electrifying cyber-adventure trilogy that takes you into a world of hyperadvanced technology, cyber terrorists, and gaming beyond your wildest dreams . . . and your worst nightmares. Praise for the MORTALITY DOCTRINE series: “Dashner takes full advantage of the Matrix-esque potential for asking ‘what is real.’” —io9.com “Set in a world taken over by virtual reality gaming, the series perfectly capture[s] Dashner’s hallmarks for inventiveness, teen dialogue and an ability to add twists and turns like no other author.” —MTV.com “A brilliant, visceral, gamified mash-up of The Matrix and Inception, guaranteed to thrill even the non-gaming crowd.” —Christian Science Monitor
How to Win the Three Games of Golf
Author: Hank Johnson
Publisher: Pocket Books
ISBN: 9780671866839
Category : Sports & Recreation
Languages : en
Pages : 140
Book Description
Simple, step-by-step instructions teach the reader to master the game of golf, focusing on improving the golf swing, the golf shot, and the golf score.
Publisher: Pocket Books
ISBN: 9780671866839
Category : Sports & Recreation
Languages : en
Pages : 140
Book Description
Simple, step-by-step instructions teach the reader to master the game of golf, focusing on improving the golf swing, the golf shot, and the golf score.
The Art of Game Design
Author: Jesse Schell
Publisher: CRC Press
ISBN: 1351803638
Category : Computers
Languages : en
Pages : 935
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.
Publisher: CRC Press
ISBN: 1351803638
Category : Computers
Languages : en
Pages : 935
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.
Finding the Game
Author: Gwendolyn Oxenham
Publisher: St. Martin's Press
ISBN: 1250010888
Category : Travel
Languages : en
Pages : 301
Book Description
Across two dozen countries—from back alleys to remote beaches to the roofs of skyscrapers—an eye-opening journey into the heart of soccer Every country has a different term for it: In the United States it's "pickup." In Trinidad it's "taking a sweat." In Brazil it's "pelada" (literally "naked"). It's the other side of soccer, those spontaneous matches played away from the bright lights and manicured fields—the game for anyone, anywhere. At sixteen, Gwendolyn Oxenham was the youngest Division I athlete in NCAA history, a starter and leading goal-scorer for Duke. At twenty, she graduated, the women's professional soccer league folded, and her career was over. In Finding the Game, Oxenham, along with her boyfriend and two friends, chases the part of the game that outlasts a career. They bribe their way into a Bolivian prison, bet shillings on a game with moonshine brewers in Kenya, play with women in hijab on a court in Tehran—and discover what the world looks like when you wander down side streets, holding on to a ball. An entertaining, heartfelt look at the soul of a sport and a thrilling travel narrative, this book is proof that on the field and in life, some things need no translation.
Publisher: St. Martin's Press
ISBN: 1250010888
Category : Travel
Languages : en
Pages : 301
Book Description
Across two dozen countries—from back alleys to remote beaches to the roofs of skyscrapers—an eye-opening journey into the heart of soccer Every country has a different term for it: In the United States it's "pickup." In Trinidad it's "taking a sweat." In Brazil it's "pelada" (literally "naked"). It's the other side of soccer, those spontaneous matches played away from the bright lights and manicured fields—the game for anyone, anywhere. At sixteen, Gwendolyn Oxenham was the youngest Division I athlete in NCAA history, a starter and leading goal-scorer for Duke. At twenty, she graduated, the women's professional soccer league folded, and her career was over. In Finding the Game, Oxenham, along with her boyfriend and two friends, chases the part of the game that outlasts a career. They bribe their way into a Bolivian prison, bet shillings on a game with moonshine brewers in Kenya, play with women in hijab on a court in Tehran—and discover what the world looks like when you wander down side streets, holding on to a ball. An entertaining, heartfelt look at the soul of a sport and a thrilling travel narrative, this book is proof that on the field and in life, some things need no translation.
The Art of Game Design
Author: Jesse Schell
Publisher: CRC Press
ISBN: 1466598646
Category : Computers
Languages : en
Pages : 604
Book Description
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
Publisher: CRC Press
ISBN: 1466598646
Category : Computers
Languages : en
Pages : 604
Book Description
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
The Eye of Minds (The Mortality Doctrine, Book One)
Author: James Dashner
Publisher: Delacorte Press
ISBN: 0375984631
Category : Young Adult Fiction
Languages : en
Pages : 322
Book Description
The world is virtual, but the danger is real in book one of the bestselling Mortality Doctrine series, the next phenomenon from the author of the Maze Runner series, James Dashner. Includes a sneak peek of The Fever Code, the highly-anticipated conclusion to the Maze Runner series—the novel that finally reveals how the maze was built! The VirtNet offers total mind and body immersion, and the more hacking skills you have, the more fun it is. Why bother following the rules when it’s so easy to break them? But some rules were made for a reason. Some technology is too dangerous to fool with. And one gamer has been doing exactly that, with murderous results. The government knows that to catch a hacker, you need a hacker. And they’ve been watching Michael. If he accepts their challenge, Michael will need to go off the VirtNet grid, to the back alleys and corners of the system human eyes have never seen—and it’s possible that the line between game and reality will be blurred forever. The author who brought you the #1 New York Times bestselling MAZE RUNNER series and two #1 movies—The Maze Runner and The Scorch Trials—now brings you an electrifying adventure trilogy an edge-of-your-seat adventure that takes you into a world of hyperadvanced technology, cyber terrorists, and gaming beyond your wildest dreams . . . and your worst nightmares. Praise for the Bestselling MORTALITY DOCTRINE series: “Dashner takes full advantage of the Matrix-esque potential for asking ‘what is real.’” —io9.com “Set in a world taken over by virtual reality gaming, the series perfectly capture[s] Dashner’s hallmarks for inventiveness, teen dialogue and an ability to add twists and turns like no other author.” —MTV.com “A brilliant, visceral, gamified mash-up of The Matrix and Inception, guaranteed to thrill even the non-gaming crowd.” —Christian Science Monitor
Publisher: Delacorte Press
ISBN: 0375984631
Category : Young Adult Fiction
Languages : en
Pages : 322
Book Description
The world is virtual, but the danger is real in book one of the bestselling Mortality Doctrine series, the next phenomenon from the author of the Maze Runner series, James Dashner. Includes a sneak peek of The Fever Code, the highly-anticipated conclusion to the Maze Runner series—the novel that finally reveals how the maze was built! The VirtNet offers total mind and body immersion, and the more hacking skills you have, the more fun it is. Why bother following the rules when it’s so easy to break them? But some rules were made for a reason. Some technology is too dangerous to fool with. And one gamer has been doing exactly that, with murderous results. The government knows that to catch a hacker, you need a hacker. And they’ve been watching Michael. If he accepts their challenge, Michael will need to go off the VirtNet grid, to the back alleys and corners of the system human eyes have never seen—and it’s possible that the line between game and reality will be blurred forever. The author who brought you the #1 New York Times bestselling MAZE RUNNER series and two #1 movies—The Maze Runner and The Scorch Trials—now brings you an electrifying adventure trilogy an edge-of-your-seat adventure that takes you into a world of hyperadvanced technology, cyber terrorists, and gaming beyond your wildest dreams . . . and your worst nightmares. Praise for the Bestselling MORTALITY DOCTRINE series: “Dashner takes full advantage of the Matrix-esque potential for asking ‘what is real.’” —io9.com “Set in a world taken over by virtual reality gaming, the series perfectly capture[s] Dashner’s hallmarks for inventiveness, teen dialogue and an ability to add twists and turns like no other author.” —MTV.com “A brilliant, visceral, gamified mash-up of The Matrix and Inception, guaranteed to thrill even the non-gaming crowd.” —Christian Science Monitor
A Game of Three Halves
Author: Brian Beard
Publisher:
ISBN: 9781908051400
Category : Soccer players
Languages : en
Pages : 0
Book Description
[This] is the official biography of Kenny Swain. It tells the tale of the man who quit teaching to sign for Chelsea, the glamour club of the 1970s, and then moved on to Aston Villa where - having converted from striker to a full-back role - he played his part in winning the First Division championship and the European Cup. Next, Kenny was signed by Brian Clough at Nottingham Forest, and he now paints an evocative personal picture of the most charismatic and controversial manager in English football history. Portsmouth and Crewe were the last clubs to figure in an illustrious career that saw him play more than 100 games for five different clubs. Today, Kenny works in the England set-up, heading up the FA's talent ID programme, and has helped develop players such as Michael Owen, Joe Cole and Danny Welbeck.
Publisher:
ISBN: 9781908051400
Category : Soccer players
Languages : en
Pages : 0
Book Description
[This] is the official biography of Kenny Swain. It tells the tale of the man who quit teaching to sign for Chelsea, the glamour club of the 1970s, and then moved on to Aston Villa where - having converted from striker to a full-back role - he played his part in winning the First Division championship and the European Cup. Next, Kenny was signed by Brian Clough at Nottingham Forest, and he now paints an evocative personal picture of the most charismatic and controversial manager in English football history. Portsmouth and Crewe were the last clubs to figure in an illustrious career that saw him play more than 100 games for five different clubs. Today, Kenny works in the England set-up, heading up the FA's talent ID programme, and has helped develop players such as Michael Owen, Joe Cole and Danny Welbeck.
Math with Bad Drawings
Author: Ben Orlin
Publisher: Black Dog & Leventhal
ISBN: 0316509027
Category : Mathematics
Languages : en
Pages : 556
Book Description
A hilarious reeducation in mathematics-full of joy, jokes, and stick figures-that sheds light on the countless practical and wonderful ways that math structures and shapes our world. In Math With Bad Drawings, Ben Orlin reveals to us what math actually is; its myriad uses, its strange symbols, and the wild leaps of logic and faith that define the usually impenetrable work of the mathematician. Truth and knowledge come in multiple forms: colorful drawings, encouraging jokes, and the stories and insights of an empathetic teacher who believes that math should belong to everyone. Orlin shows us how to think like a mathematician by teaching us a brand-new game of tic-tac-toe, how to understand an economic crises by rolling a pair of dice, and the mathematical headache that ensues when attempting to build a spherical Death Star. Every discussion in the book is illustrated with Orlin's trademark "bad drawings," which convey his message and insights with perfect pitch and clarity. With 24 chapters covering topics from the electoral college to human genetics to the reasons not to trust statistics, Math with Bad Drawings is a life-changing book for the math-estranged and math-enamored alike.
Publisher: Black Dog & Leventhal
ISBN: 0316509027
Category : Mathematics
Languages : en
Pages : 556
Book Description
A hilarious reeducation in mathematics-full of joy, jokes, and stick figures-that sheds light on the countless practical and wonderful ways that math structures and shapes our world. In Math With Bad Drawings, Ben Orlin reveals to us what math actually is; its myriad uses, its strange symbols, and the wild leaps of logic and faith that define the usually impenetrable work of the mathematician. Truth and knowledge come in multiple forms: colorful drawings, encouraging jokes, and the stories and insights of an empathetic teacher who believes that math should belong to everyone. Orlin shows us how to think like a mathematician by teaching us a brand-new game of tic-tac-toe, how to understand an economic crises by rolling a pair of dice, and the mathematical headache that ensues when attempting to build a spherical Death Star. Every discussion in the book is illustrated with Orlin's trademark "bad drawings," which convey his message and insights with perfect pitch and clarity. With 24 chapters covering topics from the electoral college to human genetics to the reasons not to trust statistics, Math with Bad Drawings is a life-changing book for the math-estranged and math-enamored alike.
The Warrior's Curse (The Traitor's Game, Book Three)
Author: Jennifer A. Nielsen
Publisher: Scholastic Inc.
ISBN: 1338045474
Category : Young Adult Fiction
Languages : en
Pages : 339
Book Description
The stunning third book in Jennifer A. Nielsen's New York Times bestselling Traitor's Game series! Simon and Kestra are hurtling down paths ever farther from each other as the battle for control of Antora rages.Simon, newly king of the Halderians, is pressed on all sides by royal duties. Harlyn Mindell is his betrothed and intended queen, but Simon can't give up hope for a life with Kestra.Kestra, exiled, feels her magic growing -- and despite everyone's warnings, she knows she must embrace it. That power is the key to the kingdom's future.Both still strive to defeat the evil Lord Endrick, but danger awaits them on the murky road forward. And is a common enemy enough to help them survive -- or to carry them back to each other?Jennifer A. Nielsen delivers breathtaking twists and shocking revelations in an epic and action-packed third installment of The Traitor's Game.
Publisher: Scholastic Inc.
ISBN: 1338045474
Category : Young Adult Fiction
Languages : en
Pages : 339
Book Description
The stunning third book in Jennifer A. Nielsen's New York Times bestselling Traitor's Game series! Simon and Kestra are hurtling down paths ever farther from each other as the battle for control of Antora rages.Simon, newly king of the Halderians, is pressed on all sides by royal duties. Harlyn Mindell is his betrothed and intended queen, but Simon can't give up hope for a life with Kestra.Kestra, exiled, feels her magic growing -- and despite everyone's warnings, she knows she must embrace it. That power is the key to the kingdom's future.Both still strive to defeat the evil Lord Endrick, but danger awaits them on the murky road forward. And is a common enemy enough to help them survive -- or to carry them back to each other?Jennifer A. Nielsen delivers breathtaking twists and shocking revelations in an epic and action-packed third installment of The Traitor's Game.
The Game of Pawns
Author: Leonard D. Hilley
Publisher: Createspace Independent Pub
ISBN: 9781463637859
Category : Fiction
Languages : en
Pages : 272
Book Description
PAWNS ARE EXPENDABLE . . . "Beyond the Darkness is a thrill ride you don't want to end. It will have you laughing, crying, and on the edge of your seat until the very end!" Nicole Hicks--HowlingGoodBooks.com. Twelve execution-style murders have occurred in Newark, New Jersey, in less than a week. Each murder has a calling card - a red pawn on each corpse. Kat Gaddis and Lucian investigate the homicides and discover the last four victims were employed by GenTech, a company that recently merged with Mech Cybernetics. After FBI director Mike Carpenter shares evidence with Kat, they soon discover political ties and corruptions that place Kat's life in direct danger. New players emerge and what seems like serial murders suddenly becomes a struggle for biotech knowledge and power. Kat is thrust into their game - The Game of Pawns.
Publisher: Createspace Independent Pub
ISBN: 9781463637859
Category : Fiction
Languages : en
Pages : 272
Book Description
PAWNS ARE EXPENDABLE . . . "Beyond the Darkness is a thrill ride you don't want to end. It will have you laughing, crying, and on the edge of your seat until the very end!" Nicole Hicks--HowlingGoodBooks.com. Twelve execution-style murders have occurred in Newark, New Jersey, in less than a week. Each murder has a calling card - a red pawn on each corpse. Kat Gaddis and Lucian investigate the homicides and discover the last four victims were employed by GenTech, a company that recently merged with Mech Cybernetics. After FBI director Mike Carpenter shares evidence with Kat, they soon discover political ties and corruptions that place Kat's life in direct danger. New players emerge and what seems like serial murders suddenly becomes a struggle for biotech knowledge and power. Kat is thrust into their game - The Game of Pawns.