The Stuff Games Are Made Of

The Stuff Games Are Made Of PDF Author: Pippin Barr
Publisher: MIT Press
ISBN: 0262546116
Category : Games & Activities
Languages : en
Pages : 181

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Book Description
A deep dive into practical game design through playful philosophy and philosophical play. What are video games made of? And what can that tell us about what they mean? In The Stuff Games Are Made Of, experimental game maker Pippin Barr explores the materials of video game design. Taking the reader on a deep dive into eight case studies of his own games, Barr illuminates the complex nature of video games and video game design, and the possibilities both offer for exploring ideas big and small. Through a variety of engaging and approachable examples, Barr shows how every single aspect of a game—whether it is code, graphics, interface, or even time itself—can be designed with and related to the player experience. Barr’s experimental approach, with its emphasis on highly specific elements of games, will leave readers armed with intriguing design philosophy, conceptual rigor, and diverse insights into the inner life of video games. Upon finishing this book, readers will be ready to think deeply about the nature of games, to dive into expressive and experimental game design themselves, or simply to play with a new and expanded mindset.

The Stuff Games Are Made Of

The Stuff Games Are Made Of PDF Author: Pippin Barr
Publisher: MIT Press
ISBN: 0262546116
Category : Games & Activities
Languages : en
Pages : 181

Get Book Here

Book Description
A deep dive into practical game design through playful philosophy and philosophical play. What are video games made of? And what can that tell us about what they mean? In The Stuff Games Are Made Of, experimental game maker Pippin Barr explores the materials of video game design. Taking the reader on a deep dive into eight case studies of his own games, Barr illuminates the complex nature of video games and video game design, and the possibilities both offer for exploring ideas big and small. Through a variety of engaging and approachable examples, Barr shows how every single aspect of a game—whether it is code, graphics, interface, or even time itself—can be designed with and related to the player experience. Barr’s experimental approach, with its emphasis on highly specific elements of games, will leave readers armed with intriguing design philosophy, conceptual rigor, and diverse insights into the inner life of video games. Upon finishing this book, readers will be ready to think deeply about the nature of games, to dive into expressive and experimental game design themselves, or simply to play with a new and expanded mindset.

Stuff

Stuff PDF Author: Ivan Amato
Publisher:
ISBN:
Category : Business & Economics
Languages : en
Pages : 312

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Book Description
Much more than a history of the material sciences, Stuff brims with interviews with cutting-edge experts in the field, many of whom are building new materials literally atom by atom, and describes such astounding achievements as artificial diamonds created from peanut butter and how nanotechnologists are building new-age, state-of-the-art machines no thicker than a few hundred atoms.

The Stuff Games Are Made Of

The Stuff Games Are Made Of PDF Author: Pippin Barr
Publisher: MIT Press
ISBN: 0262375109
Category : Games & Activities
Languages : en
Pages : 181

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Book Description
A deep dive into practical game design through playful philosophy and philosophical play. What are video games made of? And what can that tell us about what they mean? In The Stuff Games Are Made Of, experimental game maker Pippin Barr explores the materials of video game design. Taking the reader on a deep dive into eight case studies of his own games, Barr illuminates the complex nature of video games and video game design, and the possibilities both offer for exploring ideas big and small. Through a variety of engaging and approachable examples, Barr shows how every single aspect of a game—whether it is code, graphics, interface, or even time itself—can be designed with and related to the player experience. Barr’s experimental approach, with its emphasis on highly specific elements of games, will leave readers armed with intriguing design philosophy, conceptual rigor, and diverse insights into the inner life of video games. Upon finishing this book, readers will be ready to think deeply about the nature of games, to dive into expressive and experimental game design themselves, or simply to play with a new and expanded mindset.

Stuff Matters

Stuff Matters PDF Author: Mark Miodownik
Publisher: Houghton Mifflin Harcourt
ISBN: 0544236041
Category : History
Languages : en
Pages : 277

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Book Description
An eye-opening adventure deep inside the everyday materials that surround us, from concrete and steel to denim and chocolate, packed with surprising stories and fascinating science.

The Dreams That Stuff Is Made Of

The Dreams That Stuff Is Made Of PDF Author: Stephen Hawking
Publisher: Running Press Adult
ISBN: 076244374X
Category : Science
Languages : en
Pages : 1090

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Book Description
"God does not play dice with the universe." So said Albert Einstein in response to the first discoveries that launched quantum physics, as they suggested a random universe that seemed to violate the laws of common sense. This 20th-century scientific revolution completely shattered Newtonian laws, inciting a crisis of thought that challenged scientists to think differently about matter and subatomic particles.The Dreams That Stuff Is Made Of compiles the essential works from the scientists who sparked the paradigm shift that changed the face of physics forever, pushing our understanding of the universe on to an entirely new level of comprehension. Gathered in this anthology is the scholarship that shocked and befuddled the scientific world, including works by Niels Bohr, Max Planck, Werner Heisenberg, Max Born, Erwin Schrodinger, J. Robert Oppenheimer, Richard Feynman, as well as an introduction by today's most celebrated scientist, Stephen Hawking.

Games

Games PDF Author: C. Thi Nguyen
Publisher:
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253

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Book Description
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.

The Beauty of Games

The Beauty of Games PDF Author: Frank Lantz
Publisher: MIT Press
ISBN: 0262048531
Category : Games & Activities
Languages : en
Pages : 185

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Book Description
How games create beauty and meaning, and how we can use them to explore the aesthetics of thought. Are games art? This question is a dominant mode of thinking about games and play in the twenty-first century, but it is fundamentally the wrong question. Instead, Frank Lantz proposes in his provocative new book, The Beauty of Games, that we think about games and how they create meaning through the lens of the aesthetic. We should think of games, he writes, the same way we think about literature, theater, or music—as a form that ranges from deep and profound to easy and disposable, and everything in between. Games are the aesthetic form of interactive systems, a set of possibilities connected by rules of cause and effect. In this book, Lantz analyzes games from chess to poker to tennis to understand how games create beauty and evoke a deeper meaning. He suggests that we think of games not only as hyper-modern objects but also as forms within the ancient context of artistic production, encompassing all of the nebulous and ephemeral qualities of the aesthetic experience.

The Stuff That Dreams Are Made Of: The Cinema of John Huston

The Stuff That Dreams Are Made Of: The Cinema of John Huston PDF Author: John McCarty
Publisher: Crossroad Press
ISBN:
Category : Biography & Autobiography
Languages : en
Pages : 218

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Book Description
An excellent survey into the career of John Huston, the actor, screenwriter & director with an informative, entertaining text. Huston's screenwriting credits feature many mega-hits such as "The Maltese Falcon"; "Sergeant York"; "High Sierra"; "The Killers"; "Jezebel"; "Murders in the Rue Morgue" among the few. But, he is best known for directing "The Maltese Falcon"; "The Treasure of the Sierra Madre"; "Key Largo"; "The Asphalt Jungle"; "The African Queen" among a few. A fascinating look at his long creative career. A must-read for any Classic Movie fan.

Tom Weekly 1: My Life and Other Stuff I Made Up

Tom Weekly 1: My Life and Other Stuff I Made Up PDF Author: Tristan Bancks
Publisher: Random House Australia
ISBN: 1742744427
Category : Juvenile Fiction
Languages : en
Pages : 210

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Book Description
"Fans of Griffiths, Gleitzman and Jennings will be thrilled to have this in their collection ... What a great book." Kids Book Review I'm Tom Weekly. This is a nail-biting - make that toe-biting - thrill ride through my life. This is where I pour out whatever's inside my head. Like the time a bloodthirsty magpie out to get me. Or when I had to eat Vegemite off my sister's big toe. And don't forget the day I ate 67 hot dogs in ten minutes. My life gets a bit weird sometimes but that's how I roll. Top 3 reasons to read this book: 1. Cures for nits 2. Hover underpants 3. Instructions for teleporting **#1 Bestseller Dymocks Older Readers Chart **Top 10 Bestseller Bookscan Children’s Fiction Chart **Shortlisted KOALA & YABBA Kids’ Choice Awards ____________________________________ Praise for Tristan Bancks: 'Reading Tristan Bancks is like jumping on a rollercoaster – fun, exciting and a bit dangerous, too. Where were books like this when I was a kid?' John Boyne, author of The Boy in The Striped Pyjamas 'A tense, hard-edged, no-holds-barred thriller.' Anthony Horowitz, author of the Alex Rider series 'A high stakes adventure that will keep you guessing and breathless until the very end.' Michael Gerard Bauer, author of Don't Call Me Ishmael _______________________________ Also by Tristan Bancks: Scar Town Two Wolves The Fall Detention Cop and Robber Ginger Meggs Nit Boy Mac Slater 1: Coolhunter Mac Slater 2: Imaginator Tom Weekly 1: My Life and Other Stuff I Made Up Tom Weekly 2: My Life and Other Stuff That Went Wrong Tom Weekly 3: My Life and Other Massive Mistakes Tom Weekly 4: My Life and Other Exploding Chickens Tom Weekly 5: My Life and Other Weaponised Muffins Tom Weekly 6: My Life and Other Failed Experiments

Playing to Win

Playing to Win PDF Author: David Sirlin
Publisher: Lulu.com
ISBN: 1411666798
Category : Games & Activities
Languages : en
Pages : 144

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Book Description
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.