Author: Pete Etchells
Publisher: Icon Books
ISBN: 1785785060
Category : Social Science
Languages : en
Pages : 332
Book Description
'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.
Lost in a Good Game
Author: Pete Etchells
Publisher: Icon Books
ISBN: 1785785060
Category : Social Science
Languages : en
Pages : 332
Book Description
'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.
Publisher: Icon Books
ISBN: 1785785060
Category : Social Science
Languages : en
Pages : 332
Book Description
'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.
Fortnite
Author: Grant Turner
Publisher: St. Martin's Griffin
ISBN: 1250317223
Category : Games & Activities
Languages : en
Pages : 210
Book Description
The only how-to and strategy guide you need to be the last player standing in the hottest video game on earth! Are you ready to take your game to the next level and dominate your opponents? Ready to learn how to destroy your fellow gamers and win the ultimate Battle Royale? If so, you're ready for Fortnite: The Ultimate Unauthorized Guide. Starting with simple instructions on how to download and install the game on all platforms (Nintendo, PlayStation, Xbox and PC--and now on your mobile device!), Fortnite: The Ultimate Unauthorized Guide divulges all the essential information needed to navigate through the Fortnite world like a pro. Whether playing Battle Royale or Save the Earth mode, readers will learn how and where to unearth the best items, discover essential combat strategies and weapons use, identify ideal landing zones and build the perfect fort or base. Also included are maneuvering tactics and even advice on how to manage resources and cash, buying the coolest skin and flashing the best dance moves. With secret cheats, hacks, unlockables, and much more, this is an essential guide to everything Fortnite!
Publisher: St. Martin's Griffin
ISBN: 1250317223
Category : Games & Activities
Languages : en
Pages : 210
Book Description
The only how-to and strategy guide you need to be the last player standing in the hottest video game on earth! Are you ready to take your game to the next level and dominate your opponents? Ready to learn how to destroy your fellow gamers and win the ultimate Battle Royale? If so, you're ready for Fortnite: The Ultimate Unauthorized Guide. Starting with simple instructions on how to download and install the game on all platforms (Nintendo, PlayStation, Xbox and PC--and now on your mobile device!), Fortnite: The Ultimate Unauthorized Guide divulges all the essential information needed to navigate through the Fortnite world like a pro. Whether playing Battle Royale or Save the Earth mode, readers will learn how and where to unearth the best items, discover essential combat strategies and weapons use, identify ideal landing zones and build the perfect fort or base. Also included are maneuvering tactics and even advice on how to manage resources and cash, buying the coolest skin and flashing the best dance moves. With secret cheats, hacks, unlockables, and much more, this is an essential guide to everything Fortnite!
A History of Competitive Gaming
Author: Lu Zhouxiang
Publisher: Routledge
ISBN: 100058853X
Category : History
Languages : en
Pages : 320
Book Description
Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.
Publisher: Routledge
ISBN: 100058853X
Category : History
Languages : en
Pages : 320
Book Description
Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.
An Unofficial Joke Book for Fortniters: Sidesplitting Jokes and Shenanigans from Salty Springs
Author: Brian Boone
Publisher: Simon and Schuster
ISBN: 1510748083
Category : Juvenile Nonfiction
Languages : en
Pages : 160
Book Description
Jump out of the Battle Bus and jump into more than eight hundred side-splitting jokes! Jump out of the Battle Bus and jump into more than eight hundred side-splitting jokes! Jokes for Fortniters is an all-new, laugh-out-loud book of jokes for you and your squad. From Battle Royale puns and wordplay to funny one-liners that will have you dancing, this hysterical book has the cleverest jokes about Fortnite and game play. Cackle your way to victory with the funniest, craziest, and silliest jokes you can fire off to everyone on the island! Inside you will find funny gags such as: What do a door and a new Fortnite player have in common? They both get “knocked” a lot. What happens after you drink too much Slurp Juice? You burp juice! What kind of pop should Fortniters never drink? Shield pop! Where do Fortniters sleep? In a nite fort! For kids ages eight and up, this is the perfect book for at home, at school, or any battle royale! You’ll enjoy telling these silly jokes to your friends and family. Get extra laughs from silly illustrations throughout!
Publisher: Simon and Schuster
ISBN: 1510748083
Category : Juvenile Nonfiction
Languages : en
Pages : 160
Book Description
Jump out of the Battle Bus and jump into more than eight hundred side-splitting jokes! Jump out of the Battle Bus and jump into more than eight hundred side-splitting jokes! Jokes for Fortniters is an all-new, laugh-out-loud book of jokes for you and your squad. From Battle Royale puns and wordplay to funny one-liners that will have you dancing, this hysterical book has the cleverest jokes about Fortnite and game play. Cackle your way to victory with the funniest, craziest, and silliest jokes you can fire off to everyone on the island! Inside you will find funny gags such as: What do a door and a new Fortnite player have in common? They both get “knocked” a lot. What happens after you drink too much Slurp Juice? You burp juice! What kind of pop should Fortniters never drink? Shield pop! Where do Fortniters sleep? In a nite fort! For kids ages eight and up, this is the perfect book for at home, at school, or any battle royale! You’ll enjoy telling these silly jokes to your friends and family. Get extra laughs from silly illustrations throughout!
Curveball
Author: Eric Goodman
Publisher: Simon and Schuster
ISBN:
Category : Fiction
Languages : en
Pages : 243
Book Description
A star rookie pitcher is making a statement in his first major league season—but will the secret he’s been keeping derail everything he’s been working toward? “Eric Goodman’s Curveball dwells in its details in the most fascinating way—and it reaches far beyond its baseball setting to become a first-rate intergenerational drama as well as a delightful read.” —T.C. Boyle “Goodman does a fine job depicting the conflicts of a young player… In this knowing, compelling novel…” —George Vecsey, georgevecsey.com Jess Singer, pitching prodigy and son of the infamous Jewish Joe Singer—who starred on the mound for the same MLB team twenty-five years earlier—is blessed with a plus-plus curveball, possesses immense athletic abilities, and is on the fast-track to stardom. But he’s harboring perhaps the most potent secret a professional athlete can possess: his sexual preference. In this briskly paced, highly entertaining novel following three generations of Singers during Jess’s first year in The Show, Eric Goodman imagines what life might be like for a gay baseball player. Will Jess live in a confined closet or do what no baseball player has done yet? Goodman charts Jess’s path with tremendous sensitivity and grace, while detailing a season as riveting as watching your favorite underdog take their shot at the golden ring. Written with Goodman’s usual flair, humor, and zing—not to mention his deep knowledge and love of baseball—Curveball is a feel-good love story in which virtue and a wicked curve triumph over considerable adversity. “Fast and fun, Curveball, like its predecessor, In Days of Awe, is the best kind of sports story—gripping, poetic, and down-to-the wire. Even the non-fan will get swept away. This isn’t just a story about baseball...it’s about family and secrets and love, and about what’s passed on from one generation to the next. I don’t know anyone who writes about baseball like Eric Goodman. He’s got the savvy of an old pro, and the velocity of a young prospect.” —Rajiv Joseph
Publisher: Simon and Schuster
ISBN:
Category : Fiction
Languages : en
Pages : 243
Book Description
A star rookie pitcher is making a statement in his first major league season—but will the secret he’s been keeping derail everything he’s been working toward? “Eric Goodman’s Curveball dwells in its details in the most fascinating way—and it reaches far beyond its baseball setting to become a first-rate intergenerational drama as well as a delightful read.” —T.C. Boyle “Goodman does a fine job depicting the conflicts of a young player… In this knowing, compelling novel…” —George Vecsey, georgevecsey.com Jess Singer, pitching prodigy and son of the infamous Jewish Joe Singer—who starred on the mound for the same MLB team twenty-five years earlier—is blessed with a plus-plus curveball, possesses immense athletic abilities, and is on the fast-track to stardom. But he’s harboring perhaps the most potent secret a professional athlete can possess: his sexual preference. In this briskly paced, highly entertaining novel following three generations of Singers during Jess’s first year in The Show, Eric Goodman imagines what life might be like for a gay baseball player. Will Jess live in a confined closet or do what no baseball player has done yet? Goodman charts Jess’s path with tremendous sensitivity and grace, while detailing a season as riveting as watching your favorite underdog take their shot at the golden ring. Written with Goodman’s usual flair, humor, and zing—not to mention his deep knowledge and love of baseball—Curveball is a feel-good love story in which virtue and a wicked curve triumph over considerable adversity. “Fast and fun, Curveball, like its predecessor, In Days of Awe, is the best kind of sports story—gripping, poetic, and down-to-the wire. Even the non-fan will get swept away. This isn’t just a story about baseball...it’s about family and secrets and love, and about what’s passed on from one generation to the next. I don’t know anyone who writes about baseball like Eric Goodman. He’s got the savvy of an old pro, and the velocity of a young prospect.” —Rajiv Joseph
Ninja: Get Good
Author: Tyler "Ninja" Blevins
Publisher: Clarkson Potter
ISBN: 198482676X
Category : Juvenile Nonfiction
Languages : en
Pages : 162
Book Description
From one of the leading Fortnite gamers in the world comes your game plan for outclassing the rest at playing video games. “Get the right gear, practice the right way, and get into the right headspace and you too can Get Good.”—Time Packed with illustrations, photographs, anecdotes, and insider tips, this complete compendium includes everything Tyler "Ninja" Blevins wishes he knew before he got serious about gaming. Here's how to: • Build a gaming PC • Practice with purpose • Develop strategy • Improve your game sense • Pull together the right team • Stream with skill • Form a community online • And much more Video games come and go, but Ninja's lessons are timeless. Pay attention to them and you'll find that you're never really starting over when the next big game launches. Who knows—you may even beat him one day. As he says, that's up to you. Praise for Ninja: Get Good “If you’re a casual gamer looking to refine your gaming skills or equipment, or someone considering getting into esports, then livestreamer and gaming guru Tyler ‘Ninja’ Blevins’ book could be the perfect guide.”—Los Angeles Times “It’s perfect for young kids just getting into gaming after watching streamers, like Ninja, and their parents who may not know much about gaming and streaming . . . It’s an all-in-one checklist of everything you need to start up on a streaming life. This book breaks down complex and sometimes obscure concepts in gaming that many non-gamer parents may not know about or the kids know about instinctually but can't put into words.”—GameCrate
Publisher: Clarkson Potter
ISBN: 198482676X
Category : Juvenile Nonfiction
Languages : en
Pages : 162
Book Description
From one of the leading Fortnite gamers in the world comes your game plan for outclassing the rest at playing video games. “Get the right gear, practice the right way, and get into the right headspace and you too can Get Good.”—Time Packed with illustrations, photographs, anecdotes, and insider tips, this complete compendium includes everything Tyler "Ninja" Blevins wishes he knew before he got serious about gaming. Here's how to: • Build a gaming PC • Practice with purpose • Develop strategy • Improve your game sense • Pull together the right team • Stream with skill • Form a community online • And much more Video games come and go, but Ninja's lessons are timeless. Pay attention to them and you'll find that you're never really starting over when the next big game launches. Who knows—you may even beat him one day. As he says, that's up to you. Praise for Ninja: Get Good “If you’re a casual gamer looking to refine your gaming skills or equipment, or someone considering getting into esports, then livestreamer and gaming guru Tyler ‘Ninja’ Blevins’ book could be the perfect guide.”—Los Angeles Times “It’s perfect for young kids just getting into gaming after watching streamers, like Ninja, and their parents who may not know much about gaming and streaming . . . It’s an all-in-one checklist of everything you need to start up on a streaming life. This book breaks down complex and sometimes obscure concepts in gaming that many non-gamer parents may not know about or the kids know about instinctually but can't put into words.”—GameCrate
100% Unofficial Fortnite Essential Guide
Author: becker&mayer!
Publisher: becker&mayer! kids
ISBN: 0760365768
Category : Games & Activities
Languages : en
Pages : 67
Book Description
Enter the world of Fortnite: Battle Royale, the all-action, free-to-play, gaming phenomenon! Whether you're a total noob or an experienced player, the 100% Unofficial Fortnite Essential Guide will teach you everything you need to know, from gameplay basics and must-know building techniques to advanced tips and tricks. The vibrant graphics and in-depth instruction of this comprehensive guide bring the world of Fortnite to vivid life. Gain a competitive edge with these techniques, tips and tricks, maps, building instructions, weapon specifications, and more. Ready for your first game? First, choose which gaming platform suits you best and whether to go into battle alone, team up with a partner, or join a squad. Familiarize yourself with the controls, then get the key information you’ll need to jump right into battle. Pick the right drop zone to nail your landing strategy using a map of the game’s mysterious island with details on each named location, including where to find loot and advice on tricky-to-navigate areas. After an overview of game screen essentials to navigate and keep an eye on your friends and foes, you’ll find a detailed guide to looting. You’ll learn how to harvest materials for building, taking cover, and gain battle-winning vantage points and the strengths and weaknesses of each type. Find where and how to loot weapons, ammo, traps, and healing consumables for maintaining your survival. Become an all-knowing weapons expert with the advice on choosing and using weapons, including a guide to available pistols, sub-machine guns, light machine guns, assault rifles, shotguns, sniper rifles, grenades, and launchers. To master the game, you’ll need to learn how to build. Here, you’ll learn how to build all types of walls, ramps, floors, and roofs, plus advanced tips for developing your building skills. An overview of movement fundamentals provides tips on how to lurk, creep, check your surroundings, and avoid being shot. Finally, put everything you’ve learned together with a review of combat strategies and scenarios. At the back, a list of vital dos and don’ts provides an overview of the key takeaways, and a safety tips page provides guidance for parents and younger fans. So fire up your PC, Mac, Xbox, PS4, Nintendo Switch, or iOS device, lock 'n' load and prepare for battle...
Publisher: becker&mayer! kids
ISBN: 0760365768
Category : Games & Activities
Languages : en
Pages : 67
Book Description
Enter the world of Fortnite: Battle Royale, the all-action, free-to-play, gaming phenomenon! Whether you're a total noob or an experienced player, the 100% Unofficial Fortnite Essential Guide will teach you everything you need to know, from gameplay basics and must-know building techniques to advanced tips and tricks. The vibrant graphics and in-depth instruction of this comprehensive guide bring the world of Fortnite to vivid life. Gain a competitive edge with these techniques, tips and tricks, maps, building instructions, weapon specifications, and more. Ready for your first game? First, choose which gaming platform suits you best and whether to go into battle alone, team up with a partner, or join a squad. Familiarize yourself with the controls, then get the key information you’ll need to jump right into battle. Pick the right drop zone to nail your landing strategy using a map of the game’s mysterious island with details on each named location, including where to find loot and advice on tricky-to-navigate areas. After an overview of game screen essentials to navigate and keep an eye on your friends and foes, you’ll find a detailed guide to looting. You’ll learn how to harvest materials for building, taking cover, and gain battle-winning vantage points and the strengths and weaknesses of each type. Find where and how to loot weapons, ammo, traps, and healing consumables for maintaining your survival. Become an all-knowing weapons expert with the advice on choosing and using weapons, including a guide to available pistols, sub-machine guns, light machine guns, assault rifles, shotguns, sniper rifles, grenades, and launchers. To master the game, you’ll need to learn how to build. Here, you’ll learn how to build all types of walls, ramps, floors, and roofs, plus advanced tips for developing your building skills. An overview of movement fundamentals provides tips on how to lurk, creep, check your surroundings, and avoid being shot. Finally, put everything you’ve learned together with a review of combat strategies and scenarios. At the back, a list of vital dos and don’ts provides an overview of the key takeaways, and a safety tips page provides guidance for parents and younger fans. So fire up your PC, Mac, Xbox, PS4, Nintendo Switch, or iOS device, lock 'n' load and prepare for battle...
The Infinite Game
Author: Simon Sinek
Publisher: Penguin
ISBN: 0735213526
Category : Business & Economics
Languages : en
Pages : 272
Book Description
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.
Publisher: Penguin
ISBN: 0735213526
Category : Business & Economics
Languages : en
Pages : 272
Book Description
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.
The Game Production Toolbox
Author: Heather Chandler
Publisher: CRC Press
ISBN: 0429801785
Category : Computers
Languages : en
Pages : 321
Book Description
The Game Production Toolbox focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development. This book isn’t going to tell you how to design a game or what technologies to use. Instead it provides techniques for and insights into managing, from concept to release, all the pieces that must come together in order to get a game into the hands of a player. Readers will learn about each phase of game production: prototyping, defining the requirements, assembling the team, making the game, and releasing to the players. Interviews from professional game developers give a behind-the-scenes look at what it takes to make a game. Key Features A framework for how to get an interactive game from concept to release, including information on financing and pitching to publishers and investors. Techniques for working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics. Concrete information on how to plan and execute the different aspects of game production, such as audio, localization, testing, and software ratings. Advice from industry experts on managing teams, project management, communicating effectively, and keeping everyone happy. Information about working effectively with marketing, PR, and other people that are involved with the publishing and release process.
Publisher: CRC Press
ISBN: 0429801785
Category : Computers
Languages : en
Pages : 321
Book Description
The Game Production Toolbox focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development. This book isn’t going to tell you how to design a game or what technologies to use. Instead it provides techniques for and insights into managing, from concept to release, all the pieces that must come together in order to get a game into the hands of a player. Readers will learn about each phase of game production: prototyping, defining the requirements, assembling the team, making the game, and releasing to the players. Interviews from professional game developers give a behind-the-scenes look at what it takes to make a game. Key Features A framework for how to get an interactive game from concept to release, including information on financing and pitching to publishers and investors. Techniques for working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics. Concrete information on how to plan and execute the different aspects of game production, such as audio, localization, testing, and software ratings. Advice from industry experts on managing teams, project management, communicating effectively, and keeping everyone happy. Information about working effectively with marketing, PR, and other people that are involved with the publishing and release process.
Battle for Loot Lake
Author: Devin Hunter
Publisher: Simon and Schuster
ISBN: 1510742670
Category : Juvenile Fiction
Languages : en
Pages : 77
Book Description
Twelve-year-old Grey has been sucked into a hacked, virtual reality version of Fortnite Battle Royale along with one hundred other players. To get home, he must become one of the top five players before the season ends, or he’s stuck in Fortnite for another two months. Grey and his friend have gone up in ranks and are learning how to build structures to improve their tactics. While they’re not at the top by any means, they are solidly in the middle of the pack. They aspire to be like the Top Player, who has been unbeatable for fifteen games in a row. No one knows how the Top Player does it, but everyone is chasing him. Before Grey can aspire to beat the Top Player, though, he has to get through the Rival players that are just above him. These players are threatened by him and his friend and hunt them down in every battle. Grey wants to beat them, but he can’t figure out how. How can Grey survive long enough to beat the Top Player? And will he ever escape the Fortnite world?
Publisher: Simon and Schuster
ISBN: 1510742670
Category : Juvenile Fiction
Languages : en
Pages : 77
Book Description
Twelve-year-old Grey has been sucked into a hacked, virtual reality version of Fortnite Battle Royale along with one hundred other players. To get home, he must become one of the top five players before the season ends, or he’s stuck in Fortnite for another two months. Grey and his friend have gone up in ranks and are learning how to build structures to improve their tactics. While they’re not at the top by any means, they are solidly in the middle of the pack. They aspire to be like the Top Player, who has been unbeatable for fifteen games in a row. No one knows how the Top Player does it, but everyone is chasing him. Before Grey can aspire to beat the Top Player, though, he has to get through the Rival players that are just above him. These players are threatened by him and his friend and hunt them down in every battle. Grey wants to beat them, but he can’t figure out how. How can Grey survive long enough to beat the Top Player? And will he ever escape the Fortnite world?