Author: Adam Jeremy Capps
Publisher: Adam Jeremy Capps
ISBN:
Category : Computers
Languages : en
Pages : 81
Book Description
“It’s a secret to everybody.” This book has more than 300 unique ideas to use in any new video game. As a public domain book the ideas here are free. This book is the author's contribution to the game making community. Consider it like an open source book of video game ideas that anyone may use. Every entry in this book was thoughtfully created and only added when the author felt they were good enough to include. If there was any doubt they were used before then they were not included. There is enough content here to improve any game that anyone is making and this book also serves to expand a game maker’s imagination with “food for thought.”
Notebook of New Video Game Ideas: Book Seven
Author: Adam Jeremy Capps
Publisher: Adam Jeremy Capps
ISBN:
Category : Computers
Languages : en
Pages : 81
Book Description
“It’s a secret to everybody.” This book has more than 300 unique ideas to use in any new video game. As a public domain book the ideas here are free. This book is the author's contribution to the game making community. Consider it like an open source book of video game ideas that anyone may use. Every entry in this book was thoughtfully created and only added when the author felt they were good enough to include. If there was any doubt they were used before then they were not included. There is enough content here to improve any game that anyone is making and this book also serves to expand a game maker’s imagination with “food for thought.”
Publisher: Adam Jeremy Capps
ISBN:
Category : Computers
Languages : en
Pages : 81
Book Description
“It’s a secret to everybody.” This book has more than 300 unique ideas to use in any new video game. As a public domain book the ideas here are free. This book is the author's contribution to the game making community. Consider it like an open source book of video game ideas that anyone may use. Every entry in this book was thoughtfully created and only added when the author felt they were good enough to include. If there was any doubt they were used before then they were not included. There is enough content here to improve any game that anyone is making and this book also serves to expand a game maker’s imagination with “food for thought.”
Notebook of New Video Game Ideas: Book Four
Author: Adam Jeremy Capps
Publisher: Adam Jeremy Capps
ISBN:
Category : Computers
Languages : en
Pages : 89
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.
Publisher: Adam Jeremy Capps
ISBN:
Category : Computers
Languages : en
Pages : 89
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.
Game Ideas Journal
Author:
Publisher:
ISBN: 9781661854263
Category :
Languages : en
Pages : 122
Book Description
This handy notebook is perfect for game developers to quickly jot down ideas for video games . If you're an game Developer or game designer, chances are that you're constantly coming up with ideas for cool and interesting games to make. This journal allows you to quickly record and keep track of them for brainstorming purposes, or for future use. Would make a perfect gift for anyone interested in game design or becoming a game developer. Each page has a space at the top for writing the title or name of the game idea, a space for filling in how long you estimate that the project would take and a space for the game's "elevator pitch". (a sentence or two that explains your game) as well as a game developing progress to keep traking your level of progress . The rest of each page is simply filled with blank lines to write whatever you want about the game idea.
Publisher:
ISBN: 9781661854263
Category :
Languages : en
Pages : 122
Book Description
This handy notebook is perfect for game developers to quickly jot down ideas for video games . If you're an game Developer or game designer, chances are that you're constantly coming up with ideas for cool and interesting games to make. This journal allows you to quickly record and keep track of them for brainstorming purposes, or for future use. Would make a perfect gift for anyone interested in game design or becoming a game developer. Each page has a space at the top for writing the title or name of the game idea, a space for filling in how long you estimate that the project would take and a space for the game's "elevator pitch". (a sentence or two that explains your game) as well as a game developing progress to keep traking your level of progress . The rest of each page is simply filled with blank lines to write whatever you want about the game idea.
Notebook of New Video Game Ideas: Book Six
Author: Adam Jeremy Capps
Publisher: Adam Jeremy Capps
ISBN:
Category : Computers
Languages : en
Pages : 87
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.
Publisher: Adam Jeremy Capps
ISBN:
Category : Computers
Languages : en
Pages : 87
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.
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.
Thesaurus of Video Game Ideas
Author: Adam Jeremy Capps
Publisher: Adam Jeremy Capps
ISBN:
Category : Computers
Languages : en
Pages : 166
Book Description
Thesaurus of Video Game Ideas describes topics in game making. There are many topics contained in it and are all comprehensively described. It is a dictionary of video game ideas used as a reference for video game makers.
Publisher: Adam Jeremy Capps
ISBN:
Category : Computers
Languages : en
Pages : 166
Book Description
Thesaurus of Video Game Ideas describes topics in game making. There are many topics contained in it and are all comprehensively described. It is a dictionary of video game ideas used as a reference for video game makers.
The New Art of Ideas
Author: Robin Landa
Publisher: Berrett-Koehler Publishers
ISBN: 1523002093
Category : Business & Economics
Languages : en
Pages : 224
Book Description
In a world with a surplus of ideas, what separates a good idea from a bad one? Learn how to cultivate a mindset that produces the kind of ideas people can't turn down. Most professionals cannot generate a solid idea. They either offer up tired or reused ones, or they generate lots of ideas but none that are worth pursuing. A great idea presents a well-formulated thought or plan of action that spurs growth, change, advancement, adaptation, or new insight. Worthwhile ideas move the needle; they change the playing field altogether. The New Art of Ideas is designed to help readers consistently produce worthwhile ideas by becoming nimble and imaginative thinkers better equipped to compete and produce in a global economy. Robin Landa identifies the Three Gs of every good idea: Goal-Your vision for the end Gap-The underdeveloped area that your idea fills Gain-The overall benefits of your goal With explanations and examples of each component, this book demystifies the process of effective ideation and hands you the key to unlock your creative potential.
Publisher: Berrett-Koehler Publishers
ISBN: 1523002093
Category : Business & Economics
Languages : en
Pages : 224
Book Description
In a world with a surplus of ideas, what separates a good idea from a bad one? Learn how to cultivate a mindset that produces the kind of ideas people can't turn down. Most professionals cannot generate a solid idea. They either offer up tired or reused ones, or they generate lots of ideas but none that are worth pursuing. A great idea presents a well-formulated thought or plan of action that spurs growth, change, advancement, adaptation, or new insight. Worthwhile ideas move the needle; they change the playing field altogether. The New Art of Ideas is designed to help readers consistently produce worthwhile ideas by becoming nimble and imaginative thinkers better equipped to compete and produce in a global economy. Robin Landa identifies the Three Gs of every good idea: Goal-Your vision for the end Gap-The underdeveloped area that your idea fills Gain-The overall benefits of your goal With explanations and examples of each component, this book demystifies the process of effective ideation and hands you the key to unlock your creative potential.
The Smashing Idea Book
Author: Cameron Chapman
Publisher: John Wiley & Sons
ISBN: 1119977428
Category : Computers
Languages : en
Pages : 417
Book Description
Presents a collection of design ideas and more than seven hundred examples from websites to help create an effective Web site.
Publisher: John Wiley & Sons
ISBN: 1119977428
Category : Computers
Languages : en
Pages : 417
Book Description
Presents a collection of design ideas and more than seven hundred examples from websites to help create an effective Web site.
The Seven Series Books 5-7
Author: Sarah M. Cradit
Publisher: Sarah M. Cradit
ISBN:
Category : Fiction
Languages : en
Pages : 702
Book Description
The Seventies. New Orleans. The seven Deschanel siblings live with their long-suffering mother in an historic Garden District mansion. Each of them unique. Each of them born with a gift. In some cases, a gift they wish they could give back. When August Deschanel died, he left his wife, Irish Colleen, with more than seven children to raise. She inherited a job she was never prepared for: bringing up his heirs in a world she doesn't understand. She’d never seen true magic, not before marrying into the most prominent—and mysterious—family in New Orleans. Now, she can’t escape it. Her youngest, a prophet, predicted the death of one of their own in 1970, and the tragedies didn’t end there. As the remaining six Deschanel children head into their futures, some will struggle to leave the past behind... while others shrink in terror from what lays ahead. Charles, the playboy heir apparent. Augustus, the family fixer. Colleen, the unfailing pragmatist. Madeline, the bleeding heart. Evangeline, the genius. Maureen, the dreamer. Elizabeth, the tortured one. Dive into the last three books of The Seven in this exclusive collection. Seven Siblings. Seven Years. Seven Spellbinding Novels. The Seven Series Nineteen Seventy Nineteen Seventy-Two Nineteen Seventy-Three Nineteen Seventy-Four Nineteen Seventy-Five Nineteen Seventy-Six Nineteen Eighty The Saga of Crimson & Clover A sprawling dynasty. An ancient bloodline. A world of magic and mayhem. Welcome to the Saga of Crimson & Clover, where all series within are linked but can be equally enjoyed on their own. Series List The House of Crimson & Clover Series: Dive into the secretive, ancient, powerful world of the Deschanels & Sullivans. The Midnight Dynasty Series: There's no place like home. Vampires of the Merovingi Series: From the ashes of the sorcerer kings rose an empire. The Seven Series: Seven siblings. Seven years. Seven spellbinding novels. Visit www.sarahmcradit.com for the latest information, news, and updates. Search terms: witches, wizards, family of witches, New Orleans, Louisiana, Southern Gothic, complex characters, wealthy families, sorcery, magic, paranormal romance, romance, love triangle, forbidden love, first love, Norway, lore, fate, plantation, playboy, bestseller, bestselling, USA Today bestseller, historical, the seventies
Publisher: Sarah M. Cradit
ISBN:
Category : Fiction
Languages : en
Pages : 702
Book Description
The Seventies. New Orleans. The seven Deschanel siblings live with their long-suffering mother in an historic Garden District mansion. Each of them unique. Each of them born with a gift. In some cases, a gift they wish they could give back. When August Deschanel died, he left his wife, Irish Colleen, with more than seven children to raise. She inherited a job she was never prepared for: bringing up his heirs in a world she doesn't understand. She’d never seen true magic, not before marrying into the most prominent—and mysterious—family in New Orleans. Now, she can’t escape it. Her youngest, a prophet, predicted the death of one of their own in 1970, and the tragedies didn’t end there. As the remaining six Deschanel children head into their futures, some will struggle to leave the past behind... while others shrink in terror from what lays ahead. Charles, the playboy heir apparent. Augustus, the family fixer. Colleen, the unfailing pragmatist. Madeline, the bleeding heart. Evangeline, the genius. Maureen, the dreamer. Elizabeth, the tortured one. Dive into the last three books of The Seven in this exclusive collection. Seven Siblings. Seven Years. Seven Spellbinding Novels. The Seven Series Nineteen Seventy Nineteen Seventy-Two Nineteen Seventy-Three Nineteen Seventy-Four Nineteen Seventy-Five Nineteen Seventy-Six Nineteen Eighty The Saga of Crimson & Clover A sprawling dynasty. An ancient bloodline. A world of magic and mayhem. Welcome to the Saga of Crimson & Clover, where all series within are linked but can be equally enjoyed on their own. Series List The House of Crimson & Clover Series: Dive into the secretive, ancient, powerful world of the Deschanels & Sullivans. The Midnight Dynasty Series: There's no place like home. Vampires of the Merovingi Series: From the ashes of the sorcerer kings rose an empire. The Seven Series: Seven siblings. Seven years. Seven spellbinding novels. Visit www.sarahmcradit.com for the latest information, news, and updates. Search terms: witches, wizards, family of witches, New Orleans, Louisiana, Southern Gothic, complex characters, wealthy families, sorcery, magic, paranormal romance, romance, love triangle, forbidden love, first love, Norway, lore, fate, plantation, playboy, bestseller, bestselling, USA Today bestseller, historical, the seventies
River of Dreams
Author: Jan Nash
Publisher: Roaring Brook Press
ISBN: 125024885X
Category : Young Adult Fiction
Languages : en
Pages : 304
Book Description
Draped in themes of first love and family, secrets and malevolence, and swirling through an exhilarating dream world full of danger, violence, and love, Jan Nash's exciting debut is a high-stakes adventure full of suspense, romance, and magic, perfect for fans of Stanger Things and Supernatural. Finn Driscoll is counting down the days until she can leave for college. With her beloved brother, Noah, in a coma and her high school social life sinking every day, she’s ready for a fresh start. Until the night she sees Noah in a dream. He begs for her help. At first, she shakes it off as just a nightmare. Then it happens again. And again. Frightened, Finn confides in her grandmother, only to learn the shocking truth about her family. They’re Dreamwalkers--heroes who step into the River of Dreams and fight the monsters in other people’s nightmares, freeing them to face the problems in their real lives. Awake or asleep, Finn has never thought of herself as any kind of hero, and walking through other people’s dreams seems much worse than just hiding at school. But as hard as facing this challenge might be, Finn knows she has no choice: she will do anything she can to save her brother.
Publisher: Roaring Brook Press
ISBN: 125024885X
Category : Young Adult Fiction
Languages : en
Pages : 304
Book Description
Draped in themes of first love and family, secrets and malevolence, and swirling through an exhilarating dream world full of danger, violence, and love, Jan Nash's exciting debut is a high-stakes adventure full of suspense, romance, and magic, perfect for fans of Stanger Things and Supernatural. Finn Driscoll is counting down the days until she can leave for college. With her beloved brother, Noah, in a coma and her high school social life sinking every day, she’s ready for a fresh start. Until the night she sees Noah in a dream. He begs for her help. At first, she shakes it off as just a nightmare. Then it happens again. And again. Frightened, Finn confides in her grandmother, only to learn the shocking truth about her family. They’re Dreamwalkers--heroes who step into the River of Dreams and fight the monsters in other people’s nightmares, freeing them to face the problems in their real lives. Awake or asleep, Finn has never thought of herself as any kind of hero, and walking through other people’s dreams seems much worse than just hiding at school. But as hard as facing this challenge might be, Finn knows she has no choice: she will do anything she can to save her brother.