Author: H. P. Kabir
Publisher: AuthorHouse
ISBN: 1546244905
Category : Fiction
Languages : en
Pages : 281
Book Description
Waking Mars is the third book in the series after The Medallion and The Rescue. In Waking Mars, the aliens, whose planet had accidently became part of the solar system, saw the potential in vitalizing Mars to a livable level. They were lucky to encounter another alien race that helped them to achieve that goal. Meanwhile, on Earth, a nuclear war had erupted and led the way for the extinction of life.
Waking Mars
Author: H. P. Kabir
Publisher: AuthorHouse
ISBN: 1546244905
Category : Fiction
Languages : en
Pages : 281
Book Description
Waking Mars is the third book in the series after The Medallion and The Rescue. In Waking Mars, the aliens, whose planet had accidently became part of the solar system, saw the potential in vitalizing Mars to a livable level. They were lucky to encounter another alien race that helped them to achieve that goal. Meanwhile, on Earth, a nuclear war had erupted and led the way for the extinction of life.
Publisher: AuthorHouse
ISBN: 1546244905
Category : Fiction
Languages : en
Pages : 281
Book Description
Waking Mars is the third book in the series after The Medallion and The Rescue. In Waking Mars, the aliens, whose planet had accidently became part of the solar system, saw the potential in vitalizing Mars to a livable level. They were lucky to encounter another alien race that helped them to achieve that goal. Meanwhile, on Earth, a nuclear war had erupted and led the way for the extinction of life.
Game Design Secrets
Author: Wagner James Au
Publisher: John Wiley & Sons
ISBN: 1118416465
Category : Computers
Languages : en
Pages : 336
Book Description
Design great Facebook, iOS, and Web games and learn from the experts what makes a game a hit! This invaluable resource shows how to put into action the proven design and marketing techniques from the industry's best game designers, who all started on a small scale. The book walks novice and experienced game designers through the step-by-step process of conceptualizing, designing, launching, and managing a winning game on platforms including Facebook, iOS, and the Web. The book is filled with examples that highlight key design features, explain how to market your game, and illustrate how to turn your design into a money-making venture. Provides an overview of the most popular game platforms and shows how to design games for each Contains the basic principles of game design that will help promote growth and potential to generate revenue Includes interviews with top independent game developers who reveal their success secrets Offers an analysis of future trends that can open (or close) opportunities for game designers Game Design Secrets provides aspiring game designers a process for planning, designing, marketing, and ultimately making money from new games.
Publisher: John Wiley & Sons
ISBN: 1118416465
Category : Computers
Languages : en
Pages : 336
Book Description
Design great Facebook, iOS, and Web games and learn from the experts what makes a game a hit! This invaluable resource shows how to put into action the proven design and marketing techniques from the industry's best game designers, who all started on a small scale. The book walks novice and experienced game designers through the step-by-step process of conceptualizing, designing, launching, and managing a winning game on platforms including Facebook, iOS, and the Web. The book is filled with examples that highlight key design features, explain how to market your game, and illustrate how to turn your design into a money-making venture. Provides an overview of the most popular game platforms and shows how to design games for each Contains the basic principles of game design that will help promote growth and potential to generate revenue Includes interviews with top independent game developers who reveal their success secrets Offers an analysis of future trends that can open (or close) opportunities for game designers Game Design Secrets provides aspiring game designers a process for planning, designing, marketing, and ultimately making money from new games.
Game Design Workshop
Author: Tracy Fullerton
Publisher: CRC Press
ISBN: 1498785875
Category : Computers
Languages : en
Pages : 540
Book Description
Create the Digital Games You Love to PlayDiscover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition.Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. E
Publisher: CRC Press
ISBN: 1498785875
Category : Computers
Languages : en
Pages : 540
Book Description
Create the Digital Games You Love to PlayDiscover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition.Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. E
Don't Knock the Hustle
Author: S. Craig Watkins
Publisher: Beacon Press
ISBN: 0807035300
Category : Technology & Engineering
Languages : en
Pages : 250
Book Description
Offers a timely analysis of the sheer ingenuity and persistence of young people who cobble together the resources they need to pursue the lives and careers they want. Young adults are coming of age at a time when work is temporary, underpaid, incommensurate with their education, or downright unsatisfying. Despite these challenges, media scholar S. Craig Watkins argues that this moment of precarity is rife with opportunities for innovation, and that young adults are leading the charge in turning that into an inventive and surprisingly sustainable future. As a result, society is expanding its understanding of who we think of as innovators and what qualifies as innovation, while wealth is spreading beyond traditional corridors of powerful tech companies, venture capitalism, and well-endowed universities. Drawing on over ten years of interviews and data, Watkins reveals the radical ways in which this community of ambitious young creatives is transforming businesses from the outside in. Diverse perspectives that are often ignored or silenced by major corporations are garnering public attention as women and people of color are redefining industries across the globe—all from their computer screens. We meet people like Prince Harvey, a New York–based hip-hop artist who recorded his album entirely on an Apple showroom laptop; screenwriter, producer, and actor Issa Rae, who first used YouTube and Kickstarter to develop the web series that became her hit HBO show Insecure; the Empowerment Plan, a nonprofit organization created by product design student Veronika Scott in Detroit; and start-up companies like Qeyno Group in San Francisco and Juegos Rancheros in Austin that help make tech more accessible to people of color. Forward-thinking and dynamic, Don’t Knock the Hustle shows the diversity and complexity of a generation on the rise. UNIQUE APPROACH TO UNDERSTANDING MILLENNIALS that looks beyond stereotypes about their relationships with tech and labor, based on two years of MacArthur Grant–funded research. DIVERSE AUDIENCE APPEAL that will reach millennials, educators, people seeking to hire millennials, and scholars of technology, media, and labor.
Publisher: Beacon Press
ISBN: 0807035300
Category : Technology & Engineering
Languages : en
Pages : 250
Book Description
Offers a timely analysis of the sheer ingenuity and persistence of young people who cobble together the resources they need to pursue the lives and careers they want. Young adults are coming of age at a time when work is temporary, underpaid, incommensurate with their education, or downright unsatisfying. Despite these challenges, media scholar S. Craig Watkins argues that this moment of precarity is rife with opportunities for innovation, and that young adults are leading the charge in turning that into an inventive and surprisingly sustainable future. As a result, society is expanding its understanding of who we think of as innovators and what qualifies as innovation, while wealth is spreading beyond traditional corridors of powerful tech companies, venture capitalism, and well-endowed universities. Drawing on over ten years of interviews and data, Watkins reveals the radical ways in which this community of ambitious young creatives is transforming businesses from the outside in. Diverse perspectives that are often ignored or silenced by major corporations are garnering public attention as women and people of color are redefining industries across the globe—all from their computer screens. We meet people like Prince Harvey, a New York–based hip-hop artist who recorded his album entirely on an Apple showroom laptop; screenwriter, producer, and actor Issa Rae, who first used YouTube and Kickstarter to develop the web series that became her hit HBO show Insecure; the Empowerment Plan, a nonprofit organization created by product design student Veronika Scott in Detroit; and start-up companies like Qeyno Group in San Francisco and Juegos Rancheros in Austin that help make tech more accessible to people of color. Forward-thinking and dynamic, Don’t Knock the Hustle shows the diversity and complexity of a generation on the rise. UNIQUE APPROACH TO UNDERSTANDING MILLENNIALS that looks beyond stereotypes about their relationships with tech and labor, based on two years of MacArthur Grant–funded research. DIVERSE AUDIENCE APPEAL that will reach millennials, educators, people seeking to hire millennials, and scholars of technology, media, and labor.
Values at Play in Digital Games
Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262529971
Category : Computers
Languages : en
Pages : 222
Book Description
A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.
Publisher: MIT Press
ISBN: 0262529971
Category : Computers
Languages : en
Pages : 222
Book Description
A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.
Ecopiety
Author: Sarah McFarland Taylor
Publisher: NYU Press
ISBN: 1479891312
Category : Nature
Languages : en
Pages : 367
Book Description
Tackles a human problem we all share―the fate of the earth and our role in its future Confident that your personal good deeds of environmental virtue will save the earth? The stories we encounter about the environment in popular culture too often promote an imagined moral economy, assuring us that tiny acts of voluntary personal piety, such as recycling a coffee cup, or purchasing green consumer items, can offset our destructive habits. No need to make any fundamental structural changes. The trick is simply for the consumer to buy the right things and shop our way to a greener future. It’s time for a reality check. Ecopiety offers an absorbing examination of the intersections of environmental sensibilities, contemporary expressions of piety and devotion, and American popular culture. Ranging from portrayals of environmental sin and virtue such as the eco-pious depiction of Christian Grey in Fifty Shades of Grey, to the green capitalism found in the world of mobile-device “carbon sin-tracking” software applications, to the socially conscious vegetarian vampires in True Blood, the volume illuminates the work pop culture performs as both a mirror and an engine for the greening of American spiritual and ethical commitments. Taylor makes the case that it is not through a framework of grim duty or obligation, but through one of play and delight, that we may move environmental ideals into substantive action.
Publisher: NYU Press
ISBN: 1479891312
Category : Nature
Languages : en
Pages : 367
Book Description
Tackles a human problem we all share―the fate of the earth and our role in its future Confident that your personal good deeds of environmental virtue will save the earth? The stories we encounter about the environment in popular culture too often promote an imagined moral economy, assuring us that tiny acts of voluntary personal piety, such as recycling a coffee cup, or purchasing green consumer items, can offset our destructive habits. No need to make any fundamental structural changes. The trick is simply for the consumer to buy the right things and shop our way to a greener future. It’s time for a reality check. Ecopiety offers an absorbing examination of the intersections of environmental sensibilities, contemporary expressions of piety and devotion, and American popular culture. Ranging from portrayals of environmental sin and virtue such as the eco-pious depiction of Christian Grey in Fifty Shades of Grey, to the green capitalism found in the world of mobile-device “carbon sin-tracking” software applications, to the socially conscious vegetarian vampires in True Blood, the volume illuminates the work pop culture performs as both a mirror and an engine for the greening of American spiritual and ethical commitments. Taylor makes the case that it is not through a framework of grim duty or obligation, but through one of play and delight, that we may move environmental ideals into substantive action.
Vampire Lee
Author: Holly Day
Publisher: JMS Books LLC
ISBN: 1685507484
Category : Fiction
Languages : en
Pages : 231
Book Description
Can you chase away imaginary monsters with real life monsters? Dillon Ross lives in a huge mansion together with six other people. Four of them turn furry, one drinks blood regularly, and one is a former blood slave, just like him. Seven months ago, he was rescued from a fate worse than death, and he’s been doing his best to avoid people ever since. Which is hard when you have well-meaning but nosy roommates. Lee Dowell is a vampire working in a shifter bar. One day, he hears something he wasn’t meant to hear, and while his first reaction is to ignore it, he reaches out to the supernatural version of the police. It might not have been his smartest move, since he now has a target on his back. Dillon isn’t pleased to realize he is sharing a floor with a vampire. There are enough monsters in his head, he doesn’t need one in his space too. But Lee has put himself in danger by trying to help some people held captive, and his roommates are trying to keep him safe. Lee doesn’t do humans, but when Dillon’s nightmares wake him time and time again, he wants nothing more than to gather him in his arms and chase away his fears. But can you chase away imaginary monsters with real life monsters?
Publisher: JMS Books LLC
ISBN: 1685507484
Category : Fiction
Languages : en
Pages : 231
Book Description
Can you chase away imaginary monsters with real life monsters? Dillon Ross lives in a huge mansion together with six other people. Four of them turn furry, one drinks blood regularly, and one is a former blood slave, just like him. Seven months ago, he was rescued from a fate worse than death, and he’s been doing his best to avoid people ever since. Which is hard when you have well-meaning but nosy roommates. Lee Dowell is a vampire working in a shifter bar. One day, he hears something he wasn’t meant to hear, and while his first reaction is to ignore it, he reaches out to the supernatural version of the police. It might not have been his smartest move, since he now has a target on his back. Dillon isn’t pleased to realize he is sharing a floor with a vampire. There are enough monsters in his head, he doesn’t need one in his space too. But Lee has put himself in danger by trying to help some people held captive, and his roommates are trying to keep him safe. Lee doesn’t do humans, but when Dillon’s nightmares wake him time and time again, he wants nothing more than to gather him in his arms and chase away his fears. But can you chase away imaginary monsters with real life monsters?
Evolution, Cognition, and Performance
Author: Bruce McConachie
Publisher: Cambridge University Press
ISBN: 110709139X
Category : Drama
Languages : en
Pages : 229
Book Description
Bruce McConachie explores the biocultural basis of performance, from the cognitive processes that facilitate it, to what keeps us engaged.
Publisher: Cambridge University Press
ISBN: 110709139X
Category : Drama
Languages : en
Pages : 229
Book Description
Bruce McConachie explores the biocultural basis of performance, from the cognitive processes that facilitate it, to what keeps us engaged.
We Are All Astronauts
Author: Marc Blancher
Publisher: Neofelis Verlag
ISBN: 3958082637
Category : Art
Languages : en
Pages : 251
Book Description
"We are all astronauts", the American architect and thinker Richard Buckminster Fuller wrote in 1968 in his book Operating Manual for Spaceship Earth, where he compared Earth to a spaceship, provided only with exhaustible resources while flying through space. These words show the presence the phenomenon of the astronaut and the cosmonaut had in the public mind from the second half of the twentieth century on: Buckminster Fuller was able to drive his point home by asking his audience to identify with one of the most prominent figures in the public sphere then: the space traveler. At the same time, Buckminster Fuller's words themselves seem to have played a significant role in further shaping the space-exploring human as a symbol and an image of humankind in general. The twelve contributions in this book by authors from the fields of literature, music, politics, history, the visual arts, film, computer games, comics, social sciences, and media theory track the development, changes and dynamics of this symbol by analyzing the various images of the astronaut and the cosmonaut as constructed throughout the different decades of space exploration, from its beginning to the present day.
Publisher: Neofelis Verlag
ISBN: 3958082637
Category : Art
Languages : en
Pages : 251
Book Description
"We are all astronauts", the American architect and thinker Richard Buckminster Fuller wrote in 1968 in his book Operating Manual for Spaceship Earth, where he compared Earth to a spaceship, provided only with exhaustible resources while flying through space. These words show the presence the phenomenon of the astronaut and the cosmonaut had in the public mind from the second half of the twentieth century on: Buckminster Fuller was able to drive his point home by asking his audience to identify with one of the most prominent figures in the public sphere then: the space traveler. At the same time, Buckminster Fuller's words themselves seem to have played a significant role in further shaping the space-exploring human as a symbol and an image of humankind in general. The twelve contributions in this book by authors from the fields of literature, music, politics, history, the visual arts, film, computer games, comics, social sciences, and media theory track the development, changes and dynamics of this symbol by analyzing the various images of the astronaut and the cosmonaut as constructed throughout the different decades of space exploration, from its beginning to the present day.
A rhythmic-prose translation of Virgil's Aeneid
Author: Publius Vergilius Maro
Publisher:
ISBN:
Category :
Languages : en
Pages : 386
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 386
Book Description