Senin, 22 April 2013

[J174.Ebook] Free Ebook Gamers at Work: Stories Behind the Games People Play, by Morgan Ramsay

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Gamers at Work: Stories Behind the Games People Play, by Morgan Ramsay

Gamers at Work: Stories Behind the Games People Play, by Morgan Ramsay



Gamers at Work: Stories Behind the Games People Play, by Morgan Ramsay

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Gamers at Work: Stories Behind the Games People Play, by Morgan Ramsay

There are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way.

Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management.

Gamers at Work:

  • Explores the formation of entertainment software companies from the perspectives of successful founders who played the odds
  • Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup
  • Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business
Featured Entrepreneurs:
  • Trip Hawkins, Electronic Arts (Madden NFL)
  • Nolan Bushnell, Atari (Pong)
  • Wild Bill Stealey, MicroProse Software (Sid Meier's Civilization)
  • Tony Goodman, Ensemble Studios (Age of Empires)
  • Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the Old Republic II)
  • Tim Cain, Troika Games (Arcanum, Vampire: The Masquerade--Bloodlines)
  • Warren Spector, Junction Point Studios (Disney Epic Mickey)
  • Doug and Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego)
  • Don Daglow, Stormfront Studios (Neverwinter Nights, Tony La Russa Baseball)
  • John Smedley, Verant Interactive (EverQuest, PlanetSide)
  • Ken Williams, Sierra On-Line (King's Quest, Leisure Suit Larry)
  • Lorne Lanning, Oddworld Inhabitants (Oddworld)
  • Chris Ulm, Appy Entertainment (FaceFighter, Trucks & Skulls)
  • Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear)
  • Christopher Weaver, Bethesda Softworks (The Elder Scrolls)
  • Jason Rubin, Naughty Dog (Crash Bandicoot, Jak and Daxter)
  • Ted Price, Insomniac Games (Spyro, Ratchet & Clank)

  • Sales Rank: #352074 in Books
  • Brand: Brand: Apress
  • Published on: 2012-02-08
  • Released on: 2012-02-08
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.00" h x .81" w x 6.00" l, 1.16 pounds
  • Binding: Paperback
  • 356 pages
Features
  • Used Book in Good Condition

Review
"A critical resource for new and experienced business leaders." -Peter Molyneux OBE, video game pioneer

"Gamers at Work explores every imaginable subtlety of the video game industry." -Hal Halpin, president, Entertainment Consumers Association

"Some of the most interesting and methodical interviews I've read." -Simon Carless, chairman, Game Developers Choice Awards

"I couldn't have dreamed of ever getting the amount of advice that is contained within this book." -Josh Fairhurst, cofounder, Mighty Rabbit Studios

"An often historical and surprisingly personal look at how to start, leave, and rebuild companies." -VentureBeat

About the Author
Morgan Ramsay, bestselling author of Gamers at Work: Stories Behind the Games People Play and Online Game Pioneers at Work, has interviewed 53 leaders in entertainment, technology, and sports, such as Electronic Arts founder Trip Hawkins, Supercell CEO Ilkka Paananen, and DeNA chairwoman Tomoko Namba. For more information, visit his website at theramsayinterviews.com.

Most helpful customer reviews

3 of 3 people found the following review helpful.
A Good Book About the Business of Software, Not Just Games
By Amazon Customer
Don't buy this book thinking it's all about games. It's not.

This book is about the business of software and software start ups. Those start ups build games instead of social media connectors (or whatever it is most software start ups do these days).

You will find some interesting stories about the early days of video games and the founders of these companies.

The real value of this book is the experiences of the entrepreneurs who built these gaming companies. I think there are a lot of great lessons and some good advice in this book.

My complaint is (as it is with all these "at work" books) is sometimes, the interviewees say something really interesting and instead of picking up on this an expanding, the interviewer will ask about something completely unrelated. It's frustrating, but only a minor issue.

2 of 2 people found the following review helpful.
Phenomenal insight into your favorite game makers
By Thomas B
As a software developer, I love to read about other developers: how did they solve problems, what was most difficult for them and from their own mouths. This book delivers exceptionally well and might be the best book in it's class. The next best book is probably Racing the Beam, which has lessons for everyone on so many different levels.

Gamers at Work fills the role nicely as well. It tells the story of many developers from different eras and their trials as they delivered the marquee games of their generation. This was a great read.

1 of 1 people found the following review helpful.
Well written and entertaining
By Awful Scribbles
A really nicely written insight into the gaming industry and the people that shaped it. Priceless for anyone that wants to get an insight into the industry!

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Rabu, 10 April 2013

[R930.Ebook] Download PDF Three Dreams, One Path, by Mitzi Moore

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Three Dreams, One Path, by Mitzi Moore

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Three Dreams, One Path, by Mitzi Moore

How would you start again? Would you chase your dream? Would you give up when it got too hard? These are the questions three ladies in Texas had to ask themselves. Join them as their lives converge in pursuit of their
dreams.

  • Sales Rank: #1544329 in eBooks
  • Published on: 2015-06-24
  • Released on: 2015-06-24
  • Format: Kindle eBook

Most helpful customer reviews

1 of 1 people found the following review helpful.
Healing
By Kindle Customer
The book was healing. Everyone has situations in life where you haven't been before and family fills that void...and family doesn't always mean blood relatives.

0 of 0 people found the following review helpful.
The content was good -- I just found it hard to get around ...
By Anna Even
Wish I could give this more stars. The content was good -- I just found it hard to get around the clunky style of writing and the awkwardness of the style of this writer.

0 of 0 people found the following review helpful.
Great
By Barbara G Miller
Thoroughly enjoyed book!

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[B650.Ebook] Download Idoru, by William Gibson

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Idoru, by William Gibson

2lst century Tokyo, after the millennial quake. Neon rain. Light everywhere blowing under any door you might try to close. Where the New Buildings, the largest in the world, erect themselves unaided, their slow rippling movements like the contractions of a sea-creature.Colin Laney is here looking for work. He is not, he is careful to point out, a voyeur. He is an intuitive fisher of patterns of information, the "signature" a particular individual creates simply by going about the business of living. But Laney knows how to sift for the interesting (read: dangerous) bits. Which makes him very useful--to certain people.Chia McKenzie is here on a rescue mission. She's fourteen. Her idol is the singer Rez, of the band Lo/Rez. When the Seattle chapter of the Lo/Rez fan club decided that he might be in trouble, in Tokyo, they sent Chia to check it out.Rei Toei is the beautiful, entirely virtual media star adored by all Japan. The idoru. And Rez has declared that he will marry her. This is the rumor that brought Chia to Tokyo. But the things that bother Rez are not the things that bother most people. Is something different here, in the very nature of reality? Or is it that something violently New is about to happen? It's possible the idoru is as real as she wants or needs to be--or as real as Rez desires. When Colin Laney looks into her dark eyes, trying hard to think of her as no more than a hologram, he sees things he's never seen before. He sees how she might break a man's heart.And, whatever else may be true, the idoru and the powerful interests surrounding her are enough to put all their lives in danger.

  • Sales Rank: #192973 in eBooks
  • Published on: 2003-01-07
  • Released on: 2003-01-07
  • Format: Kindle eBook

Amazon.com Review
The author of the ground-breaking science-fiction novels Neuromancer and Virtual Light returns with a fast-paced, high-density, cyber-punk thriller. As prophetic as it is exciting, Idoru takes us to 21st century Tokyo where both the promises of technology and the disasters of cyber-industrialism stand in stark contrast, where the haves and the have-nots find themselves walled apart, and where information and fame are the most valuable and dangerous currencies.

When Rez, the lead singer for the rock band Lo/Rez is rumored to be engaged to an "idoru" or "idol singer"--an artificial celebrity creation of information software agents--14-year-old Chia Pet McKenzie is sent by the band's fan club to Tokyo to uncover the facts. At the same time, Colin Laney, a data specialist for Slitscan television, uncovers and publicizes a network scandal. He flees to Tokyo to escape the network's wrath. As Chia struggles to find the truth, Colin struggles to preserve it, in a futuristic society so media-saturated that only computers hold the hope for imagination, hope and spirituality.

From Publishers Weekly
The founding father of cyberpunk again returns to the techno-decadent 21st century mapped in his other major works (Virtual Light, Neuromancer, etc.). As usual, Gibson offers a richly imagined tale that finds semi-innocents wading hip-deep into trouble. Colin Laney has taken a job in Japan to escape the revenge of his former employer, Slitscan, a kind of corporate gossip-mongerer on the Net that he has crossed out of scruples. Meanwhile, Chia Pet McKenzie is active in the fan clubs for Lo/Rez, a Japanese superstar rock duo; while visiting Japan to investigate some new rumors about the group, she is used to smuggle illegal nanoware to the Russian criminal underground. Both Laney and Chia get caught up in the intrigues swirling about the plans of Rez, one half of the band, to marry Rei Toei, an "idoru" (idol) who exists only in virtual reality. Gibson excels here in creating a warped but comprehensible future saturated with logical yet unexpected technologies. His settings are brilliantly realized, from high-tech hotel rooms and airplanes to the infamous Walled City of Kowloon. The pacing is slower than Virtual Light, but Gibson exhibits his greatest strength: intense speculation, expressed in dramatic form, about the near-term evolution and merging of cultural, social and technological trends, and how they affect character. Dark and disturbing, this novel represents no new departure for Gibson, but a further accretion of the insights that have made him the most precise, and perhaps the most prescient, visionary working in SF today. 100,000 first printing; $100,000 ad/promo; author tour.
Copyright 1996 Reed Business Information, Inc.

From Library Journal
Colin Laney has a gift very much in demand. He can see well-hidden secrets through "nodal points" in the digital wake of commerce. In the not-so-distant future, fame and fortune and their analogs, scandal and ruin, are the true binding agents in a fractured, ungovernable world. Fired from his television tabloid job for an indiscretion, Laney is hired by the manager of the superpopular band Lo/Rez to go to post-earthquake Tokyo and divine the meaning behind singer Lo's intention to marry an idoru?a sort of a semi-sentient hologram. In alternating chapters, Chia, deeply involved in the Seattle chapter of the Lo/Rez fan club, picks up word of Lo's intentions over a computer network and is sent to investigate. On the way, she acts as the unwitting mule for a smuggler and winds up holding some very dangerous information. Though the plotting is weak and obvious, Gibson's writing is thick with atmosphere, dislocating the reader with a future that is both familiar and unsettling. Gibson's legion of fans will enjoy this fine sf thriller. For all fiction collections.?Adam Mazmanian, "Library Journal"
Copyright 1996 Reed Business Information, Inc.

Most helpful customer reviews

0 of 0 people found the following review helpful.
Gibson working his usual magic!
By Jumbie
Gibson furthers his reputation as the master of cyberpunk in this story of a rock star, his super fan, an AI, a secret city, and a man able to see patterns in information on the Net.

0 of 0 people found the following review helpful.
Yet Another Imaginative Tale
By Walter Thompson
Love his work - can't get enough of it. Grand future world images built around the evolution of computer technology, complete with the. vagaries of human emotion and desire.

0 of 0 people found the following review helpful.
Growing.
By pwmeek
This is my fourth or fifth time through the "Bridge" trilogy. I seem to get more from it each time through. Worth re-reading.

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[K191.Ebook] Ebook The Presentation Workout: The 10 tried-and-tested steps that will build your presenting skills, by Kate Atkin

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The Presentation Workout: The 10 tried-and-tested steps that will build your presenting skills, by Kate Atkin

Arm yourself with everything you need to quickly become an expert presenter.

The Presentation Workout has been specially designed to help you perfect the art of presenting in any situation. Packed full of practical advice and easy-to-follow techniques, our 10-step improvement plan will show you how to enhance your skills and ensure you deliver a polished performance every time.

� �� Test yourself – Establish your strengths and weakness with our pre-workout assessment

� �� Follow the 10 Steps – Discover the skills that every presenter needs to succeed

� �� Take action –��Learn how to build your new knowledge into your everyday performance

� �� Face your fears –��Increase your confidence and confront the 10 most common presenting challenges �

�Start your presentation workout today and begin exercising your full potential.

"Absolutely perfect – full of hints and tips for every type of presentation."

Louise Bateman , Human Resources Director , Royal Masonic Benevolent Institution

"Brilliantly captures the tips, tools, strategies and techniques of how to become an accomplished presenter. A great read and it’s a book that I will be continually referring to!"

Andrew Richards, Group Managing Director, Linden Homes

"Easy to read and dip into as a lasting reference tool."

Lee Mortimer, Training Quality Manager, Capita Learning Services

  • Sales Rank: #4560804 in Books
  • Published on: 2015-10-16
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.40" h x .60" w x 5.40" l, .75 pounds
  • Binding: Paperback
  • 224 pages

From the Back Cover

Arm yourself with everything you need to quickly become an expert presenter.

The Presentation Workout has been specially designed to help you perfect the art of presenting in any situation. Packed full of practical advice and easy-to-follow techniques, our 10-step improvement plan will show you how to enhance your skills and ensure you deliver a polished performance every time.

� �� Test yourself – Establish your strengths and weaknesses with our pre-workout assessment

� �� Follow the 10 Steps – Discover the skills that every presenter needs to succeed

� �� Take action –��Learn how to build your new knowledge into your everyday performance

� �� Face your fears –��Increase your confidence and confront the 10 most common presenting challenges �

�Start your presentation workout today and begin exercising your full potential.

"Absolutely perfect – full of hints and tips for every type of presentation."

Louise Bateman , Human Resources Director , Royal Masonic Benevolent Institution

"Brilliantly captures the tips, tools, strategies and techniques of how to become an accomplished presenter. A great read and it’s a book that I will be continually referring to!"

Andrew Richards, Group Managing Director, Linden Homes

"Easy to read and dip into as a lasting reference tool."

Lee Mortimer, Training Quality Manager, Capita Learning Services

About the Author

Kate Atkin is an inspirational speaker, facilitator and author on Presentation Skills. Recognised as the Most Outstanding Trainer in JCI UK, Kate is also a World Debating Champion, number one Speech Evaluator in the UK and Ireland (2007) with Toastmasters International and European runner up in the JCI public speaking competition.�

Kate holds a Master of Applied Positive Psychology degree and is a regular speaker on the mindset needed to generate flourishing and confidence. She works with companies and individuals who wish to bring about positive change.�

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[L454.Ebook] Ebook Free GNU Emacs Pocket Reference: UNIX Text Processing, by Debra Cameron

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GNU Emacs Pocket Reference: UNIX Text Processing, by Debra Cameron

GNU Emacs is the most popular and widespread of the Emacs family of editors. It is also the most powerful and flexible. Unlike all other text editors, GNU Emacs is a complete working environment -- you can stay within Emacs all day without leaving. The GNU Emacs Pocket Reference is a companion volume to O'Reilly's Learning GNU Emacs, which tells you how to get started with the GNU Emacs editor and, as you become more proficient, it will help you learn how to use Emacs more effectively.This small book, covering Emacs version 20, is a handy reference guide to the basic elements of this powerful editor, presenting the Emacs commands in an easy-to-use tabular format.

  • Sales Rank: #915986 in Books
  • Published on: 1998-11-11
  • Released on: 1998-11-08
  • Original language: English
  • Number of items: 1
  • Dimensions: 7.00" h x .21" w x 4.25" l, .10 pounds
  • Binding: Paperback
  • 64 pages

About the Author

Debra Cameron is president of Cameron Consulting. In addition to her love for Emacs, Deb researches and writes about emerging technologies and their applications. Her latest book, Optical Networking: A Wiley Tech Brief, published in 2002 by John Wiley & Sons, covers the practical applications of optical networking and was written in the hope that true broadband will be more widely deployed. Deb also edits OReilly titles, including DNS and Bind, DNS on Windows 2000, TCP/IP Network Administration, HTML and XHTML: The Definitive Guide, Java Security, Java Swing, Learning Java, and Java Performance Tuning. She has presented numerous videos for WatchIT.com, covering security and networking as well as e-business topics. She has moderated roundtables on PlanetIT on advanced networking and intranet design. Deb resides in Gaithersburg, Maryland with her husband Jim and their three children, Meg, David, and Bethany.

Most helpful customer reviews

0 of 0 people found the following review helpful.
Use it all the time...
By Jack Kindred Wilborn
As Emacs is my favorite editor, this hand book comes in really handy, especially if you don't use some of the items enough to need refreshing. I don't always use the dired mode, but find it useful in a number of areas, so it's always at my fingertips. I'd suggest it, and you can write your own extensions on the cover backs.

0 of 0 people found the following review helpful.
Good when you're getting started, but you will quickly outgrow it
By Casey
Yes, yes, emacs has free help available online, help built into the program, and so on. That said, sometimes a quick reference is helpful when you're first learning. I found this book good for that purpose but I also found it quickly obsoleted itself. Once you have the basics down you won't really need this book.

4 of 5 people found the following review helpful.
Needs Serious Overhaul
By Andr�s T�r�k de Szendr�
This book appears to be nice and indeed is, but it's too basic even for beginners. If you're a beginner, it won't do you any good because it's too simple yet to understand what it is about. If you're an advanced user, it's again too basic and lacks a lot of important references that should have been included (regexps, table commands, squeleton text commands, etc.). Take my advice: if you need a reference, buy the complete reference book from GNU Press which in return, has a pocket reference card attached to it (which BTW, you can also download for free...)

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Jumat, 05 April 2013

[I923.Ebook] Download Toward a Ludic Architecture: The Space of Play and Games, by Steffen P. Walz

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Toward a Ludic Architecture: The Space of Play and Games, by Steffen P. Walz

"Toward a Ludic Architecture" is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying?

  • Sales Rank: #2021015 in Books
  • Published on: 2010-05-20
  • Original language: English
  • Number of items: 1
  • Dimensions: 7.50" h x .96" w x 7.50" l,
  • Binding: Paperback
  • 382 pages

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0 of 0 people found the following review helpful.
Merging of Reality with Virtuality
By yonder
"Toward a Ludic Architecture : The Space of Play and Game" written by Steffen P. Walz, a well written informative book that carries the reader through the development of the computer with it's intended purpose of playing chess to the consumptive use for mass media involving play, games, and architecture. Twenty five percent of the book allows for definitions, historical backgound and references. That twenty five percent of material is neccessay for a novice like me who is unfamiliar with virtual games and the interaction of humans with virtual spaces.

He defines many of the simple words and activities which we are familar with, but which we donot really take into serious consideration. Activities that humans participate in ,but do not question the logic that is involved for instance the difference between play and games, and why and what is involved in these activities.

He also gives information about the purpose behind the games and spaces, the intentions of the creator and how the players are able to interact mentally and physically with the activities that are provided.

Steffen P. Walz main concept is the involvment of architecture with play, and games. By showing architecture in virtual spaces, it will become a part of virtual space as well as real space.

This book is a good reference text for all who play, play games, and who use virtual spaces. Walz predicts that virtual space will take over all present kinds of entertainment plus how we work and play in spaces.

SPR

Super Mario All-Stars / Super Mario World
Sonic & Sega All-Stars Racing
WWE '13
Phoenix Wright Ace Attorney - Justice for All

0 of 0 people found the following review helpful.
Essential reading on play-related architecture
By Harviainen Jussi T
In "Toward a Ludic Architecture", Steffen P. Walz discusses various concepts of spatiality as it relates to games and play, but his focus is especially on architectural concepts, and ARG examples to which he himself has contributed. As a part of design literature, the book is an invaluable addition to the corpus of game spatiality and the way it links to similar ideas in structures, playgrounds, societies and so forth. The author is also exemplarily inclusive, being able to weave in theories from a variety of scholars. I especially liked the way he incorporates less well known Dutch and German language research works, making them now available to an international audience of scholars.

The book, rather surprisingly, does suffer from one big flaw. While inclusive in other regards, Walz is strangely limited in the way he discusses spatiality itself. The viewpoint is very much fixed to an architectural one, and the volume includes next to no references to the way space and place is treated in, say, philosophy, geography or telepresence research. Therefore, it is a book best utilized in the company of others, so as to give the otherwise excellent argumentation a much wider, yet totally appropriate (and very compatible) context.

This is a book that shoud be included in practically every game studies and/or design laboratory, and it would be of high value also to other fields, such as service design.

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Senin, 01 April 2013

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  • Sales Rank: #17329272 in Books
  • Published on: 2012-12-24
  • Binding: Paperback

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