Graphic Design Books
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Mind Over Matter -- The Images of Pink Floyd
Published in Paperback by Sanctuary Publishing, Ltd. (1998-06-01)
List price: $45.00
Used price: $136.44
Average review score: 

Magnífico!!!
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-28
Review Date: 2008-04-28
The best!
Helpful Votes: 0 out of 0 total.
Review Date: 2007-12-31
Review Date: 2007-12-31
If you like Pink Floyd, art, design or album cover, this is the best book I ever read.
Buy NOW!! =)
Buy NOW!! =)
Very good, but not a true graphic artists compilation
Helpful Votes: 11 out of 11 total.
Review Date: 2000-09-24
Review Date: 2000-09-24
As a music fan, there are two things you want to add to your experience, a songlist compilation and a biography. Anything more is really too much, but in the case of groundbreaking album cover art, and knowing Pink Floyd's history of employing visual effects in their shows, a book like this is necessary, especially since albums are gone now, and the tiny graphics you get on a CD jewel case don't compare with the stuff promoters used to jam into album jackets. This book is a trip into Storm Thurgeson's head, not necessarily Floyd's. The difference is not much since Storm was a boyhood chum, and listened so well to his employer's ideas, instead of pushing his own. That's one reason the band was so successful musically as well, was Hypnosis' reliance on the members' themes. This book is not a graphic artist's design book, though I wish it were, but it would be tons bigger. It covers 30 years (and not even all the Floyd's covers (for instance, The Wall)). But you will appreciate the fact that Storm operated more under impluse as a designer than by today's modern design houses which try to render graphics in a production line style...can't be done. The author's bylines give us insight if not in technical process, then in the intellect process, and it's good fun knowing this guy was a friend to the Floyd for a LONG time, even having to uncomfortably stand in the middle of relationships for the 'Is There Anybody Out There?' live Wall issue. All in all, I'd give 5 stars for the artwork and presentation, but lose half of one for lack of technical explanation. Enjoy!
Perfect Companionship For Listening to Floyd
Helpful Votes: 12 out of 12 total.
Review Date: 2005-02-24
Review Date: 2005-02-24
Storm Thorgerson is the artist who designed the bulk of Pink Floyd's artwork, and "Mind Over Matter" is a combination of memoir, scrapbook, and gallery. With the possible exception of Led Zeppelin, no British rock band of the 1970s paid closer attention than Pink Floyd to the potent magic a well-designed album cover could lend to music the album contained. Much like Zeppelin, it's almost impossible to think of Pink Floyd's music without imagining the incredible visuals on their album covers. In essence, Thorgerson is almost an adjunct member of the band.
Graphic artists will appreciate this collection because Thorgerson's almost Magritte-like graphic style is also perfectly and endlessly adaptable to the commercial marketing. Casual Floyd fans will get a kick out seeing so many classic Floyd images reproduced at much larger than CD size. More serious Floyd fans will savor Thorgerson's behind-the-scenes insights regarding the band. (I was surprised to learn that Thorgerson leans more towards Gilmour than Waters). Throughout,the author discusses his designs in a very straightforward, conversational, non-pretentious way. As a bonus, he also includes graphics from Floyd tour books, posters, and DVD clamcases.
Given that so little video footage exists of Floyd, this oversized hardcover collection provides the perfect collection of visuals to leaf through while you're listening to "Dark Side of the Moon" for the umpteenth time.
Graphic artists will appreciate this collection because Thorgerson's almost Magritte-like graphic style is also perfectly and endlessly adaptable to the commercial marketing. Casual Floyd fans will get a kick out seeing so many classic Floyd images reproduced at much larger than CD size. More serious Floyd fans will savor Thorgerson's behind-the-scenes insights regarding the band. (I was surprised to learn that Thorgerson leans more towards Gilmour than Waters). Throughout,the author discusses his designs in a very straightforward, conversational, non-pretentious way. As a bonus, he also includes graphics from Floyd tour books, posters, and DVD clamcases.
Given that so little video footage exists of Floyd, this oversized hardcover collection provides the perfect collection of visuals to leaf through while you're listening to "Dark Side of the Moon" for the umpteenth time.
A "Beautiful" Mind
Helpful Votes: 5 out of 5 total.
Review Date: 2002-03-25
Review Date: 2002-03-25
I absolutely knew I had to purchase "this" book the second I saw the book cover. Storm Thorgerson is utterly amazing, eyecatching & perhaps a bit eccentric (aren't most true artists?) I loved reading about his ideas/how he came up with them & how he laid them out in the end, and after reading this book, I now want to check out other material on him as well. Pink Floyd is indeed legendary as are the works of Storm Thorgerson. A Fantastic view of Unimaginable Talent. Check it out.

Programming Flash Communication Server
Published in Paperback by O'Reilly Media, Inc. (2005-03-01)
List price: $49.95
New price: $21.49
Used price: $11.80
Used price: $11.80
Average review score: 

Good Job
Helpful Votes: 0 out of 0 total.
Review Date: 2008-01-02
Review Date: 2008-01-02
If you want to understand programming the Flash Communication Server and it's capabilities this is a good place to start.
Still good for Flash Media Server 2
Helpful Votes: 0 out of 0 total.
Review Date: 2007-04-11
Review Date: 2007-04-11
Although I'm using Flash Media Server 2, this book is still highly relevant as not much has changed. The core objects and language is the same so I would not hesitate to recommend it for anyone looking to use FMS.
Only good resource I've found on this subject
Helpful Votes: 0 out of 1 total.
Review Date: 2006-11-09
Review Date: 2006-11-09
This book is all about the design of applications using Macromedia's Flash Communication Server MX. FCS MX enables the building of media-rich web applications by taking care of the basic tasks required in the networking of the applications. Thus, you can focus on the application itself rather than worrying about low-level communication details.
Since this book is concerned with situations where multiple Flash applications will be executing on the same server simultaneously, there is going to be considerable effort involved in coordinating events, which is addressed by this book. You should already have FCS installed and running on your server and you should also have Flash MX available on the client. The following is description of the book by chapter:
Chapter 1, Introducing the Flash Communication Server - Acts as an introduction to FCS and an overview of the whole book.
Chapter 2, Communication Components - How the FlashCom communication components encapsulate commonly needed features such as chat, video recording and playback, bandwidth control,and user configuration. These components implement many basic building blocks for your application.
Chapter 3, Managing Connections - This chapter covers connections in more depth past the SimpleConnect component, including how to write custom code to handle various changes in the connection status as well as different errors.
Chapter 4, Applications, Instances, and Server-Side ActionScript - This chapter describes how to write Server-Side ActionScript and work with the objects that control application instances and the Flash movies that connect to them.
Chapter 5, Managing Streams - Offers a somewhat oversimplified but complete example that shows the basic steps in publishing one live stream and subscribing to a second.
Chapter 6, Camera and Microphone - This chapter explains how to use both the Microphone and Camera classes to record live streams. These classes are at the heart of most communication applications involving multimedia.
Chapter 7, Media Preparation and Delivery - This chapter covers many details for compressing and streaming audio and video.
Chapter 8, Shared Objects - This chapter starts an entirely new subject - shared objects, which provide a mechanism for the transmission of data between client and server.
Chapter 9, Remote Methods - This chapter also shows how to broadcast method calls to every movie and application instance connected to a shared object or stream, or send them to and from individual movies using RMI.
Chapter 10, Server Management API - Discusses the Server Management API and its applications, including monitoring a FlashCom Server, gathering statistics on application instances, and managing the log streams.
Chapter 11, Flash Remoting - Demonstrates how Flash Remoting can be used to add data connectivity to FlashCom applications. Flash Remoting can access web services, server-side scripts, CGI applications, XML files, or the local filesystem with the help of an application server such as ColdFusion.
Chapter 12, ColdFusion MX and FlashCom - Teaches some specifics involved in using Flash Remoting with ColdFusion MX and FlashCom. There are some practical working examples shown that demonstrate how you can leverage the benefits of Flash Remoting in conjunction with FlashCom.
Chapter 13, Building Communication Components - This is the first step in building complete applications, and is demonstrated through an extensive example.
Chapter 14, Understanding the Macromedia Component Framework - How to modify an existing component and how to create a new one. Also discusses server-side framework code and its core features and data structures.
Chapter 15, Application Design Patterns and Best Practices - Describes some of the best practices available to application developers. This chapter provides some useful design options, patterns, and best practices that will help you build better applications.
Chapter 16, Building Scalable Applications - Deals with building multi-instance and multiserver applications that don't bog down as the number of client connections increases.
Chapter 17, Network Performance, Latency, Concurrency - Traditional network design issues affect FCS also.
Chapter 18, Securing Applications - Specifically this chapter examines the three A's of security - Authentication, Authorization, and Accounting.
Since this book is concerned with situations where multiple Flash applications will be executing on the same server simultaneously, there is going to be considerable effort involved in coordinating events, which is addressed by this book. You should already have FCS installed and running on your server and you should also have Flash MX available on the client. The following is description of the book by chapter:
Chapter 1, Introducing the Flash Communication Server - Acts as an introduction to FCS and an overview of the whole book.
Chapter 2, Communication Components - How the FlashCom communication components encapsulate commonly needed features such as chat, video recording and playback, bandwidth control,and user configuration. These components implement many basic building blocks for your application.
Chapter 3, Managing Connections - This chapter covers connections in more depth past the SimpleConnect component, including how to write custom code to handle various changes in the connection status as well as different errors.
Chapter 4, Applications, Instances, and Server-Side ActionScript - This chapter describes how to write Server-Side ActionScript and work with the objects that control application instances and the Flash movies that connect to them.
Chapter 5, Managing Streams - Offers a somewhat oversimplified but complete example that shows the basic steps in publishing one live stream and subscribing to a second.
Chapter 6, Camera and Microphone - This chapter explains how to use both the Microphone and Camera classes to record live streams. These classes are at the heart of most communication applications involving multimedia.
Chapter 7, Media Preparation and Delivery - This chapter covers many details for compressing and streaming audio and video.
Chapter 8, Shared Objects - This chapter starts an entirely new subject - shared objects, which provide a mechanism for the transmission of data between client and server.
Chapter 9, Remote Methods - This chapter also shows how to broadcast method calls to every movie and application instance connected to a shared object or stream, or send them to and from individual movies using RMI.
Chapter 10, Server Management API - Discusses the Server Management API and its applications, including monitoring a FlashCom Server, gathering statistics on application instances, and managing the log streams.
Chapter 11, Flash Remoting - Demonstrates how Flash Remoting can be used to add data connectivity to FlashCom applications. Flash Remoting can access web services, server-side scripts, CGI applications, XML files, or the local filesystem with the help of an application server such as ColdFusion.
Chapter 12, ColdFusion MX and FlashCom - Teaches some specifics involved in using Flash Remoting with ColdFusion MX and FlashCom. There are some practical working examples shown that demonstrate how you can leverage the benefits of Flash Remoting in conjunction with FlashCom.
Chapter 13, Building Communication Components - This is the first step in building complete applications, and is demonstrated through an extensive example.
Chapter 14, Understanding the Macromedia Component Framework - How to modify an existing component and how to create a new one. Also discusses server-side framework code and its core features and data structures.
Chapter 15, Application Design Patterns and Best Practices - Describes some of the best practices available to application developers. This chapter provides some useful design options, patterns, and best practices that will help you build better applications.
Chapter 16, Building Scalable Applications - Deals with building multi-instance and multiserver applications that don't bog down as the number of client connections increases.
Chapter 17, Network Performance, Latency, Concurrency - Traditional network design issues affect FCS also.
Chapter 18, Securing Applications - Specifically this chapter examines the three A's of security - Authentication, Authorization, and Accounting.
This is a great reference.
Helpful Votes: 0 out of 0 total.
Review Date: 2006-03-16
Review Date: 2006-03-16
Excellent book, stuffed of examples very well explained, easy to read and to understand, essential for who desires initiate or even though to profound itself studies on FlashCom.
Obligator reference in projects involving FlashCom, either for fast consultations and advanced tasks.
Excellent approach of subjects as Design patterns and security, yonder a perfect demonstration about audio, video and much more.
Obligator reference in projects involving FlashCom, either for fast consultations and advanced tasks.
Excellent approach of subjects as Design patterns and security, yonder a perfect demonstration about audio, video and much more.
A necessity for the bookshelf...
Helpful Votes: 0 out of 0 total.
Review Date: 2006-03-02
Review Date: 2006-03-02
If you're a developer looking into real-time server communication using Adobe Flash, this book is a must-have. It guides you thru various levels of application development in an easy to understand format, and provides well documented pieces of code to assist you in the learning process of putting together your project:
Topics covered include:
- learning about components and how to use them
- establishing and managing client connections
- publishing live and recorded streams
- local communication with clients
- remote communication with outside applications
The book also shows how to build and integrate your own custom components, and how to scale your application using the components that you've created. Other highlights include information on how to use shared objects and server management API, as well as ways to improve both design and performance.
Topics covered include:
- learning about components and how to use them
- establishing and managing client connections
- publishing live and recorded streams
- local communication with clients
- remote communication with outside applications
The book also shows how to build and integrate your own custom components, and how to scale your application using the components that you've created. Other highlights include information on how to use shared objects and server management API, as well as ways to improve both design and performance.

Real World Print Production (Real World)
Published in Paperback by Peachpit Press (2006-08-04)
List price: $49.99
New price: $29.99
Used price: $31.00
Used price: $31.00
Average review score: 

Delivered me from ignorance...
Helpful Votes: 0 out of 0 total.
Review Date: 2008-08-21
Review Date: 2008-08-21
I recently needed to fill in as a Production Manager at a high end design firm. One of my clients had a print job over $1,000,000 and I needed to learn proper printing terminology and technique, correctly and quickly!
I highly recommend this to anyone who wants to feel completely comfortable in a professional setting, and learn what responsibilities are the designer's, and which are the printer's.
This book made learning the depths of printing easy, and fun. It's very comprehensive, and up to date.
I highly recommend this to anyone who wants to feel completely comfortable in a professional setting, and learn what responsibilities are the designer's, and which are the printer's.
This book made learning the depths of printing easy, and fun. It's very comprehensive, and up to date.
Just what I have been looking for!
Helpful Votes: 0 out of 0 total.
Review Date: 2008-08-14
Review Date: 2008-08-14
Great book- I am transitioning from graphic designer to account manager for a print company. I will still be using some of my graphics knowledge. It has really helped to fill in gaps in my knowledge in regards to the print end. Thanks so much- love the book!
Excellent resource
Helpful Votes: 0 out of 0 total.
Review Date: 2008-02-22
Review Date: 2008-02-22
I'm using this book as the text book for an Electronic Publishing course I'm teaching. Claudia's style is dry and humorous, which makes the complex material easier to digest. Lots of wonderful tips and insights. I highly recommend it for anyone trying to comprehend how design goes from computer to print.
A great book to own!
Helpful Votes: 0 out of 0 total.
Review Date: 2008-02-08
Review Date: 2008-02-08
I am a trainer in the graphic arts field and I recently read this book for a group of students I am working with that needed to have more of a printing understanding. It was such a great read and very informative that I had to buy it for my students. The information has proved very valuable to them. Anyone who wants to get their jobs on Press with the least amount of problems should read this book.
Excellent, Helpful, Witty
Helpful Votes: 0 out of 0 total.
Review Date: 2007-08-13
Review Date: 2007-08-13
If you are new to the desktop publishing business, this book has lots of answers and even brings up questions I didn't know to ask. Ms. McCue is to be commended on her writing style, as well. Buy this book!

Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games (Game Development)
Published in Paperback by Course Technology PTR (2002-07-01)
List price: $34.99
New price: $10.34
Used price: $9.30
Used price: $9.30
Average review score: 

Great Book, but Out-of-Date
Helpful Votes: 0 out of 0 total.
Review Date: 2008-06-20
Review Date: 2008-06-20
This book was written when Dungeon Siege I and Neverwinter Nights I were in development, and thus lacks any information regarding their sequels, Baldur's Gate II, Diablo II, Titan Quest, Morrowind, and ultimately Oblivion. It briefly discusses UO and mentions both Asheron's Call and Everquest, the early mainstream MMOs. Don't expect anything regarding WoW, DAoC, EQ2, DDO, AO or Lord of the Rings Online. That's a lot of material that just didn't exist when this was published.
However, for what it contains, it's VERY good. It has a great introduction on the early development of RPGs. You'll find good information on the influence of Dungeons and Dragons and Lord of the Rings on CRPGs. The interviews at the end are excellent reading as well.
The book sets out to guide new RPG designers through the do's and don'ts of CRPG development, and give them a good background on why things are the way they are. It lays out what you need in your proposal and design document, with plenty of examples. It really does an excellent job in all of this. If you're looking for code, look elsewhere. You won't find ANY in this book. It's intended for designers, not programmers.
If you can grab it for under ten bucks like I did, go for it. Everything inside the book is still useful and the guiding principles are accurate even with all that's happened since it was published. I just wish there was a second volume that included all of the new stuff.
However, for what it contains, it's VERY good. It has a great introduction on the early development of RPGs. You'll find good information on the influence of Dungeons and Dragons and Lord of the Rings on CRPGs. The interviews at the end are excellent reading as well.
The book sets out to guide new RPG designers through the do's and don'ts of CRPG development, and give them a good background on why things are the way they are. It lays out what you need in your proposal and design document, with plenty of examples. It really does an excellent job in all of this. If you're looking for code, look elsewhere. You won't find ANY in this book. It's intended for designers, not programmers.
If you can grab it for under ten bucks like I did, go for it. Everything inside the book is still useful and the guiding principles are accurate even with all that's happened since it was published. I just wish there was a second volume that included all of the new stuff.
Fun, Useful, and Interesting
Helpful Votes: 0 out of 0 total.
Review Date: 2007-06-14
Review Date: 2007-06-14
This book wasn't at all what I thought it would be, but I loved it. I finished it within a day.
Don't buy this book if you are expecting someone to tell you the steps involved in making an RPG. There are many better books for that. S&C doesn't tell you how to make a game. It tells you how to THINK when making a game. It also goes quite in-depth about what it's like to be in the role of a game designer.
So the two scenarios in which this book would be most useful are:
1. You have a game already designed in your head and just want to make it more fun or more professional.
2. You are considering whether you want to become a game designer as a career.
If you fit one of these two, buy this book right away. If not, it might still be worth a look. It's interesting, well-written, and you may just learn a thing or two.
Don't buy this book if you are expecting someone to tell you the steps involved in making an RPG. There are many better books for that. S&C doesn't tell you how to make a game. It tells you how to THINK when making a game. It also goes quite in-depth about what it's like to be in the role of a game designer.
So the two scenarios in which this book would be most useful are:
1. You have a game already designed in your head and just want to make it more fun or more professional.
2. You are considering whether you want to become a game designer as a career.
If you fit one of these two, buy this book right away. If not, it might still be worth a look. It's interesting, well-written, and you may just learn a thing or two.
Well Written
Helpful Votes: 0 out of 0 total.
Review Date: 2007-05-26
Review Date: 2007-05-26
First and foremost I have to say this book is very well written and easy to read. The only real mistakes I noticed were with release dates on some of the games in a timeline.
The concepts covered in this book will help not only individuals trying their hand at designing RPGs, but other games as well. The information is also presented in an interesting and entertaining way to keep the reader doing just that, reading.
Having recently entered the video game industry, I would recommend this book to anyone seeking to get a start in the industy or anyone just curious about game design in general.
The concepts covered in this book will help not only individuals trying their hand at designing RPGs, but other games as well. The information is also presented in an interesting and entertaining way to keep the reader doing just that, reading.
Having recently entered the video game industry, I would recommend this book to anyone seeking to get a start in the industy or anyone just curious about game design in general.
Good intro to game design.
Helpful Votes: 13 out of 16 total.
Review Date: 2005-02-16
Review Date: 2005-02-16
Neal and Jana Hallford, Swords and Circuitry (Prima, 2001)
A word to prospective buyers: Swords and Circuitry is not a book about coding games. If that's what you're looking for, Prima has a number of other titles you can go to. This one's about designing games, and there's nary a line of code to be found.
Okay, now that that's out of the way, this book does have a lot to offer both for those who plan to specialize in game design and those who are running (or trying to run) one-man shops. The Hallfords offer a good deal of advice regarding the whole process of game design, from defining what it is (and having others interviewed by Neal Hallford do so as well) to details of design documents, proposals, etc. The benefits for the aspiring game designer are obvious; to the one-man shop, reading this may help clarify some things that will help when programming time comes, or shed a different light on things that may not have been thought of in quite that way. Definitely worth checking out, but know what you're getting. *** ½
A word to prospective buyers: Swords and Circuitry is not a book about coding games. If that's what you're looking for, Prima has a number of other titles you can go to. This one's about designing games, and there's nary a line of code to be found.
Okay, now that that's out of the way, this book does have a lot to offer both for those who plan to specialize in game design and those who are running (or trying to run) one-man shops. The Hallfords offer a good deal of advice regarding the whole process of game design, from defining what it is (and having others interviewed by Neal Hallford do so as well) to details of design documents, proposals, etc. The benefits for the aspiring game designer are obvious; to the one-man shop, reading this may help clarify some things that will help when programming time comes, or shed a different light on things that may not have been thought of in quite that way. Definitely worth checking out, but know what you're getting. *** ½
The Best RPG design book yet
Helpful Votes: 2 out of 2 total.
Review Date: 2006-12-12
Review Date: 2006-12-12
This book provides a clear outlook of how to design an RPG though I wish there was a reference book to go with it. It even could be used as a text book for a class. It does everything it says. Includes other designers perspectives to broaden your perspective on design including designers from Might & Magic, Neverwinter, Star-Trek, and a few others.

Area
Published in Paperback by Phaidon Press (2005-04-01)
List price: $39.95
New price: $23.97
Used price: $19.00
Used price: $19.00
Average review score: 

Excellent
Helpful Votes: 0 out of 0 total.
Review Date: 2008-01-28
Review Date: 2008-01-28
You can't go wrong with a Phaidon publication. The book is a very in-depth look at design world-wide. It has tons of examples of great design. I would highly recommend this book to anyone.
Great resource
Helpful Votes: 0 out of 0 total.
Review Date: 2007-08-24
Review Date: 2007-08-24
There is so much inspiration in this book. It's a graet resource for any designer. It will get your little design wheels spinning with fresh ideas every time you open it. There is so much in here and such a broad range of styles and subject matter. Some incredible artists.
Creation of Personified Bliss
Helpful Votes: 0 out of 0 total.
Review Date: 2007-07-22
Review Date: 2007-07-22
There is something amazing in the way consumerism has birthed its own brand of art. In the 1880's, when Coca-Cola pushed their first few dollars across the table and asked for a slogan, I wonder if anyone ever dreamed what their industries would become and how much they would owe to this type of expression? I wonder if the idea that Frank L. Balm had about The Storefront Window, saying it was more than a place to keep a store's useless stuff, went beyond the United States becoming the frontrunner in glass consumption and into a field all its own? I ask because the field of Marketing Psychology intrigues me and, accordingly, the things we've birthed to sell items also intrigues me. Maybe "intrigue" isn't even the right world - maybe I should say that they captivate me, forcing me to search high and low for the best lightbulbs burning in the brightest phosphorescent starlight so to influence the migratory patterns of items that are pushed forth by a culmination of thought and a well-oiled pen.
That is what is so beautiful about Area; it breathes what we are, what we consume, and how this meshes with the very fabric of how we conceive pitch and pitches, ticking and timeless, making up the very definition of art that is more than pictures generated "for art's sake." Looking here, it really reflects how the world has become vibrant and how pictures have shaped the world.
Locked inside this book is more than a few pictures - its a blueprint of an overlooked history that America wears all over its geography.
When I look at the field of graphic design, I am always tantalized by the creations that come from it, wanting to pour myself into page after page and see the "next big idea." It is somewhat like listening to the heartbeat of millions of people thumping in unison; if it clicks it happens to click, and you know what started the motion. Area proves that, too, showing you how far we've moved past the simple pixel lay-outs and into the realm of technological highs and really ingenious methods of salesmanship, making so many things seem desirable. In Marketing Psychology it is called tapping into the "ideal self" and making people buy a dream that the "actual self" doesn't seem to be able to supply.
The idea seems easy enough to understand, too, and sometimes people laugh at the power wielded by the pen and call the "needing" lemmings. Here, in this book, I find a lot of laughter falling short of its mark and even the bigger birds of prey noticing things they adore and why they learned to adore it.
When I first bought this book I thought it would simply feed my tastes and purse my lips with the hum of more curiosity, but lately I've noticed how much influence the book has. It has thousands of pictures, quite literally, and sometimes I catch my friends standing with their eyes glued to an item and that blank stare of "something remembering something" coming out as they slow move through the pages. Its as if Ford's comments on the heart of the new type of manufacturing, "machinery is the new messiah," have found application in ways he never intended.
If you want to see how great that can become, how powerful advertising can become, then you should look at this book and see what I mean. Currently the one I own has been in my clutches for well over a year, and I still have around one hundred pages tabbed just so I can look back over them and marvel at the creativity that thrives in make-believe places orbiting some very real horizons.
Even if you know nothing about art, you know what beauty is and this book comes highly recommended in that department.
That is what is so beautiful about Area; it breathes what we are, what we consume, and how this meshes with the very fabric of how we conceive pitch and pitches, ticking and timeless, making up the very definition of art that is more than pictures generated "for art's sake." Looking here, it really reflects how the world has become vibrant and how pictures have shaped the world.
Locked inside this book is more than a few pictures - its a blueprint of an overlooked history that America wears all over its geography.
When I look at the field of graphic design, I am always tantalized by the creations that come from it, wanting to pour myself into page after page and see the "next big idea." It is somewhat like listening to the heartbeat of millions of people thumping in unison; if it clicks it happens to click, and you know what started the motion. Area proves that, too, showing you how far we've moved past the simple pixel lay-outs and into the realm of technological highs and really ingenious methods of salesmanship, making so many things seem desirable. In Marketing Psychology it is called tapping into the "ideal self" and making people buy a dream that the "actual self" doesn't seem to be able to supply.
The idea seems easy enough to understand, too, and sometimes people laugh at the power wielded by the pen and call the "needing" lemmings. Here, in this book, I find a lot of laughter falling short of its mark and even the bigger birds of prey noticing things they adore and why they learned to adore it.
When I first bought this book I thought it would simply feed my tastes and purse my lips with the hum of more curiosity, but lately I've noticed how much influence the book has. It has thousands of pictures, quite literally, and sometimes I catch my friends standing with their eyes glued to an item and that blank stare of "something remembering something" coming out as they slow move through the pages. Its as if Ford's comments on the heart of the new type of manufacturing, "machinery is the new messiah," have found application in ways he never intended.
If you want to see how great that can become, how powerful advertising can become, then you should look at this book and see what I mean. Currently the one I own has been in my clutches for well over a year, and I still have around one hundred pages tabbed just so I can look back over them and marvel at the creativity that thrives in make-believe places orbiting some very real horizons.
Even if you know nothing about art, you know what beauty is and this book comes highly recommended in that department.
Inspiration
Helpful Votes: 0 out of 3 total.
Review Date: 2006-11-12
Review Date: 2006-11-12
Inspiration should come from all over the world. And this book gives you that.
An Eye-Opening Experience for the Contemporary Designer
Helpful Votes: 1 out of 1 total.
Review Date: 2007-01-18
Review Date: 2007-01-18
This book is full of new and refreshing design from around the world. It helps to educate someone like me who, while getting a Graphic Design education, is getting a more traditional rundown of the field and less of a modern-day acknowledgment. "Area" addresses the artists' perspectives and shows a wide variety of visual styles and formats, and will have something extremely interesting for everyone. A great book for any designer's collection. Worth every penny.

The Black Art of Video Game Console Design
Published in Paperback by Sams (2005-12-22)
List price: $59.99
New price: $27.00
Used price: $15.10
Used price: $15.10
Average review score: 

A Black Art No More....
Helpful Votes: 11 out of 11 total.
Review Date: 2006-01-02
Review Date: 2006-01-02
Some background on me:
I have a Bachelor's degree in Computer Science. I'm also a professional software engineer in the video game industry.
In my education, I had a few classes on electronics/digital circuits and I loved it. I started doing my own circuits outside of class and buying digital ICs to add to my toolkit. Over the years, I'd lost touch with that side of myself and the joy that it gave me. Then I found this book, "The Black Art of Video Game Console Design".
This book is basically an abridged EE (Electrical Engineering) degree with a focus on video game consoles! And the kicker is that you're being instructed by one of the most "readable" authors around. By "readable", I mean that the author has a way of teaching you things as if it was your friend, sitting next to you, turning complicated subjects into an easy-to-understand, entertaining, data stream. The information is clear and the tone is upbeat and occasionally humourous.
As I read through the book, I was hitting everything that I learned in months and months in the classroom, but without all the fuss and only the relevant information. Resistors, capacitors, diodes, truth tables, timing diagrams, etc, it's all there. Then, the author jumped into complicated areas such as joysticks, sound, microprocessors, assembly language, the NTSC (standard TV) video signal (just to name a few). Finally, there we were at the pinnacle of the mountain, the culmination of all our learning, and here's where the real "Black Art" of the book kicks in, the full process of designing a video game console.
In today's hardware driven world, this book should be on every game programmer's shelf, whether they're a hobbyist or a seasoned veteran.
I have a Bachelor's degree in Computer Science. I'm also a professional software engineer in the video game industry.
In my education, I had a few classes on electronics/digital circuits and I loved it. I started doing my own circuits outside of class and buying digital ICs to add to my toolkit. Over the years, I'd lost touch with that side of myself and the joy that it gave me. Then I found this book, "The Black Art of Video Game Console Design".
This book is basically an abridged EE (Electrical Engineering) degree with a focus on video game consoles! And the kicker is that you're being instructed by one of the most "readable" authors around. By "readable", I mean that the author has a way of teaching you things as if it was your friend, sitting next to you, turning complicated subjects into an easy-to-understand, entertaining, data stream. The information is clear and the tone is upbeat and occasionally humourous.
As I read through the book, I was hitting everything that I learned in months and months in the classroom, but without all the fuss and only the relevant information. Resistors, capacitors, diodes, truth tables, timing diagrams, etc, it's all there. Then, the author jumped into complicated areas such as joysticks, sound, microprocessors, assembly language, the NTSC (standard TV) video signal (just to name a few). Finally, there we were at the pinnacle of the mountain, the culmination of all our learning, and here's where the real "Black Art" of the book kicks in, the full process of designing a video game console.
In today's hardware driven world, this book should be on every game programmer's shelf, whether they're a hobbyist or a seasoned veteran.
A monumental work, but beware!
Helpful Votes: 14 out of 17 total.
Review Date: 2006-01-24
Review Date: 2006-01-24
Andre LaMothe is an amazing guy, no question about it. He tends to write huge books, and the amount of material he fits into them is superlative. He's obviously got a passion for what he does, and that passion is certainly revealed in his writing style. He's a guy who never lost that simple love of video games.
Perhaps it's his sheer enthusiasm that makes him seem to sometimes write too quickly. A few minutes spent with The Black Art Of Video Game Console Design brings this tendency to light: I don't know how long it took to write this book, but I imagine the author was under some pressure to get it finished before some kind of deadline, because there are the typical signs of a book that didn't get properly edited. There are occasional typos and punctuation glitches, but more worrisome is the potential for factual errors. For example, an early and very glaring inaccuracy is the claim on page 66 that most electronics solder is 60% tin and 40% flux. In reality, typical solder is 60% tin and 40% *LEAD*, not flux; the flux burns and evaporates away from the solder once the solder has been melted. Yeah, it's a small detail, but any technical editor should have caught that one a mile away.
On a larger scale, however, LaMothe's enthusiasm propels the book forward at a speed not typically seen in how-to books. Comprising almost a thousand pages, this is already a pretty massive book, but the amount of material LaMothe crams into that space is remarkable. The first few chapters are something you have to see to believe, each chapter condensing basically an entire college electronics class' worth of material into around 50 pages. While this means that, in a sense, the book is a good value because it provides a lot of material, this compression obviously comes at a price: Some concepts were just not meant to be explained in a single paragraph, and the book falters multiple times trying to explain something as quickly as possible when the concept would really have benefited from some elaboration.
The result is a book that often makes me wonder what audience would most benefit from it. The first few chapters are all about electronics, and are written on a level that would benefit someone with literally no background in electronics at all. However, the focus of the book is on console design, not EE, and there are better books out there for the person who just wants to learn electronics. This, combined with the fact that you really can't (and probably shouldn't try) to learn the entire field of electronics in one night, leads me to believe that anyone approaching this book should probably have some thorough grounding in electronics technology before you actually start reading the book. Once you get past the first half and into the really game-focused material, the book comes into its own, but a majority of the material here would be better read elsewhere.
So ultimately, this is a book with a HUGE amount of material that you can learn a lot from, and if you really want to buy just one book, it's hard to find a better value than this. But if you want a truly broad-based education in electronics, you'll need to do some heavy supplementing with other books before you can get the most benefit out of this one.
Perhaps it's his sheer enthusiasm that makes him seem to sometimes write too quickly. A few minutes spent with The Black Art Of Video Game Console Design brings this tendency to light: I don't know how long it took to write this book, but I imagine the author was under some pressure to get it finished before some kind of deadline, because there are the typical signs of a book that didn't get properly edited. There are occasional typos and punctuation glitches, but more worrisome is the potential for factual errors. For example, an early and very glaring inaccuracy is the claim on page 66 that most electronics solder is 60% tin and 40% flux. In reality, typical solder is 60% tin and 40% *LEAD*, not flux; the flux burns and evaporates away from the solder once the solder has been melted. Yeah, it's a small detail, but any technical editor should have caught that one a mile away.
On a larger scale, however, LaMothe's enthusiasm propels the book forward at a speed not typically seen in how-to books. Comprising almost a thousand pages, this is already a pretty massive book, but the amount of material LaMothe crams into that space is remarkable. The first few chapters are something you have to see to believe, each chapter condensing basically an entire college electronics class' worth of material into around 50 pages. While this means that, in a sense, the book is a good value because it provides a lot of material, this compression obviously comes at a price: Some concepts were just not meant to be explained in a single paragraph, and the book falters multiple times trying to explain something as quickly as possible when the concept would really have benefited from some elaboration.
The result is a book that often makes me wonder what audience would most benefit from it. The first few chapters are all about electronics, and are written on a level that would benefit someone with literally no background in electronics at all. However, the focus of the book is on console design, not EE, and there are better books out there for the person who just wants to learn electronics. This, combined with the fact that you really can't (and probably shouldn't try) to learn the entire field of electronics in one night, leads me to believe that anyone approaching this book should probably have some thorough grounding in electronics technology before you actually start reading the book. Once you get past the first half and into the really game-focused material, the book comes into its own, but a majority of the material here would be better read elsewhere.
So ultimately, this is a book with a HUGE amount of material that you can learn a lot from, and if you really want to buy just one book, it's hard to find a better value than this. But if you want a truly broad-based education in electronics, you'll need to do some heavy supplementing with other books before you can get the most benefit out of this one.
Always a step ahead...
Helpful Votes: 6 out of 6 total.
Review Date: 2006-01-10
Review Date: 2006-01-10
I am always amazed how one person can know so much, learn new things and write <<2 000>> page book--and still produce accurate information that any hobbiest can pickup, without burning out! I wonder if Lamothe's next book is going to top his last? This one, just like Tricks 3D, is not for the faintheart but for the passionate individual that wants to learn how things are done in this world.
I'm in school for Electronics and I am shocked at how much information is packed into a single chapter. I think I learned more reading half of this book than in a year of schooling (as far as practical matters go). I have much to say but I should ramble no more... just buy it man! You won't be disapointed.
I'm in school for Electronics and I am shocked at how much information is packed into a single chapter. I think I learned more reading half of this book than in a year of schooling (as far as practical matters go). I have much to say but I should ramble no more... just buy it man! You won't be disapointed.
Stuff that matters
Helpful Votes: 7 out of 9 total.
Review Date: 2005-12-30
Review Date: 2005-12-30
At least a book about the most obscure aspect of game programming: hardware designed to play.
This book gives a unique glimpse to the stuff needed to build your own game machine, the decissions you need to made, why to take certain paths in your designs and so on... even it gives you a very good primer on electronics and semiconductors.
Given the great number of Atari homebrewers out there, this book arrives just in time to create a whole new scene... a scene in which not only you will make your own games.. but the very machine they run on!
Definitely, a must have.
This book gives a unique glimpse to the stuff needed to build your own game machine, the decissions you need to made, why to take certain paths in your designs and so on... even it gives you a very good primer on electronics and semiconductors.
Given the great number of Atari homebrewers out there, this book arrives just in time to create a whole new scene... a scene in which not only you will make your own games.. but the very machine they run on!
Definitely, a must have.
The Keys to the Kingdom
Helpful Votes: 7 out of 9 total.
Review Date: 2005-12-30
Review Date: 2005-12-30
I am not going to give a quick rundown of this book, many others have already done that in the reviews. I want to tell you what the book can enable you to do. I was a hardware hacker back in the day when WOZ was hackin the Apple II. I hacked my way into being a programmer and sold my soul to business software.
I wanted to return to my roots and be able to do what the WOZ did with the Apple 1. After surfing the net I came across this book and the XGameStation. With it I have learnt the basic electronics needed to produce a gaming system. I have in fact built my very own video game console and am now programming PacMan for it.
This was all made possible by the information in this book. If the book didn't have it, it told me what to look up with regards to other IC's timings speed etc. Thus providing the Keys for me to unlock those doors that remained hidden until now.
Simply put this book is truly the 'Keys to the Kingdom' of video Game Console Design. I can say that because I have made my own Game Console and I know it to be true.I completely taught myself and I am not an EE student but just a hacker/hobbiest. I highly recomend this book for any beginner or EE student/hacker interested in designing their own Video Game Console.
If your new to electronics Andre' gives you crystal clear basic teaching for you in this book so don't be afraid and have some fun.
Mike
I wanted to return to my roots and be able to do what the WOZ did with the Apple 1. After surfing the net I came across this book and the XGameStation. With it I have learnt the basic electronics needed to produce a gaming system. I have in fact built my very own video game console and am now programming PacMan for it.
This was all made possible by the information in this book. If the book didn't have it, it told me what to look up with regards to other IC's timings speed etc. Thus providing the Keys for me to unlock those doors that remained hidden until now.
Simply put this book is truly the 'Keys to the Kingdom' of video Game Console Design. I can say that because I have made my own Game Console and I know it to be true.I completely taught myself and I am not an EE student but just a hacker/hobbiest. I highly recomend this book for any beginner or EE student/hacker interested in designing their own Video Game Console.
If your new to electronics Andre' gives you crystal clear basic teaching for you in this book so don't be afraid and have some fun.
Mike

BUSINESS & LEGAL FORMS GRAPH DESIGN
Published in Paperback by Allworth Press (1995-04)
List price: $22.95
New price: $4.90
Used price: $0.56
Used price: $0.56
Average review score: 

This book is a must have!
Helpful Votes: 1 out of 1 total.
Review Date: 2007-11-02
Review Date: 2007-11-02
First off, I have to say this book is absolutely perfect for all first-time freelance graphic designers. My business partner and I recently started our own design agency at [...] and didn't have a clue about where to get our hands on the legal forms needed. We were referred to this book from another source. And since my partner's father-in-law is a lawyer, we decided to let him take a look at it to see what he thought. He said everything was solid. He couldn't find any holes on any of the forms inside. So after making a few small changes to custom fit our business, we were set. I can honestly say this book should be on the shelf of every aspiring freelance graphic designer. I highly recommend it.
Don't take them on their word. Get a contract signed!
Helpful Votes: 1 out of 1 total.
Review Date: 2007-07-19
Review Date: 2007-07-19
I have only serious clients who are willing to pay me because I take a contract to our first meeting and make them sign it. These contracts will protect you and your clients! They are worded with the legal stuff but easy to understand. He even explains what it all means. It even has a CD so you can pop it in your computer right before your meeting (as I have done) and print a contract.
Buy it, you won't be sorry.
Helpful Votes: 11 out of 12 total.
Review Date: 2002-10-29
Review Date: 2002-10-29
This book has EVERYTHING you need ... and then some. When you think you're not going to need one of the forms in this book, you later realize that YOU DO! As a freelance artist, using these forms made me feel as though clients noticed that they were dealing with a real professional. Absolutely a great investment.
Must have for freelance designers!
Helpful Votes: 22 out of 22 total.
Review Date: 2004-07-31
Review Date: 2004-07-31
In starting out and gathering information it's hard to determine what books will be helpful. This is great. It is filled with tear out forms you can make copies of and use over and over. Great information. And the CD-ROM includes all the forms in pdf format, as well as Pagemaker and Quark XPress so that you can make changes to fonts and style, logo additions, and more, to suit your own home business. Files are compatible with Mac and IBMC platform, which is great for me being a designer working mostly on an IBM computer. Excellent book!
It's a $29.95 Lawyer!!
Helpful Votes: 26 out of 26 total.
Review Date: 2004-02-19
Review Date: 2004-02-19
Our small graphic design firm had been relying on the legal forms and contracts from this book for about one year. Finally, we decided that perhaps we ought to visit with a lawyer to make sure we were doing it right...$560.00 later for an initial consultation, we realized that this $29.95 book was the best business investment we'd ever made! The lawyer confirmed that the contracts that we had been using were airtight and were great (he had a few other pointers...but, none worth $560.00).
We have had many comments from our clients that over all the creative teams they'd worked with over the years, our design firm had surpassed them all in business professionalism. If you are serious about running a firm, or just want to protect yourself, you really can't go wrong with this book! Such a small investment for such a large return!

Deconstructing the Elements with 3ds Max, Second Edition: Create natural fire, earth, air and water without plug-ins
Published in Paperback by Focal Press (2006-04-18)
List price: $49.95
New price: $31.20
Used price: $21.00
Used price: $21.00
Average review score: 

Makes 3DS MAX Cheaper...
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-07
Review Date: 2008-04-07
There are a million expensive plugins out there, and each does only one thing. You can buy each of them, or you can invest in your ability to learn Max's subtleties. This guy has apparently been doing great work since before there was a big plugin market, so buy his book, and you'll save all kinds of money. Plus you'll have a FAR better understanding of the various methods that can be used to perform relatively complex and difficult tasks. It's an exciting read for the right kind of 3D geek. You will probably find yourself thinking "I didn't know you could do THAT with THIS!"
The best book on 3DSMax, Period.
Helpful Votes: 0 out of 0 total.
Review Date: 2008-01-02
Review Date: 2008-01-02
Pete Draper knows his stuff! The tutorials are in color and quite easy to follow, except for the complex materials, but Pete explains what each one does in detail.
The author makes use of the Particles Systems a lot which you will be very good at by the end of the book. I own a bunch of books on Max, and this is by far, hands down, bar none the best book currently available.
Be warned this book does not cover everything in Max(such as Mental Ray), but after you finish this book you will have an arsenal of things you can do.
I recommend this book to beginners and experts alike, both will walk away with a lot of new ideas and knowledge about 3DS Max.
The author makes use of the Particles Systems a lot which you will be very good at by the end of the book. I own a bunch of books on Max, and this is by far, hands down, bar none the best book currently available.
Be warned this book does not cover everything in Max(such as Mental Ray), but after you finish this book you will have an arsenal of things you can do.
I recommend this book to beginners and experts alike, both will walk away with a lot of new ideas and knowledge about 3DS Max.
Amazing!
Helpful Votes: 0 out of 0 total.
Review Date: 2007-08-01
Review Date: 2007-08-01
If you want to learn particle flow this is the book for you. Pete does things I never thought 3DS Max was capable of. The tuts in the book are great and there are a couple of bonus video tuts on the accompanying DVD. Buy this book!
Almost Perfect......
Helpful Votes: 0 out of 0 total.
Review Date: 2007-05-31
Review Date: 2007-05-31
This book has EXCELLENT tutorials, very descriptive and in-depth, the only complaint I have is it needs more tutorials on water, such as a running faucet tutorial, would've been helpful for my 3d animation class.
#1 Max Particle Book on the Market
Helpful Votes: 1 out of 1 total.
Review Date: 2007-12-19
Review Date: 2007-12-19
If you want to know how to use 3ds Max's Particle Flow...this is the book you should buy. One word of caution...make sure you brush up on your PFlow basics before digging in. The book definitely assumes that you know what you're doing when wiring up PFlow's Operators and Tests. There's screen shots to help you along, start and completed scene files, and a real nice handful of cool effects covered. More for the Intermediate and Advanced user.

Design Matters: Logos 01: An Essential Primer for Today's Competitive Market (Design Matters)
Published in Turtleback by Rockport Publishers (2007-06-01)
List price: $24.99
New price: $15.65
Used price: $17.24
Used price: $17.24
Average review score: 

and yet another success by rockport
Helpful Votes: 0 out of 0 total.
Review Date: 2008-02-09
Review Date: 2008-02-09
i just bought this book with "tres logos" and wow, this book is amazing. this one explains the process, the reasons, etc of how to get to a great logo and the other book is a collection of great logos. this book stimulates your creative juices and guides it in a fashion that leads to great concepts for logos which from there can spring into many other medias and beyond (collateral pieces, ads, web, etc). this is a must have book for anyone at any stage of their design career. five stars to rockport and this book for another success. i have just about all the books published by rockport. awesome book.
Professional's critique of an excellent resource.
Helpful Votes: 1 out of 1 total.
Review Date: 2008-01-12
Review Date: 2008-01-12
Logos 01 is an excellent examples of the modern approach to corporate identity logo design. Case studies and examples illustrate the requirements and execution of a wide variety of businesses in regards to the need for a mark to help themselves in their marketing efforts. I have actually purchased and given this book to my marketing practice clients and prospects in order to provide good direction for their expectations and planning on this subject. The book is also beautifully designed, easy to read, and even though I use it as a tool, could easily be an attractive table-top book for the office.
Great Design Resource
Helpful Votes: 1 out of 1 total.
Review Date: 2007-12-18
Review Date: 2007-12-18
A well designed, designer resource. The samples are large and the explanation text is informative. A great book for designers to have on hand.
A Must Have for Logo Designers
Helpful Votes: 1 out of 1 total.
Review Date: 2007-09-18
Review Date: 2007-09-18
This book is exceptionally well written and compiled. It speaks clearly and concisely to both beginner and experienced professional. Whether you are in need of new insights into logo design or just occasional reviewing, this book is for you.
More than beautiful...
Helpful Votes: 9 out of 9 total.
Review Date: 2007-10-02
Review Date: 2007-10-02
This volume on design is both beautiful and insightful. In a bookcase full of vacuous logo "collections", Capsule's effort stands out as a genuinely intelligent, useful, and inspiring work.

Designing Virtual Worlds (New Riders Games)
Published in Paperback by New Riders Games (2003-07-25)
List price: $49.99
New price: $29.98
Used price: $14.00
Used price: $14.00
Average review score: 

Superb history of Virtual Worlds development
Helpful Votes: 0 out of 0 total.
Review Date: 2007-06-27
Review Date: 2007-06-27
Mr. Bartle's writing is precise and his facts carefully researched, even the ones he experienced himself. This is a huge, superbly constructed history of the tools and philosophies developed over the years in experimental and commercial development of online virtual worlds. Because of Mr. Bartle's personal knowledge as a long-time designer and his sharp memory for the significance of trends and details, this book will raise anyone's appreciation of whatever virtual worlds one comes across on line or on disk, whether they be famous commercial ones or those developed by enthusiasts for their own pleasure. I would think it would be a must read for gaming students. What a grand, satisfying, fascinating book! And when one considers that this exciting history is only the beginning of VW development... Wow!
The theory behind Virtual Worlds
Helpful Votes: 0 out of 0 total.
Review Date: 2007-03-31
Review Date: 2007-03-31
This book taught me the theory behind Virtual worlds and I beleive nearly everything I read in this book.
I didn't simply believe everything because it was a published book, I beleived it because Richard used examples from real games. With all the experiance Richard has you would expect him to have learnt everything the hard way, he has but he's also smart enough to realise that sometimes you can learn from others mistakes instead of making them yourself.
The book is aimed at the 'Dungeons and Dragons' (and most of his examples are) type of game but there is no reason the information cannot be used in other genres.
The most amusing part is how right he can be.
Richard states that 'you cannot allow players to carry items over from the Beta testing to the online game, even though your players will try to convince you otherwise'; something I didn't really think and didn't really agree with.
My family and I were all about to join 'Pirates of the Caribbean' when it started; when the announcement was made that players form the Beta test would be allowed to keep items my daughters asked what a Beta test was, I explained and now they don't want to play as they consider that to be cheating. We have all decided not to play.
Learn from others (like Richard) or pay the price.
James
I didn't simply believe everything because it was a published book, I beleived it because Richard used examples from real games. With all the experiance Richard has you would expect him to have learnt everything the hard way, he has but he's also smart enough to realise that sometimes you can learn from others mistakes instead of making them yourself.
The book is aimed at the 'Dungeons and Dragons' (and most of his examples are) type of game but there is no reason the information cannot be used in other genres.
The most amusing part is how right he can be.
Richard states that 'you cannot allow players to carry items over from the Beta testing to the online game, even though your players will try to convince you otherwise'; something I didn't really think and didn't really agree with.
My family and I were all about to join 'Pirates of the Caribbean' when it started; when the announcement was made that players form the Beta test would be allowed to keep items my daughters asked what a Beta test was, I explained and now they don't want to play as they consider that to be cheating. We have all decided not to play.
Learn from others (like Richard) or pay the price.
James
Designing Virtual Worlds
Helpful Votes: 1 out of 1 total.
Review Date: 2007-01-10
Review Date: 2007-01-10
Covers all the aspects of virtual worlds from a psycological perspective; the intentions, the types of virtual worlds.
Doesn't include indepth technology and the development issues related to designing virtual worlds
Good primer on virtual worlds.
Doesn't include indepth technology and the development issues related to designing virtual worlds
Good primer on virtual worlds.
Game theory and design? This is the book you've been looking for!
Helpful Votes: 7 out of 7 total.
Review Date: 2006-07-17
Review Date: 2006-07-17
You're getting it straight from the horse's mouth since this book is written by the grandfather of the modern MMORPG.
Rest assured - if you are a game designer, developer, or just love reading about game theory, this book is worth every penny.
I have read many other books on the subject and not one of them are packed with as much depth, knowledge, and wisdom. Bartle covers every avenue that a designer needs to consider in order to be successful. This book will help you and your team create an active, emergent virtual world.
As a game developer, I learned many valuable lessons on what made other games lose subscribers, or worse -- catastrophically fail.
Richard Bartle's writing style is very creative and detailed, and like his games, it gives you the 'just one more page' syndrome. For example, in this book it mentions how often a player must be rewarded in order to retain interest. He uses this same technique for writing by giving you something insightful to read atleast every 10 pages.
Bartle has covered all the bases. Designing Virtual Worlds is a great book, very entertaining. I give it 5 out of 5 stars - a must read.
More than 700 well-written pages packed with valuable insights, and it still leaves you begging for more.
Rest assured - if you are a game designer, developer, or just love reading about game theory, this book is worth every penny.
I have read many other books on the subject and not one of them are packed with as much depth, knowledge, and wisdom. Bartle covers every avenue that a designer needs to consider in order to be successful. This book will help you and your team create an active, emergent virtual world.
As a game developer, I learned many valuable lessons on what made other games lose subscribers, or worse -- catastrophically fail.
Richard Bartle's writing style is very creative and detailed, and like his games, it gives you the 'just one more page' syndrome. For example, in this book it mentions how often a player must be rewarded in order to retain interest. He uses this same technique for writing by giving you something insightful to read atleast every 10 pages.
Bartle has covered all the bases. Designing Virtual Worlds is a great book, very entertaining. I give it 5 out of 5 stars - a must read.
More than 700 well-written pages packed with valuable insights, and it still leaves you begging for more.
Guide to the philosophy and strategy of designing virtual worlds
Helpful Votes: 8 out of 8 total.
Review Date: 2006-02-07
Review Date: 2006-02-07
To begin with, this book is not a programming book. There is no code, no discussion of VRML, MPEG-4, or X3D. Instead, this book stands back and takes a "big picture" look at the design of a virtual world from the viewpoint of systems engineering, social engineering, philosophy, history, and psychology. Ethical considerations are even tossed in for good measure.
The book starts out with chapters on the history of virtual worlds and the cultural influences that affected their characteristics. Next, there is a fly-over view of the "production line" of building a virtual world. Bartle then turns his attention to the players - who they are, what they want, and how a virtual world can meet their needs. World design is examined from the standpoint of virtual geography, virtual world citizens, and finally the physics required to implement your world. Chapter 5 is about the specific sociology and physiology of the virtual world - skill levels, individual characteristics, how virtual inhabitants divide themselves into groups, combat, and even the meaning of death in the virtual world. The final three chapters are very philisophical in nature. Chapter 6 is basically a liberal arts syllabus through the prism of virtual world design. The last chapter, on ethical considerations, talks about censorship, and also looks at the player as a person and how game playing in virtual worlds can hurt more than help some kinds of people, particularly those prone to addiction.
Bartle's social commentaries may be a bit long-winded for some people, although I found them interesting. Some readers may also be somewhat frustrated by the fact that the book talks more about what can go wrong in the design of a virtual world - overly complex and static story arcs, characters that players do not get invested in, characters in which players get too invested, etc - than what can go right. I really enjoyed the book, mainly because it moves the focus of the potential virtual world designer from the artistic and technical viewpoint to the player's viewpoint - why they plays games, and why a player would pick your game versus someone else's game.
The book starts out with chapters on the history of virtual worlds and the cultural influences that affected their characteristics. Next, there is a fly-over view of the "production line" of building a virtual world. Bartle then turns his attention to the players - who they are, what they want, and how a virtual world can meet their needs. World design is examined from the standpoint of virtual geography, virtual world citizens, and finally the physics required to implement your world. Chapter 5 is about the specific sociology and physiology of the virtual world - skill levels, individual characteristics, how virtual inhabitants divide themselves into groups, combat, and even the meaning of death in the virtual world. The final three chapters are very philisophical in nature. Chapter 6 is basically a liberal arts syllabus through the prism of virtual world design. The last chapter, on ethical considerations, talks about censorship, and also looks at the player as a person and how game playing in virtual worlds can hurt more than help some kinds of people, particularly those prone to addiction.
Bartle's social commentaries may be a bit long-winded for some people, although I found them interesting. Some readers may also be somewhat frustrated by the fact that the book talks more about what can go wrong in the design of a virtual world - overly complex and static story arcs, characters that players do not get invested in, characters in which players get too invested, etc - than what can go right. I really enjoyed the book, mainly because it moves the focus of the potential virtual world designer from the artistic and technical viewpoint to the player's viewpoint - why they plays games, and why a player would pick your game versus someone else's game.
Books-Under-Review-->Arts-->Graphic Design-->6
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Thorgerson es dueño de una imaginación y talento asombrosos. En este libro que posee prácticamente todo su trabajo relacionado a Pink Floyd hay muchas pruebas de ello.
Vale la pena totalmente, junto al Libro de Nick Mason son un complemento perfecto para entender la magia que ronda a Pink Floyd en sus dos ámbitos principales: música y artes visuales.