Game Design Books
Related Subjects: Designers Development Tools and Software
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Used price: $21.48

Great Book!Review Date: 2008-02-05
an Artist's ReferenceReview Date: 2008-01-12
great instructionReview Date: 2007-12-14
Good images, good exercisesReview Date: 2007-09-23
Best thing I could have ever invested inReview Date: 2007-02-14

Used price: $1.20

Flash Out of the BoxReview Date: 2006-02-24
OVERVIEW:
Flash Out of the Box is a gentle introduction to the core functionality of Flash that maintains a pace the seasoned web programmer would find acceptable while not losing those who are new to Flash. Although O'Reilly Media acknowledges the book as being "Ideal for all readers -- including programmers" it is best suited for those who are going to commit to the Flash environment and need to learn its strengths in a quick and structured manner.
EVALUATION:
Written by Robert Hoekman, Jr., Flash Out of the Box is laid out in a format that permits the reader to stay focused on the point being made without one's eye having to deal with competing or redundant information. In part, this is an O'Reilly hallmark in that special care is placed on structure. For instance, supportive information is placed in a shaded area, separate from the central text. This permits the advanced reader to rapidly scan through the chapter without missing the key information. On the other hand, the new user benefits by this format by not being overloaded by new concepts.
For instance, Chapter 3 discusses animation by dividing the total process into individual, linear sections. In the obligatory discussion of managing text there is a side section defining "Synchronization", which is necessary information but is also a slight tangent from the topic. By separating the process into sections and then sub-dividing the section with support material sidebars the beginner can proceed in a slow, methodical pace and the veteran can bounce through chapters with ease.
Hoekman also utilizes the sidebars as launching points to future avenues of learning and potentially vital resources. For example, when discussing "Animation Transitions" in Chapter 6, the subject ends with examples being limited to simple graphic animations. However, there is a note at the end introducing the API (application programming interface), which addresses the question of advanced capability down the road. In general, the author takes care in leaving the user pointed in the right direction once they have exhausted the materials in the book.
In some sense, the content of the book parallels that of most books written about Flash and therefore seems almost cliché in its approach. Topics covered include the usual "how to" sections from drawing boxes and using the ruler to creating a quiz and importing video. However, there is a layer of content that makes Flash Out of The Box two books in one. This becomes evident in the second half of the book where Action Scripts and Behaviors are blended into the exercises. By the time the reader gets three-fourths of the way through the book (the section covering importing video) there is a full comparison of Flash with and without action script. Effectively, a new user can make a first pass at studying the lessons, from beginning to end, and then come back weeks later to learn the more intermediate level of Flash in a context that is familiar. In addition, the advanced programmer or advanced graphics user who is new to the Flash environment can ramp up to speed very quickly.
The book ends with overview sections on placing Flash on hand-held devices and CD-ROM's, a compressed look at Components, and an index listing on-line resources. Unfortunately, the included CD, which is labeled "Contains exercises from the book", really is little more than a disk containing some of the material and evaluation copies of the Macromedia products. Conceivably, there is enough evaluation software to get the reader thought the book without having to purchase a license. Still, the bonus CD is a little thin in what it provides, with no cut-and-paste shortcuts, but at least the basic pieces are there for the exercises. The reader will have to really do the exercises to gain the benefit of learning. Of course, if that is the only real negative aspect to this book then there really aren't any.
CONCLUSION
Flash Out of The Box is essentially two books in one. It is the ideal rapid-guide for the advanced user/programmer who is new to flash as well as a multi-level learning tool for the beginner. Robert Hoekman provides a focused, linear path of learning that sticks. The acknowledgements state that Tim O'Reilly himself kept a close eye on the production of this book -- and it shows.
A great self-help book for FlashReview Date: 2005-12-11
If you want to speak Geekease - then go back to college. If you want to jump in head first and learn "Macromedia Flash" software - pick up this book. Robert Hoekman, Jr. wrote he thought he was writing "Flash - Out of the Box" for the beginner remembering to introduce the language as if he was learning Flash for the first time Doing so, he learned terms all over again as they have evolved into new terms along with software's ever changing technology.
I personally found that after reading the explanations of how and why Flash worked with the many metaphors Mr. Hoekman uses I learned Geekease in spite of myself. I learned valuable acronym language that is used in most popular design software that I self-taught myself, yet never knew what that termed meant. Mr. Hoekman refers to this book as "Alignment for Unlicensed Chiropractors." It is because of all the "bone structures" you will learn to apply to your work. Naturally, you will carry them through to all the software you already know. So, it is not just "Flash" software you will learn - it is the bones of graphic design. He brings back the simple childlike A, B, C's of time-saving techniques like "just lay out the graphic design" then go back and fill in the text and message instead of stressing over the text and trying to adjust the layout to fit it later. He takes you step-by-step with pictures of rulers and guides to create a simple box to a triangle morph movie. Then
you will understand the thought process and be doing pictures of your mother-in-law into a monkey in no time.
"Flash - Out of the Box" will guide even a person like me who did not know how to spell Macromedia how to purchase and load your software, click on your first box picture, create a movie time-line, to loading your work into a web-site. Mr. Hoekman's use of humor and simple layman's term explanations makes this book a must if you really want to lean the popular Macromedia graphic software bones. All you need is a desire to remember to finger paint again.
Carole Ann Morton
Member, D-Mag.org
Lot's of Good Info, But Some Exercises Don't WorkReview Date: 2006-08-12
The book says to open some files provided on the CD, but when you go on to follow the instructions in the exercises, what you are asked to do has already been done, so you can't do the exercise.
In other cases when you run the exercise, it does nothing, even when you were not asked to do much (so it's not user error), so now you can't continue, meaning your learning experience has been reduced.
Overall the book is useful, is only about 70 - 80% complete, in terms of everything working the way it should. Buy it used and you will get your money's worth.
Out of the BoxReview Date: 2006-01-30
The author is very good about explaining the best and most efficient way to do things and the reasons for them. He presents an intro to Actionscripting which gives the reader useful code to use in future projects. I appreciate his emphasis on using best coding practices.
His chapter on video in flash was something interesting since I haven't had experience with it. He covers importing and compressing video and how to use it most efficiently. With all of his importing and exporting back and forth, however, it did get a little confusing.
By the end of the book there is a great deal of code given in regards to loading external assets so I'd say this book does have a steep learning curve.
All in all, this is a good book for those who want to get the ball running and create things fast.
Fun, but very DENSE Flash TutorialReview Date: 2005-07-21
Flash out of the Box (FotB) dives right in and gets you started working! Instead of learning WHERE all of the tools are, you actually use them! IT is a much more interesting way to learn a new piece of software. It also introduces some key concepts, such as nested timelines, that other books don't discuss.
This method has a downside, though... The chapters advance very quickly and may cause inexperienced computer users to become lost. I found some of the chapters to be very info-dense; I would have to read and re-read sections in order to understand what I was doing. The book assumes that you know your way around the computer quite well, so it is not for novices.
My 2 biggest complaints about the book are this: (1) it is for Flash MX 2004 and some of the methods that are used will not work in previous version of Flash (so, if you have Flash MX, you will have to skip over some things). (2) It does not always explain the concepts very well, which means that you need to have another book nearby to use as a reference. For example, you create an animated movie clip, but it isn't clear when or why you would use a movie clip symbol.
Overall, I would say it is a good starter book for saavy computer users who want to dive in and learn Flash fundamentals quickly. However, if you plan to really do any serious work in Flash, you will find that you need another book to teach you things that this book doesn't cover. It is NOT a book for novices!

Used price: $14.79

The secret is in the code!Review Date: 2001-09-20
The real value of this book is knee deep in the minds of the people who wrote the actionscript for the tutorials.
Pick it apart, and get in to the head of each of these authors and there you will find the price of the book worth every penny you may have had to pinch to purchase this very expensive book.
The coding style that Erik Natzke talks about and demonstrates in this book is priceless.
So bottom line if your a actionscript junky and you got the IQ to dive into someone else's mind I just don't see how you could not love this book!
This book rules!Review Date: 2002-03-16
Great samples and inspirationReview Date: 2001-12-23
very good for designersReview Date: 2002-03-26
A must-have for your collectionReview Date: 2001-09-03
The book continues in the fine tradition of its predecessor, but now, in response to user demands apparently, there is a brand new element to be found at the end of each chapter: Headnotes. This is a small section in which we are told how to expand the example we have just worked through, or how we can alter it slightly to get a totally different result. So if for example, the tutorial walks you through an effect that makes use of the cursor's X position to control a horizontal slide of some sort, the headnotes might suggest making use of both the X AND Y properties of the cursor to create an object that seems to rotate in 3D. It's things like this that mean the book is not just a set of 15 set, un-changeable effects that you can't do much with, without looking like you're ripping off the creator, which some people may mistakenly believe when merely skimming through the book. The headnotes invite your mind to look at the examples not as one complete contained effect, but rather one end result that was achieved by using a whole range of possible techniques within Flash, and that it is these individual techniques that your mind should be looking to and combining when wanting to create any other effects of your own.
Although this book is aimed at people who are "at the summit" and is written by some of the leading Flash designers in the world, it is a book that absolutely every Flash user (and a whole bunch of non-Flash users) of every skill level will enjoy immensely. The whole book is written in easy-to-understand terms, without ever once being patronising. This is not only an excellent book on how to learn to work with a fairly advanced level of Flash, but it is also an excellent standalone design book.

Used price: $131.70

Best Book!Review Date: 2008-04-28
Never Received the ItemReview Date: 2008-02-18
Pattern makingReview Date: 2007-12-28
An A Pattern BookReview Date: 2008-05-27
Making what I want.Review Date: 2007-10-11

Used price: $69.24

The best resource on collision detection that I have encounteredReview Date: 2007-10-17
Nowhere else will you find as good a reference on shape intersection tests and closest point computations. Ericson covers these topics swiftly and efficiently within the early sections, a task which often occupies the entirety of many lesser books. The coverage of the Gilbert-Johnson-Keerthi algorithm is likewise top-notch.
My main gripe with the book is the chapter on GPU optimization. Its placement didn't seem very logical, and the techniques it contains are quite out of date as of 2007. Fortunately, the rest of the book is so good that it can be easily forgiven.
Overall: Highly recommended.
Excellent explanations of collision detection algorithms and their optimizationReview Date: 2007-07-20
Most of the second half of the book deals with the different structures to optimize collision detection queries, showing pros and cons for all of them, so the developer can select the one that best fits it's project. The last part of the book is on hardware optimizations.
I agree with other reviewers the CD doesn't bring enough code, and no executable code at all. What one finds in the CD are the pieces of code exactly as they are printed in the sheets, sorted in files by chapter. In my opinion that presentation makes the author look like he is just adapting the algorithms from other papers. Having runnable code is not just a fancy feature, but a necessity for programmers. With compilable code one can see how it works, getting a better idea of how the algorithms are integrated in the actual graphical engine, and it's also a proof the code has no bugs (otherwise reveals them). I'm removing 1 star only because of this reason, hoping a new edition will enhance the content.
This book saves a lot of research, time and money. Just compare this table of collision tests: http://www.realtimerendering.com/int/ with the book's content. You will see that many of these tests are explained and included in the book (and there are some more not in that table). This book is a great compilation of those algorithms which are pretty dispersed in papers and books.
worth every dollarReview Date: 2007-06-02
I've never worked in gaming. I've been doing CAD/CAE/CAM, mostly with Java and CATIA v4 / STEP data, for ten years. I'm currently involved in a robotics planning project, where I've been able to model all the kinematics of an 8-DOF robot system, but the scale of the collision detection challenges has overwhelmed me...until reading this book.
Best collision book i've seen so farReview Date: 2007-03-03
A comprehensive reference and tutorial on game geometryReview Date: 2006-11-15
Don't get me wrong -- it does all of the collision you'll likely need in any kind of current game, in good detail, with derivation of why it works, including source code. However, it also serves as an excellent primer in game geometry for anyone who might not have an intuitive understanding of what a closed manifold mesh is, or why the separating axis theorem works, or why T junctions are a problem.
I'm pretty well versed in the field, and I use this book as a comprehensive reference, and I love it. But even if you're a newcomer, you need this book, because it contains everything you need to know! And, conversely, if you don't know what's in this book, you won't have the success you want.
Used price: $7.99

The best for a beginner or betterReview Date: 2008-05-04
All you need to make works of art for your floors and wallsReview Date: 2001-11-28
All you need to make works of art for your floors and wallsReview Date: 2001-11-28
InspirationalReview Date: 2000-08-29
All you need to make works of art for your floors and wallsReview Date: 2001-11-28

Used price: $399.99

the fatman rulesReview Date: 2007-09-01
A mostly entertaining rompReview Date: 2007-12-22
I found the book entertaining mostly because the character of the author really shines through. He seems like a kind of Hunter S. Thompson of this small and fairly obscure musical niche.
He drops lots of names and there are many inside jokes. One can get a bit lost in all of the people who pass through the book. I found some nuggets of wisdom about music and dealing with people and mostly I was entertained.
I think Mr. Sanger would be an entertaining person to have a drink with.
Does 5 stars = good-bad. Or is it 3?Review Date: 2006-05-18
On the other hand, those who read it will be delighted how George communicates his acquired philosophy and knowledge in such a fun and practical manner. The book is kind of like a career survival guide.
Sounds confusing, eh?
Being a musician and a game dev enthusiast, I really enjoyed the book. He nailed the attitude that you should have (or adopt) to be successful at doing something you love to do. Anyone interested in music, interactive entertainment or making a living in a fledgling industry should seek it out and soak it up.
A Great music for those who want to know more about the industry and the Fatman.Review Date: 2005-08-23
The Sooner You Buy, The Smarter You'll Be!Review Date: 2004-01-15
David Rippy
Ensemble Studios

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Collectible price: $29.99

A Great Way To Learn PhotoshopReview Date: 2007-05-07
I learned so much more than I ever expected to from this book. The colorful pages and the engaging tone of the author makes this book a great tool. I consider myself 100% competent with Photoshop after reading this book cover to cover. But there is nothing in this book that makes that necessary - other than the fact that it is that interesting. It starts out with the most basic concepts, and slowly details all the ropes of the program.
Three years later, I always refer back to this book (as it is well organized and descriptive). I have also gone on to purchase numerous other books in the series as a result of my positive experience with this one. I highly recommend this book.
Great BookReview Date: 2006-12-25
Save your money and use your user manual.Review Date: 2007-01-28
Using the images the book usesReview Date: 2006-03-16
Everything?? Why yes, everything!!Review Date: 2006-02-05
Colin has hit on each detail of Photoshop CS2.
I've been using Photoshop since v2.0 and it wasn't until now, I realized that I've been doing things the hard way. Colin's explanations of tools like History Brush and Art History Brush will make my day to day work much easier and make me more efficient. Chapter 5 Advanced Layer Techniques and Chapter 6 Demystifying Channels are two must reads. I found myself really exploring the possibilities after reading these chapters. It was like having the same energy as when a child gets a new toy for Christmas.
The book is layed out in a logical format and it's an easy read for any experience level designer, with step by step descriptions and nice graphics and screenshots.
The bonus section with a behind the scenes look into techniques from other pros is a great inspiration to all designers.
I recommend this book as a great addition to any Photoshop users library. There's something for everyone in this book.


Five Stars for This First EffortReview Date: 2008-06-19
Very Clever Programming BookReview Date: 2008-06-14
After my first CS course, I wanted I a resource to "stretch" my knowledge. Programming Video Games for the Evil Genius spotlights 8 games,each divided into segments. Once assembled, the real fun starts with variations and more complex AI.
I am impressed the range of experience the book provides. I finished the the "racing track" project in a few hours, but have spent over two weeks on the bomb diffuser game, creating my own version from Cinnamon's basic instructions.
This book is on-spot for new to moderate level programmers. In fact, I think it would be an excellent supplemental text for high school or college CS courses.
I recommend Programming Video Games for the Evil Genius without reservation.
No evil genius requiredReview Date: 2008-06-05
If your goal is world domination or to design the hottest chick in the world of video games and you are older than 15, this is NOT the book for you. While the title is catchy enough to warrant a read-through, the information is thin, at best, and the writing style is clearly meant for someone who is looking to enter the wonderful world of game programming.
Ideally, this would be a great book for one of those computer camps that so many kids seem to end up in every summer.
Good for beginning programmersReview Date: 2008-06-28
The Best First Step to A Successful Digital LifeReview Date: 2008-06-13
To parents of future digital explorers: this book teaches young minds how to think critically, how to think digitally, how to plan, how to strategize, how to create rapport with others through a game's computer interface and how to command attention while commanding computers -- all in the context of having fun helping others have fun. It's an excellent introduction to programming, even for novices. Those willing to spend some time with Ian Cinnamon's clearly written book will gain enduring lessons in the art and science of digital communications through games. But this isn't just a book about programming or video games; it's a book that can foster the critical skill of motivating others through entertainment.
"Programming Video Games for the Evil Genius" is one door into the future -- a world ten or fifteen or twenty years from now when competitive advantages are synonymous with computer mastery. And there is no better way to grow in computer literacy than to have fun creating and modifying video games.

Used price: $10.00

This book was excellent...Review Date: 2006-08-30
Practical and solid book on building levels and gamesReview Date: 2004-05-19
Untill now. Despite hating the title (and the colour scheme) of this book, I have to bow to the ultimate thing. This is as good a good as you will get right now about actually building game worlds - the level designs, the modelling, the texturing, the lighting and so forth. It also has one of the mandatory chapters on getting into the industry, where Tom Meigs goes beyond the usual war stories from the pros and repetitive listing of roles in the games industry, to actually offer the reader a good ammount of introspective questions to ponder and sage advice to gear up for the bumpy ride ahead.
So from hating it, this book has become one of my absolute favourites on games design. Well done Tom Meigs, whoever you are!
Decent introductory book.Review Date: 2005-07-26
While there's a decent amount of useful information here, the reader of books on game design has seen a good deal of it before in other game design books. If it's your first game design book, it will likely be quite helpful to you; those who have read two or three other general books on game design are likely to only get anything out of the interviews.
Ultimate waste of time!Review Date: 2004-10-18
Peak on the other sideReview Date: 2004-08-12
Related Subjects: Designers Development Tools and Software
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