Game Design Books
Related Subjects: Designers Development Tools and Software
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Used price: $21.90

Interesting little compendiumReview Date: 2008-04-06
An excellent Microsoft.NET 2.0 introduction relating to gamingReview Date: 2006-05-18
Good book.. but it's not what you think it isReview Date: 2006-03-31
However, I started flipping through it browsing each and every chapter (didn't read them all in detail of course, but quite a few) and it doesn't teach you how to make a NEW tool for your game, it teaches you how to make an EXISTING tool better. While that knowledge is extremely valuable (and the reason I gave it 4 stars instead of 3), it's not what the description of the book stated: "Readers are not required to have any experience developing game engine tools." If you have no experience developing a tool, you're going to have a little trouble getting started. If you know enough math and have good enough coding skills to get a game engine going, you'll be able to write a tool for your game, but you don't need this book to do it.
Now, with that said, this book IS quite good and worth your money so long as you don't expect to read this book and then write a tool, you're going to need more info. Get the book anyway and use it as a guide, it's usefull in that aspect.
This book is so good at making a tool better, most of it's "gems" can and should be applied to ANY application, game tool or not. Also, it covers some good highlevel (or lowlevel, depending on how you view it) .Net functionality such as interfacing with COM and code documentation, as well as few other excellent techniques. These "gems" are quite valuable on their own.
So, in conclusion, if you know nothing about writing a tool, or you don't know C#, hold off on buying this book (make sure to put it in your wish list however). If you have a tool but find it's difficult to work with, or you want to broaden it's appeal, or just simply make it better, get this book, you won't regret it.
Recipe book for tool developersReview Date: 2007-03-11
If the industry pros chiming in weren't enough...Review Date: 2006-05-29
There's also some great design principles covered that have improved my workflow, even though i'm currently working solo.

Used price: $1.50

Great reference for making those fancy DVDsReview Date: 2006-05-13
This series suits me perfectly and the book is highly recommended - with the aid of the book I sat down and promptly made a beautiful DVD, with lots of lovely effects, great music, and best of all it was easy. My husband was very happy with his DVD and watches it often.
The manual is clear, concise, easy to read and enjoyable. Unlike so many texts, it is not dry or overly technical. Anyone can make a great DVD easily with this reference. Next project - a video. Ready.....
IMovieHD&iDVD 5: The missing manual.Review Date: 2005-09-17
Definitive guide to working with video on the MacReview Date: 2006-03-07
What is particularly good about this book is that the author doesn't assume you are a professional video author, and he spends part one of the book helping you learn how to shoot videos and shares tricks that will make you good at it. Part 2 is dedicated to iMovie, and shares not just how to use the application, but the little extras that will make your video special - transitions, effects, titles, captions, and even how to work with sound in your movie. Part 3, on finding your audience, was another unexpected treat. There the author shows you how to move between iMovie and Quicktime, and how to post your movie to your phone and to the web. Part 4 of the book is on iDVD. I particularly liked the chapter on iDVD secrets, where the author shows how you can use AppleScript to customize iDVD itself.
It's hard to believe that a year ago I didn't even know how to use a Mac, and now I am quite the fan, especially when it comes to multimedia applications. I notice Amazon does not show the table of contents, so I do that here:
Part 1: CAPTURING DV FOOTAGE
1. The DV Camcorder
2. Turning Home Video into Pro Video
3. Special Event Filming
Part 2: EDITING IN IMOVIE
4. Camcorder Meets Mac
5. Building the Movie
6. Transitions and Effects
7. Titles, Captions, and Credits
8. Narration, Music, and Sound
9. Still Pictures and QuickTime Movies
10. Professional Editing Techniques
Part 3: FINDING YOUR AUDIENCE
11. Back to the Camcorder
12. From iMovie to QuickTime
13. Movies on the Web - And on the Phone
14. QuickTime Player
Part 4: iDVD5
15. From iMovie to iDVD
16. iDVD Projects by Hand
17. Designing iDVD Themes
18. iDVD Secrets
Part 5: Appendixes
A. iMovie HD: Menu by Menu
B. Troubleshooting
C. Master Keyboard Shortcut List
Just Buy It!Review Date: 2005-12-23
When I first received this rather intimidating 450+ page book I thought I would use it mainly for reference. Well, that was before I started reading it. Now I find it hard put down. It is very well written and arranged by areas of interest.
This book is great for everyone, from beginner to expert. It will undoubtedly prove to be a very valuable reference book in the future, but for now it's a great read.
Definitive reference bookReview Date: 2005-10-06

Used price: $11.48

A book that really explores game writing/design and what the entailsReview Date: 2008-06-04
On a whim I bought this book and have enjoyed it immensely. Both the authors provided much more than I was hoping for. Both are seasoned game writers/designers who have worked on many games you know, and are still working on games. Stuff like UNCHARTED - DRAKE'S FORTUNE, CRIMSON SKIES, PROJECT ORIGIN, and FRANK MILLER'S SIN CITY - THE GAME. These guys know what they are doing.
The book breaks down not only how to write for games, but what that entails, hardships you will find along the way (both with writing and people), they provide sheets you can fill out to create your own game bible to pitch. And as an added bonus they occasionally have writing exercises to help you hone your craft or understnad a point better.
Leave no stone unturned and that's what these two have done. It has my highest regards! Buy it and truly educate yourself.
Essential for any future game developer!Review Date: 2008-04-05
This book has given me a ton of good ideas on how to create a top-notch game!
I reccomend it to anybody (Like Me.) who wants to design a hit videogame!
great book for both beginners and prosReview Date: 2008-03-10
as a game developer for 10 years now, i found information in this book that i'll be using in the future and i can't recommend this book enough. these guys get it, and so should you.
Great helpReview Date: 2008-04-13
AwesomenessReview Date: 2008-03-15
There aren't any cons to it that I can think of.

Collectible price: $57.50

A hit with my three kids !Review Date: 2004-10-21
Cartooning BasicsReview Date: 2002-09-04
This book is NOT just for kids...Review Date: 2002-08-31
Cartooning BasicsReview Date: 2002-09-04
Increadibly AWESOME!!!Review Date: 1999-02-25

Used price: $15.36

Wrap it!Review Date: 2008-07-06
Jewlry Studio - Wire WrappingReview Date: 2008-06-22
Jewelry Studio: Wire Wrapping (Jewelry Studio) Review Date: 2008-06-01
An excellent book suitable for beginner or advanced wirewrappers.
Waste No Time and Jump in to Wire Wrapping with This Great Book as Your Teacher!Review Date: 2008-04-19
The book begins with a list of tools and materials needed to create the pieces you will admire and soon be making yourself. Then there is a suggested "first project" bracelet which will help anyone who is taking this seriously to understand all the ins and outs of what will be coming up later on. The authors strongly recommend making this design before proceeding further. I loved the design (I am betting that you will too!), so that seemed like a good idea to me anyway!
I had several favorites, including the first project. One was a stunning "Bow Tie" bracelet, and one was a "Celtic Knot". I loved the look of both of these.
Most of the wire wrapping is done with half hard wire, something I have never used in my work. Many of the tools are strangers to me, although I own a few of certain ones required (like step-nose pliers and a mandrel) and have not used them yet. However, now I am raring to go, thanks to Linda and Christine, who infuse their creations and writing style with joy, charm, humor and beauty!
Yes! I want to make this type of jewelry! All of these great looks are so beautiful! And when I am done following their clear instructions, I will have one or many brilliant creations. I know I will love it when people ask, "Where did you GET that?" and I can say, "I made it, MYSELF! With a little help from my friends, Linda and Chris!"
Jewelry Studio:Wire Wrapping Review Date: 2008-06-20

Used price: $3.49

AWESOME handbook for graphic designersReview Date: 2008-02-07
A must for all Graphic DesignersReview Date: 2006-11-10
Gregg Berryman knows what he is writing about!
Berryman does it again!Review Date: 1999-04-27
Awesome reference! Still have my copy from 1987! Review Date: 2006-01-16
A must have for any graphic designer!
Graphic Design 101Review Date: 2001-07-16

Used price: $10.00

Paid to PlayReview Date: 2008-04-28
Good Book...Review Date: 2008-02-08
An honest and entertaining read!Review Date: 2008-01-04
Whether your serious or curious about the games industry, you'll enjoy this entertaining read. I wholeheartedly recommend it!
How to get a real Gamer's job!Review Date: 2007-05-28
This is an essential read for anyone who wants to design electronic games!
A great resourceReview Date: 2007-02-09

Used price: $70.50

A Graphics Must HaveReview Date: 2004-11-03
advanced features like photon mapping, volume scattering, path tracing,
etc. The scope of the material it covers is stunning. It starts from the
basics of topics like 3D geometry and ray/object intersections and then
builds up to explain reflection models, advanced texturing techniques, and
then light transport algorithms.
It has excellent discussions of the theory and underlying math of physical
rendering blended (rather well) with very very useful practical
implementations of the theory. The leap from theory to implementation is
often difficult to do, and to do well or efficiently even more difficult.
(The ray acceleration code alone is worth it's weight in gold.) This is an
indispensable book for anyone who wants to write their own ray tracer or
learn more about the latest techniques used in photorealistic rendering.
Simply the best on modern rendering algorithms and codeReview Date: 2005-11-23
CHAPTER 01. INTRODUCTION
This chapter talks briefly about all kinds of topics related to ray tracing. It also talks about how to understand the code in the book and the book website.
CHAPTER 02. GEOMETRY AND TRANSFORMATIONS
This chapter is pretty basic computer graphics stuff. It talks about coordinate systems, vectors, arithmetic, scaling, dot and cross products,etc. Applying transformations via matrices is also discussed as well as the representation of points, vectors, normals, rays, and bounding boxes.
CHAPTER 03. SHAPES
More basic computer graphics continues with discussions on spheres, differential geometry, cylinders, and disks, paraboloids, triangles and meshes, and the representation and bounding of all of these shapes.
CHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION
This chapter is about accelerating the speed of your graphics through grid acceleration, tree construction and representation, and object instantiation.
CHAPTER 05. COLOR AND RADIOMETRY
XYZ color system is discussed along with radiometric integrals including integrals over projected solid angles, integrals over spherical coordinates, and integrals over area. Beginning in this chapter the math becomes more advanced.
CHAPTER 06. CAMERA MODELS
Projective camera models are discussed along with orthographic, perspective, and environment camera models. This information will already be familiar to students of computer vision.
CHAPTER 07. SAMPLING AND RECONSTRUCTION
Frequency domain techniques are discussed starting with the Fourier transform and ideal sampling and reconstruction. Also, antialiasing techniques are explained.
CHAPTER 08. FILM AND THE IMAGING PIPELINE
This chapter talks about topics such as luminance, photometry, bloom, and imaging pipeline stages.
CHAPTER 09. REFLECTION MODELS
The various reflection models are discussed including specular, Fresnel, Lambertian, Oren-Nayer disfuse reflection, and the Lafortune model.
CHAPTER 10. MATERIALS
Matte, plastic, bump mapping, and other material effects are explained very well.
CHAPTER 11. TEXTURE
We return to frequency models some in this chapter. The texture sampling rate, filtering functions, and mapping in spherical, cylindrical, and planar form are explained. Procedural textures are also discussed including the famous Perlin noise, marble, and windy waves.
CHAPTER 12. VOLUME SCATTERING
This chapter is considered more advanced material, and discusses volume scattering processes, absorption, emission, in and out scattering, phase functions, exponential density, and volume aggregates.
CHAPTER 13. LIGHT SOURCES
All kinds of light sources are described including point lights, spotlights, texture projection lights, distant lights, area lights, and infinite area lights.
CHAPTERS 14 and 15 both discuss Monte Carlo integration techniques including improving efficiency.
CHAPTERS 16 and 17 are about light transport. The first chapter is about surface reflection and the second is about volume rendering.
CHAPTER 18. SUMMARY AND CONCLUSION includes a design retrospective, a discussion of abstraction versus reality, and design alternatives including triangles only and streaming computation.
APPENDIXES- These include sections on utilities, scene description interface, input file formats, an index of code fragments, an index of classes and their members, and finally an index of identifiers.
indispensibleReview Date: 2007-05-12
It's strong point is a complete running GI engine. However the literate programming style used in the book meant a lot of time I cannot read a subject by itself. The use of abstract interfaces sort of force you to use the class browser to follow the logic. You pretty much have to read it from the beginning. The quality of the code contained goes beyond the usual standard of code published as examples. It contains a rather sophiscated random number generator. Its treatment of LDS plus sampling and recontruction in general is excellent. It is the only source that shows how to implement Li's algorithm to generate random rays to sample a sphere. Same goes for Malley's. Shirley and Chui's concentric sampling method is hidden in the appendix of a old Siggraph paper.
The book also has code to sample and model most of the common light sources. Which is surprisingly non-trivial.
I highly recommend this book but it does require a certain level of commitment to get the most out of this book. The chapters on sampling, ray differential, texture filtering, light transport I consider must reads for all graphics programmer even though you might not be working on ray tracing.
Excellent resource - thorough and well-writtenReview Date: 2006-08-08
It's written in the context of their particular implementation of a working raytracer, using the fweb programming/documentation system, where basically the program source and the documentation are written as one document. I've always thought this was academic nonsense as far as writing real code in a production environment, but it turns out to be an EXCELLENT way to write a book or code intended for a learning environment.
This strikes the perfect balance between explaining the theory thoroughly and showing how the ideas can be implemented in a real, functional raytracer. They avoid the trap of many other book that focus on a particular implemention, by not getting too bogged down into pecularities of their system.
The source code itself also stands out as a strong point. There are so many books out there with poorly written and unorganized code that you'd never want to read, much less try to work in. The code is well organized, and the coding style easy to read. It's one of the few books I own that contain source code where I actually read the source code and it added something to my experience. I wish everybody who wrote about programming was actually a decent programmer and not just a mathemiticion.
This book has academic rigor and but also well-written explanations. I'm still learning a lot from it. I expect to refer to it frequently over the next years as we (in the video game industry) take more concepts from raytracers and apply them to real-time graphics, as the processors get more and more powerful.
You probably should not be an absolute newbie when it comes to basic 3D math and things like vectors and basic graphics concepts before buying this book. The authors use some calculus, too, if that scares you off.
Six stars out of fiveReview Date: 2004-11-16
It is not a survey-type book, instead of trying to describe every possible method out there, the authors have concentrated on a few selected techniques, that are not only good (modern, fast, easy to implement, etc.), but also have some pedagogical merits and can serve as a gentle introduction to the world of ray tracing and digital image synthesis. Despite focusing on selected areas, the authors managed to squeeze here in an amazing amount of material. Among other topics, this book covers: subdivision surfaces, ray-primitive intersection acceleration techniques (3D DDA and kd-tree), color and radiometry, anti-aliasing, tone mapping, physically based reflection models, texture mapping (including texture anti-aliasing using ray differentials), area lights and HDR Image Based Lighting, volume scattering and much more.
A large part of the book has been devoted to the light transport and Monte Carlo techniques. One can find there an introduction to the theory of Monte Carlo estimation (including selected methods for reducing variance and computation time, like Russian roulette, multiple importance sampling or stratified sampling) and explanation of important light transport equations (rendering and transfer equations).
Finally the authors have described (and implemented) several solutions for the rendering equation: Whitted-style recursive ray tracing, direct illumination estimation, path tracing, irradiance caching and photon mapping.
However, it is not only the vastness of the material covered in this book, that causes this volume should be praised so highly. Perhaps, the style, in which this book has been written, is even more impressive. For each of the topics, the authors start with what is usually known as "dry math and theory", and then show how it is supposed to work as an algorithm (including its dirty details) and finally they explain how to turn this algorithm into C++ code. Each of those transitions concentrates on a small portion of the problem, so it is still easy to understand. Anyone, who had to turn a SIGGRAPH paper into something that works, will immediately recognize what kind of gem this book is - it actually shows how to do it!
This brilliant blend of theory and practice is one of its brightest spots, for learning the theory and math formulas is one thing, but writing a working, robust implementation is completely another.
Those, who prefer studying sources, will get source code of a very good, physically based, extensible ray tracer (called pbrt) with the best documentation one could ever imagine. Documentation that gives the rationale for almost every line of code. It shows not only how they did it, but also why they did it that way.
It is not the only book, that one will ever need - computer graphics is a vast topic - too big to be covered in a single volume, even as huge as this one. However, it is certainly one of the books that everyone interested in photorealistic rendering should buy. The price of this book is really low, if you think about it as of an excellent, first-rate computer graphics course.
Aimed at students, researchers and people interested in computer graphics algorithms, it is an indispensable book for anyone willing to write his own photorealistic (not necessarily physically based!) ray tracer and learn more about computer image synthesis.

Used price: $31.47

One of the best RenderMan book available on earth !!!Review Date: 2008-06-24
This one is impressed me!
The authors explain step by step and that make readers understand RenderMan more.
Same as other reviews, lacking of CD is the shame.
However, overall still be very good to me.
And if you consider the price is very worth for money.
That's why I think this book should be given 5 stars.
Hopefully, There will be more good RenderMan books available soon.
Tee
Excellent resource for learning how to write RenderMan shadersReview Date: 2008-05-13
The Wait is Over!Review Date: 2008-04-05
Let's face it, trying to learn Renderman online is like trying to ride a bike with a flat tire. You can go, but not very fast or very far. I own several other renderman books but found them to be a bit out of date and lacking in areas. Since leaving school and entering into the industry I had actually been considering writing a Renderman book myself. I am glad to say that now I don't have to!
I have been enjoying my copy of the book since december of last year. I admit that I was thrown off by all the refrences to the accompanying cd, as well as a few typos throughout. I was overjoyed however to find the website today! This is the book that I have needed for a long time. It is well worth what you pay for it.
A Complete Crash Course!Review Date: 2008-02-24
Given the limited library of Renderman books, I'd call this an absolute must have for any Lighting/Rendering/Shader TD, or any artist or technical director involved in the look development and shot finaling pipelines.
Even if you haven't yet worked within a Renderman pipeline, this is the perfect publication to introduce you to, and bring you up to speed in, the Renderman Shading Language (RSL).
I've found that the majority of technical manuals suffer from a number of common flaws:
1. The information is presented chaotically, and with minimal use of examples or descriptions, resulting in a publication that would readable only by those that already know everything it has to teach.
2. The information is presented so laboriously that what should take a paragraph instead takes up three chapters.
The Renderman Shading Language Guide is perfectly paced for beginners and intermediate users alike, and indeed when I showed the book to a couple of highly experienced Renderman TDs, they were surprised by the sheer volume of information and ordered copies for themselves.
Everything is presented in short blocks with an easily readable description, examples, shortcuts and conclusions. There is no unecessarily complicated geek speek, and neither is the reader treated like a 4 year old.
Even though I barely remember my high school math, and in the most flattering estimation I'd be considered a competent beginner when it comes to the math involved in RSL, I found the examples relatively easy to follow for the most part. And in those parts where the math went well over my head, I found the simple descriptions and concise, well explained instructions to be all I needed to quickly understand the topic.
From cover to cover this book is crammed full of useful information. There is no wastage of space in these pages. It seems that every conceivable question is answered - every possible topic covered from introduction to an advanced level of understanding and a practical and immmediately useful conclusion.
And at the price? This book is a steal.
One very minor complaint I would make is in regards to the occasional typographical error. An equation or two is printed with "?" in place of "*" or another symbol, and there are a few spelling and grammatical errors. But as I said, it is a minor complaint.
Also, I would have liked to have seen more complete shader examples demonstrated in a step-by-step process, as while this book is overflowing with informative mini-tutorials, it all seems a little incongruous. It would have been good to see a few more examples where the information was brought together in real-world ways to create some amazing completed shaders. Perhaps in a sequel? ;)
All in all, HIGHLY RECOMMENDED, from an industry Lead Lighting TD.
9.5/10
In depth informationReview Date: 2008-01-18
At the same time, this isn't a book for dabblers. To get much out of the RenderMan Shading Language Guide, you need to be willing to put some effort and practice into it. This is a textbook and needs to be treated as a subject of study, rather than a casual enhancement for playing with CGI. If RenderMan intrigues you, but you don't want to get too deep into the technical (and programing/scripting) aspects, you'd be better off getting Pixar's RenderMan for Maya and a Digital Tutors or similar training DVD. You'll learn more of the simple, day-to-day things and get started making renderings faster.
As another poster mentioned, the text mentions an included disk which isn't. The website doesn't have downloads either. That omission would knock the book down to 4.5 stars, but since I can't rate with half-stars, 5 stars more accurately reflects the value of the book than 4.

Used price: $0.26

Excellent ReferenceReview Date: 2000-07-08
Although this book is useful, I was able to get all the techniques it offered in less that three days !
If you know your way well in Photoshop, don't buy this book. If you are a confused designer; you see these amazing designs and wonder How did they do it ?, then buy this book, and the best of luck.
Stop right here - this is the book to getReview Date: 1999-08-15
Terrific tool.Review Date: 1999-06-30
WOW! Worth every penny!Review Date: 1999-08-16
Excellent ReferenceReview Date: 2000-07-05
Most of the Books has very boring and useless Intrduction, this book doesn't. It was very useful to me ( I confess I was about to skip the first two chapters , but the writer urged the readers not to).
Although this book is useful, I was able to get all the techniques it offered in less that three days !
If you know your way well in Photoshop, don't buy this book. If you are a confused designer; you see these amazing designs and wonder How did they do it ?, then buy this book, and the best of luck.
Related Subjects: Designers Development Tools and Software
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That said, I really liked this book. I'm halfway through it already (it's a very quick read given how discrete each chapter is and the clear and easy to read print and examples).
I've read a number of game development books and you rarely get everything done right. This book gets close. The author describes the particular problem the chapter seeks to solve (e.g. encryption, batch processing, etc.) and goes through the steps of solving it.
The book is similar to those programming gems types of books that aren't organized in some linear fashion but are discrete chapters on specific topics that can be picked and chosen as you see fit.
The author does a very good job of putting the examples together and many of the chapters have been useful to me (I plan on implementing a number of the tools/frameworks he mentions).
If you're working on a game engine, I really suggest trying this book out. This assumes you're not already an expert game programmer who already built a lot of these sorts of tools before.
If you're looking for something that will help you build a full-fledged game engine, look for another book...then come back to this and get it to help you flesh out your toolset.