Game Design Books
Related Subjects: Designers Development Tools and Software
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Used price: $1.32

To Learn ActionscriptReview Date: 2008-07-24
Well done for beginners, slow for programmersReview Date: 2005-01-30
Bhangal spends a ton of time convincing the reader that things such as "event handling" and "classes" are good. Anyone who has written a GUI for the Mac, Windows, X or Java will find a majority of the content incredibly tedious.
The last chapter on "Advanced Actionscript" starts to touch on the areas I find most valuable--specifically scope, sub-classing, the differences between AS 1.0 & 2.0. But that was really it.
Again, for non-programmers or designers (for whom I'm assuming this was designed) I think this might be a great book. Bhangal goes to great lengths to explain the "why's" of programming concepts. For programmers, I'd suggest Macromedia Press's "Flash MX Professionsl 2004 Application Development" by Jeanette Stallons.
Foundation ActionScript for Macromedia Flash MX 2004Review Date: 2005-03-29
Explained in plain english how to actually *do something* with action script.
Great examples and analogies really drive the concepts home. I think its a big help that Mr. Bhangal is a designer and can speak to a person on a visual level.
And, I had a question, e-mailed Mr. Bhangal, and he got right back to me.
I am currently reading Foundation Dreamweaver MX 2004 and am also very impressed. The Friends of Ed is a great tool for designers looking to learn multimedia and web software.
Informative but a bit sloppyReview Date: 2004-07-19
The author's writing style is easy to follow and he tries to explain concepts so non-programmers can grasp them, which is the main reason I stuck with it to the last chapter.
If you are looking to move from the simple coding of buttons, movie clips and basic timeline animation, this book still has some good information to offer.
Bhangal thinks beginners are what?Review Date: 2005-07-07
only thing I can say you need to do this book more than once to get hang of AS if u r really a total beginner like me.
If looking a fast way don't get into it if u r a total beginner

Used price: $41.09

This book sucks!Review Date: 2008-04-24
Good startReview Date: 2003-10-08
Once again, I would only really recommend this book to a beginner in game development. Experienced users may find some good information, but most likely can spend a lot less money finding it out on one of the hundreds of game development websites out there.
Eric Bethke has written the book I wanted to writeReview Date: 2003-04-08
So why only four stars? I have the feeling that Erik isn't being completely honest with us. On my team chaos is the norm even though we scored an AA on Erik's "Game Project Survival Test." Erik makes his team sound like a smoothly running factory, and I have trouble believing it's due to those extra ten points his team is getting on the test. Give it up, Erik: either admit that business is chaos and let us reconcile ourselves to that cold truth, or tell us the deep dark secrets that makes your team work so well.
Also, stuff is missing here: how do you hire great talent? How do you prevent your team from breaking the build on a regular basis without slowing them to a crawl? (That's the question that has been keeping me up nights.) How can you be productive if you're waiting until alpha to fix all your bugs? I bet Erik has some insight into these questions, but he didn't get it on the page.
Still, don't let my nitpicking stop you from reading this book. I'm going to try to make everyone on my team read it. And I'll be eagerly awaiting a sequel.
If you feel like you're in over your head...Review Date: 2004-05-26
Good book but...Review Date: 2003-11-13


Comprehensive Guide to Adding Games to any SiteReview Date: 2003-05-03
My interest in this material was fostered by the usefullness of this tool, as a marketing feature on my web site.
Barbara Feldman explains it all in easy to use format, and explicit directions to boot.
The call to Parents to help their kids build games, and their educational value, in doing so, was an unexpected creative bonus.
Thank you for the opportunity to say how pleased I am with this product.
Sincerely,
Sara Ann Doro
Easy to follow, complete instructionsReview Date: 2003-04-30
Ever hear of the 'sticky' factor ?Review Date: 2003-05-14
How To Add Games To Your SiteReview Date: 2003-05-09
Very disappointed!Review Date: 2005-07-09

Used price: $0.88
Collectible price: $14.95

overall, an easy to accomplish sourcebookReview Date: 1999-10-03
For Beginners to the dollhouse hobbyReview Date: 2002-08-26
A disappointmentReview Date: 2000-06-15
overall, an easy to accomplish sourcebookReview Date: 1999-10-03
GREAT BOOK FOR MAKING SOFT FURNISHINGS FOR DOLLHOUSESReview Date: 1999-08-07

Used price: $0.98

Photography Book Review Date: 2006-11-02
It was a pleasure to learn using it!Review Date: 2007-03-24
So, lear to edit was my objective last months.
And this book help me to do this in a very easy way.
With lots os images and tips, and with a superior text, it was a pleasure to learn using it!
Teach Yourself VISUALLY Photoshop Elements 4 (Teach Yourself Visually)Review Date: 2006-06-30
makes it very easy to learn a confusing programReview Date: 2007-06-05
Not usefullReview Date: 2006-07-15

Used price: $17.95

Didn't live up to high hopes...Review Date: 2008-06-30
My son is not to happy with the book. I have a degree in computer science and I'm not happy with the book either. It's simple, if the book says go and get this file from this directory then it should be there.
Outstanding gift for any wannabe game makerReview Date: 2008-03-23
After you've hooked your wannabe game makers with Torque for Teens, send them over to the perfect followup book:
3D Game Programming All in One, Second Edition
Torque has quickly become the number one game development and design harness for nearly all high school and college level game theory, development, application, and graphic design classes.
Superior Quality - Superior ResultsReview Date: 2008-03-05
I highly recommend it over the other Torque books (If your a beginner).
This book does what it does very well.....
Good, but not great...Review Date: 2008-02-14
Basically the entire book, (besides a few chapters), is the same exact tutorial you can download for FREE from Garage Games, just with some nicer game assets.
It's a good book for those who have already tried the tutorial from Garage Games and want to try to do a little more without buying the engine. This is the most up to date book when it comes to learning about the Torque Game Engine.
Good 60K ft overview - did NOT grab any of my kid's attention very wellReview Date: 2008-02-11
Unfortunately, that was about all it did. It seems to fail to really delve into the "guts" as I had hoped, and to illuminate the "exciting" world of 3D game creation from a Teenage Game Developer Newbie standpoint - particularly the easily distracted from "business model" speeches type (i.e. MOST kids). I guess I was wanting something that read like a friend showing you "cool stuff" and leading you into a place where suddenly the kids would look up and say "DAD! Check this out - I just realized what I did! This is way COOL!"
Three of my kids read the book now, all three were not engaged very long - all seemed to loose interest at the business model part and did not regain it at the examples section as I had hoped.
The other Torque books I have so far (Finney's, most notably) are very good and very deep - but not "friendly" enough to engage my teenagers in an enjoyable and fascinating way (well, except for one, but he is a bit "different" and also the yougest) - hence the "fun" becomes "school-WORK". I will try the one from Maurina next and hope for it to be the answer I am looking for.

Used price: $14.05

5500 Quilt Block DesignsReview Date: 2008-05-22
Great book for drawing inspiration from.Review Date: 2005-06-22
This book ROCKS!!Review Date: 2005-01-21
Bumper book of patchwork blocks!Review Date: 2005-08-25
There is a very wide range of different styles and the blocks are fully indexed at the back of the book.
This book is absolutely superb and once it is in your collection you will probably not need any other collection of patchwork block drawings.
Beginners will need another book to complement this one because no actual finished quilt patterns are provided nor are there any instructions on how to make a quilt; Lynne Edwards's "Sampler Quilt" series would be an excellent partner as her books cover many different techniques.
Limitless ideas for a great price, with some small frustrationsReview Date: 2006-12-29
Echoing what the others have said, this book really needs better editing. In addition to the mistakes other reviewers have pointed out, the chapter titled "Octagons, Diamonds, and Eight Point Stars Patch Patterns" also includes basket blocks, trees, flowers, animals, houses, "apple core," miscellaneous borders... huh? I also don't get why there are separate chapters featuring only a few eight patch patterns and twelve patch patterns when the chapter on four patch patterns is HUGE and includes a bunch of 4x4, 8x8, 12x12 and 16x16 patch blocks. The book is well-indexed, though, so if you are looking for something specific, it's easy to find. One feature I like is that, where possible, she has indexed the patterns that came from particular publications. If you are looking for Kansas City Star patterns, for example, you'll find a long list of them back there.
Overall, it's a really fun resource. In a book this mammoth, I'm willing to overlook the goofy editing mistakes. (Especially considering that my quilting projects are pretty much a series of goofy mistakes!)

Used price: $14.96

Illustrator @ workReview Date: 2007-07-13
Good book, solid explanationsReview Date: 2006-11-12
Very good, but there's something better for novicesReview Date: 2006-07-15
That said, I've since been able to upgrade to CS2, and this book, although modestly helpful -- (it uses projects to teach, and who has time to work through the book's projects? I've got my OWN projects to complete, and need to get up to speed, fast, on only the tasks required for my project) -- is not nearly as helpful for a complete Illustrator nincompoop (i.e. me) as is the Quick Start CS2 guide by Elaine Weinmann, also available here on Amazon.
This book is the one that should've been included in the box with the software, instead of the semi-useful one that was there. But it's not as helpful for a total novice as is the Weinmann book.
Easy introduction to pro use of IllustratorReview Date: 2006-03-12
I am using the book as a part of the education of adults for vocational occupational rehabilitation in graphic pre-press and design.
Not for the noviceReview Date: 2006-09-28

Used price: $7.95

Great TutorialsReview Date: 2006-11-06
cool beansReview Date: 2006-01-13
This book is pretty simple, I was amazed at how simple 3d can be. As a Maya user, there is no node based system, no user control, no history in cinema that iv come to know in maya.
cinema turns 3d from a high end user to a hobby. some may find this strange, im one of those that want that level of control maya has to offer however for anyone just starting out who doesn't want to know the why behind modeling & whats really going on then cinema 4d is your flame & this book will guide you in a world of fun.
The projects are ok, short & to the point, you get a well coverage of modeling, animation, rigging, rendering even cloth & toon. after browsing the book I must say it would take anyone a month to learn cinema & another month to master cinema using what you learn in this book which is unheard of in Maya. I highly enjoyed this book, found it less detailed keeping the reader more on skill then brainy concepts that make you feel as if you just earned a P.H.D. If you buy this book, congrats!
Only partially satisfiedReview Date: 2005-11-16
Great bookReview Date: 2005-09-25
Needs better organizationReview Date: 2006-11-03

Used price: $27.50

actual and broad overview of hyping topicReview Date: 2007-10-26
For those who are new in this field and for those who have their roots mainly in non-computer games, the book offers a broad overview of what is going on at this moment: examples in different sectors (certainly not education alone), possibilities, underlying software, the way of organising development projects, funding, best practices etc. If you are a specialist on one of these topics you may find its treatment too simple. For topics you are not a specialist on, the book offers a valuable introduction and overview, accompanied by numerous references and interesting links. The only thing I missed was an accompanying DVD crowded with demo software, white papers, clickable links etc.
As serious gaming seems to be hyping at the moment, the book was published just in time. The book is full of actual information. Therefore it is very useful NOW, although you may expect it to become out-of-date within a few years.
Simply too general and unfocusedReview Date: 2006-07-23
Military, academic, medical, training and more games!Review Date: 2006-03-16
Gaming Techniques to Teach LessonsReview Date: 2006-03-07
When the hijackers who were to crash their planes into the World Trade Center wanted to learn to fly, they used simulators. These very expensive devices move the 'game player' around in three-D to impart muscle memory to the player. Other less serious games can't quite do that, but they can still impart a lot of knowledge about how to fly a plane (microsoft flight simulator), drive a car, or drive a tank.
This book presents a fairly high level overview of the serious game business. It talks about the general concepts of things like marketing (quite different than what's needed for space blasters), costs, marketing and so on. It then covers the basic techniques for game development including the specialized software that has been developed to facilitate the software development.
Serious games must be taken seriously!Review Date: 2006-03-09
It does give an introduction into the development process of (serious) games, technologies, (project) management and business aspects. I could care less for this part and on a occasion or two I found the book (in my opinion) wrong. For example the game development process is being described as a `pipeline' process, thus being linear. However good games, serious or not, need to be tested and tested and tested by players and thus redesigned and redesigned and redesigned many times. You can not do that in a linear managed project, where you go from fase to fase! I have never seen it work in practice. This is what happens if a museum, institute or school wants to make a serious game and does it in a linear way: they have an idea, they design the game, they make it and then when almost all the money is gone, they have it tested by some kids only to find out it is a boring game and that it needs to be redone all over. Back to the design fase! They did manage their money well throughout all the fases, but they never realised they needed to go trough the idea and design fase up to 10 times! For this reason and others the use of MS projects as proposed in the book is a bad suggestion. MS projects is ok if you manage a construction project, not good for software development. But the use of MS projects in software development (and thus game projects) is
another story.
Another part of the book is about the hardware and software you could use to make a serious game. The suggestions on software and the lists of examples is very good (even though there is lots more software available to make (serious) games. E.g. have a look at gamesmaken.startpagina.nl. The remarks on hardware, could be left out. It lists what kind of PC configuration you would need to make a serious game. Ok if you are a total beginner in this field, but for the 98% of the other readers it does not make much sense. This list will be outdated at the time the book has left the presses. Also, there is always so much debate on which hardware to use. The book for example suggests a pc configuration for sound recording. Now, I do not want to get into the Mac- PC discussions, but all the people I know (and I have a lot of musicians as friends) use Macs for audio recording with protocols or logic or on a occasion Steinberg software. I did not find these tools in the book. The same goes for graphics design. The book suggest a Alienware or Dell to work on. But all the professional designers I know (more than 50 I estimate) work on Macs. So the solutions mentioned in the book are not wrong, but well... you know it is too personal. I would not even write about it in a book.
But ok, besides these two small issues mentioned above, I think the info in the book is very good.
What I personally was looking for the most is how to really do it. How to make a good game for education, how to make a good game for a museum or how to make a game that convinces kids to eat healthy or not to start smoking. Design issues like these are introduced and discussed in this book, but not enough in my opinion. It would have made this book superb instead of very good if the writer had done that. Just maybe analyse two or three serious games that turned out to be working very well. How where they made, which design choices were made, how was the result measured, which dead ends were tried before they had the final result, how do the players respond to the game, etcetera. But then again, this might be a great subject for the next book on serious games!
www.wouterbaars.net
Related Subjects: Designers Development Tools and Software
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