Game Design Books
Related Subjects: Designers Development Tools and Software
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Used price: $11.25

VERY INTERESTINGReview Date: 2007-01-23
not as I expected.Review Date: 2003-01-23
contrivedReview Date: 2000-07-15
Not Much To Get Excited About HereReview Date: 2004-09-11
Brad Gooch gushes in his foreward. Yes, the photographs remind you of Larry Clark and Nan Goldin; but these two photographers did it much better and got there first. And how Gooch can call Lalli a "gay Helmut Newton" is beyond me. Paul Cadmus in his afterward makes a lot more sense when he says that these are boys he would not want to know, himself. I couldn't agree more.
To quote a line from Robert Browning, suddenly "I feel chilly and grown old" when I view these photographs.
Yum!Review Date: 2000-07-22

Used price: $2.27

A user-friendly book!!Review Date: 2002-04-07
Lightweight and narrowReview Date: 2002-12-02
I found that it often contradicted Game Design Theory & Practice by Richard Rouse which is a much better book as it explains the principles of design with support from many experts rather than just saying that all games should be done a certain way.
Bates' book is quick and easy to read but not inspiring or thought provoking. Most of it was just common sense.
Contradictionary book for beginnersReview Date: 2006-02-09
But the biggest problem is that while Bob talks about game theory and business in a very shallow way (great for beginners), he support his theories with examples from big game companies (where nobody is a beginner anyway).
Good fodder for making gamesReview Date: 2002-06-05
A good book nonetheless. Enjoy it and give it to your colleagues to read and learn :>!
Good explanation of how to think when entering into the biz.Review Date: 2002-03-28

Used price: $25.68

Updated book info- New blogReview Date: 2008-06-04
We have a new blog setup for support on the book and to provide updated tips and tricks and extras when time permits.
http://inspired3dadvancedrigging.blogspot.com/
We are grateful for all the positive feedback as well as the error catches, I have found our book in many studios over the last few years and it is always a nice surprise.
Stop by the blog and check out the new tips and or comment /email etc. as always we are happy to hear feedback or field questions on the book content.
Brad Clark
Surprisingly deep for its broadnessReview Date: 2006-02-22
The writing style is fluid and doesn't take you for a fool, and the included interviews with veteran TD's are all interesting. I wish there were more details on weighting and weighting practises aside from a suggestion to weight "backwards" (reducing weight from 1 instead of increasing from 0). In addition, the book attempts to include 3ds MAX in its teaching process, but largely fails, putting 90% emphasis on Maya (good for me!)
I'll recommend it to any novice/intermediate TD. I'd also recommend it to anyone wanting a better understanding of how a rig works, perhaps a modeller seeking to understand how to mend his geometry to best suit rigging.
They're not kidding when they say its "advanced" rigging.Review Date: 2008-01-13
Poor PresentationReview Date: 2007-03-14
warningReview Date: 2006-03-28
Luckily, there is more then just the one author on this one!

Used price: $10.00

Good book only if u are good at Maths and ActionScriptReview Date: 2003-07-15
Otherwise, this book is pretty good.
Excellent presentation. Honest coverage of issuesReview Date: 2003-12-02
Complete!Review Date: 2005-08-01
First glance is good, but when you delve deeper...Review Date: 2003-12-31
At first glance this book seems terrific. You get a large collection of games that vary in genres. Even more appealing is the multiplayer game support.
But when you read more into you discover in the first chapters, most of it is understandable (even the physics and trigonometry) but even with your first game, you can run into troubles. I purchased this book interested in the multiplayer games. I had never done anything with this genre and wasn't sure how players could connect with one another. I discovered how its done, but the games are written with the author's program, Electroserver. This didn't bother me except that the demo included on the disk can only support five members at any one time. A little investigation on the site and I became more disappointed. To have the minimum on the license is 50 people for a whopping $299. Also the Tic-Tac-Toe example is a free download off this page. This made me wonder if the author was filling blank pages.
The book has its high points, especially the pinball and platform game. It also has its low points, such as the rapid bombardment of Actionscript (as someone else put it, little fluff), as well as the electroserver problem.
Definitely not for beginnersReview Date: 2003-09-25
I understood everything for the first couple of chapters but from then on I got more and more confused. This book jumps in the deep end and unless you've got a good head for mathematics/programming I'm guessing that most people will find themselves lost.
If you're looking for books to help you learn actionscripting from the start. I would recommend buying 'Macromedia Flash MX ActionScripting: Advanced Training from the Source' and 'actionscript for flash mx' together, both of which I found to be excellent.

Used price: $15.98

Vogue Knitting The Ultimate Sock BookReview Date: 2008-06-29
I would recommend this book for anyone who really is interested in sock knitting. The book was not awfully expensive and it covers about anything you might want to know about socks. This will always be current for the who wants a simple sock to a very ornate complicated one.
Great Addition to my CollectionReview Date: 2008-06-13
The only one you'll need.Review Date: 2008-05-24
Great basics and great patternsReview Date: 2008-04-20
In VogueReview Date: 2008-07-25

Used price: $1.68

about my Purchase Review Date: 2008-05-27
Thanks again
D.Tawfeq
Superb guideReview Date: 2006-01-30
The Bible helps alot!Review Date: 2007-02-19
A Fair Reference and Poor LessonReview Date: 2005-08-26
The rest of the book does not teach the way the first chapter does. It does do a systematic and fairly thorough job of explaining things in the interface but the usable examples are few and far between. This works well for some people but not for me. I learn better by doing along with the reading. This guide is woefully inadequate for that. Still, it is a handy reference. It's too bad I will have to further my training elsewhere.
When you need answersReview Date: 2007-01-05

Used price: $7.79

A Solid BookReview Date: 2008-09-08
Must Have for Everyone Interested in Game DesignReview Date: 2007-05-24
excellent resource - slightly misleading titleReview Date: 2007-04-25
For true neophytes, primary, high schoolers, college applicants. Not experienced hobbyists or graduatesReview Date: 2006-02-02
This book is a very light read and aimed specifically at real neophytes who enjoy games and are giving a passing thought at doing something in games for a living without much knowledge of the industry. If you've grown up with the industry and are doing the indie or trying to break in thing, this isn't for you. Book can be pretty much read in one night, and for a lot of people there's a lot you can skim.
However, I would recommend this book VERY STRONGLY as a purchase for high school or even primary school children researching this as a possible career path. It pretty much covers a lot of things you need to get started *early*. Don't wait till you hit "working age" to start like I did. It's the only book out there that really targets kids and not working professionals trying to get in. It spends an entire chapter (and more) on how you should plan your education, what to look for, courses that will help etc. This stuff is good stuff, not the usual BS from "How to choose a college" guides.
There is also a very good summary of publishing contracts in there, that might be unfamiliar territory for a lot of people. Even though it wasn't new to me, I'm still photocopying it for something I can refer to if anything as a very good summary reference (I borrowed the book ).
Some of the best stuff is at the end in the appendices. There are huge lists of game companies and schools for anybody that is looking to apply at either. Book mentions that they are available at gamasutra as well but it doesn't hurt to have a hard copy. There is also the IGDA curriculum framework in there too, something which I wish my current school would have spent more time taking to heart instead of just looking at buzzwords.
Bottom line is, this is still a loaner for the most part. If you've been highly specialised in one area, this book can help catch you up from a more generalist perspective. There are some great war stories in there as well, but I can't recommend buying the book just for them. For anyone at primary school level, or looking at college this book should merit serious consideration as a purchase.
If only I had this book when I was starting outReview Date: 2004-02-28
If you think you are ready to give this a shot, then buy this book. While nothing will prepare you for video game design like your first week of work, ( so called " Hell Week" in the industry) Adams begins to lay the foundation for the tough road ahead. If only this book had been around before, for instance when I was a gopher over at EA Sports in the early 1990's, the heyday of NHL hockey and FIFA Soccer, the so called glory days when maverick designers created their own rules, coded at the seat of their pants and got paid the big bucks. I saw it all, saw the craziness, saw the mayhem, and then saw it get even worse. I would have been better off with this book, and so would anyone.
In the past decade, things have changed. Its a travesty that there has been a "brain drain" from the video game design sector in the past couple of years. We need the best and the brightest to design the future placaters of the masses. Now they are no longer interested in the field because of the crazy hacks that have taken over, rescinded the protocol and the bucked the accountability. Buy this book now.

Used price: $2.32

Great Projects But Poor DirectionsReview Date: 2007-12-13
I decided to make one of the Morris chairs from the book. The plans are very inadequate. There are many missing measurments. You can calculate almost all of them but you have to take the time to do so and then take even more time to make sure they are right and even more time to make sure that they fit in with other parts of the plan.
For example, the drawings do not give the width of the back but do give you the distance between the back posts. Well that is simple to calculate, just add the width of the posts. But if you add the thickness of the washers to the back, the width of the back plus the washers is greater than the opening and so the back won't fit. In addition, the directions are not clear whether or not the arm overhangs the legs. If the arm overhangs the leg, the width of the back needs to be less and the width of the washers needs to be thicker.
The end result is that it takes a lot longer to make the piece than if the drawings were better because you have to not only figgure how to make the piece you are working on, you have to think through the following steps to make sure everything else will fit. The really sad thing is that the plans would only need to be 10% better to be a huge amount better.
Useful but flawedReview Date: 2001-02-21
I've built several other pieces from the book with no trouble--it may be that the defects in this book are limited to the bookcase. It's too bad--the bookcase is the best looking project in the book.
Nice book, Great PhotosReview Date: 2004-02-24
The photos are are really nice and I can't wait to start on the settle piece.
When Form Follows FunctionReview Date: 2004-06-18
Paul Kemner and Peggy Zdila have written a book designs to satisfy both those interested in the Movement itself, and those who would just as soon be a-building. The first half of this beautifully made paperback discusses the influences of William Morris and Gustav Stickley, both as philosophers, designers, and craftsmen. Full of photographs of some fine representative pieces and quotes. From that point the discussion shifts to the means - tools, techniques, and materials. Last is some 25 projects, large and small, that are opportunities to discover what it is all about first hand.
The writing style is patient and clear. Unfortunately, neither writer is the sort to spellbind a reader. While I found the discussion useful and worthwhile, Kemner and Zdila never quite breathe life into the more esoteric parts of the discussion. As another review has pointed out, the plans are well done, but one must read them thoroughly in order to avoid discovering too late that something got left out of the bill of materials. For the most part, though, all the information needed is present.
A designer with a sense of humor once remarked that more people are interesting in movement Arts & Crafts since its revival than ever were during its heyday. I like to think that this has as much to do with the values expressed by the movement as much as it does with the satisfactions of its beauty. Whatever the reason, this is a fine volume to start up a lasting interest.
how good are you at reading text and plans?Review Date: 2003-01-24
On the bookcase plan that the previous reviewer was commenting about, it looks to me like the piece called Top Back got left off of the materials list. But it is clearly shown in the photos, and dimensions are given in the drawings. It is also mentioned in the text directions. I regard a materials list as a "shopping list." It is a guide, not a final check before I cut my wood! Also, I have another comment about a previous review. I know someone with an antique Stickley bookcase just like the one in the plan in this book. It's obvious it never had a partition between the 2 halves.
Many woodworking books have errors, even the touted Bavarro and Mossman one has a serious problem with the grandfather clock plan. I like the way this one is written, though, and I'm looking forward to building more projects from Building Arts and Crafts Furniture, including that bookcase.

Used price: $14.60

It depends on your definition of "real world"Review Date: 2007-03-20
Excellent learning sourceReview Date: 2006-05-27
interesting anecdotesReview Date: 2006-11-03
Also missing is any section of web based animation: rotating 3D objects in response to user input. But there is a section on modeling with IModeller 3D that really doesn't have anything to do with animation.
This book would be useful to someone who already knows how to animate in C4D but wishes to understand various addins that are useful in importing Poser animations, making games, adding keyed video (like the section on Ultra), etc. So it really a book on how to cheat in C4D and save time by buying other programs.
unleash the legend of creative animationReview Date: 2006-04-25
Cinema 4D 9.5 Excellent! well written, easy to follow.Review Date: 2006-04-25

Used price: $11.70

Great...but nothing you can't easily find online!Review Date: 2007-09-09
I would definitely recommend this book if it makes you feel better to own a hard copy guide to SDL. However, I learned more through trial-and-error using only the online documentation.
Great but a little shortReview Date: 2007-02-14
The last third of the book was also basically filler, with a brief and relatively useless explanation of the author's preferred infrastructure for writing SDL games and apps.
Overall, I highly recommend this book, particularly if you can purchase it at it's relatively low cost used price. The quality was much higher than many of the other Premier Press/Prima Tech books.
Good intro. to SDL if you already have C++ knowledge and a copy of VC++Review Date: 2007-03-06
Also, the back cover says "This book teaches you how to write code and then distribute it to various platforms." Which is kind of a lie!
It never explained how to distribute or even set up Mac OS X or Linux or anything besides setting it up in VC++. I mainly got this book because I want to create a game for Linux and Mac OS X and MS Windows. I had to search online and do a lot of trial and error to eventually get all the samples to compile on Linux and OS X. It never even mentions how to set up SDL on anything other than VC++.
I think this might've been frustrating if you didn't know how to use VC++ and C++ pretty well and wanted to do truly cross-platform SDL code.
After this book I read a couple online tutorials on SDL and am also now reading Programming Linux Games (which has to do with SDL too) and the official SDL documentation and after all that I think I'll have a decent grasp on SDL.
For somebody with pretty good C++ knowledge and at least some VC++ IDE knowledge though it isn't a bad intro to SDL especially for its size. It's a very small book I read it in two days and then spent a day making sense of it all in Linux and Mac OS X besides just VC++ but I don't regret reading it.
Very good for entry level game developers.Review Date: 2004-12-03
The book gets you going immediately, setting up your compiler and getting a window on the screen. From there, you build on what has already been covered to show off various features of SDL.
My biggest complaint about this book, much like one of the other reviewers, was that the book did not give much information about setting SDL up with OpenGL. The information available on the internet is very good and will allow you to fill in any missing pieces of the book, but if you're like me and would like a physical book to thumb through rather than a web reference, this book is perfect.
An overview of SDL...Review Date: 2005-12-22
The book is written in easy to understand language and is very helpful in showing what SDL is capable of. It proceeds to show readers how to set up most of SDL's different subsystems.
The main problem with this book is that it does not go into detail about any of the topics it covers. If you're curious about how to use SDL's video/graphics capablity, for instance, you will learn how to initialize the system and draw some circles on the screen. The book has smaller pages than most, and the 54 pages long chapter on the video subsystem doesn't take long to get through. It leaves you wanting to know more.
In short, this book will skim over different topics in SDL and teach you enough to get started. You will need to look elsewhere for details. I recommend purchasing this book to get you on the right track, but just know that you will need to search the internet for tutorials and example applications before you can seriously write games. This book is only a beginning.
Since you are looking at a book on SDL, I assume you are trying either to learn how to program games/graphical applications for Linux, or are trying to make it so that the code you write can have multi-platform support. If this is the case, I would recommend looking at "Linux Game Programming" by Mark Collins (in the same series as this book) and "Programming Linux Games" by Loki Software/John Hall as well. Of these three books, I like "Programming Linux Games" best since it goes into greater detail and walks you through the creation of a basic, but complete game for Linux. Even though it has Linux in the title, most of the APIs it touches on (SDL, OpenGL, OpenAL, etc.) are cross-platform, so what you learn is not limited to Linux alone. For the project I was working on, I found myself jumping amoung the aforementioned books and online tutorials such as those at NeHe.
Related Subjects: Designers Development Tools and Software
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