Game Design Books
Related Subjects: Designers Development Tools and Software
More Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231

Used price: $14.34

Not happyReview Date: 2008-09-11
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.
Not for the noviceReview Date: 2006-09-28

Used price: $0.82

Small-Home Owners Rejoice!Review Date: 2006-12-19
Even the tiniest of spaces provides an opportunity for storage, display or utility with no wasted space to spare.
If you are a small-home owner, as I am, this book should delight you. I've kept it handy and have referred to it on quite a few occasions to spark my creativity or stimulate ideas that I could (and still can) easily implement in my home. Unlike many other decorating books, this was a great read as well. I enjoyed it from cover-to-cover.
Renters, this book is geared more toward home owners so I would suggest seeking it out from a library to enjoy the ideas without spending the extra cash.
The best book on decorating small spacesReview Date: 2000-04-21
An Excellent Idea Sourcebook-- If You're Imaginative...Review Date: 2001-02-02
Truth be told, not all of the ideas used were that expensive. Slipcovers for chairs and sofas abounded, old furniture was given new life with decorative painting. Remember two things as you go through the beautiful settings: 1) these were done by artistic designers and certainly a good portion of these things were done by hand as opposed to bought, and 2) gorgeous, tasteful items don't have to cost an arm and a leg if you look in the right places.
A waste of moneyReview Date: 2000-07-12
A useful book only if you live in Tokyo or ManhattanReview Date: 2000-03-23

Used price: $7.78

Worth reading but it's NOT for a beginner!Review Date: 2008-03-28
Still, I'd recommend it if you are trying to make a flash game beyond 'click the monkey'... ^_^'
Technically good, except for one flaw.Review Date: 2007-04-11
Decent book with a mixed approachReview Date: 2006-12-01
The first chapters (Part I) start with an introduction to gaming, including terminology and genres. Then is a description of Flash's capabilities and limitations. Surprisingly, there is no basic introduction to Flash or ActionScript that is frequently seen in other books. The rest of this section is dedicated to general development issues including game design and planning.
The core material of this book was cover in Part II (Chapter 3-14). Here many of the fundamentals of game programming were explained through small example scripts and incomplete games. Game math is one of the first topics introduced, followed by physics and then collisions (detections and reactions). Following the math and physics related scripts did get a bit difficult at times. However, full understanding is not necessarily required since the many scripts provided can be easily implemented into other games. Also, the PDF files on the CD consisted of some of the equations used in the scripts with the math worked out in pencil. Aside from the math intensive chapters, there was still a lot of useful material in the remaining chapters. The chapters on tile and isometric based games provided good information on how to handle them more easily and efficiently. In addition, the chapter on AI was original, since it covered maze creation and path finding as well as the usual enemy attack/pursuit scripts that many books focus on. There was even a decent, although single and short, chapter on sound, including using it in Flash and creating your own. All the material in these chapters were explained in detail and included numerous images.
The final part of the book concludes with discussion on several full functioning games. There is one game for each of the remaining chapters (15-18). Not all of the code from each game could be discussed, as the chapters from Part II took up the bulk of the book. Nonetheless, the key areas of each game were described in detail and the .fla source files on the CD did include comments. The CD also provided additional source files for a handful of full and incomplete games. Still, the games in these chapters were each complex and large enough to have warranted more coverage. The multiplayer chess game, which used a socket server (Chapter 16), could have definitely benefited from more content. Ultimately there were probably too few pages to fairly discuss the games in the final chapters.
This book is certainly not for a beginner, since it does not have a Flash or ActionScript primer that most of these books would include. On the back cover it is categorized as intermediate to advance and I agree for the most part. It was at least a notch above in difficulty from beginner level books I have read so far. However, with little coverage on object oriented programming (OOP), it probably can not be considered a true advanced book. Some of the examples did use exported class files, but actual discussion on them was limited. In the end, I found the middle part on game pieces to be more helpful. Nevertheless, "Macromedia Flash MX 2004 Game Design Demystified" is still a good book and will work as both a reference and a standard guide.
Rating: 4/5
Good Start but lacking detailsReview Date: 2005-09-08
I took two years of H.S. physics, trig, and calc and I still find the explanations lacking for those of us that require the "why's" to all our questions.
The examples on the CD are extremely helpful IF you understand the code. Sorting through the files to find the code is hard and some of the files seem unfinished.
I would get this used if given the chance to do it all over again.
Not recommendedReview Date: 2006-11-04
1. This book is poorly edited. I know it is difficult to make sure there are no typos when you're reading through code examples, but somehow O'Reilly press gets it done very well. I found several examples in the first few chapters, some of them actually interfering with my comprehension of the text.
2. This book does a very poor job of explaining complicated topics. In some places, the authors suggest readers turn to pdf files on the included cd for further explication. The pdf files I looked at, however, were simply scans of handwritten notes. This would have been acceptable to me, but the notes really didn't explain anything any more than the book or code examples did.
When explaining how to test for collisions between graphic objects, the book attempts to describe a quadratic equation. This appears to be a difficult thing to describe; however, this does not excuse shortcuts such as simply not explaining how/why the authors solve the problem the way that they do. I am particularly frustrated by an example of code in which the variables are named a, b, c, d, e, f, g, h, i, j... Yes, the authors need to create a number of temporary variables and perhaps this method was optimized. But for a didactic text? Use variable names that actually mean something, that actually convey what is being done.
Look elsewhere for your flash informationl.

Used price: $29.38

Painter 6 F/x & DesignReview Date: 2004-03-17
As for the comments regarding the style of one of the book's writers, I can only say that she makes frequent and clever allusions to literature, history and culture. The fact that the previous reviewer does not recognize these references says more about the reviewer than the author.
Worthless!Review Date: 2002-09-23
A Follow-Up on Mac/CD IssuesReview Date: 2000-06-24
Now that I've been able to actually work through more of the book, I'd modify my total star score to a two (hence my three stars on this review to average my one star below). This text attempts to be helpful, but it is extremely disorganized--the first chapter jumps around haphazardly and does not make obvious connections between ideas. In the section on layers, for example, the authors leap into masks (a related but different topic) without warning, launching into a tirade about all the things the program can't do that they think it should; only after a couple pages do you get to what masks *can* do and how to use them.
The authors are trying, and I have picked up a few useful tips. Except for a meager center section in full color, the entire text is in black and white, making it hard to see what's going on in many of the screen shots. I don't think the book is as thorough or as well organized as it could be, and there are numerous mistakes that left me scratching my head and having to decipher the authors' meaning (even menu commands are incorrectly listed!); however, it has some uses.
If I were to choose a book to learn Painter 6, I'd use the user's manual that comes with the program and the Painter 6 WOW! book--the latter is incredible, in full color throughout, and overflowing with useful tips and hints. Rather than giving you formulaic, step-by-step lessons, the WOW! book shows you real art and describes the process and techniques for getting there. It treats you more like a creative individual. If it wasn't too late, I'd be returning my Painter 6 F/X & Design book for a refund.
Better for beginners than the Wow! bookReview Date: 2000-06-20
Useful but dispensableReview Date: 2000-07-01

Used price: $20.42

Good overview, but poor exam prepReview Date: 2008-10-08
This book doesn't even cover all the topics presented on their practice exams, much less the actual Zend exam. It's riddled with typos (even some in the code, which I consider unforgivable), has no practice questions or coding exercises to go with each chapter, and contains no "for more information, see..." referrals. The streams chapter, for example, primarily covers file I/O and barely touches on network and socket streams. There are some questions I still don't know where to find answers to short of scouring through the PHP manual itself in hopes of stumbling across it.
In short, a good overview of the PHP language, but pathetic exam prep.
Light OutlineReview Date: 2008-07-21
Good book for the PHP certification.Review Date: 2007-10-04
A WasteReview Date: 2008-02-23
Want to pass the exam? Know the following things:
1. What can and can't go in a function/variable name.
2. What typehints are, how they work, and where they're applied.
3. What all of the array_*() functions do. The more verbose array_*_*() functions which nobody uses can be safely skipped over.
4. How to use the SimpleXML library in a very general way i.e. access elements, attributes and convert to DOM.
5. Everything about the new object model, including abstract and final classes, the new constructor format, destructors, autoloaders and access specifiers (public, private, protected).
6. How and when to pass by reference.
7. When things go out of scope.
8. What the following php.ini directives do: allow_url_fopen, register_globals, enable_dl, disable_functions.
9. What goes in the superglobals and when ($_SERVER, $_GET, $_POST, $_REQUEST, $_ARGV).
10. What all of the bitwise operators do (you should also be able to convert numbers to and from decimal, octal, hexadecimal and binary notation with nothing but your brain and a piece of scratch paper).
Database topics are covered, but you generally don't have to know any of the nonsense about mysqli or PDO--these things are all too buggy to actually use anyway, so learning about them is doubly pointless. If you can memorize function argument lists, do so with the preg_ and various string functions, because they like to throw some curveballs that use the optional args no one ever thinks about. If you can't, then don't bother because you can usually eliminate at least two of the choices they give you right off the bat and guess your way through the rest.
And please, please, please, leave comments on the questions that have misspelled words. They really need to fix that if they're going to charge $125 for a test.
I passed!Review Date: 2007-10-29
I studied the book along with the PHP help in order to digg a little more on the functions. I also bought the online practice test to see which areas I needed to focus on.
I liked the book, easy to understand/read.

Used price: $0.78

A GamerReview Date: 2002-02-18
read It 3 times and did what It said I was very disaponted!It said what a game shoud be but not how to do it!It only does a few short lines of That.If you want two completely copy Doom Get this Book,If not,Don't.
Excellent first bookReview Date: 2006-09-17
This is not about coupling up with the latest software and understanding how to make game graphics. This is about understanding the principles behind graphics for games. and that means it is very relevant.
It teaches how to create, manage, and manipulate textures and tiles and how to create seamless tiling. Lots of other stuff too including a nice, but short, tutorial on how to use the genesis 3d game engine to create a game. Very useful tutorial. The genesis 3d engine is open software and a copy of it comes on the CD with the book. This alone is nice because you can take this book and actually make a game. Everything is right there including software, tutorial and sample textures.
Perfect book for the person looking to make a 3d dungeon type game but has never tried to make a game before.
I found the tutorials easy to follow except that it uses Photoshop and if you are a starving game maker like me you probably can't afford photoshop so you will have to work through your own translation into your paint program. I use Paint Shop Pro which is superb and about 1/10 the cost of photoshop.
All in all it is a great book to teach you some fundamentals of game art and I refer to it over and over.
A good starting point for the aspiring mod maker or mapperReview Date: 2002-11-14
Strong points: Luke Ahearn goes through a step-by-step process regarding building texture libraries, and efficient ways to structure your directory trees for referencing. These are all valid lessons that apply directly to working in a professional environment, so pay attention! Also, his feedback on tiling and cleaning up of digital images is relevant, although not comprehensive.
As far as the other game art tips included, I haven't tried them yet. I use a different mapping engine (Quake 3 / GTK Radiant) but the tips and interfaces between many engines are similar, so if you don't have a commercially supported editor, I assume Wild Tangent's Genesis 3D one is adequate (it's really designed for web-based 3D gaming, and doesn't require 3D cards for all applications). At any rate, this book is not the end-all-be-all of game art and level design books, but rather a very good place to start.
Weak points: The author puts a lot of information into the book without focusing on any one particular area. Perhaps that is due to the nature of the work. Be a good 2D artist and make textures. Be a good 3D artist and make models. Be a good level designer and put everything together. It's a lot to handle, and a lot of it is crammed into the book but no one area is really focused on entirely. Also, if you're not using Photoshop for texturing, have fun adapting these lessons to another application.
Given Mr. Ahearn's professional experience (he did the level work and artwork for America's Army: Operations - the free 1st person shooter released by the US Army powered by the Unreal engine) it's safe to say he knows what he's doing. Don't purchase this book thinking it'll be the only tome you need to read to become a fantastic 3D artist or level artist, but consider it if you want to have a handy reference manual on how to make effective textures and intriguing levels for your games. Since modern day games can get very complex very quickly (bot pathfinding and logic, creating shaders and sky boxes, etc.) it's good to start with the essentials and build up from there.
There aren't a lot of books out there that cover this type of work, so my suggestion is pick it up, work through it, and hit some message boards to learn how to do the tricky stuff.
A good start, though a way to goReview Date: 2002-08-26
I work professionally as a developer on a 3D authoring application and so I'm pretty familiar with many of the skills required to create 3D content. There are many steps from concept to final, and some of them require at least a rudiment of artistic or design background.
The author at least does a good job of taking the reader through most of the important steps, and certainly focuses on the design related ones. The author gives some good source material and basic techniques for dirtying up and making textures tileable, though some of the tasks require at least a moderate knowledge of Photoshop. He also offers a few key tidbits of advice in modeling and lighting environments, though nothing groundbreaking.
A large portion of the book goes to explaining how to use Genesis3D, an open source 3D application that comes on the CD with the book. I applaud the author in at least packaging a pertinent program so the reader can be given a chance to use their skills. Unfortunately it is typical of 3D-game world editors and isn't very easy to use. I would recommend at least looking around and trying other editors before investing much time in learning one. Though this is certainly a necessary evil to learn at least one if you plan on doing any level editing.
I'd say the main weakness of the book is that it is geared primarily towards the creation of typical first-person shooter worlds. Fortunately these are very popular, and surrealistic enviroments tend not to require as much finesse because limited or extreme lighting and environments can be used to hide limitations in modeling experience. It tends to be much more difficult to create 3D enviroments of the familiar (i.e. offices, house interiors, etc.) though who wants to make those anyway, that's what everyone is trying to escape from in the first place, right? ;)
In closing, this book is a good start, however, even though the author may be a really great level designer he definitely hasn't imparted all of his tricks in this book. I don't mean to offend, though it possibly might be from lack of experience. The fact that he talks about how to get rid of "flash burn" from a camera instead of teaching techniques on how to avoid it in the first place, such as buying an [inexpensive]off-camera flash (or if you can't afford that, at least putting tissue paper in front of the flash to act as a diffuser)
For more information of how to create good textures, I'd recommend reading anything Hayden Duvall has written in Game Developer Magazine or on game development Web sites.
For more information of fundamental lighting techniques, I'd recommend [digital] Lighting and Rendering by Jeremy Birn. Or, if you can afford it, take a technical theater course on lighting design at a community college.
Unfortunately, for 3D game level design there aren't very many good resources, they're all broken up by what editor is used to create the levels, so first pick your game/editor and then just look for forums dedicated to that one.
From a programmers perspectiveReview Date: 2002-08-25
The book is dived into two parts. "Part 1 - 2D Interactive Game Art" is devoted to designing and building textures in Adobe Photoshop. This was a bit disapointing as I can't afford to pop ($) for Photoshop. But I imagine the techniques are pretty much the same regardless of the software you use (assuming that part of the industry uses any kind of a standard). Part 1 also has a few detours into things like "Logos" and their design process and "Menu's and Interfaces." In my opinion, these detours are bonus materials. The author uses a tutorial based approach for learning how to build textures in Photoshop. Each tutorial focuses on a basic method, i.e., Creating A Rust Texture, Creating Brushed Metal. Then, a group of tutorials is followed up by a multi texture project that may or may not use the textures you created in the previous tutorials.
The texture tutorials are a bit vague. They basically follow this kind of format (I'm paraphrasing each step):
To create a rust texture in Photshop, follow these steps:
1. Creat a new image document and make it 600x600...
2. Fill the background with a light brown...
3. Add noise to this layer with the Noise filter: Choose Noise|Add Noise. Set the amount to 40, Gaussian and make it Monochromatic.
4. Blur this layer by choosing Filter|Blur|Motion Blur. Set the angle to 45 and the Distanceto 45...
If you are already a texture artist, maybe you know what "Set the amount to 40, Gaussian and make it Monochromatic" means. But I would have liked an explanation of these types of things.
The problem with the tutorial approach is it is specific to Adobe Photoshop. If you don't have Photoshop to follow along with, it is hard to understand what is happening in these steps.
I would have liked a better explanation of designing textures for tiling. There are tutorials for designing seamless textures, but again, without having Photoshop (and zero game art experience) it is really hard to follow.
Part 1 also has some good insight into creating and managing your texture library.
Part 2 - World Building: Genesis3D and Reality Factory, focuses on building game levels for use in the Genesis3D game engine (Reality Factory is an upgraded and improved version of the Genesis3D engine). Part 2 of the book is, again, a tutorial based approach to building a game world with the level editor. In fact, all of the tutorials are part of one project that part 2 focuses on: building a castle, courtyard and models (to place in the castle gameworld). The last chapter of the book focuses on Reality Factory and the goodies it adds to Genesis3D.
My goal is to write my own level editor and game engine. I have the software knowledge to do so and now this book has given me a peek at what a level editor should do and how it goes hand in hand with the game engine. At first I was put off by the tutorial approach until I realized that in order to learn this stuff you need to do this stuff. And to do it you need some software. So on second thought it was only natural for the author to pick some software and teach you how to use it. In doing so, he succeeds in teaching you about "3D Game Art and f/x Design."
SOFTWARE ON THE CD
Of course, the CD does not come with Photoshop. But the author does provide other game art resources including an free GNU Photshop-like application (...).
I was a bit upset when I realized the minimum OS requirement for software on the CD was Windows 98. I am still running a 1997 version of Windows 95! (I know, I know... I'm in the process of ordering a tricked out Alienware machine!). But, having experience with these type of requirements, I decided to install everything anyway. And it works! At least the level editor and Genesis3D game engine work. As my machine is a 166 MHz P II, I'm not even going to attempt to run the Reality Factory (min reqs: P II 200 MHz, 64 mb ram, NVidia TNT-class 3D accelerator. recommended: P II 400 MHz, AGP NVidia TNT2-class 3D accelerator). Fair warning now, Reality Factory will not run without a 3D accelerator.
The CD comes with a test game. Genesis3D uses the DirectX API. My machine does not have a 3D accelerator so Genesis3D runs in software mode. My frame rate at 640x480 was a whopping 5 frames/second (yes, I'm being sarcastic)! But the author does warn you about this.
When all is said and done, I was very pleased with this book. It gave me some good insight to Game Art. The level editor and Genesis3D game engine were bonus materials.

Used price: $8.60

Great overview of Illustrator featuresReview Date: 2007-10-30
Hit & miss, even for novicesReview Date: 2007-11-23
For example, #24 is called "Clipping with Masks". It's supposed to tell you how to use one object as a shape mask for another object. Here are the COMPLETE instructions for this section:
"The components of a clipping mask are the object to be masked and the masking object. You first create the object to be masked. Then you move the masking object on top of the object to be masked."
It fails to mention the important part about clicking "Object | Clipping Mask | Make". This I discovered on my own. Other sections (example #31) use the wrong terminology. In this section they used "Lasso tool" when they should have said, "Magic Wand." If I hadn't already been familiar with these two tools from Photoshop, I would have wondered why their instructions didn't work.
To summarize, this book isn't great for anyone. It's too simplistic for anyone who's used Illustrator, but has too many mistakes to be 100% useful to beginners. If you end up buying this book, buy it used and know that if you get lost reading the instructions, it's most likely the fault of the authors.
Great Problem SolverReview Date: 2007-03-15
Great book for Illustrator NOVICESReview Date: 2006-07-10
But, for me personally--I did not find this book extremely helpful to my knowledge of Adobe Illustrator. I think it would be great for a REAL Illustrator novice--someone who has absolutely NO prior Adobe Illustrator experience because it explains to the Illustrator student how each step should be taken in a thorough and explanatory way. For someone who has had experience with Illustrator--you might be looking more for a tooltip book like the QuickStart guides that Peachpit press puts out. But for the true Illustrator novice--I think this book can be really beneficial for you!
One last point, I think that I would've liked to see more examples and images of Illustrator-created work as examples for each of the tools that were explained and expounded on in each chapter. This is what helps inspire me as a designer, seeing other people's work and seeing how I can do something similar with an ordinary Illustrator tool.
Again, for a beginner who is just starting out--this book is to the point, well written and can help you be on the road to learning Illustrator in an easy & topically driven way.
Great for Illustrator NewbeesReview Date: 2006-12-31

Used price: $0.41

Very Good toolReview Date: 2006-12-26
images whether they be human form or objects and machinery as well as the use of light affects such as ray tracng and fogs for affects and a long list of apps that work with it to do a complete animated or special efects film,many products mentioned are not avilable any longer though,similes may be found elsewheres.A complete handbook for endusers of such needs as film special effects and fine tuning of imagery in film or video.
Pure PowerReview Date: 2004-03-10
i'm sure there one better than thisReview Date: 2004-03-02
The book itself consist in two big proyects, where you finally get two animations, as the result of a extensive use of many tools. The rest of the book it's filled up with some quick tutorials, that are not very different from that ones found on the web.
In conclusion, I would expect a more modling and animating dedicated book, and not a book trying to teach you a little of everything without getting in depth in anything.
PD: If you are used to those step by step tutorial books, DO NOT BUY THIS BOOK, it sometimes skip steps in the proyect, like assuming you already know how to reach the next step.
Could be betterReview Date: 2004-02-12
by Boris Kulagin, and in my opinion, i am advanced but this book is written for complete Pro's. Within 15 minutes of starting the first project i was already confused about how something got there, i followed the instructions exactly and even started again to see if i missed something and the same thing happened at the same bit. On one page you would have what you have and then you turn over and theres a completely different section. Later on in the book when i tried another project, again i got lost about something magically appearing, its as if i have several pages missing in the middle of a project. This book is VERY advanced and maybe more, you must have magical powers to know whats going on sometimes. I have read other books that are better in explanation, this book could have been better with about 100 pages more just to give those extra few sentances on whats happening. If you plan on buying this book its advised to get the previous book "3DS max 4: objects to animation" as there are many references to it throughout. The CD provided has a few useful plugins etc, but thats the best bit about this book. In honest truth to you i would shop around for another title. Espeacially if you are a begginer.
Money for old ropeReview Date: 2004-03-15
I find it offensive that an author can exploit the ambition of a novice - providing nothing but empty promises.
Free tutorials on the internet are by far the most diverse and useful resource available to an emerging modeller and animator.
DO NOT BUY THIS BOOK.

Used price: $11.88

Book shipmentReview Date: 2006-08-09
Pretty Pictures - Poor Build InfoReview Date: 2006-12-31
In a nutshell: I was looking for a book to help build a high-end PC from the ground up. I ordered this book used. As others indicate above, if you like pretty pictures of exotic PCs, this book is for you. If you want specific pictures for how to build such a PC, avoid this book. There are no step by step photos that show how to assemble the Motherboard with components...where to put the chip (processor); how to hold the chip (and how not to hold the chip) as you place it on the Motherboard; how to apply thermal paste (Arctic); how to place a Zalman fan over the chip....Anyway, these are the important things one needs to know (+see) in order to assemble one of these high end computers.
My advice: look elsewhere for a how to build book. However, if you want pretty pictures of what a fancy computer looks like, or flashy color photos of a nice motherboard, or a nice power supply...then this book is for the dreamer in you. Trust me though: look elsewhere for a book that will walk you through step by step - how to build a PC adding one part at a time.
Awesome Pictures!Review Date: 2006-10-07
Not exactly a wealth of information.Review Date: 2007-03-31
Great images, but...Review Date: 2006-11-15

Used price: $65.77

Fun, Fun, FunReview Date: 2008-09-24
Not ImpressedReview Date: 2003-09-29
Frankly for this price, I expected something a bit flashier and filled with reproducibles that I would want to copy and hand out. The way it looks now, and with it's unwieldy format, it's going to sit on my shelf.
If I hadn't spilled water on it, I would have sent it back for a refund.
Helpful resource that could be improvedReview Date: 2007-05-14
If you are willing to devote 30+ minutes to finding an activity, you are sure to find one (or five) that are ideal for your training event. The fact that individual "games" can be removed from the ring binder is also helpful. This allows you to use the activities without carrying the whole book around, and to easily photocopy sheets for individual participants as some activities require.
However, there are some significant downsides. There is no real way to find appropriate activities without flipping through virtually the entire book. A large number of the activities aren't very good. And, most of the book is in a strange "typewriter" typeface that makes it look like it came from 1972. (Oddly, there are some pages which are randomly sprinkled through the book that use a different, more recent-looking typeface.)
To really upgrade its usefulness, Games . . . would benefit from taking a leap into the computer age. In other words, along with the printed book, a computer CD should be included. This could feature a good, searchable index, which is now lacking. It would also make it possible to print out games, and modify handouts on the computer to your organization's needs.
I've never bought any other resources like this, so I can't say if this is better or worse than others. I can say that in spite of the steep price and the drawbacks, I'm definitely glad I purchased it. It was very useful to me, and will be again in the future. However, there are a few simple steps the authors and publishers could take to greatly improve it.
Trainers DreamReview Date: 2006-11-03
Lots of games hereReview Date: 2004-12-08
Related Subjects: Designers Development Tools and Software
More Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231