Foul Play Or Crunch


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The Video Game Industry


The Video Game Industry

Author: Peter Zackariasson

language: en

Publisher: Routledge

Release Date: 2012-08-21


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The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Developer's Dilemma


Developer's Dilemma

Author: Casey O'Donnell

language: en

Publisher: MIT Press

Release Date: 2014-11-21


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Step inside the shoes of video game creators in this fascinating look at game development—and how it can inform our understanding of work. Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O’Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O’Donnell shows that the ability to play with the underlying systems—technical, conceptual, and social—is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process. Drawing on extensive fieldwork in game studios in the United States and India, O’Donnell stakes out new territory empirically, conceptually, and methodologically. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a “rant” about lessons learned and tools mastered. O’Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, “socially mandatory” overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. He links work practice to broader systems of publishing, manufacturing, and distribution; introduces the concept of a privileged “actor-intra-internetwork”; and describes patent and copyright enforcement by industry and the state.

The Frank Peretti Collection


The Frank Peretti Collection

Author: Frank E. Peretti

language: en

Publisher: Thomas Nelson

Release Date: 2015-06-16


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Now available in one volume—three thrillers from Frank Peretti! The Oath An ancient sin. A long forgotten oath. A town with a deadly secret. Something evil is at work in Hyde River, an isolated mining town in the mountains of the Pacific Northwest. Under the cover of darkness, a predator strikes without warning—taking life in the most chilling and savage fashion. The community of Hyde River watches in terror as residents suddenly vanish. Yet, the more locals are pressed for information, the more they close ranks, sworn to secrecy by their forefathers’ hidden sins. Only when Hyde River’s secrets are exposed is the true extent of the danger fully revealed. What the town discovers is something far more deadly than anything they’d imagined. Something that doesn’t just stalk its victims, but has the power to turn hearts black with decay as it slowly fills their souls with darkness. The Visitation The sleepy, eastern Washington wheat town of Antioch has become a gateway for the supernatural—from sightings of angels and a weeping crucifix to a self-proclaimed prophet with an astounding message. The national media and the curious all flock to the little town—a great boon for local business but not for Travis Jordan. The burned-out former pastor has been trying to hide his past in Antioch. Now the whole world is headed to his backyard to find the Messiah, and in the process, every spiritual assumption he has ever held will be challenged. The startling secret behind this visitation ultimately pushes one man into a supernatural confrontation that has eternal consequences. Monster Some monsters are real. Miles away from the hectic city, Reed and Rebecca hike into the beautiful Northwester woods. They are surrounded by gorgeous mountains, waterfalls, and hundreds of acres of unspoiled wilderness. During their first night camping, an unearthly wail pierces the calm of the forest. Then something emerges from the dense woods. Everything that follows is a blur to Reed—except the unforgettable image of a huge creature carrying his wife into the darkness. Enter into deep wilderness where the rules of civilization no longer apply. A world where strange shadows lurk. Where creatures long attributed to overactive imaginations and nightmares are the hunters . . .and people are the hunted.