Game Ideas Journal
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Author | : |
Publisher | : |
Total Pages | : 122 |
Release | : 2020-01-16 |
Genre | : |
ISBN | : 9781661854263 |
This handy notebook is perfect for game developers to quickly jot down ideas for video games . If you're an game Developer or game designer, chances are that you're constantly coming up with ideas for cool and interesting games to make. This journal allows you to quickly record and keep track of them for brainstorming purposes, or for future use. Would make a perfect gift for anyone interested in game design or becoming a game developer. Each page has a space at the top for writing the title or name of the game idea, a space for filling in how long you estimate that the project would take and a space for the game's "elevator pitch". (a sentence or two that explains your game) as well as a game developing progress to keep traking your level of progress . The rest of each page is simply filled with blank lines to write whatever you want about the game idea.
Author | : Dimitris Chassapakis |
Publisher | : |
Total Pages | : 148 |
Release | : 2017-02 |
Genre | : |
ISBN | : 9781635871722 |
Journal 29 is a unique book game where you can solve riddles and puzzles and submit your answers online to get the keys and move forward.To solve the riddles, you need to think out of the box.You can write, draw, search, fold pages, combine different methods and try to get those riddles right.Journal 29 is a 148 pages book providing over 63 riddles you can solve.
Author | : Kristy Alpert |
Publisher | : Happy Fox Books |
Total Pages | : 64 |
Release | : 2021-05-25 |
Genre | : |
ISBN | : 9781641240994 |
Pack up the family car, hit the road, and entertain the kids for the entire trip - no phones or screens required! Adventure Awaits! Road Trip Activities & Travel Journal for Kids is a must-have activity book/journal for kids to enjoy as you reach your destination. Including car games, mad libs, puzzles, writing prompts, questionnaires, interview ideas, scavenger hunts, brainteasers, and more, this road trip book is filled with more than 50 entertaining activities and endless fun. Design your own license plate, sketch your souvenirs, fill in bingo cards with what you find from looking out the window, and enjoy the journey as much as the vacation itself! Author Kristy Alpert is an award-winning freelance travel journalist and has work featured in Fodor's Travel, Travel Weekly, Yahoo! Travel, Refinery29, AFAR, and several other popular publications.
Author | : Katie Salen Tekinbas |
Publisher | : MIT Press |
Total Pages | : 680 |
Release | : 2003-09-25 |
Genre | : Computers |
ISBN | : 9780262240451 |
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Author | : John Willinsky |
Publisher | : Digital Libraries and Electron |
Total Pages | : 320 |
Release | : 2006 |
Genre | : Computers |
ISBN | : |
Questions about access to scholarship have always raged. The great libraries of the past stood as arguments for increasing access. John Willinsky describes the latest chapter in this ongoing story - online open access publishing by scholarly journals and makes a case for open access as a public good.
Author | : Mary Flanagan |
Publisher | : MIT Press |
Total Pages | : 363 |
Release | : 2013-02-08 |
Genre | : Computers |
ISBN | : 0262518651 |
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
Author | : Jeremiah McCall |
Publisher | : Routledge |
Total Pages | : 198 |
Release | : 2013-06-17 |
Genre | : Education |
ISBN | : 1136832092 |
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.
Author | : Myraki Myraki Studio |
Publisher | : |
Total Pages | : 100 |
Release | : 2018-08-02 |
Genre | : |
ISBN | : 9781724675125 |
Small 5x8 inch journal perfect for carrying around and keeping track of all the things that need to be done.1/2 lined to doodle 1/2 blank.
Author | : Amazeinks |
Publisher | : Independently Published |
Total Pages | : 132 |
Release | : 2019-06-07 |
Genre | : |
ISBN | : 9781072666899 |
Become An Awesome Gamer with this Large Lined 8.5 x 11 (130 Pages) Gaming journal NoteBook All Gamers want to be THE BEST whatever the Game be it Fortnite, Minecraft, Game Of Thrones, World of Warcraft even Roblox! This Journal will become an awesome Diary For your Battle Wins or Strategies Now fans can chronicle their adventures in this finely Lined Workbook Celebrate your Epic Gameplay When Winning Ideas Strike write them Down Great When Travelling Excellent Birthday or Christmas Gifts Back To School Notebook
Author | : Ryder Carroll |
Publisher | : Fourth Estate |
Total Pages | : 0 |
Release | : 2021-12 |
Genre | : Self-Help |
ISBN | : 9780008261405 |
THE NEW YORK TIMES BESTSELLER Transform your life using the Bullet Journal Method, the revolutionary organisational system and worldwide phenomenon. The Bullet Journal Method will undoubtedly transform your life, in more ways than you can imagine' Hal Elrod, author of The Miracle Morning In his long-awaited first book, Ryder Carroll, the creator of the enormously popular Bullet Journal organisational system, explains how to use his method to: * TRACK YOUR PAST: using nothing more than a pen and paper, create a clear, comprehensive, and organised record of your thoughts and goals. * ORDER YOUR PRESENT: find daily calm by prioritising and minimising your workload and tackling your to-do list in a more mindful and productive way. * PLAN YOUR FUTURE: establish and appraise your short-term and long-term goals, plan more complex projects simply and effectively, and live your life with meaning and purpose. Like many of us, Ryder Carroll tried everything to get organised - countless apps, systems, planners, you name it. Nothing really worked. Then he invented his own simple system that required only pen and paper, which he found both effective and calming. He shared his method with a few friends, and before long he had a worldwide viral movement. The system combines elements of a wishlist, a to-do list, and a diary. It helps you identify what matters and set goals accordingly. By breaking long-term goals into small actionable steps, users map out an approachable path towards continual improvement, allowing them to stay focused despite the crush of incoming demands. But this is much more than a time management book. It's also a manifesto for what Ryder calls "intentional living": making sure that your beliefs and actions align. Even if you already use a Bullet Journal, this book gives you new exercises to become more calm and focused, new insights on how to prioritise well, and a new awareness of the power of analogue tools in a digital world. *** This book has been printed with three different colour designs, black, Nordic blue and emerald. We are unable to accept requests for a specific cover. The different covers will be assigned to orders at random. ***