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"A razor-sharp comedy and a smart meditation on the nature of
gaming." --"Boston Globe"
YOU determine the story! YOU choose your own destiny! When Russell gets a job at Black Arts games, he reunites with the people who were once his closest friends: the people who he spent hours designing, playing and discussing games with. He soon realises that all is not well at Black Arts. There's a software glitch threatening the next revolutionary product launch - and in order to find it and save his job Russell has to follow it back through twenty years of real and virtual worlds, boardrooms, computer camps, rivalry and loss. You is a story of facing dangers, realising that the most obvious path isn't always the best one to follow, and learning that playing a game can sometimes save your life.
This is the story of the great con game that was the late twentieth century, of American history's worst presidency, of how I learned to lie. It is not history as you know it. There are at least three sides to this story, and I'm telling both of mine. I promise you I will show the same contempt for the historical record that it has shown for me. My name is Richard Milhous Nixon. I swore an oath to preserve, protect and defend the Constitution, and I have seen the devil walk. An alternate history, a horror novel, a political satire and a study of what people will sacrifice to succeed, CROOKED is the ultimate inside story of the strange, all-too-human monsters at the heart of American power.
The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs.
Doctor Impossible--evil genius, would-be world
conqueror--languishes in prison. Shuffling through the cafeteria
line with ordinary criminals, he wonders if the smartest man in the
world has done the smartest thing he could with his life. After
all, he's lost every battle he's ever fought. But this prison won't
hold him forever.
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