Enter the Players

Enter the Players PDF

Author: Thomas S. Hischak

Publisher: Scarecrow Press

Published: 2003

Total Pages: 366

ISBN-13: 9780810847613

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"Each player is discussed in a brief biography, followed by a complete list of every play and character they performed in New York. Also included are plays and musicals that were heading to New York but closed before opening. Cast replacements are indicated as well as Tony nominations and awards. Within Enter the Players, each actor comes alive as his or her career is revealed step-by-step, role-by-role. This book is an invaluable reference work and provides hours of fascinating browsing for anyone who loves theatre."--BOOK JACKET.

Players Making Decisions

Players Making Decisions PDF

Author: Zack Hiwiller

Publisher: New Riders

Published: 2015-12-09

Total Pages: 644

ISBN-13: 013439464X

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Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it

Infamous Players

Infamous Players PDF

Author: Peter Bart

Publisher: Hachette Books

Published: 2011-05-09

Total Pages: 305

ISBN-13: 1602861439

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In 1967, Peter Bart, then a young family man and rising reporter for the New York Times, decided to upend his life and enter the dizzying world of motion pictures. Infamous Players is the story of Bart's whirlwind journey at Paramount, his role in its triumphs and failures, and how a new kind of filmmaking emerged during that time. When Bart was lured to Paramount by his friend and fellow newcomer, the legendary Robert Evans, the studio was languishing, its slate riddled with movies that were out of touch with the dynamic sixties. By the time Bart left Paramount, in 1975, the studio had completed a remarkable run, with films such as The Godfather, Rosemary's Baby, Harold and Maude, Love Story, Chinatown, Paper Moon, and True Grit. But this new golden era at Paramount was also fraught with chaos and company turmoil. Drugs, sex, runaway budgets, management infighting, and even the Mafia found their way onto the back lot, making Paramount surely one of the most unpredictable, even bizarre, studios in the history of the movie industry. Bart reflects on Paramount's New Hollywood era with behind-the scenes details and insightful analysis; here too are his fascinating recollections of the icons from that time: Warren Beatty, Steve McQueen, Robert Redford, Clint Eastwood, Jack Nicholson, Marlon Brando, Al Pacino, Francis Ford Coppola, Roman Polanski, and Frank Sinatra, among others. For over four decades, first on the inside as a studio executive and later as the longtime editor in chief of Variety, Peter Bart has viewed Hollywood from an incomparable vantage point. The stories he tells and the lessons we learn from Infamous Players are essential for anyone who loves movies.

Experimental Economics

Experimental Economics PDF

Author: Nicolas Jacquemet

Publisher: Cambridge University Press

Published: 2018-11-29

Total Pages: 475

ISBN-13: 1107060273

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Over the past two decades, experimental economics has moved from a fringe activity to become a standard tool for empirical research. With experimental economics now regarded as part of the basic tool-kit for applied economics, this book demonstrates how controlled experiments can be a useful in providing evidence relevant to economic research. Professors Jacquemet and L'Haridon take the standard model in applied econometrics as a basis to the methodology of controlled experiments. Methodological discussions are illustrated with standard experimental results. This book provides future experimental practitioners with the means to construct experiments that fit their research question, and new comers with an understanding of the strengths and weaknesses of controlled experiments. Graduate students and academic researchers working in the field of experimental economics will be able to learn how to undertake, understand and criticise empirical research based on lab experiments, and refer to specific experiments, results or designs completed with case study applications.

Interactive Stories and Video Game Art

Interactive Stories and Video Game Art PDF

Author: Chris Solarski

Publisher: CRC Press

Published: 2017-01-20

Total Pages: 192

ISBN-13: 1315401215

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The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.