Category: Livros
Livros com as histórias de videojogos
Vem aí mais uma coleção de livros, desta vez sobre a história de alguns videojogos.
o primeiro “Super Mario. Tudo começou com o Mario” a 2,99 €
contas por alto: 60 livros, total de 766,40 €, o que dá +-12,78 € por livro mas existe a coleção básica que são +- 66euros
Da lista surgem:
Entrega 1: Super Mario. Tudo começou com o Mario
Data de venda nas bancas: 05.09.2024
Entrega 2: Zelda. A saga mais inovadora
Data de venda nas bancas: 17.09.2024
Entrega 3: Resident Evil. O terror torna-se interativo
Data de venda nas bancas: 01.10.2024
Entrega 4: Final Fantasy. RPG made in Japan
Data de venda nas bancas: 15.10.2024
Entrega 5: Sonic. A revolução da velocidade
Data de venda nas bancas: 29.10.2024
Entrega 6: Assassin’s Creed. A saga com mais vidas
Data de venda nas bancas: 05.11.2024
Entrega 7: Super Mario. Mario no século XXI
Data de venda nas bancas: 12.11.2024
Entrega 8: Metal Gear Solid. Entre o cinema e os videojogos
Data de venda nas bancas: 19.11.2024
Entrega 9: Street Fighter. A derradeira saga de luta
Data de venda nas bancas: 26.11.2024
Entrega 10: Tomb Raider. Lara Croft, a celebrity dos videojogos
Data de venda nas bancas: 03.12.2024
Entrega 11: Silent Hill. O auge do terror psicológico
Data de venda nas bancas: 10.12.2024
Entrega 12: Pokémon. O jogo que criou uma indústria
Data de venda nas bancas: 17.12.2024
Entrega 13: Zelda. Em direção a Breath of the Wild e Tears of the Kingdom
Data de venda nas bancas: 24.12.2024
Entrega 14: Monkey Island. Os melhores gráficos de aventura
Data de venda nas bancas: 31.12.2024
Entrega 15: Final Fantasy VII. A derradeira fantasia
Data de venda nas bancas: 07.01.2025
Entrega 16: Grand Theft Auto. Ação urbana até ao limite
Data de venda nas bancas: 14.01.2025
Entrega 17: Super Mario 64. Os primórdios da era 3D
Data de venda nas bancas: 21.01.2025
Entrega 18: Dark Souls. A fantasia negra mais exigente
Data de venda nas bancas: 28.01.2025
Entrega 19: The Witcher. O auge do RPG imersivo
Data de venda nas bancas: 04.02.2025
Entrega 20: The Last of Us. A maturidade dos videojogos
Data de venda nas bancas: 11.02.2025
Entrega 21: Zelda: Ocarina of Time. O Zelda mais lendário
Data de venda nas bancas: 18.02.2025
Entrega 22: Sonic. Velocidade, agora em 3D
Data de venda nas bancas: 25.02.2025
Entrega 23: Call of Duty. A guerra na primeira pessoa
Data de venda nas bancas: 04.03.2025
Entrega 24: Street Fighter II. O rei das arcadas
Data de venda nas bancas: 11.03.2025
Entrega 25: The Elder Scrolls. RPG e mundos abertos
Data de venda nas bancas: 18.03.2025
Entrega 26: DOOM. O pioneiro dos shooter na primeira pessoa
Data de venda nas bancas: 25.03.2025
Entrega 27: God of War. O deus da ação da PlayStation
Data de venda nas bancas: 01.04.2025
Entrega 28: Grand Theft Auto V. Vida de gangster virtual
Data de venda nas bancas: 08.04.2025
Entrega 29: Gran Turismo. O clássico da condução
Data de venda nas bancas: 15.04.2025
Entrega 30: Donkey Kong. A lenda das plataformas
Data de venda nas bancas: 22.04.2025
Entrega 31: World of Warcraft. O grande RPG online
Data de venda nas bancas: 29.04.2025
Entrega 32: God of War Ragnarök. A ação mais cinematográfica
Data de venda nas bancas: 06.05.2025
Entrega 33: Castlevania. O Drácula aterroriza as consolas
Data de venda nas bancas: 13.05.2025
Entrega 34: Minecraft. O sandbox torna-se global
Data de venda nas bancas: 20.05.2025
Entrega 35: Skyrim. O precursor do mundo aberto moderno
Data de venda nas bancas: 27.05.2025
Entrega 36: FIFA. O franchise desportivo de maior sucesso
Data de venda nas bancas: 03.06.2025
Entrega 37: Baldur’s Gate. Feiticeiros, bárbaros e elfos
Data de venda nas bancas: 10.06.2025
Entrega 38: Half-life. A nova geração dos shooter
Data de venda nas bancas: 17.06.2025
Entrega 39: League of Legends. O rei dos desportos eletrónicos
Data de venda nas bancas: 24.06.2025
Entrega 40: The Sims. A arte de simular a vida real
Data de venda nas bancas: 01.07.2025
Entrega 41: StarCraft. Estratégia numa escala nunca antes vista
Data de venda nas bancas: 08.07.2025
Entrega 42: Pac-Man. Os jogos de arcada que mudaram o mundo
Data de venda nas bancas: 15.07.2025
Entrega 43: Age of Empires. A estratégia mais icónica
Data de venda nas bancas: 22.07.2025
Entrega 44: Dragon Quest. O pai do RPG japonês
Data de venda nas bancas: 29.07.2025
Entrega 45: Tetris. O quebra-cabeças que revolucionou o mundo
Data de venda nas bancas: 05.08.2025
Entrega 46: Halo. A maturidade do shooter
Data de venda nas bancas: 12.08.2025
Entrega 47: Fortnite. O videojogo como fenómeno global
Data de venda nas bancas: 19.08.2025
Entrega 48: Metroid. A revolução das aventuras em 2D
Data de venda nas bancas: 26.08.2025
Entrega 49: Diablo. A grande batalha no inferno
Data de venda nas bancas: 02.09.2025
Entrega 50: Mortal Kombat. A luta mais extrema
Data de venda nas bancas: 09.09.2025
Entrega 51: Devil May Cry. A ação 3D sobe de nível
Data de venda nas bancas: 16.09.2025
Entrega 52: Elite. E os jogos dos primeiros computadores domésticos
Data de venda nas bancas: 23.09.2025
Entrega 53: Mass Effect. O auge da ficção científica interativa
Data de venda nas bancas: 30.09.2025
Entrega 54: Tekken. O rei da luta 3D
Data de venda nas bancas: 07.10.2025
Entrega 55: Red Dead Redemption. O Far West mais genuíno
Data de venda nas bancas: 14.10.2025
Entrega 56: Uncharted. A grande aventura da PlayStation
Data de venda nas bancas: 21.10.2025
Entrega 57: Nier Automata. Uma revolução narrativa
Data de venda nas bancas: 28.10.2025
Entrega 58: Kingdom Hearts. RPG com magia Disney
Data de venda nas bancas: 04.11.2025
Entrega 59: Elden Ring. O mundo aberto mais desafiante
Data de venda nas bancas: 11.11.2025
Entrega 60: Bioshock. A narrativa mais envolvente
Data de venda nas bancas: 18.11.2025
+infos(oficial): LINK
The Rules We Break : Play games. Solve problems. Design better.
Vai estar brevemente disponivel o livro The Rules We Break : Play games. Solve problems. Design better de Eric Zimmerman. De acordo com o autor o livro:
“Games and exercises to help designers understand how people think, how systems work, and how a design process can unfold.
Exercises in Play, Systems, and Design is a collection of hands-on, real-world exercises for designers of all kinds. Games and play can help designers understand how people think, how systems work, and how a design process can unfold. The exercises are sometimes played on a tabletop, and sometimes are physical and social games, but they are all thought-provoking and (of course!) very fun to play. The book is divided into three sections, games that can be played in 30 minutes, 2 hours, and a day or more. They are valuable for anyone who wants to know more about how people think, how systems work, how to create meaningful experiences, and how to redesign the world for the better.
Short, inspirational essays begin each section, where readers learn about productive collaboration, creative problem solving, how to communicate ideas, and analyzing how systems work.”
O livro tem um site do qual se podem retirar alguns documentos para serem impressos. Tratam-se dos extras/tabuleiros para serem jogados porque quem vai ler o livro :)
+infos(oficial): https://theruleswebreak.com/
Novo ano e mais livros
A malta da editora BitMap Books já tem disponibilizada a possibilidade de compra do novo livro “Go Straight: The Ultimate Guide to Side-Scrolling Beat-’Em-Ups”, que retrata ao longo de 450 páginas alguns dos jogos que foram desenvolvidos e que são do género beat-’em-up”. A lista é extensa e ao longo das 450 páginas estes jogos são apresentados e ilustrados centenas destes jogos. Em fevereiro de 2022 vai ser disponibilizado.
+infos(oficial): LINK
O livro “Game Writing, Narrative Skills for Videogames”
Mais um daqueles livros que pretendo ler: “Game Writing, Narrative Skills for Videogames” com a edição de Chris Bateman. Do livro consta o seguinte texto de apresentação:
“As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative.
Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today’s game industry and presents them as practical articles accompanied by exercises for developing the skills discussed. The book carefully explains the foundations of the craft of game writing, detailing all aspects of the process from the basics of narrative to guiding the player and the challenges of nonlinear storytelling. Throughout the book there is a strong emphasis on the skills developers and publishers expect game writers to know.
This second edition brings the material up to date and adds four new chapters covering MMOs, script formats, narrative design for urban games, and new ways to think about videogame narrative as an art form. Suitable for both beginners and experienced writers, Game Writing is the essential guide to all the techniques of game writing. There’s no better starting point for someone wishing to get into this exciting field, whether they are new game writers wishing to hone their skills, or screenwriters hoping to transfer their skills to the games industry.”
E ainda conta com as seções de:
1. Introduction to Game Narrative, Richard Dansky
2. The Basics of Narrative, Stephen Jacobs
3. Writing for Games, Richard Boon
4. Nonlinear Game Narrative, Mary DeMarle
5. Keeping the Player on Track, Chris Bateman
6. Game Characters, Andrew S. Walsh
7. Cut Scenes and Scripted Events. Richard Dansky
8. Writing Comedy for Videogames, Ed Kuehnel and Matt Entin
9. Writing for Licenses, James Swallow
10. The Needs of the Audience, Rhianna Pratchett
11. Beware of the Localization, Tim Langdell
12. Adding Magic: The Voice Actors, Coray Seifert
13. Interchangeable Dialogue Content, Dr. Ernest Adams
14. Dialogue Engines, Chris Bateman
15. Massively Multiplayer Storytelling, Dr. Richard A. Bartle
16. The Tales Cities Tell, Dr. Konstantinos Dimopoulos
17. Interactive Script Formats, Wendy Despain
18. The Avatar and the Player’s Mask, Chris Bateman
+infos(oficial): LINK
Life Is A Game: The inspirational success story of a legendary game developer (livro)
Encontrei esta referência que me parece ser bastante interessante: “Life Is A Game: The inspirational success story of a legendary game developer” por Mev Dinc. Mev Dinc foi/é um game developer nos anos 80 e seguintes e que decidiu partilhar as suas histórias e aventuras neste negócio com a comunidade.
Pretendo ler este livro, mas o preço está a variar entre os 39euros e os 24euros, vamos ver como fica nos próximos tempos.
+infos(loja): LINK
One Up: Creativity, Competition, and the Global Business of Video Games
saiu ou está quase a sair um livro de nome “One Up: Creativity, Competition, and the Global Business of Video Games“, que não tratando do tema que mais me agrada (o Game Desgin) parece apontar para o lado do negócio e dos valores na industria do desenvolvimento dos videojogos.
acho sempre interessante esta análise, nem que seja para chamar a atenção que esta industria vende mais do que tudo o resto.
o autor, Joost van Dreunen, também tem um blog onde vai partilhando alguns comentários sobre o que se passa no mundo e fazendo algumas análises ao mercado, e que merecem ser lidas :) encontrei este tópico acerca das receitas de comissões e vendas que a diferentes lojas digitais estão a implementar (LINK)
+infos(autor): https://www.superjoost.net/book
+infos(loja): LINK
Livros a ler/comprar.. prendas?
Eurogames: The Design, Culture and Play of Modern European Board Games, 2012, de Stewart Woods
+infos(na loja): LINK
It’s All a Game: The History of Board Games from Monopoly to Settlers of Catan, 2017,de Tristan Donovan
+infos(na loja): LINK
Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition 4th Edition, 2018, de Tracy Fullerton
+infos(na loja): LINK
Rules of Play – Game Design Fundamentals, 2003, de K Salen
+infos(na loja): LINK
Umas lindas histórias..
Encontrei esta editora, a Bitmap Books, que tem publicado uns livros muitos interessantes, relacionados com as histórias dos videojogos. A quase totalidade do livros têm um destaque muito especial para imagens dos videojogos, acompanhados de algumas histórias acerca dos mesmos. Das publicações já consta uma lista muito interessante e diversificada, na qual se pode encontrar:
Commodore Amiga: a visual Commpendium
Super Famicom: The Box Art Collection
Generation 64 – How the Commodore 64 inspired a generation of Swedish gamers
A Gremlin in the Works
Sinclair ZX Spectrum: a visual compendium
Commodore 64: a visual Commpendium
NES/Famicom: a visual compendium
SNES/Super Famicom: a visual compendium
NEOGEO: A VISUAL HISTORY
SEGA® Master System: a visual compendium
The Art of Point-and-Click Adventure Games
The CRPG Book: A Guide to Computer Role-Playing Games
H.G. Wells: The War of the Worlds Illustrated
ARTCADE – The Book of Classic Arcade Game Art (Extended Edition)
Metal Slug: The Ultimate History
The SNES Pixel Book
Atari 2600/7800: a visual compendium
Micro but Many: an unofficial Micro Machines collection
Ainda não tive o prazer de conhecer nenhum dos livros mas irei sem duvida querer ter acesso a dois/três deles :) Guess what? :P
(8/9/2020) refiz a minha lista de leitura.. e vou atacar os livros:
The Art of Point-and-Click Adventure Games
The Games That Weren’t
+infos(Bitmap Books): https://www.bitmapbooks.co.uk/
Estudos sobre gamedesign e assuntos relacionados!
A Carnegie Mellon University, mais concretamente o Carnegie Mellon University – Entertainment Technology Center, nos estados unidos tem uma série de documentos LIVRES acerca do design de videojogos. Nesta altura os títulos que encontrei foram:
Beyond Fun de Drew Davidson
Analog Game Studies, volume one, de Emma Leigh Waldron, Evan Torner, Aaron Trammell
Analog Game Studies, volume three, de Emma Leigh Waldron, Aaron Trammell, Evan Torner
Analog Game Studies, volume two, de Aaron Trammell, Emma Leigh Waldron, Evan Torner
Game Design Research de Petri Lankoski, Jussi Holopainen
Game Design Snacks de José P. Zagal
Game Jam Guide de Sara Cornish, Matthew Farber, Alex Fleming, Kevin Miklasz
Game Mods de Erik Champion
Game Research Methods de Petri Lankoski, Staffan Björk
Learning, Education and Games (Vol. 1) de Karen Schrier
Learning, Education and Games (Vol. 2) de Karen Schrier
Ludoliteracy de José P. Zagal
Missions for Thoughtful Gamers de Andrew Cutting
Mobile Media Learning de Seann Dikkers, John Martin, Bob Coulter
Mobile Media Learning de Christopher Holden, Seann Dikkers, John Martin, Breanne Litts
Possible Worlds in Video Games de Antonio José Planells de la Maza
Real Time Research de Seann Dikkers, Eric Zimmerman, Kurt Squire, Constance Steinkuehler
Tabletop de Greg Costikyan, Drew Davidson
The Game Beat de Kyle Orland
Transmedia Storytelling de Max Giovagnoli
Well Played 1.0 de Drew Davidson
Well Played 2.0 de Drew Davidson
Well Played 3.0 de Drew Davidson
+infos(oficial): http://press.etc.cmu.edu/
Handmade pixels: independent video games and the quest for authenticity
:) hoje é dia para divulgar por aqui livros, mais um: “Handmade pixels: independent video games and the quest for authenticity” de Jesper Juul
Acerca do livro:
“An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium.
Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium.
Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence.
Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn’t a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.”
Os conteúdos são:
Introduction
High-Tech Low-Tech Authenticity: The Creation of Independent Style at the Independent Games Festival
A selective History of Independen Games
How to Make and Independent Games
The Aesthetics of the Aesthetics of the Aesthetics of Video Games
Whoe Cares If It’s a Game?
Conclusions: Independent Evermore
+infos(oficial): LINK
Time and Space in Video Games: A Cognitive-Formalist Approach
Outro livro que gostava de ter acesso: Time and Space in Video Games: A Cognitive-Formalist Approach (Studies of Digital Media Culture, Bd. 9) de Federico Alvarez Igarzábal
“Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. The first book-length study exclusively dedicated to the topic, it is an indispensable resource for game scholars and game developers alike, while its reader-friendly style makes it readily accessible to the interested layperson.”
os conteúdos são:
Brain time in virtual space
“the state machine and the present moment”
“structuring gametime”
“cause, effect, and player-centric time
Interation in virtual space
“predictive thinking in virtual worlds”
“the goundhog day effect”
“the hybrid narrator”
Through the temporal landscape
“the speed of time”
“marshmallows and bullets”
“Chekhov’s BFG”
Conclusion
+infos(oficial): LINK
+infos(google books): LINK
Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3.0
Aqui está um livro daqueles que gostava de testar: “Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3.0” dos autores Ariel Manzur e George Marques
Do programa do livro e em 24h faz parte:
Hour 1. Introducing the Godot Engine
Hour 2. Scene System
Hour 3. 2D Graphics
Hour 4. Scripting
Hour 5. Game 1: Space Shooter
Hour 6. More Scripting
Hour 7. Handling Input
Hour 8. Physics System
Hour 9. User Interface
Hour 10. Animation
Hour 11. Game Flow
Hour 12. File System
Hour 13. 3D Graphics
Hour 14. Project Management
Hour 15. Materials and Shaders
Hour 16. Lights and Shadows
Hour 17. Game 2: Bloxorz Clone
Hour 18. Environments
Hour 19. Sound
Hour 20. Particle System
Hour 21. Viewports and Canvas
Hour 22. Networking
Hour 23. Game 3: Networked Bomberman Clone
Hour 24. Exporting the Project
Hour 25. Native Code
+infos(oficial): LINK
Livros acerca do ZX Spectrum
Um dia pode ser que vá ler sobre isto, pela editora Melbourne House:
Spectrum Machine for the Absolute Beginner de William Tang
Understanding your Spectrum de Ian Logan
Over the Spectrum de Philip Williams
Spectrum Machine Language for the Absolute Beginner de William Tang
Super Charge your Spectrum de David Web
Spectrum Hardware Manual de Adrian Dickens
The Complete Rom Disassembly de Ian Logan e Frank O’Hara
Spectrum Micronet Book de Alan Giles
Encontrei entretanto este site que é um repositório de dados acerca da família ZX Spectrum:
https://spectrumcomputing.co.uk/
The Pyramid of Game Design
Gostava de ter acesso a este livro “The Pyramid of Game Design” de Nicholas Lovell:
“Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers.
In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it.
Harness the Base, Retention and Superfan Layers to create a powerful Core Loop.
Design the player Session to keep players playing while being respectful of their time.
Accept that there are few fixed rules: just trade-offs with consequences.
Adopt Agile and Lean techniques to “learn what you need you learn” quickly
Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games.
Adapt your marketing techniques to the reality of the service game era
Consider the ethics of game design in a rapidly changing world.
Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers.
”
+infos(editora): LINK
Ian Livingstone e James Wallis o livro..
Board Games in 100 Moves por Ian Livingstone e James Wallis, gostava de o ler :)
“Journey through 8,000 years of history, from Ancient Egyptian Senet and Indian Snakes and Ladders, right up to role-play, fantasy and hybrid games of the present day.
More than 100 games are explored chronologically, from the most ancient to the most modern. Every chapter is full of insightful anecdotes exploring everything from design and acquisition to game play and legacy.
Discover tales of Buddha’s banned games, stolen patents, boards smuggled into prison, and Dungeons & Dragons hysteria. Roll six to start, pass go, and learn more about your favourite board games, from Mahjong to Monopoly and more!”
+infos(loja): LINK
Humble book bundle: become a game developer (uma campanha)
Esta é mais uma campanha apoiada pela malta da Humble.. a lista é:
Unity 2018 Artificial Intelligence Cookbook, Second Edition
Hands-on Game Development with Unity 2018.1, Video
Mobile Game Development with Unity 3D 2019, Video
Game Design with Unity 2019, Video
Unity Artificial Intelligence Programming, Fourth Edition
Practical Unity Game Development, Video
Locked contentHands-On Augmented Reality with ARCore and Unity, Video
Introduction to Unity, Video
Skeletons vs Zombies MOBA With Multiplayer in Unity, Video
Beginner and Advanced Lighting in Unity, Video
Cinematics and Animations in Unity, Video
Unity Virtual Reality Projects, Second Edition
Unity 2018 Shaders and Effects Cookbook, Third Edition
Unity 2018 Cookbook, Third Edition
Learning C# by Developing Games with Unity 2019, Fourth Edition
Master ARCore 1.3 Unity SDK – Build 6 Augmented Reality Apps, Video
Learn to Code in C# in Unity 3D, Video
Create an Image Target Based Augmented Reality Experience Using Unity 3D and Vuforia 7, Video
Create Augmented Reality Apps using Vuforia 7 in Unity, Video
Create a Game Environment with Blender and Unity, Video
..por menos de 14 euros.
+infos(a campanha): LINK
Livros :)
Retro Gaming: A Byte-sized History of Video Games – From Atari to Zelda, por Mike Diver
+infos(loja): LINK
A Brief History Of Video Games: From Atari to Virtual Reality (Brief Histories), por Rich Stanton
+infos(loja): LINK
Games, Design and Play: A Detailed Approach to Iterative Game Design por Colleen Macklin
+infos(loja): LINK
Indie Games : The Complete Introduction to Indie Gaming, por Mike Diver
+infos(loja): LINK
A Compendium of ZX Spectrum Games – Volume One por Kieren Hawken
Vai ficar disponível este mês o livro A Compendium of ZX Spectrum Games – Volume One por Kieren Hawken, que resulta do compêndio de outros textos do mesmo autor. É um livro de apresentação de vários jogos que sairam para este fantástico computador :)
+infos(loja): LINK
Livros de anotações grátis de várias linguagens de programação
Aqui está um site cujos autores desconheço que oferecem PDFs de livros acerca de várias linguagens de programação.
Destaco os seguintes:
Algorithms Notes for Professionals book
Android™ Notes for Professionals book
C Notes for Professionals book
C++ Notes for Professionals book
C# Notes for Professionals book
Entity Framework Notes for Professionals book
Git® Notes for Professionals book
HTML5 Canvas Notes for Professionals book
Java® Notes for Professionals book
JavaScript® Notes for Professionals book
jQuery® Notes for Professionals book
jQuery® Notes for Professionals book
Kotlin® Notes for Professionals book
PHP Notes for Professionals book
TypeScript Notes for Professionals book
+infos(oficial): https://goalkicker.com/
Mais umas referências de livros acerca do game design
Aqui estão mais umas boas referências de livros acerca do desenvolvimento de videojogos :)
A Theory of Fun for Game Design de Raph Koster
The Art of Game Design: A Book of Lenses de Jesse Schell
Game Design Workshop: A Playcentric Approach to Creating Innovative Games de Tracy Fullerton
Challenges for Game Designers de Brenda Brathwaite & Ian Schreiber
Reality Is Broken: Why Games Make Us Better and How They Can Change the World de Jane McGonigal
Level Up! The Guide to Great Video Game Design de Scott Rogers
Game Feel: A Game Designer’s Guide to Virtual Sensation de Steve Swink
How Games Move Us: Emotion by Design (Playful Thinking) de Katherine Isbister
On Game Design de Chris Crawford
Game Design: How to Create Video and Tabletop Games, Start to Finish de Lewis Pulsipher
+infos(fonte): LINK
Livros sobre videojogos
Apareceram no mercado mais dois livros de introdução a ambientes gráficos para o desenvolvimento de videojogos e que são:
Unity 2018 Game Development in 24 Hours, Sams Teach Yourself, 3rd Edition – LINK
Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3.0 – LINK
The Indie Game Developer Handbook
Gostava de ter acesso a este livro: The Indie Game Developer Handbook
Os principais tópicos deste livro são:
Indie Game Development
Development Tools and Resources
Self-Publishing
QA, Localisations and Age Ratings
PR and Reaching Out to the Press
Marketing
Advertising
Websites, Forums and Source Control
Funding
Tax, Legal and Other Odds and Ends
+infos(loja): LINK
Video Games You Will Never Play (auto-prenda)
Aqui está um livro que gostava de ler, e que provavelmente vai ser uma auto-prenda. O titulo do livro é Video Games You Will Never Play e os seus autores é a comunidade Unseen64.
+infos(oficial): LINK