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Nicholas Van Orton is about to receive the ultimate birthday gift--enrollment with a mysterious company called Consumer Recreation Services. Mysterious because no one seems to know just what services they provide. All Nicholas knows is that his "Game" will commence soon. But when people start trying to kill him--and when his vast fortune is stolen--Nicholas realizes that this "game" is very, very real.
From the Book jacket: "I SWEAR NOT TO SAY A WORD ABOUT WHAT WE DO IN THIS GAME TO ANYONE OUTSIDE..." Hayley's parents disappeared when she was a baby. Since then, she has been raised and homeschooled by her grandparents. Grandad is overworked and travels a lot; Grandma is much too strict, and never lets her meet any children her own age. When Hayley does something wrong - she is not quite sure what - her grandmother packs her off to her aunts in Ireland. To Hayley's shock, her family is much bigger than she thought; to her delight, the children all play what they call "the game," where they visit; a place called "the mythosphere." And while she plays the game, Hayley learns more about her own place in the world than she could have expected.
Play or be played in book one of the Game Trilogy, the Swedish thriller series taking the world by storm. Are you ready to play? When Henrik "HP" Pettersson picks up a mobile phone on a Stockholm train one morning, he has no idea that his life is about to change forever. The phone's invitation to play "The Game" is too tempting to resist and he soon finds himself embarking on a series of dangerous missions. The more daring the task, the greater his thrill and reward. But fun soon turns to fear as his Police Detective sister is dragged into the action. As their lives spiral out of control, HP faces a challenge he never expected. Can he outwit The Game before it's too late, or will The Game play him?
Billy grinned. "Oh, New York," he whispered. "We're gonna have so much fun." I Hunt Killers introduced the world to Jazz, the son of history's most infamous serial killer, Billy Dent.In an effort to prove murder didn't run in the family, Jazz teamed with the police in the small town of Lobo's Nod to solve a deadly case. And now, when a determined New York City detective comes knocking on Jazz's door asking for help, he can't say no. The Hat-Dog Killer has the Big Apple--and its police force--running scared. So Jazz and his girlfriend, Connie, hop on a plane to the big city and get swept up in a killer's murderous game.Both the stakes and the body count are higher in this suspenseful and unstoppable sequel from acclaimed author Barry Lyga.
Developing a successful game in today's market is a challenging endeavor. Thousands of titles are published yearly, all competing for players' time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle.In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management.Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.
"This shit would be really interesting if we weren't in the middle of it."--Barack Obama, September 2008. In 2008, the presidential election became blockbuster entertainment. Everyone was watching as the race for the White House unfolded like something from the realm of fiction. The meteoric rise and historic triumph of Barack Obama. The shocking fall of the House of Clinton--and the improbable resurrection of Hillary as Obama's partner and America's face to the world. The mercurial performance of John McCain and the mesmerizing emergence of Sarah Palin. But despite the wall-to-wall media coverage of this spellbinding drama, remarkably little of the real story behind the headlines has yet been told. In Game Change, John Heilemann and Mark Halperin, two of the country's leading political reporters, use their unrivaled access to pull back the curtain on the Obama, Clinton, McCain, and Palin campaigns. How did Obama convince himself that, despite the thinness of his résumé, he could somehow beat the odds to become the nation's first African American president? How did the tumultuous relationship between the Clintons shape--and warp--Hillary's supposedly unstoppable bid? What was behind her husband's furious outbursts and devastating political miscalculations? Why did McCain make the novice governor of Alaska his running mate? And was Palin merely painfully out of her depth--or troubled in more serious ways? Game Change answers those questions and more, laying bare the secret history of the 2008 campaign. Heilemann and Halperin take us inside the Obama machine, where staffers referred to the candidate as "Black Jesus." They unearth the quiet conspiracy in the U.S. Senate to prod Obama into the race, driven in part by the fears of senior Democrats that Bill Clinton's personal life might cripple Hillary's presidential prospects. They expose the twisted tale of John Edwards's affair with Rielle Hunter, the truth behind the downfall of Rudy Giuliani, and the doubts of those responsible for vetting Palin about her readiness for the Republican ticket--along with the McCain campaign staff's worries about her fitness for office. And they reveal how, in an emotional late-night phone call, Obama succeeded in wooing Clinton, despite her staunch resistance, to become his secretary of state. Based on hundreds of interviews with the people who lived the story, Game Change is a reportorial tour de force that reads like a fast-paced novel. Character driven and dialogue rich, replete with extravagantly detailed scenes, this is the occasionally shocking, often hilarious, ultimately definitive account of the campaign of a lifetime.
Haunted by a past she can't remember ...When criminal psychologist Dr Kate Pearson was twelve years old she was abducted, but she has no memory of the time she was held.Over twenty years later, an anonymous note is pushed under her door ...I REMEMBER YOU, KATE.And suddenly Kate's distant past becomes her present.When Kate discovers that her parents lied to her about the length of time she was missing, she is forced to question everything about her childhood.Could the suspected suicide of an ex-headmaster in Dublin and a brutal murder in New York be connected to her abduction all those years ago? And was her father involved?While Kate delves deeper into the recesses of her memory to uncover the truth, a murderous cult leader is bearing down on her.THE GAME CHANGER is out for revenge. Someone has to pay for the sins of the past.
A radically new, and easily learned, way to outstrategize your rivals. "The wise win before they fight, while the ignorant fight to win." So wrote Zhuge Liang, the great Chinese military strategist. He was referring to battlefield tactics, but the same can be said about any strategic situation. Even seemingly certain defeat can be turned into victory--whether in battle, business, or life--by those with the strategic vision to recognize how to "change the game" to their own advantage. The aim of David McAdams's Game-Changer is nothing less than to empower you with this wisdom--not just to win in every strategic situation (or "game") you face but to change those games and the ecosystems in which they reside to transform your life and our lives together for the better. Game-Changer develops six basic ways to change games--commitment, regulation, cartelization, retaliation, trust, and relationships--enlivened by countless colorful characters and unforgettable examples from the worlds of business, medicine, finance, military history, crime, sports, and more. The book then digs into several real-world strategic challenges, such as how to keep prices low on the Internet, how to restore the public's lost trust in for-charity telemarketers, and even how to save mankind from looming and seemingly unstoppable drug-resistant disease. In each case, McAdams uses the game-theory approach developed in the book to identify the strategic crux of the problem and then leverages that "game-awareness" to brainstorm ways to change the game to solve or at least mitigate the underlying problem. So get ready for a fascinating journey. You'll emerge a deeper strategic thinker, poised to change and win all the games you play. In doing so, you can also make the world a better place. "Just one Game-Changer [is] enough to seed and transform an entire organization into a more productive, happier, and altogether better place," McAdams writes. Just imagine what we can do together.
A complete guide to creating usable, realistic game characters with two powerful toolsCreating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. It presents a step-by-step approach to modeling, texturing, and animating a character using the popular Blender software, with emphasis on low polygon modeling and an eye for using sculpting and textures, and demonstrates how to bring the character into the Unity game engine. Game creation is a popular and productive pursuit for both hobbyists and serious developers; this guide brings together two effective tools to simplify and enhance the processArtists who are familiar with Blender or other 3D software but who lack experience with game development workflow will find this book fills important gaps in their knowledgeProvides a complete tutorial on developing a game character, including modeling, UV unwrapping, sculpting, baking displacements, texturing, rigging, animation, and exportEmphasizes low polygon modeling for game engines and shows how to bring the finished character into the Unity game engineWhether you're interested in a new hobby or eager to enter the field of professional game development, this book offers valuable guidance to increase your skills.
Eleanor Merritt, a do-gooding American family-planning worker, was drawn to Kenya to improve the lot of the poor. Unnervingly, she finds herself falling in love with the beguiling Calvin Piper despite, or perhaps because of, his misanthropic theories about population control and the future of the human race. Surely, Calvin whispers seductively in Eleanor's ear, if the poor are a responsibility they are also an imposition. Set against the vivid backdrop of shambolic modern-day Africa--a continent now primarily populated with wildlife of the two-legged sort--Lionel Shriver's Game Control is a wry, grimly comic tale of bad ideas and good intentions. With a deft, droll touch, Shriver highlights the hypocrisy of lofty intellectuals who would "save" humanity but who don't like people.
The new edition of this popular cookbook includes 20 new game recipes, so indulge your taste buds with new sensations! Featuring over 120 delicious recipes for cooking grouse, partridge, pheasant, duck, rabbit, venison, and other game, these easy-to-follow recipes include dishes appropriate for everyday family meals, special occasions, picnics, and barbecues. Game is naturally low in fat and calories and is an ideal part of a healthy diet. A guide for preparing game so that it is fit to be eaten is included, as is an assortment of recipe accompaniments such as sauces, stuffings, and salads. With 18 full-color illustrations by the well-known wildlife artist John Paley this is an attractive and useful gift for all those keen on hunting, shooting and fishing and those who cook what they bring home.
Fire up the grill, load up the nachos, and get ready for the big game! Game-day is all about spending time with family & friends, cheering on the home team and all those mouthwatering tailgating treats. That's why we've stuffed Game-Day Fan Fare full of our most delicious, party-pleasing recipes that will make your celebration a grand-slam.Get an early start with filling brunches like Goal-Line Sausage Casserole, Chocolate Chip Banana Pancakes and Pumpkin-Caramel Doughnut Holes. Whip up some Slow-Cooker Buffalo Chicken Nachos, Pepperoni Bread and Beer-Battered Fried Veggies just before kick-off to keep them cheering for more. Everyone will love a Spicy Italian Sausage Sub to go with their big, steamy bowl of White Chicken Chili.Keep the applause going with easy-to-make mains & sides like Race-Day Shredded Pork, Prosciutto Burgers and Bacon-Wrapped Grilled Corn on the Cob. Top it all off with a slice of Peanut Butter Fudge Pie and a Brownie-Stuffed Chocolate Chip Cookie...so sweet!There's even a whole chapter dedicated to recipes that make enough to feed the whole team!
A collection of jokes about sports and games.
An easy-to-follow primer on the fundamentals of digital game designThe quickly evolving mobile market is spurring digital game creation into the stratosphere, with revenue from games exceeding that of the film industry. With this guide to the basics, you'll get in on the game of digital game design while you learn the skills required for storyboarding, character creation, environment creation, level design, programming, and testing.Teaches basic skill sets in the context of current systems, genres, and game-play stylesDemonstrates how to design for different sectors within gaming including console, PC, handheld, and mobileExplores low-poly modeling for game playAddresses character and prop animation, lighting and rendering, and environment designDiscusses the path from concept to product, including pre- and post-productionIncludes real-world scenarios and interviews with key studio and industry professionalsWith Game Design Essentials, you'll benefit from a general-but-thorough overview of the core art and technology fundamentals of digital game design for the 21st century.
The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom source book, a reference for working game developers, and a great read for game fans and players.
Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine related questions, are explored and discussed in this book. In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine-tune an understanding of solid engine design and implementation for creating games that sell.
'One of the great unmissables of this genre - intelligent, classy and with a wonderfully Gothic imagination' - The Times Justine thought she knew who she was, until an anonymous caller seemed to know better... After escaping London and a career that nearly destroyed her, Justine plans to spend her days doing as little as possible in her beautiful home in Devon. But soon after the move, her daughter Ellen starts to withdraw when her new best friend, George, is unfairly expelled from school. Justine begs the head teacher to reconsider, only to be told that nobody's been expelled - there is, and was, no George. Then the anonymous calls start: a stranger, making threats that suggest she and Justine share a traumatic past and a guilty secret - yet Justine doesn't recognise her voice. When the caller starts to talk about three graves - two big and one small, to fit a child - Justine fears for her family's safety. If the police can't help, she'll have to eliminate the danger herself, but first she must work out who she's supposed to be...
The days of the 3rd Reich are numbered, but on an isolated island outpost in the English Channel, the German army has vowed to fight to the death.
The daughter of a powerful sports agent, Melissa McKnight has harbored lust-filled fantasies for Dominic DiMarco ever since she was an awkward teenager, when the San Francisco Outlaws' gorgeous wide receiver became her father's superstar client. Now Melissa's a beautiful, tenacious associate in her father's firm, and being around to-die-for hard-bodies is all in a day's work...until tangling with Dominic at a photo shoot blindsides her with passion. Dominic has built a flawless career by being in control -- on and off the field. And despite his intense desire for Melissa, he's not about to seduce his agent's daughter -- until Melissa stages a power play to break free from her domineering father and winds up at an edgy bar on the wrong side of town. Dominic thinks he's rescuing the innocent Melissa he met years ago...but one night of sizzling passion reveals a woman with no limits -- including a penchant for hot sex in public places. If anyone's breaking all the rules of seduction, it's sexy, irresistible Melissa. But Dominic has a secret from years ago -- one that could ruin his sterling reputation and take Melissa along with him. Will his bad-boy past bind them closer together? Or will they crash and burn?
This long awaited volume finally brings to light several cases of the world's most renowned detective originally suppressed to avoid causing scandal and embarrassment to the Crown, to public figures, or to Sherlock Holmes himself. Now, finally, the truth is revealed about Holmes' exploits involving such figures as Ida Tarbell, Consuelo Vanderbilt, P. G. Wodehouse, and James McNeil Whistler. Related by diverse hands, including Watson, Inspector Lestrade, and Holmes himself, detailing untold incidents involving the Titanic, Holmes' rematch with Irene Adler, the childhoods of both Holmes and Watson, and one unfortunate result of Holmes' facility with disguise, this cornucopia of Sherlockiana will delight fans young and not-so-young.
BONUS: This edition contains an excerpt from Laurie R. King's The God of the Hive.It's only the second day of 1924, but Mary Russell and her husband, Sherlock Holmes, find themselves embroiled in intrigue. It starts with a New Year's visit from Holmes's brother Mycroft, who comes bearing a strange package containing the papers of an English spy named Kimball O'Hara--the same Kimball known to the world through Kipling's famed Kim. Inexplicably, O'Hara withdrew from the "Great Game" of espionage and now he has just as inexplicably disappeared. When Russell discovers Holmes's own secret friendship with the spy, she knows the die is cast: she will accompany her husband to India to search for the missing operative. But Russell soon learns that in this faraway and exotic land, it's often impossible to tell friend from foe--and that some games aren't played for fun but for the highest stakes of all...life and death.
A SECRET HIGH-STAKES AUCTION As a wealthy few gather to bid on a predator capable of destroying all life on earth, the sorcerers of the Twenty Palace Society mobilize to stop them. Caught up in the scramble is Ray Lilly, the lowest of the low in the society--an ex-car thief and the expendable assistant of a powerful sorcerer. Ray possesses exactly one spell to his name, along with a strong left hook. But when he arrives in the small town in the North Cascades where the bidding is to take place, the predator has escaped and the society's most powerful enemies are desperate to recapture it. All Ray has to do is survive until help arrives. But it may already be too late. (From the Paperback edition.)
"A funny James Bond for the middle school set," Game of Clones mixes Alex Rider and Michael Buckley's NERD series into the ideal formula for a third installment in the hilarious and rollicking middle-grade adventure series The Clone Chronicles. Fisher Bas was able to track down his gone-Hollywood Clone--Two--but only with the help of Amanda Cantrell. Now "Three" and Dr. X remain on the loose. If Fisher is going to stop his secret from coming out, he'll have to figure out a cover for his brother clone and keep Three from helping Dr. X take over the world.That proves much harder as Fisher is no longer able to keep Two a secret and crazy things start happening at Wompalog Middle School. Turns out Three has come to Palo Alto bent on eliminating Fisher and Two. The boys will have to pull together their friends and an unlikely ally to stop Three and his clone army. The future of Fisher and Two's hometown depends on it.
When Lucas asks Lilly to be his girlfriend, Miley is so excited for her best friend! But when Lilly starts spending all of her free time with Lucas, Miley feels left out. To make matters worse, when Miley tells Lilly she caught Lucas kissing another girl, Lilly doesn't even believe her! Miley decides that it's time for Hannah Montana to teach Lucas a lesson so she can have her best friend back again. Will her plan work, or will Miley lose Lilly forever? Plus, will Lilly's girly makeover be a hit with her super secret crush Matt?