Console Wars

Blake Harris Atlantic Books Ltd

In 1990 Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about video games and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo. The battle was vicious, relentless and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan. Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.

ISBN10 : 9781782395287 , ISBN13 : 1782395288

Page Number : 767

파비앙 상글라르 한빛미디어

전설의 게임 <둠>은 어떻게 탄생했는가 『게임 엔진 블랙 북』 시리즈 두 번째 책으로 <울펜슈타인 3D>의 후속작 <둠> 개발 과정을 다룬다. <둠>은 당대 거의 모든 PC에 설치될 만큼 큰 인기를 끌었고, 최근 <둠 이터널>에 이르기까지 게임 역사에 중대하고 지속적인 영향을 미쳤다. 이 책은 이드 소프트웨어의 천재 개발자들이 직면한 다양한 문제 및 문제를 해결하기 위해 사용한 공학적인 방법을 엿본다. 누군가의 ‘학점, 인간관계, 심지어는 직업’까지 위태롭게 만들었던 위험하고도 찬란한 게임 <둠>의 비밀을 파헤쳐보자. 추천사 단점을 찾기 어려운 책입니다. 이 책으로 저자가 많은 돈을 벌지 못했다면 그게 유일한 단점이겠네요. 이만큼이나 많은 정보를 전달하다니, 이건 거의 자선 행위입니다. _Graspee(아마존 독자) 존 카맥은 소프트웨어 개발의 영웅입니다. <둠>을 플레이하고 놀라 자빠질 뻔했던 추억이 기억납니다. 당시의 열악한 하드웨어 환경에서 적절한 원근감과 텍스처 매핑을 구현했다는 게 정말 놀랍습니다. 이 책은 코드 작동 방식에 대한 세부 사항뿐 아니라 흥미로운 역사까지 설명합니다. 『게임 엔진 블랙 북: 울펜슈타인 3D』의 좋은 동반자이기도 합니다. 1990년대 초의 게임 개발 환경에 관심이 있는 모두에게 이 책을 추천합니다. _Scott A. Southard(아마존 독자) 출판사 리뷰 하드웨어의 한계를 극복한 FPS의 혁신 <둠>이 탄생하기까지 이드 소프트웨어 천재 개발자들의 엔진 개발 비법 두 번째 이야기 1993년으로 돌아가 정육면체 모양의 커다랗고 무거운 컴퓨터 앞에 앉았다고 상상해보자. 사무용으로 만들어진 IBM PC는 워드프로세서와 스프레드시트를 실행하도록 설계된 물건이었다. 다음으로는 <둠>을 떠올려보자. 플레이어를 향해 다가오는 수많은 지옥의 괴물을 샷건으로 물리치는 아드레날린 넘치는 게임. <둠>은 비평가와 플레이어 모두에게 사랑을 받았고, 엄청난 성공을 거뒀다. 고작 9달러짜리 게임으로 하루에 10만 달러씩 벌어들였다. 한계투성이 하드웨어와 전설의 게임. 둘 사이의 커다란 간극을 극복한 이드 소프트웨어의 천재 개발자들 이야기가 여기에 있다. 『게임 엔진 블랙 북: 둠』은 한때 마법으로 여겨졌던 <둠> 개발에 사용한 소프트웨어 내부를 뜯어보고, 출시 이후 다양한 콘솔로 <둠>을 이식한 과정을 추적한다. 개발 과정의 비하인드 스토리와 인터뷰가 읽는 재미를 더한다. 시리즈 두 권을 모두 읽을 충성 독자를 위해 『게임 엔진 블랙 북: 울펜슈타인 3D』에서 다룬 콘텐츠는 반복하지 않았다. 이드 소프트웨어의 개발자들은 열악한 환경에도 불구하고 텍스처 매핑, 직각이 아닌 벽, 원근에 맞춘 조명 감소 효과, 가변 높이 바닥과 천장, 주변 환경과의 상호작용, 팔레트 변환, 네트워크로 연결된 다중 사용자 지원 등 게임 기술의 ‘최첨단’을 선도했다. 다른 누구도 가보지 않은 곳에 닿기 위해 그들은 밤낮으로 일했고, 바닥에서 잠들었으며, 험한 강을 건넜다. 불가능해 보이는 제약 속에서도 타협하지 않고 게임성을 높이기 위해 갖은 방법을 동원해 꿈을 현실로 만든 험난한 여정이 이 책에 담겨 있다. <둠>은 다양한 콘솔로 이식된 것은 물론 <둠 2>와 <둠 3>, 나아가 2016년 리부트작과 2020년 <둠 이터널>에 이르기까지 게임 역사에 중대하고 지속적인 영향을 미쳤다. 존 카맥, 존 로메로, 데이브 테일러 등 천재 개발자들의 통찰력이 게임 개발 과정에서 정말 중요한 것이 무엇인지에 대한 새로운 답을 줄 것이다.

ISBN10 : 9791162247051 , ISBN13 :

Page Number : 472

Service Games The Rise And Fall Of Sega

Sam Pettus

Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart. Funded on Kickstarter.

ISBN10 : 9781311080820 , ISBN13 : 1311080821

Page Number : 480

Super Mario

Jeff Ryan Penguin

The story of Nintendo's rise and the beloved icon who made it possible. Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: *Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. *Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. *The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.

ISBN10 : 9781101517635 , ISBN13 : 1101517638

Page Number : 320

Left Tackle Thayer

Ralph Henry Barbour

Mr. Barbour knows "prep" school life thoroughly; he understands boys; he loves football, and he knows how to write a book which holds the attention of active, healthy boys. "Left Tackle Thayer" will appeal to any boy who ever caught a punt or made a tackle.

ISBN10 : 1986401278 , ISBN13 : 9781986401272

Page Number : 114

Press Reset

Jason Schreier Hachette UK

From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart—and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late.

ISBN10 : 9781538735480 , ISBN13 : 1538735482

Page Number : 304

Masters Of Doom

David Kushner Random House

Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams

ISBN10 : 9781588362896 , ISBN13 : 1588362892

Page Number : 394