Download or read Changing the Game PDF, written by Graham Christie and published by John Wiley & Sons. This book was released on 2021-06-25 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Complete and Comprehensive Guide to Business Transformation As digital technologies and consumer expectations continue to disrupt almost every industry sector, companies are placing greater emphasis on developing and implementing transformation programs. Changing the Game offers the practical knowledge required to create a dramatic step-change in company performance. Designed for executives and managers responsible for a transformation in any type of company and situation, this comprehensive real-world playbook covers the change process from start to finish — from assessing the situation and determining strategic priorities, to developing a roadmap, establishing the governance structure, managing initiative delivery, and evaluating the impact of the transformation. Adopting a robust and pragmatic approach to every stage of business transformation, this authoritative volume explains where to start, identifies key areas of focus, and describes the strategies, decisions, and actions necessary for achieving results. Throughout the text, case studies of leading organizations highlight essential tools and approaches, examine key challenges, and evaluate their impact. A wealth of practical tools help readers build a foundation for change in their organization, define a clear path forward, mobilize teams, assign responsibilities, execute initiatives, track progress, sustain momentum, and more. Provides detailed guidance on envisioning, designing, managing, and delivering a successful company, function or team transformation Enables readers to create a dramatic change in company performance with a results-focused approach based on leading management practices Contains more than 20 in-depth sections representing the entire transformation journey Includes numerous ready-to-use tools and templates, including 50 exhibits, that can be adopted in any organization to accelerate results Features tips and advice from top-level executives at leading companies and government organizations Changing the Game: The Playbook for Leading Business Transformation is an invaluable step-by-step blueprint for executives, managers, teams, and consultants involved in devising and executing transformation programs.
Download or read iPhone Game Development PDF, written by Paul Zirkle and published by "O'Reilly Media, Inc.". This book was released on 2009-10-28 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: What do you need to know to create a game for the iPhone? Even if you've already built some iPhone applications, developing games using iPhone's gestural interface and limited screen layout requires new skills. With iPhone Game Development, you get everything from game development basics and iPhone programming fundamentals to guidelines for dealing with special graphics and audio needs, creating in-game physics, and much more. Loaded with descriptive examples and clear explanations, this book helps you learn the technical design issues particular to the iPhone and iPod Touch, and suggests ways to maximize performance in different types of games. You also get plug-in classes to compensate for the areas where the iPhone's game programming support is weak. Learn how to develop iPhone games that provide engaging user experiences Become familiar with Objective-C and the Xcode suite of tools Learn what it takes to adapt the iPhone interface to games Create a robust, scalable framework for a game app Understand the requirements for implementing 2D and 3D graphics Learn how to add music and audio effects, as well as menus and controls Get instructions for publishing your game to the App Store
Download or read The Change Game PDF, written by Sivasailam Thiagarajan and published by . This book was released on 2000-04-01 with total page 70 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read Change Your Game PDF, written by Baiju Solanki and published by . This book was released on 2018-08-15 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: When you change your game, you create yourself and you start to allow the world to see the true you. Whether you're an entrepreneur, student, employee, volunteer, business owner, speaker, or coach, the lessons in this book will show you the way to love what you do, doing what you love, and making a real difference.
Download or read Game Development with GameMaker Studio 2 PDF, written by Sebastiano M. Cossu and published by Apress. This book was released on 2019-09-02 with total page 543 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create games from start to finish while learning game design and programming principles using the GameMaker Studio 2 game engine and GameMaker Language (GML). Game Development with GameMaker Studio 2 covers all aspects of game design and development from the initial idea to the final release, using an award-winning game engine. You learn how to create real-world video games based on classic and legendary video game genres. Each game project introduces and explains concepts of game development and design and coding principles, allowing you to build a wide set of skills while creating an exciting portfolio to kick-start a career in game development. Author Sebastiano Cossu teaches you to design levels in your games, draw sprites to populate your virtual worlds, program game objects for interaction with the player, incorporate custom music and sound effects, build GUIs for your menus and game interfaces, and support keyboard, mouse, and gamepad controls in your projects. He shows you how to build cross-platform games to run on all desktop platforms (Windows, Linux, Mac OS) and publish them on the most popular game stores such as Steam, GOG, Humble Store, and Itch.io. What You’ll Learn Create games for different genresMaster GameMaker Language (GML) programmingApply game design principlesDelve into game programming patterns Who This Book is For Video game enthusiasts interested in game development and design. No prior programming experience is required.
- Author : Illinois. General Assembly. House of Representatives
- Publisher :
- Release : 1888
- ISBN :
- Pages : 1468 pages
Journal of the House of Representatives at the Session of the General Assembly of the State of Illinois
Download or read Journal of the House of Representatives at the Session of the General Assembly of the State of Illinois PDF, written by Illinois. General Assembly. House of Representatives and published by . This book was released on 1888 with total page 1468 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read Game Design Workshop PDF, written by Tracy Fullerton and published by CRC Press. This book was released on 2004-01-03 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: As experienced teachers of novice game designers, the authors have discovered patterns in the way that students grasp game design - the mistakes they make as well as the methods to help them to create better games. Each exercise requires no background in programming or artwork, releasing beginning designers from the intricacies of electronic game production and allowing them to learn what works and what doesn't work in a game system. Additionally, these exercises teach important skills in system design: the processes of prototyping, playtesting, and redesigning.
Download or read Change the Culture Change the Game PDF, written by Roger Connors and published by Penguin. This book was released on 2011-01-04 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fully revised and updated installment from the bestselling author of The Oz Principle Series. Two-time New York Times bestselling authors Roger Connors and Tom Smith show how leaders can achieve record-breaking results by quickly and effectively shaping their organizational culture to capitalize on their greatest asset-their people. Change the Culture, Change the Game joins their classic book, The Oz Principle, and their recent bestseller, How Did That Happen?, to complete the most comprehensive series ever written on workplace accountability. Based on an earlier book, Journey to the Emerald City, this fully revised installment captures what the authors have learned while working with the hundreds of thousands of people on using organizational culture as a strategic advantage.
Download or read iPhone and iPad Game Development For Dummies PDF, written by Neal Goldstein and published by John Wiley & Sons. This book was released on 2010-10-26 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: Here's the scoop on building and marketing great games for the iPhone and iPad! The iPhone and iPad are the hottest techno-gadgets on the market today, and games for it are even hotter. To help you cash in on the trend, this book shows what it takes to create a good iPhone and iPad game and how to get it into the App Store. Neal Goldstein, leader of an iPhone app startup company, and his co-authors show you how to build a game that will sell, include quality graphics, market your game through the App Store, and more. Whether you're a programming novice or an experienced developer looking to enter the game market, here's how to get going. Games for the iPhone are among the hottest apps in Apple's App Store Learn to build two game applications – from beginning to end Written by successful mobile app developers, this guide begins with how to get started, including downloading the SDK and filling your toolbox Covers programming with Objective-C and Cocoa, what makes a good game, graphics, and creating good mobile apps Explains how to market your game through the App Store iPhone and iPad Game Development For Dummies can start you on a fun hobby or a lucrative career. Note: Apple's iOS SDK tools are only accessible on Intel-powered Mac and MacBook devices.
Download or read C Game Programming Cookbook for Unity 3D PDF, written by Jeff W. Murray and published by CRC Press. This book was released on 2021-03-25 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt: This second edition of C# Game Programming Cookbook for Unity 3D expounds upon the first with more details and techniques. With a fresh array of chapters, updated C# code and examples, Jeff W. Murray’s book will help the reader understand structured game development in Unity unlike ever before. New to this edition is a step-by-step tutorial for building a 2D infinite runner game from the framework and scripts included in the book. The book contains a flexible and reusable framework in C# suitable for all game types. From game state handling to audio mixers to asynchronous scene loading, the focus of this book is building a reusable structure to take care of many of the most used systems. Improve your game's sound in a dedicated audio chapter covering topics such as audio mixers, fading, and audio ducking effects, or dissect a fully featured racing game with car physics, lap counting, artificial intelligence steering behaviors, and game management. Use this book to guide your way through all the required code and framework to build a multi-level arena blaster game. Features Focuses on programming, structure, and an industry-level, C#-based framework Extensive breakdowns of all the important classes Example projects illustrate and break down common and important Unity C# programming concepts, such as coroutines, singletons, static variables, inheritance, and scriptable objects. Three fully playable example games with source code: a 2D infinite runner, an arena blaster, and an isometric racing game The script library includes a base Game Manager, timed and proximity spawning, save profile manager, weapons control, artificial intelligence controllers (path following, target chasing and line-of-sight patrolling behaviors), user interface Canvas management and fading, car physics controllers, and more. Code and screenshots have been updated with the latest versions of Unity. These updates will help illustrate how to create 2D games and 3D games based on the most up-to-date methods and techniques. Experienced C# programmers will discover ways to structure Unity projects for reusability and scalability. The concepts offered within the book are instrumental to mastering C# and Unity. In his game career spanning more than 20 years, Jeff W. Murray has worked with some of the world's largest brands as a Game Designer, Programmer, and Director. A Unity user for over 14 years, he now works as a consultant and freelancer between developing his own VR games and experiments with Unity.
Download or read Always Change a Losing Game PDF, written by David Posen and published by Firefly Books. This book was released on 2019-05 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Everyone can relate to this book! Dr. Posen teaches us, through practical and entertaining stories, how to make our lives better in every way -- and inspires us to take action!" --Jack Canfield, co-author of Chicken Soup for the Soul "This book makes change seem fun rather than a chore." --Christine A. Padesky, PhD, co-author of Mind Over Mood, Director, Center for Cognitive Therapy, Newport Beach, CA Always Change a Losing Game has been published widely and continues to be popular and useful. Whether readers are dealing with compulsive eating, addiction, a growing family, an unhappy relationship or an unsatisfying job, or have a seemingly insurmountable challenge ahead of them, Dr. Posen provides practical guidelines that will help them change their losing habits and become happy. Now updated for our fast and stressful times, the book is written in everyday language to make it easy and reassuring. The connection to sports is understandable for readers thinking about their health, relationships, problem solving, self-esteem and productivity. Always Change a Losing Game explains how to make changes when important segments of their life -- work, relationships, family -- are not working out. But like all games, there has to be a plan, and it starts by changing the rules and focusing on three key areas. Awareness -- Be aware of the game you already playing. Is it working? What are the common losing games? How do I recognize one? Be aware of mind traps and the power of beliefs. Look at how you behave. Choice -- Change your thinking. Choose your focus. Keep and use your sense of humor. Choose your lifestyle. Take breaks. Pick your behavior. Find a support system. If it's not working, stop doing it. Understand why people don't solve problems. Permission -- Give yourself permission to change. Make it happen. David Posen uses real-life stories of ordinary people (including himself) and everyday situations to show why change is necessary, beneficial and achievable.
Download or read Unity Game Development Blueprints PDF, written by John P. Doran and published by Packt Publishing Ltd. This book was released on 2014-11-11 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you want to build enticing projects with Unity, this book is for you. Readers who are familiar with the basics of how to create simple projects in Unity will have an easier time.
Download or read Action Learning PDF, written by Wojciech W. Gasparski and published by Routledge. This book was released on 2017-11-30 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Praxiology is the study of working and doing from the point of view of effectiveness. It has three components: analysis of concepts involving purposive actions; critique of modes of action from the viewpoint of efficiency; and normative advisory aspects in recommen-dations for increasing human efficacy. This sixth volume of the Praxiology series fo-cuses on action learning. Learning from distinguishable action is surprisingly different than learning from a sub-ject expert in human or book form. For those who have worked with and in action learn-ing, the latest form is always distinguishably different from a former experience. Action learning programs are not, in general, intended to tackle puzzles, namely, questions to which an answer may be said to exist even if that answer is difficult to find; action learn-ing is intended to help to develop the ability to tackle problems or opportunities, of which different persons, all experienced, intelligent, and motivated, might well advocate differ-ent courses of action, all reasonable. The essentials of action learning, according to this volume, are: there can be no learning unless the participant receives feedback about his/her performance; partici-pants learn only of their own volition and never at the will of others; the volition to learn is most readily engendered by the lure of success or by the fear of calamity. Building upon these essentials, the authors view action learning as a process of inquiry begin-ning with the experience of not knowing what to do next, and finding that an answer is not available from current expertise. All chapters in this volume are sound contributions to the continuing debate on the processes of learning from distinguishable action. Action Learning is intriguing reading for sociologists, philosophers, managers, and research-ers of all disciplines.
Download or read The Game Design Reader PDF, written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2005-11-23 with total page 955 pages. Available in PDF, EPUB and Kindle. Book excerpt: Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. 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 sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
Download or read Hands On Game Development without Coding PDF, written by Lucas Bertolini and published by Packt Publishing Ltd. This book was released on 2018-11-30 with total page 430 pages. Available in PDF, EPUB and Kindle. Book excerpt: Develop your own games with Unity 2D/3D Game Kit and use it for your presentations, kids education, level design, game design, proofs of concept, or even just for fun! Key FeaturesBuild your first ever video game using Unity 2D/3D Game kitLearn how to create game levels, adding props, giving behaviours to objects and working on gameplayStep by step instructions on creating your own AI enemy and interacting with itBook Description Hands-On Game Development without Coding is the first Visual Scripting book in the market. It was tailor made for a non programing audience who are wondering how a videogame is made. After reading this book you will be able to develop your own 2d and 3d videogames and use it on your presentations, to speed up your level design deliveries, test your game design ideas, work on your proofs of concept, or even doing it just for fun. The best thing about Hands-On Game Development without Coding is that you don’t need any previous knowledge to read and understand the process of creating a videogame. It is our main focus to provide you with the opportunity to create a videogame as easy and fast as possible. Once you go through the book, you will be able to create player input interaction, levels, object behaviours, enemy AI, creating your own UI and finally giving life to your game by building it. It’s Alive! What you will learnUnderstanding the Interface and kit flow. Comprehend the virtual space and its rules.Learning the behaviours and roles each component must have in order to make a videogame.Learn about videogame developmentCreating a videogame without the need of learning any programming languageCreate your own gameplay HUD to display player and Enemy informationWho this book is for This book is for anyone who is interested in becoming a game developer but do not posses any coding experience or programming skills. All you need is a computer and basic software interface knowledge.
Download or read Unity Game Development in 24 Hours Sams Teach Yourself PDF, written by Mike Geig and published by Sams Publishing. This book was released on 2013-11-07 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: In just 24 sessions of one hour or less, Sams Teach Yourself Unity Game Development in 24 Hours will help you master the Unity 4 game engine at the heart of Temple Run and many other sizzling-hot mobile games! You’ll learn everything from the absolute basics through sophisticated game physics, animation, and mobile device deployment techniques. Every lesson builds on what you’ve already learned, giving you a rock-solid foundation for real-world success! Step-by-step instructions carefully walk you through the most common Unity 4 game development tasks. Quizzes and Exercises at the end of each chapter help you test your knowledge. Notes present interesting information related to the discussion. Tips offer advice or show you easier ways to perform tasks. Cautions alert you to possible problems and give you advice on how to avoid them. Learn how to… Create and work with game objects, Unity’s fundamental building blocks Work efficiently with Unity’s graphical asset pipeline Apply shaders and textures to any 3D object Sculpt stunning game worlds with Unity’s terrain and environmental toolsets Script tasks ranging from capturing input to building complex behaviors Quickly create repeatable, reusable game objects with prefabs Implement easy, intuitive game user interfaces Create amazing effects with Unity’s new Shuriken particle system Leverage the full power of Unity’s new Mecanim animation system Integrate ambient 2D/3D audio into your games Use mobile device accelerometers and multi-touch displays Modify a desktop game for mobile platforms Apply the “finishing touches” and deploy your game
Download or read Toward a New Climate Agreement PDF, written by Todd L. Cherry and published by Routledge. This book was released on 2014-03-05 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: Climate change is one of the most pressing problems facing the global community. Although most states agree that climate change is occurring and is at least partly the result of humans’ reliance on fossil fuels, managing a changing global climate is a formidable challenge. Underlying this challenge is the fact that states are sovereign, governed by their own laws and regulations. Sovereignty requires that states address global problems such as climate change on a voluntary basis, by negotiating international agreements. Despite a consensus on the need for global action, many questions remain concerning how a meaningful international climate agreement can be realized. This book brings together leading experts to speak to such questions and to offer promising ideas for the path toward a new climate agreement. Organized in three main parts, it examines the potential for meaningful climate cooperation. Part 1 explores sources of conflict that lead to barriers to an effective climate agreement. Part 2 investigates how different processes influence states’ prospects of resolving their differences and of reaching a climate agreement that is more effective than the current Kyoto Protocol. Finally, part 3 focuses on governance issues, including lessons learned from existing institutional structures. The book is unique in that it brings together the voices of experts from many disciplines, such as economics, political science, international law, and natural science. The authors are academics, practitioners, consultants and advisors. Contributions draw on a variety of methods, and include both theoretical and empirical studies. The book should be of interest to scholars and graduate students in the fields of economics, political science, environmental law, natural resources, earth sciences, sustainability, and many others. It is directly relevant for policy makers, stakeholders and climate change negotiators, offering insights into the role of uncertainty, fairness, policy linkage, burden sharing and alternative institutional designs.