Game Development Reference
In-Depth Information
Chapter 12: Knowledge Creation
Darwin, Leonardo da Vinci, etc., concurrent projects: Berkun, Scott.
The Myths of Innovation (Sebastopol, CA: O'Reilly, 2010).
MRI study on the aSTG: Rosen, William. The Most Powerful Idea in the
World: A Story of Steam, Industry, and Invention (New York: Random
House, 2010). Kindle edition, location 2232.
The Incredibles art swatches: Vaz, Mark Cotta, Bird, Brad, and Lasseter,
John. The Art of The Incredibles (San Francisco: Chronicle Topics,
2004).
Orson Scott Card's map-driven world building: Card, Orson Scott.
How to Write Science Fiction and Fantasy (Cincinnati: Writer's Digest
Topics, 2001).
Half-Life data gathering methods: Birdwell, Ken. “The Cabal: Valve's
Design Process for Creating Half-Life .” Gamasutra . December 10,
1999. http://www.gamasutra.com/view/feature/3408/the_cabal_valves_
design_process_.php .
Halo: Reach networking test methods: Aldridge, David. “I Shot You
First! Gameplay Networking in Halo: Reach.” Speech presented at
Game Developers Conference, San Francisco, 2011. Available online
at http://www.gdcvault.com/play/1014345/I-Shot-You-First-Networking .
Wright brothers' stories: Tobin, James. To Conquer the Air: The Wright
Brothers and the Great Race for Flight (New York: Simon & Schuster,
2004).
Chapter 14: Authority
Taylorism: Taylor, Frederick W. The Principles of Scientific Management .
First published in 1911. Free Kindle edition, location 199.
Free retiree lawyering, sofa-moving strangers, effects of money frames
on helping colleagues: Ariely, Dan. Predictably Irrational: Revised and
Expanded Edition (New York: HarperCollins, 2009), page 79.
Amabile's study on creativity: Breen, Bill. “The 6 Myths of Creativity.”
Fast Company . Fastcompany.com, December 2004. http://www.fast-
company.com/magazine/89/creativity.html .
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