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A new LitRPG series set in a virtual world of an online MMORPG game! The story unfolds in the near future where humanity is completely consumed by the opportunity to earn its living logging in to Mirror World: a full immersion MMORPG game developed by Reflex International, Ltd. Here, paid account users enjoy full freedom in their new virtual home, sampling a vast range of colors, smells and even tastes, indulging in their ability to fly or experiencing pain from combat wounds. They're offered an unlimited choice of races and territories, allowing them to go on mysterious quests and missions. In Mirror World, anyone can become a warrior or a wizard, a street vendor or alchemist - provided they can afford it. They can build a castle on a cliff or start a small farm near a calm cozy town - if they're prepared to pay, that is. But if you can't pay, you can always take out a bank loan to purchase one of the game's "daily grind" plans. Which is exactly what Oleg does when he finds out his six-year-old daughter requires urgent heart surgery. He needs money ASAP; his only hope is in signing a sweatshop contract with Reflex International and start toiling in Mirror World's mines in full immersion, fighting hunger and agonizing pain. To add insult to injury, he's a complete newb who's never played a game before and has to learn everything on the go. Would Oleg - now known as Olgerd - manage to raise enough money to save his daughter? Predictably, the contract he signed comes with strings attached. Would he manage to escape hard labor and return victorious to his family? He might - but it would take every ounce of his willpower and ingenuity...
The ads enthused, "The virtual lands of Mirror World await you! Live out your most secret dreams in our world of Sword and Sorcery! Become a Great Wizard or a Famous Warrior! Build your own castle, tame a dragon, conquer a kingdom! All those desperate, lonely and insecure - Mirror World offers you a chance!"But Oleg isn't meant to become a great wizard or a famous warrior. He'll never have a castle of his own. Neither will he ever tame a dragon. And he's definitely not the type to conquer a kingdom, however virtual it may be.Oleg is doomed to toil away in the recesses of Mirror World's mines. His goal is to raise enough money for a heart transplant for his dying six-year-old daughter. The clock is ticking. Will he make it?
A page-turning novel that is also an exploration of the great philosophical concepts of Western thought, Jostein Gaarder's Sophie's World has fired the imagination of readers all over the world, with more than twenty million copies in print. One day fourteen-year-old Sophie Amundsen comes home from school to find in her mailbox two notes, with one question on each: "Who are you?" and "Where does the world come from?" From that irresistible beginning, Sophie becomes obsessed with questions that take her far beyond what she knows of her Norwegian village. Through those letters, she enrolls in a kind of correspondence course, covering Socrates to Sartre, with a mysterious philosopher, while receiving letters addressed to another girl. Who is Hilde? And why does her mail keep turning up? To unravel this riddle, Sophie must use the philosophy she is learning—but the truth turns out to be far more complicated than she could have imagined.
The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.
When a troubled housewife awakens one morning as a tavernkeeper in the Roman frontier town of Carnuntum around 170 A.D., she must face plague and war in order to survive and prosper in her new life.
“A must-read for anyone interested in moving from inspiration to action.” —Cal Newport, author of So Good They Can’t Ignore You Most of us fill our days with frantic activity, bouncing from task to task, scrambling to make deadlines and chase the next promotion. But by the end of each day we’re often left wondering if any of it really mattered. We feel the ticking of the clock, but we’re unsure of the path forward. Die Empty is a tool for people who aren’t willing to put off their most important work for another day. Todd Henry explains the forces that lead to stagnation and introduces practices that will keep you on a true and steady course. The key is embracing the idea that time is finite, so you should focus on the unique contribution to the world that only you can make. Henry shows how to sustain your enthusiasm, push through mental barriers, and unleash your best work each day.
When we witness a great actor, musician, or sportsperson performing, we share something of their experience. It become clear just how this sharing of experience is realised within the human brain. This text provides an accessible overview of mirror neurons, written by the man who first discovered them.
A book about metals, plants, animals, and planets.