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A guide to developing and selling your game idea from a game design manager at Wizards of the Coast, the world’s largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! Tinsman presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.
Offers advice on selling a new game and discusses self-publishing, marketing, copyrights, and trademarks
"Transform your idea into a top-selling product"--Front cover.
Do you have game ideas collecting dust in the back of a closet - or the back of your head? Dust them off, pick up this book, and discover the simple steps to turning your concept to cash in today's game market. Long-time industry veteran gives a concise and complete insider's view of this fascinating world and shares the process of licensing or publishing your board game, card game, or party game for profit. Find out how the industry works and what companies are looking for in a game. Examine what makes a good game good while understanding the basics of prototyping and play testing. Gain the knowledge on how to best approach companies to maximize your chances of success. Learn how to protect your idea and how to strike a deal when the call comes. It is all covered step-by-step in this easy-to-follow guide to game design.
With Arduino, you can build any hardware project you can imagine. This open-source platform is designed to help total beginners explore electronics, and with its easy-to-learn programming language, you can collect data about the world around you to make something truly interactive. The Arduino Inventor's Guide opens with an electronics primer filled with essential background knowledge for your DIY journey. From there, you’ll learn your way around the Arduino through a classic hardware entry point—blinking LEDs. Over the course of the book, 11 hands-on projects will teach you how to: –Build a stop light with LEDs –Display the volume in a room on a warning dial –Design and build a desktop fan –Create a robot that draws with a motor and pens –Create a servo-controlled balance beam –Build your own playable mini piano –Make a drag race timer to race toy cars against your friends Each project focuses on a new set of skills, including breadboarding circuits; reading digital and analog inputs; reading magnetic, temperature, and other sensors; controlling servos and motors; and talking to your computer and the Web with an Arduino. At the end of every project, you’ll also find tips on how to use it and how to mod it with additional hardware or code. What are you waiting for? Start making, and learn the skills you need to own your technology! Uses the Arduino Uno board or SparkFun RedBoard
This is a unique book about Intellectual Property. It is aimed not only at law students studying the subject but also at interested users of IP - business people, inventors, scientists, designers and the like. It provides an outline of the basic legal principles which underpin and reguilate the subject, educatuing the reader as to the shape of the law. However, critically, it also gives insight into how the system actually works. You cannot understand chess by merely learning the rules - you also have to know how the game is played: so too with Intellectual Property. To achieve its object the authors deliberately avoid technicalities: keeping things simple, yet direct. There are no footnotes to distract. Although cases are, inevitably, referred to, they are explained in a pithy, accessible manner. The authors try wherever possible to be both serious and light-hearted at the same time. All major areas of IP - patents, trade marks, copyright and designs - are covered, along with briefer treatment of other rights and subjects such as breach of confidence, plant varieties and databases. A novice reader of this book should come away both with a clear outline of IP law and a feeling for how it works. Students will be able to put their more detailed study into perspective. Users will be able to understand better how IP affects them and their businesses.
Discover the tricks of the trade that helps ordinary people learn how to look at their world through the eyes of an inventor. You don’t have to be a mechanical genius to be an inventor. Chances are, you’re already at the all-important starting ground every inventor begins at--wishing you could find a clever solution to an everyday challenge. The far-too-complicated baby swing. Slick-soled running shoes. Computer cords constantly tangled up...there can’t be a solution unless there’s a problem. Author and inventor Patricia Nolan-Brown has turned many common annoyances into ingenious and money-making products, and she believes you can do the same. In Idea to Invention, you will learn the six simple steps it takes to go from idea to invention, and discover: Creativity habits that spark invention The power of tape-and-paper prototypes to refine their vision How to navigate the ins and outs of licensing and patenting their product The pros and cons of finding a licensed manufacturer vs. running a home-based assembly line How to promote their invention Product enhancements that add years to shelf life From the everyday challenge and your initial concept to resolve it, all the way to the explosion of your thriving business, Idea to Invention simplifies the invention process and gives creative thinkers the competitive edge they need to achieve the success their amazing ideas deserve.
Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth? Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium. Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
THE BOOK THAT MAKES ELECTRONICS MAKE SENSE This intuitive, applications-driven guide to electronics for hobbyists, engineers, and students doesn't overload readers with technical detail. Instead, it tells you-and shows you-what basic and advanced electronics parts and components do, and how they work. Chock-full of illustrations, Practical Electronics for Inventors offers over 750 hand-drawn images that provide clear, detailed instructions that can help turn theoretical ideas into real-life inventions and gadgets. CRYSTAL CLEAR AND COMPREHENSIVE Covering the entire field of electronics, from basics through analog and digital, AC and DC, integrated circuits (ICs), semiconductors, stepper motors and servos, LCD displays, and various input/output devices, this guide even includes a full chapter on the latest microcontrollers. A favorite memory-jogger for working electronics engineers, Practical Electronics for Inventors is also the ideal manual for those just getting started in circuit design. If you want to succeed in turning your ideas into workable electronic gadgets and inventions, is THE book. Starting with a light review of electronics history, physics, and math, the book provides an easy-to-understand overview of all major electronic elements, including: Basic passive components o Resistors, capacitors, inductors, transformers o Discrete passive circuits o Current-limiting networks, voltage dividers, filter circuits, attenuators o Discrete active devices o Diodes, transistors, thrysistors o Microcontrollers o Rectifiers, amplifiers, modulators, mixers, voltage regulators ENTHUSIASTIC READERS HELPED US MAKE THIS BOOK EVEN BETTER This revised, improved, and completely updated second edition reflects suggestions offered by the loyal hobbyists and inventors who made the first edition a bestseller. Reader-suggested improvements in this guide include: Thoroughly expanded and improved theory chapter New sections covering test equipment, optoelectronics, microcontroller circuits, and more New and revised drawings Answered problems throughout the book Practical Electronics for Inventors takes you through reading schematics, building and testing prototypes, purchasing electronic components, and safe work practices. You'll find all thisin a guide that's destined to get your creative-and inventive-juices flowing.