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*Unprecedented access behindHalf-LifeandHalf-Life 2 *A forward by Valve founder Gabe Newell *Hundreds of art, design, preproduction, and other art pieces crammed into the book *Over a dozen key members of Valve's staff interviewed *Officially approved by Valve *Behind City 17 and other locations *The development of the Source engine *A rogue's gallery of beasts, characters, and monstrosities *Key weapons development revelations *A tour of many of the game's locations, from inception to completion *Filled with art, screens, and anecdotes from the Valve team
New insights from the science of science Facts change all the time. Smoking has gone from doctor recommended to deadly. We used to think the Earth was the center of the universe and that the brontosaurus was a real dinosaur. In short, what we know about the world is constantly changing. Samuel Arbesman shows us how knowledge in most fields evolves systematically and predictably, and how this evolution unfolds in a fascinating way that can have a powerful impact on our lives. He takes us through a wide variety of fields, including those that change quickly, over the course of a few years, or over the span of centuries.
Hollywood film franchises are routinely translated into games and some game-titles make the move onto the big screen. This collection investigates the interface between cinema and games console or PC.
If your first love came back to offer you everything you ever dreamed of, what would you do? Hannah is thirty-eight and the happily married mother of eleven-year-old Luke, the diamond in her world. Her marriage is reassuringly stable, and after fifteen years she has managed to push the wild dreams of youth from her mind and concentrate on the everyday satisfactions of here and now. The first half of her life hasn't been as exciting as she had hoped, but then, she reckons, whose has? When she succeeds in convincing husband Cliff to rent a villa in the south of France for a summer vacation with her sister Jill and gay friend Tristan, she's expecting little more than a pleasant few weeks with her family. But they each have their own baggage - their own secrets - ready to explode on this not-so-relaxing holiday in France. When a phone call at the villa announces the imminent arrival of a ghost from her past, the ambiance is transformed into a raging sea of jealousy as Hannah is forced to question everything she thought she knew and believed. But is she brave enough to take the life-changing decisions her future happiness requires?
The Earth died when aliens rained thermonuclear warheads on her cities and sprayed the surface with a bio-terminator. A deadly poison drifted to every corner of the planet, threatening the last survivors with annihilation.For a soldier in Antarctica like Creed, there is only one way to keep breathing untainted air. He must join the Jelk Corporation as an assault trooper, leaving the planet for outer space. In return for his and other people's services, the Jelk will house the last humans for as long as the assault troopers keep winning.For the price of living and the chance to save humanity, Creed has to wear a shock chip in his neck-Jelk discipline is harsh-and he has to don a symbiotic battlesuit that feeds off his sweat. Human life is cheap in the vast alien war. The assault troopers are little more than suicide soldiers, but for humanity to escape extinction, they must survive. But Creed didn't agree to the bargain in order to remain a dog to the aliens. He has a plan, and he'll need all his cunning to beat the extraterrestrials and begin the road to freedom for the human race.
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the fourth installment in the Reverse Design series, looking at Half-Life. Written in a readable format, it is broken down into six sections examining some of the most important topics to the game: 1. How Half-Life is a key step in the evolution from the composite style of videogame design to the set piece of style of design; 2. How Half-Life defined almost all of the core concepts of the cover-based shooter, and redefined the level architecture of the FPS genre; 3. The small tricks and flourishes that Half-Life used to tell a story through its mechanics, AI and environments--back cover.
A brilliant sliding-doors reimagining of the passionate life of the first woman to win a Nobel Prize – and the life Marie Curie might have led if she had chosen love over science. Poland, 1891. Marie Curie (then Marya Sklodowska) was engaged to a budding mathematician, Kazimierz Zorawski. But when his mother insisted Marya was not good enough, he broke off the engagement. A heartbroken Marya left Poland for Paris to study chemistry and physics at the Sorbonne. Marie would go on to change the course of science forever and become the first woman to win a Nobel Prize. But what if Marie had made a different choice? What if she had stayed in Poland, married Kazimierz, and never attended the Sorbonne or discovered radium? What if Marie had chosen her first love and a life of domesticity, still ravenous for knowledge in Russian Poland where education for women was restricted, instead of studying science in Paris and meeting Pierre Curie? Seamlessly entwining the lives of Marya and Marie, Half Life is a powerful story of love and friendship, motherhood and sisterhood, fame and anonymity – and a woman destined to change the world.
An overachiever enrolls in an experimental clone study to prove that two (of her own) heads are better than one in this fast-paced, near-future adventure that's Black Mirror meets Becky Albertalli. There aren't enough hours in the day for Lucille--perfectionist, overachiever--to do everything she has to do, and there certainly aren't enough hours to hang out with friends, fall in love, get in trouble--all the teenage things she knows she should want to be doing instead of preparing for a flawless future. So when she sees an ad for Life2: Do more. Be more, she's intrigued. The company is looking for beta testers to enroll in an experimental clone program, and in the aftermath of a series of disappointments, Lucille is feeling reckless enough to jump in. At first, it's perfect: her clone, Lucy, is exactly what she needed to make her life manageable and have time for a social life. But it doesn't take long for Lucy to become more Lucy and less Lucille, and Lucille is forced to stop looking at Lucy as a reflection and start seeing her as a window--a glimpse at someone else living her own life, but better. Lucy does what she really wants to, not what she thinks she should want to, and Lucille is left wondering how much she was even a part of the perfect life she'd constructed for herself. Lucille wanted Lucy to help her relationships with everyone else, but how can she do that without first rectifying her relationship with herself? "Like a PG-13 mash-up of Booksmart and Black Mirror, Clark’s sophomore novel delivers both twisty sci-fi suspense and a highly relatable account of the search for self-determination and self-worth."--Booklist "Clark makes this territory fresh, and teens questioning their own self-worth will be drawn to this novel. A novel that is near-future enough to appeal to sci-fi fans as well as general audiences who like to ask, 'What if?'"--SLJ
Anna Gaskell is prominent among a generation of artists who emerged in the late 1990s and have redefined the landscape of contemporary art, building upon cinematic strategies pioneered a decade earlier by artists such as Cindy Sherman and Laurie Simmons. Gaskell and others of her generation have invented an entirely new discourse, one in which narrative is disrupted, lacking closure and connectivity. Gaskell goes further yet, creating bodies of work that appear to tell stories but confound one's ability to draw clear connections between the different images within a given series. In Half Life, a new project commissioned by The Menil Collection, Gaskell draws inspiration from stories like Rebecca, The Old Nurse, and The Turn of the Screw, to create an installation of video and photography that plumbs the dark recesses of the human psyche, embodying a sense of fear, isolation, and uncertainty. Accompanied by the first published biography and bibliography on the artist, as well as an interview and essay by Matthew Drutt, curator of the project, with contributions by Niall Mackenzie and Francis McKee. Distributed for The Menil Collection