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Le Carré's post-Cold War masterpiece, filled with suspense, betrayal, desire and drama The Cold War is over and retired secret servant Tim Cranmer has been put out to pasture, spending his days making wine on his Somerset estate. But then he discovers that his former double agent Larry - dreamer, dissolute, philanderer and disloyal friend - has vanished, along with Tim's mistress. As their trail takes him to the lawless wilds of Russia and the North Caucasus, he is forced to question everything he stood for.
This entertaining history blends anecdote, incident, and analysis as it chronicles the story of our national pastime. Charles C. Alexander covers the advent of the first professional baseball leagues, the game's surge in the early twentieth century, the Golden Twenties and the Gray Thirties, the breaking of the color line in the late forties, and the game's expansion to its current status as a premier team sport. He describes changing playing styles and outstanding teams and personalities but also demonstrates the many connections between baseball--as game, sport, and business--and the evolution of tastes, values, and institutions in the United States.
Vols. for 1911-13 contain the Proceedings of the Helminothological Society of Washington, ISSN 0018-0120, 1st-15th meeting.
See How to Unobtrusively Incorporate Good Teaching into Your Game's MechanicsLearn to Play: Designing Tutorials for Video Games shows how to embed a tutorial directly into your game design mechanics so that your games naturally and comfortably teach players to have fun. The author deciphers years of research in game studies, education, psychology,
An insider’s history of the Rangers Football Club’s almost-decade-long climb back to the top of Scottish football and their fifty-fifth league title. In February 2012, Rangers faced an uncertain future and fans feared for their club as a Scottish institution was plunged into crisis. Just months later, Rangers would start out on what those supporters christened “The Journey” as they attempted to make their way back to the top of the game from the Third Division. The years that followed were amongst the most tumultuous and controversial in the club’s illustrious history as financial results became as important and noteworthy as football ones. Through it all, Rangers supporters followed near and far. In May 2021, Rangers completed their journey as Steven Gerrard’s side were crowned Premiership champions. Going for 55 tells the story of the campaign, giving insight and offering analysis into how Gerrard revolutionised the club and restored Rangers to their place at the top of Scottish football. With interviews from the money men who funded the rebuilding job, the staff and players that made the dream a reality and those in the press that saw history being made, this is a sporting tale like no other.
This book constitutes the proceedings of the 23rd International Conference on Passive and Active Measurement, PAM 2022, held in March 2022. Due to COVID-19 pandemic, the conference was held virtually. The 15 full papers and 15 short papers presented in this volume were carefully reviewed and selected from 62 submissions. The papers present emerging and early-stage research in network measurements – work that seeks to better understand complex, real-world networked systems and offer critical empirical foundations and support to network research.
How to achieve a happier and healthier game design process by connecting the creative aspects of game design with techniques for effective project management. This book teaches game designers, aspiring game developers, and game design students how to take a digital game project from start to finish—from conceptualizing and designing to building, playtesting, and iterating—while avoiding the uncontrolled overwork known among developers as “crunch.” Written by a legendary game designer, A Playful Production Process outlines a process that connects the creative aspects of game design with proven techniques for effective project management. The book outlines four project phases—ideation, preproduction, full production, and post-production—that give designers and developers the milestones they need to advance from the first glimmerings of an idea to a finished game.