In the same vein as What Color is Your Parachute, this book takes a broad view of careers and the world of work. Viewed through the lens of Zen Buddhism, the reader is invited to think about what work means to them, what satisfies them, and to develop a career that fits them spiritually, mentally, and emotionally.
Drawing from real-life experience with a broad and varied portfolio, the authors cover all the aspects of writing for video games. They address narrative games specifically (which means a focus on first person shooters, roleplaying games, and adventure games) starting with an analysis of those types of games and proceeding to the role of the writer, asset management, project management, and more. Many of the chapters are applicable not just to other disciplines in game development and design, but also in other areas like web development that involves content.
From Kirkus Reviews (as “Watchfires to the North”):
Arthur minus the mumbo-jumbo, the round table and Excalibur–here Artyr, an indifferent warrior but a great general. This is the memoir of a king, Lucius Bedwyr Marcianus of Turris Alba, from the time he was sent out on his first mission at thirteen and returned with the badly wounded Artyr, to Artyr’s death ‘many years later while the chief of Bedwyr’s army. Bedwyr writes formally, almost regally, of their many battles, of their trip to New Rome (Constantinople) to learn the art of cavalry warfare, of his marriage (“”my dear Sybilla””), of many well-known characters–Gladhad (“”a mystic””), Gwenyfer (“”a good and loyal wife””), Mylan–their names spelled in the old way. Constant action is complemented by Bedwyr’s reflections on character and history; as human as any diary keeper, he subtly records his own maturing and that of his elusive cousin Gwenyfer, but Artyr, he comments, was never youthful. An anthropological record of the period, a realistic look at a legendary figure–Artyr or Arthur he’s especially convincing here.
From the publisher:
Clay Cooper and his band were once the best of the best, the most feared and renowned crew of mercenaries this side of the Heartwyld.
Their glory days long past, the mercs have grown apart and grown old, fat, drunk, or a combination of the three. Then an ex-bandmate turns up at Clay’s door with a plea for help–the kind of mission that only the very brave or the very stupid would sign up for.
It’s time to get the band back together.
From the publisher:
Cairo, 1912: The case started as a simple one for the Ministry of Alchemy, Enchantments and Supernatural Entities — handling a possessed tram car.
Soon, however, Agent Hamed Nasr and his new partner Agent Onsi Youssef are exposed to a new side of Cairo stirring with suffragettes, secret societies, and sentient automatons in a race against time to protect the city from an encroaching danger that crosses the line between the magical and the mundane.