Poor Barney has chicken pox, and he's itching something awful. Thank goodness Grandpa knows how to help! His famous anti-itch stories will have Barney feeling better in no time -- especially the story about how Grandpa bravely battled a fierce octopus with a toilet plunger one dark and stormy night . . . .
The creator of the popular beginning readers about Minnie and Moo and Elvis the Rooster, Denys Cazet captures the humor and warmth between grandfather and grandson with this zany story-within-a-story delight.
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Denys Cazet is the author and illustrator of more than 25 picture books for children, including Never Spit On Your Shoes, winner of the California Young Readers Medal.
The books about Minnie and Moo are his first for beginning readers. He was inspired to tell stories about the silly cow best-friends when he passed a herd of cows in which all but two were facing the same way. The other two stood next to each other, facing in the opposite direction from the rest of the cows. He immediately dubbed the two nonconformists Minnie and Moo and imagined the adventures two cows who were loyal friends rather than followers of the herd. Mr. Cazet is currently writing I Can Read Books featuring Elvis the Rooster from the farm on which Minnie and Moo live.
Mr. Cazet was an elementary school teacher for 25 years, and has also been a school librarian and elementary school media specialist. He remains active in his local elementary school parent and advisory committees. A California native, Mr. Cazet lives with his family in the foothills of the Napa Valley.
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Book Description HarperCollins, 2005. Hardcover. Book Condition: New. Dust Jacket Condition: New. Type: Book - Since 1997 delivering quality books to our neighbors, all around the world!. Bookseller Inventory # HP010078
Book Description HarperCollins, 2005. Book Condition: New. Brand New, Unread Copy in Perfect Condition. A+ Customer Service! Summary: Foreword by Raph Koster. Introduction. I. EXECUTIVE CONSIDERATIONS. 1. The Market. Do We Enter the Market? Basic Considerations. How and Which Niche? Market Analysis: Who Are These People, Anyway? 2. Planning and Budgeting. Cost of Entry. Budgeting and Return on Investment (ROI) Factors. Talent Pool: Management and Hiring Issues. Differentiation Between Product and Service. Budgeting the Development and Launch. 3. Project Management/Manager. Project Plans. Yes, It Really Will Take at Least 2?3 Years to Complete. Why Production Slips Happen. Project Realities. 4. Marketing and Distribution Concerns: Retail Box, Download, or Both? Downloading: Not (Yet) a Viable Option. Buying Shelf Space. The AOL Model: Do You Need to Actually Sell the Client? 5. Calculating and Expanding the Profit Margins: The Cost of Doing Business. Some Numbers. Add-On Profits. II. DESIGN AND DEVELOPMENT CONSIDERATIONS. 6. Basic Design and Development Issues. Practicalities and Advice. Design. 7. Digging Deeper into Development and Design Issues. Technical Considerations. Where to Start? Building the Right Tools. Host Hardware and Bandwidth. Player Hardware and Software. Customer Support: Dude, Where's My Tools? 8. Getting into the Design. Acquisition and Retention Features. The Themis Group Player Satisfaction Matrix. The Critical "New Player Experience" . It's the Socialization, Stupid! The Importance of (the Other Guy's) Storytelling. World-Building: Just What Is "Content," Anyway? 9. Other Design and Development Issues. Console: Oh, Brave New World! One Problem: The Designers. Development Issues. Balancing Creativity with a Schedule. The Test Process. The Freeze: Closing the Loop to Launch. Ramping Up Player Support. III. LAUNCHING AND MANAGING A GAME. 10. Launch Day. Launch Philosophy. The Importance of a Technically Stable Launch . Who's in Charge on Launch Day? Disaster Control. If Disaster Happens. 11. Managing a Game Post-Launch. Barbarians, Tribesmen, and Citizens. Transitioning from the Development Team to the Live Team. Managing the Expectations of the Players. Player Relations: The In-Game GMs. The Service Philosophy: Acquiring and Retaining Subscribers. Security: Keeping Honest People Honest. Community Relations: Processes. 12. The Live Development Team. Live Development Team Responsibilities. The Publishing Process. The Publishing Plan. Patch Creation and Publishing Schedules. The Live Test Server. How Often Should You Publish? Critical Bugs and Exploits. Bug-Fixing Versus Nerfing. Planning and Implementing Major Expansions. Implementing an Expansion. IV. ARTICLES FROM THE EXPERTS. 13. Microsoft's UltraCorps: Why This Turn-Based Game Failed. Turned-Based Conquest Games Are Not Mass-Market. Too Easy to Exploit the Game Design. Constant Bugs and "Hacks" Destroyed the Game's Credibility. Lack of Publicity and Marketing by Microsoft. Failure to Refresh the Game Often Enough. The Zone's Sysops Were AWOL. 14. Anarchy Online Post-Mortem. The Foreplay. The First TrimesterDevelopment of the Bone Structure (The Technology). The Second Trimester: The Heartbeat of the Auto Content Generator System. The Last TrimesterGetting Ready to Be Born. The Birth: The Launch. Post-Launch: Infancy and Toddler Years. 15. Glory and Shame: Powerful Psychology in Multiplayer Online Games. Buzzword Snow. A Unique Audience. A Unique Medium. The Power of Shame. The Problem with Glory. Pure Meritocracy: The Ultimate Glory Game. Cumulative Character Games: The Devoted All Go to Heaven. Achievement Versus Development. Summary: Development over Achievement. 16. Case Study: Online Game Lifecycles. Achieving Mass Market Status. The Current Top Four MMOGs Worldwide as of December 2002. 17. Fighting Player Burnout in Massively Multiplayer Games. The Exponential Curve of Death. More Content? Play Less, Please. Conclusion. 18. Post-Mortem: Mythic's Dark Age of Camelot. The Community. The Beta Starts. Server Ba. Bookseller Inventory # ABE_book_new_0060510897
Book Description HarperCollins, 2005. Library Binding. Book Condition: New. Bookseller Inventory # DADAX0060510897
Book Description Book Condition: Brand New. Book Condition: Brand New. Bookseller Inventory # 97800605108931.0