Book picks similar to
Artcade - The Book of Classic Arcade Game Art by Tim Nicholls
history
art
art-books
video-games
Manga Matrix: Create Unique Characters Using the Japanese Matrix System
Hiroyoshi Tsukamoto - 2006
Using this unique Japanese system, artists can plot and cross-section elements on a matrix diagram to create an infinite number of original characters, creatures, and multiformed beasts. Angels, demons, dragons, monsters, and robots are all included in this book, along with descriptions of costumes and personalities for each.Manga Matrix is unlike any other manga instructional guide and is an invaluable resource for both the budding artist and the polished professional.
Pinball Wizards: Jackpots, Drains, and the Cult of the Silver Ball
Adam Ruben - 2017
The strangest thing about pinball is that it persists, and not just as nostalgia. Pinball didn’t just stick around—it grew and continues to evolve with the times. Somehow, in today’s iPhone world, a three-hundred-pound monstrosity of wood and cables has survived to enjoy yet another renaissance. Pinball is more to humor writer Adam Ruben than a fascinating book topic—it’s a lifelong obsession. Ruben played competitive pinball for years, rising as high as the 80th-ranked player in the world. Then he had children. Now, mired in 9,938th place—darn kids—Ruben tries to stage a comeback, visiting pinball museums, gaming conventions, pinball machine designers, and even pinball factories in his attempt to discover what makes the world’s best players, the real wizards, so good. Along the way, Ruben examines the bigger story of pinball's invention, ascent, near defeat, resurgence, near defeat again, and struggle to find its niche in modern society.
Embed with Games: A Year on the Couch with Game Developers
Cara Ellison - 2015
The internet generously helped fund her travel costs through a subscription service, egging her on in the only way it could, the pledges going up each month. This is the collected work, called 'Embed With Games', with an exclusive introduction from Kieron Gillen, a cover from comics artist Irene Koh, and a conclusion exclusive to the ebook.From London to Los Angeles, from the Netherlands to Malaysia to Japan to Australia, the book reveals how people involved in games are taking what they see around them and expressing it in digital playgrounds for other people to experience.An emotional, weird, sometimes intimate experience, this is open ribcage writing about the side of making video games most people don't see or know about.
Encyclopedia of the Exquisite: An Anecdotal History of Elegant Delights
Jessica Kerwin Jenkins - 2010
It’s an homage to the esoteric world of glamour that doesn’t require much spending but makes us feel rich.Taking a cue from the exotic encyclopedias of the sixteenth century, which brimmed with mysterious artifacts, Jessica Kerwin Jenkins’s Encyclopedia of the Exquisite focuses on the elegant, the rare, the commonplace, and the delightful. A compendium of style, it merges whimsy and practicality, traipsing through the fine arts and the worlds of fashion, food, travel, home, garden, and beauty.Each entry features several engaging anecdotes, illuminating the curious past of each enduring source of beauty. Subjects covered include the explosive history of champagne; the art of lounging on a divan; the emergence of “frillies,” the first lacy, racy lingerie; the ancient uses of sweet-smelling saffron; the wild riot incited by the appearance of London’s first top hat; Julia Child’s tip for cooking the perfect omelet; the polarizing practice of wearing red lipstick during World War II; Louis XIV’s fondness for the luscious Bartlett pear; the Indian origin of badminton; Parliament’s 1650 attempt to suppress Europe’s beauty mark fad; the evolution of the Japanese kimono; the pilgrimage of Central Park’s Egyptian obelisk; and the fanciful thrill of dining alfresco.Cleverly illustrated, Encyclopedia of the Exquisite is an ode to life’s plenty, from the extravagant to the eccentric. It is a celebration of luxury that doesn’t necessarily require money.
Incredibly Strange Music, Volume II
V. Vale - 1994
French of Family Affair) "singing" songs by Bob Dylan, and tons more
EarthBound
Ken Baumann - 2014
An RPG for the Super NES that flopped when it first arrived to the U.S., EarthBound grew in fan support and critical acclaim over the years, eventually becoming the All-Time Favorite Game of thousands, among them author Ken Baumann.Featuring a heartfelt foreword from the game's North American localization director, Marcus Lindblom, Baumann's EarthBound is a joyful tornado of history, criticism, and memoir.Baumann explores the game’s unlikely origins, its brilliant creator, its madcap plot, its marketing failure, its cult rise from the ashes, and its intersections with Japanese and American culture, all the while reflecting back on the author's own journey into the terrifying and hilarious world of adults.
Rebels in Paradise: The Los Angeles Art Scene and the 1960s
Hunter Drohojowska-Philp - 2011
Freedom from an established way of seeing, making, and marketing art fueled their creativity, which in turn inspired the city. Today Los Angeles has four museums dedicated to contemporary art, around one hundred galleries, and thousands of artists. Here, at last, is the book that tells the saga of how the scene came into being, why a prevailing Los Angeles permissiveness, 1960s-style, spawned countless innovations, including Andy Warhol's first exhibition, Marcel Duchamp's first retrospective, Frank Gehry's mind-bending architecture, Rudi Gernreich's topless bathing suit, Dennis Hopper's Easy Rider, even the Beach Boys, the Byrds, the Doors, and other purveyors of a California style. In the 1960s, Los Angeles was the epicenter of cool.
Fabritius and the Goldfinch
Deborah Davis - 2014
Donna Tartt's Pulitzer Prize-winning, #1 New York Times bestselling novel, The Goldfinch, introduced millions of readers to a painting that becomes a lifelong obsession. Painted in 1654 by Carel Fabritius, the work is of a small bird, chained to its perch. This mysterious portrait, a masterpiece of the Dutch Golden Age, has been lost and found, adored and abandoned, for nearly four centuries. Now more famous than ever, this painting is the subject of its own book—a look behind the scenes at its creation and the tumultuous life of its creator. This gripping, true story of adventure, romance, and artistic fervor has never before been told and will enthrall readers of the now famous novel. Set against the vibrant backdrop of Holland in the seventeenth century, when it was the economic capital of the world, the book is populated by a glittering crowd of the wealthy and young, high society with appetites for success and excess. Holland was the center of the art world as well, boasting both Rembrandt, (Fabritius' mentor), and Vermeer (his rival). And there is Carel Fabritius himself—handsome, talented, hell-bent on greatness, but unable to escape tragedy. Yet through The Goldfinch, he achieves immortality. Deborah Davis is the author of the best-selling Strapless: John Singer Sargent and the Fall of Madame X, Party of the Century: The Fabulous Story of Truman Capote and His Black and White Ball, Gilded: How Newport Became the Richest Resort in America, and the prize-winning Guest of Honor: Booker T. Washington, Theodore Roosevelt, and the White House Dinner that Shocked a Nation. Cover design by Adil Dara
Challenges for Game Designers
Brenda Brathwaite - 2008
Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.
Ansel Adams: A Biography
Mary Street Alinder - 1996
Here, Mary Street Alinder--who collaborated with Adams on his memoir and was his assistant in later life--is not reticent about the major emotional episodes in Adams's life, including his marriage and extramarital affairs, and his not-altogether-successful fatherhood. She explores the major artistic influences on his work and gives in-depth profiles of the significant figures in his circle. She also explains the technique and style Adams developed to obtain his unique vision, as well as his uneasiness at becoming a commodity. Ansel Adams: A Biography is an intimate and provocative portrait of the world's most famous photographer.
The Kobold Guide to Board Game Design
Mike Selinker - 2011
Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.
World of Warcraft Cataclysm - Signature Series Guide
Joe Branger - 2010
In this high-fantasy guide, you will be introduced to two new races, the Worgen and Goblins, and learn all about the unique races and classes that will help you complete your quests. You'll also discover how to battle enemies for gear and glory and how to join guilds with other players. There is a dedicated step-by-step guide, designed for brand-new players, to help you start your journey into World of Warcraft game. This "World of Warcraft: Cataclysm Signature Series Guide" features official artwork, designed for beauty and ease-of-use. It's a must-have guide for any World of Warcraft player.
The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't
Nick Yee - 2014
Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled—but rarely recognized—tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves.
Chip Kidd
Veronique Vienne - 2003
Chip Kidd is renowned and revered as a maverick graphic designer. Specifically, Kidd's book jacket designs for such major New York publishers as Alfred A. Knopf are among the most significant and innovative of our time. This richly illustrated book--the first critical selection of kid's design work--looks closely at this contemporary visual pioneer. Veronique Vienne presents a full and nuanced view of Kidd, discussing how he has developed celebrity status as a designer, design critic, lecturer, and editor. She also relates how Kidd is greatly influenced by popular culture, noting his vast collection of Batman memorabilia. Vienne concludes by examining Kidd's editorial involvement with books on cartoonists as well as his own first novel, The Cheese Monkeys, published in 2001 to critical acclaim. Chip Kidd reveals the fascinating life and career of a revolutionary graphic designer with a winning public persona, whose ambitions now also lean toward editing and writing. The book will appeal to anyone involved in design and popular culture as well as admirers of Kidd's extraordinary creative spirit.
Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games
David L. Craddock - 2015
Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys.Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics.Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks introduces you to the visionaries behind some of the most popular roguelikes of all time, and shows how their creations paved the way for the blockbuster video games of today—and beyond.