Book picks similar to
Artcade - The Book of Classic Arcade Game Art by Tim Nicholls
history
art
art-books
video-games
AA100 The Arts Past and Present - Place and Leisure (Book 4)
Deborah Brunton - 2008
Halo 2: The Official Guide
Microsoft Corporation - 2004
The Official Halo 2 Guide: Strategy Evolved Developed on-site at Bungie studios and written by the elite Piggyback team, this guide includes an encyclopedic appraisal of Halo 2's multiplayer mode; a full, highly accessible walkthrough for the epic Campaign mode; and everything on basic play, all in one book.The product of over four months of writing, research, and design, this guide includes:·Detailed annotated maps: outwit multiplayer opponents with your intimate knowledge of level architecture ·Study all features of multiplayer maps, from power-up locations to "secret" areas, attack routes, and more ·Includes and exhaustive rundown of preset and custom game types—design your own multiplayer match and attract the best crowd ·Features hundreds of digital screenshots to illustrate key points ·Packed with tips, tactics, and techniques from the Bungie team ·Learn about every adversary, vehicle, and weapon—their strengths and shortcomings and how you can exploit these ·Confidently negotiate the huge Campaign mode with our exclusive maps and step-by-step walkthrough ·Designed to enhance the Halo 2 experience for newcomers and Halo: Combat Evolved veterans alike
Dressing Barbie: A Celebration of the Clothes That Made America's Favorite Doll and the Incredible Woman Behind Them
Carol Spencer - 2019
For thirty-five years, Carol Spencer enjoyed an unparalleled reign as a Barbie fashion designer, creating some of Barbie’s most iconic looks from the early 1960s until the late 1990s.Barbie’s wide-ranging wardrobe—including princess gowns and daisy-print rompers, flirty sundresses and smart pantsuits— combined fashion trends and haute couture with a liberal dose of fantasy. In Dressing Barbie, the successful and prolific designer reminisces about her time at Mattel working with legendary figures such as Ruth Handler, Barbie’s creator, and Charlotte Johnson, the original Barbie designer, and talks about her best and most beloved clothing designs from each decade. But Carol’s most impressive creation is her own life. As Handler famously said, “Barbie always represented the fact that a girl has choices”—a credo Carol epitomized. In Dressing Barbie, she talks candidly about how she broke free of the constraints of the late 1950s to pursue a dazzling career and an independent life for herself.Over the course of her successful and prolific career, Carol won many accolades. She was the first designer to have her signature on the doll, the first to go on a signing tour, the first to design a limited-edition Barbie Doll for collectors, and the designer of the biggest selling Barbie of all time. Now, Carol is the first member of the inner circle to take fans behind the pink curtain, revealing the fashion world of Barbie, the quintessential California girl, as never before.
Starting Point: 1979-1996
Hayao Miyazaki - 1996
A hefty compilation of essays (both pictorial and prose), notes, concept sketches and interviews by (and with) Hayao Miyazaki. Arguably the most respected animation director in the world, Miyazaki is the genius behind "Howl's Moving Castle," Princess Mononoke" and the Academy Award-winning film, "Spirited Away."
The WoW Diary: A Journal of Computer Game Development
John Staats - 2018
It was written by the game's first level designer, John Staats, from notes he took during WoW's creation. The WoW Diary explains why developers do things and debunks popular myths about the games industry. In great detail he covers the what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard's formula for success.
The Game Design Reader: A Rules of Play Anthology
Katie SalenJussi Holopainen - 2005
A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
Why Is That Art?: Aesthetics and Criticism of Contemporary Art
Terry Barrett - 2007
Introducing students to a variety of established theories of art, he presents the traditional sets of criteria of Realism, Expressionism, and Formalism, which are in turn updated by recent sources of Poststructuralism. Barrett applies each of these theories to challenging works of contemporary art, pointing out the strengths and weaknesses of each mode of interpretation. He encourages students to consider many criteria when evaluating an artwork, to critically examine judgments made by others, and to make informed judgments of their own. Ideal for courses in aesthetics, art theory, art criticism, and the philosophy of art, Why Is That Art? is organized chronologically according to the history of aesthetics. It features sixty-seven illustrations (twenty-six in a full-color insert), discusses a wide range of American and European artists, and includes an exceptional overview of postmodern pluralism. This unique book will provide students with a newfound appreciation for contemporary art, scholarship, and reasoned argumentation, giving them the confidence to join the fascinating discourse on contemporary art.