Ashley Wood's Art of Metal Gear Solid


Ashley Wood - 2009
    And it's little wonder why. The story follows infiltration expert Solid Snake as he attempts to save the world.In addition to showcasing art from Ashley Wood's graphic novel adaptations of Metal Gear Solid and Metal Gear Solid: Sons of Liberty, this all-new collection features the work Ash did for the Metal Gear Solid: Mobile Portable Ops video game.

The Yacht Rock Book: The Oral History of the Soft, Smooth Sounds of the 70s and 80s


Greg Prato - 2018
    Can you imagine being a struggling musician back then? It must take an incredible amount of restraint to play that gently.’ —Actor/comedian Fred Armisen, from his foreword to this book Just what is ‘yacht rock,’ you ask? Perhaps the easiest description is music that would not sound out of place being played while carousing aboard a yacht back in the good old days. But these songs were also some of the top pop gems of the 1970s and '80s. And while some associate yacht rock’s biggest songs with one-hit wonder artists, several of rock’s most renowned artists fall under this category, too - including Fleetwood Mac, the Eagles, Steely Dan, Hall & Oates, The Doobie Brothers, Toto, and more. Yacht rock seemed to have become extinct by the early twenty-first century … until a comedic video series, simply titled Yacht Rock, went viral and introduced captain’s hats and blazers to a whole new generation - as well as the emergence of a popular cover band, the Yacht Rock Revue, and of course, Jimmy Fallon’s on-air admiration of all things yacht rock. Now, yacht rock is one of the most celebrated ‘yesteryear’ styles of pop music, and has resonated with a new generation of musicians (including the Fred Armisen/Bill Hader-led Blue Jean Committee and soul/funk/electronica crossover act Thundercat). But despite all the hoopla, there has never been a book that told the entire story of the genre. Until now. Featuring interviews with many of the heavy hitters of the genre, including John Oates, Kenny Loggins, and Don Felder, The Yacht Rock Book leaves no sail unturned. This is the definitive story of the yacht rock’s creation, rise, chart-smashing success, fall, and stunning rebirth.

The CRPG Book Project - Expanded Edition


Felipe Pepe - 2018
    The completed ebook was first released as a free PDF in 2018, getting over 160,000 downloads. A deal was then made with Bitmap Books, which published a limited hardcover version of the book in 2019. All of the author’s profits (£20.992 as of January 2022) were donated to Vocação, a Brazilian NGO that helps kids and teenagers from poor areas to get a better education and find employment.In 2022, a new expanded edition was released, now with 160 extra pages, addressing issues with the previous release and expanding it to include games that were never released in English, as well as MMOs, MUDs, RPG Maker titles and more.This expanded edition is freely available for download at the project's website.

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

I Am Error: The Nintendo Family Computer / Entertainment System Platform


Nathan Altice - 2015
    In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

Extra Lives: Why Video Games Matter


Tom Bissell - 2010
    He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.

The Making of Prince of Persia: Journals 1985-1993--Illustrated Edition


Jordan Mechner - 2020
    

Rothko: The Color Field Paintings


Christopher Rothko - 2017
    This collection presents fifty large-scale artworks from the American master's color field period (1949–1970) alongside essays by Rothko's son, Christopher Rothko, and San Francisco Museum of Modern Art curator of painting and sculpture Janet Bishop. Featuring illuminating details about Rothko's life, influences, and legacy, and brimming with the emotional power and expressive color of his groundbreaking canvases, this essential volume brings the renowned artist's luminous work to light for both longtime Rothko fans and those discovering his work for the very first time. A textured case and large-scale tip-on on the front cover round out this sumptious package.

Project Arcade: Build Your Own Arcade Machine [With CDROM]


John St. Clair - 2004
    Construct joysticks, buttons, and trackballs; build the console and cabinet; install and configure the software; crank up the speakers; and wham Step across the time-space continuum and enjoy all those classic games, plus dozens of new ones, whenever you like. Start Here 1. Plan for your space and budget2. Design and build the cabinet3. Construct the controllers4. Build the console5. Pick an old game's brain6. Install the emulator7. Convince a PC it's a game8. Connect a monitor and speakers9. Add a marquee10. GO PLAY Includes diagrams, detailed instructions, essential software, and more CD-ROM Includes* Complete cabinet plans and diagrams* MAME32 software* Paint Shop Pro? evaluation version* Links to hundreds of arcade cabinet projects

Level Up!: The Guide to Great Video Game Design


Scott Rogers - 2010
    Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!

The Art of God of War


Sony Interactive Entertainment - 2018
    Living as a man, outside the shadow of the gods, he seeks solitude in the unfamiliar lands of Norse mythology. With new purpose and his son at his side, Kratos must fight for survival as powerful forces threaten to disrupt the new life he has created.An intimate chronicle of the years-long odyssey to bring Kratos and Atreus's beautiful and brutal world to life.Step into Midgard and explore beyond, as Dark Horse Books and Santa Monica Studio proudly present the quintessential companion to the enormously anticipated God of War. This is a document unlike any other that sets readers on an exhaustive behind-the-scenes journey to witness the creation of an epic of tremendous scale.

Racing the Beam: The Atari Video Computer System


Nick Montfort - 2009
    The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.

Game Over, Press Start to Continue: How Nintendo Conquered the World


David Sheff - 1993
    Whether it is recounting the struggles over the game"Tetris," offering blow-by-blow narrative of Nintendo's bitter legal warfare or its see-saw competition with other companies for market leadership, Game Over is a masterful piece of business journalism and technical reportage-a book both cautionary and hugely entertaining.

The Game Console: A Photographic History from Atari to Xbox


Evan Amos - 2018
    You'll start your journey with legendary consoles like the Magnavox Odyssey, Atari 2600, Nintendo Entertainment System, and the Commodore 64. The visual nostalgia trip continues with systems from the 1990s and 2000s, and ends on modern consoles like the Xbox One, PlayStation 4, and Wii U.Throughout the book, you'll also discover many consoles you never knew existed, and even find a rare peek at the hardware inside several of history's most iconic video game systems.

The Art of Splatoon


Nintendo - 2017
    . . and that's only an inkling of what's inside. We're not squidding around: this is a must have for all fans of Splatoon!Character illustrations!Concept art!Behind the scenes notes!All the content that splatters most!