The Great American Pin-Up


Charles G. Martignette - 1996
    It describes the genre's origins and development, showcasing the most important artists.

Dungeons & Dragons Art & Arcana: A Visual History


Michael Witwer - 2018
    It is a seminal RPG (role-playing game) and the inspiration for video games like World of Warcraft and Zelda, fantasy art, and countless other facets of "geek culture." This officially licensed illustrated history provides an unprecedented look at the visual evolution of the game, showing its continued influence on the worlds of pop culture and fantasy. It features more than 700 pieces of artwork--from each edition of the game's core books, supplements, and modules; decades of Dragon and Dungeon magazines; classic advertisements and merchandise; and never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with the game. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.

Ganga


Lakshmi Seshadri - 1975
    But, the spirited daughter of the mountain god was not to be easily subdued as her waters darted about uncontrollably. Only Shiva could tame her by entangling her in the coils of his hair. When her waters could finally wend their way out, they were calmer and purer. They turned arid wastes into fertile land and filled up the oceans. Since those ancient times when King Bhagiratha sought her help, Ganga, whether roaring or placid, dancing or sombre, continues to enchant one and all with her life-giving beauty.

Theories and Documents of Contemporary Art: A Sourcebook of Artists' Writings


Kristine Stiles - 1995
    These influential essays, interviews, and critical and theoretical comments provide bold and fertile insights into the construction of visual knowledge. Featuring a wide range of leading and emerging artists since 1945, the collection—while comprehensive and authoritative—offers the reader some eclectic surprises as well.Included here are texts that have become pivotal documents in contemporary art, along with writings that cover unfamiliar ground. Some are newly translated, others have never before been published. Together they address visual literacy, cultural studies, and the theoretical debates regarding modernism and postmodernism. The full panoply of visual media is represented, from painting and sculpture to environments, installations, performance, conceptual art, video, photography, and virtual reality. Thematic concerns range from figuration and process to popular culture, art and technology, and politics and the media. Contemporary issues of gender, race, class, and sexuality are also addressed.Kristine Stiles's general introduction is a succinct overview of artists' theories in the evolution of contemporary discourse around art. Introductions to each chapter provide synopses of the cultural contexts in which the texts originated and brief biographies of individual artists. The text is augmented by outstanding photographs, many of artists in their studios, and vivid, contemporary art images.Reflecting the editors' shared belief that artists' own theories provide unparalleled access to visual knowledge, this book, like its distinguished predecessors, Hershel Chipp's Theories of Modern Art (with Peter Selz and Joshua Taylor) and Joshua Taylor's Nineteenth-Century Theories of Art, will be an invaluable resource for anyone interested in contemporary art."In New York in 1915 I bought at a hardware store a snow shovel on which I wrote 'in advance of the broken arm.' It was around that time that the word 'readymade' came to mind to designate this form of manifestation."—Marcel Duchamp (1961)"Women have always collected things and saved and recycled them because leftovers yielded nourishment in new forms. The decorative functional objects women made often spoke in a secret language, bore a covert imagery. When we read these images in needlework, in paintings, in quilts, rugs and scrapbooks, we sometimes find a cry for help, sometimes an allusion to a secret political alignment, sometimes a moving symbol about the relationships between men and women."—Miriam Schapiro and Melissa Meyer (1978)"I want to create a fusion of art and life, Asia and America, Duchampiana modernism and Levi-Straussian savagism, cool form and hot video, dealing with all of those complex problems, spanning the tribal memory of the Nomadic Asians who crossed over the Bering Strait over 10,000 years ago."—Shigeko Kubota (1976)"Black for me is a lot more peaceful and gentle than white. White marble may be very beautiful, but you can't read anything on it. I wanted something that would be soft on the eyes, and turn into a mirror if you polished it. The point is to see yourself reflected in the names. Also the mirror image doubles and triples the space."—Maya Lin (1983)"Artists often depend on the manipulation of symbols to present ideas and associations not always apparent in such symbols. If all such ideas and associations were evident there would be little need for artists to give expression to them. In short, there would be no need to make art."—Andres Serrano (1989)

Ten Candles


Stephen Dewey - 2015
    It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.

London (Eyewitness Travel Guide)


Michael Leapman - 2006
    Unearthing the best of the city's stunning architecture, palaces and parks, west-end musicals, world-class art galleries and museums in between, there are 3D aerial views of London's most interesting districts, cutaways and floor-plans of all the major sites, and detailed listings of the best hotels and restaurants in London for all budgets. The guide includes four 'Great Days Out' and extensive practical information including insider tips on where to find London's best shops and markets, traditional pubs and the goldmine of fun to be found for children. Whether you're taking a thrilling 'flight' on the London Eye or gazing at the crown jewels at the Tower of London, there is detailed background on everything from Kings and Queens to where to see Roman, Medieval, Elizabethan and Victorian London as well as several guided walks of varied character.

The Cream of Tank Girl


Alan C. Martin - 2008
    Spewing filth and fury since 1988, celebrate the 20th anniversary of Alan Martin and Jamie Hewlett’s foul-mouthed, anarchic creation with The Cream of Tank Girl! Boasting tons of unseen artwork, rarely seen comic strips, every Jamie Hewlett Tank Girl cover ever, publicity posters, script samples and more besides, this is the ultimate guide to Tank Girl and her world! Bask in the glory of exclusive new commentary from writer Alan Martin! Shiver with pleasure at the sight of rarely seen drawings by Gorillaz genius Jamie Hewlett! Have a nice cup of tea whilst studying the recipe page! Verily, The Cream of Tank Girl is a smorgasbord of Tank Girl-osity.

Basic Writings of Existentialism


Gordon Daniel Marino - 2004
    This anthology brings together into one volume the most influential and commonly taught works of existentialism. Contributors include Simone de Beauvoir, Albert Camus, Fyodor Dostoevsky, Ralph Ellison, Martin Heidegger, Soren Kierkegaard, Friedrich Nietzsche, Jean-Paul Sartre, and Miguel de Unamuno y Jugo.

How to Draw Comics the Marvel Way


Stan Lee - 1977
    Stan Lee, the Mighty Man from Marvel, and John Buscema, active and adventuresome artist behind the Silver Surfer, Conan the Barbarian, the Mighty Thor and Spider-Man, have collaborated on this comics compendium: an encyclopedia of information for creating your own superhero comic strips. Using artwork from Marvel comics as primary examples, Buscema graphically illustrates the hitherto mysterious methods of comic art. Stan Lee’s pithy prose gives able assistance and advice to the apprentice artist. Bursting with Buscema’s magnificent illustrations and Lee’s laudable word-magic, How to Draw Comics the Marvel Way belongs in the library of everyone who has ever wanted to illustrate his or her own comic strip.

The Art of Frozen


Charles Solomon - 2013
    Encountering Everest-like conditions, mystical trolls, and a hilarious snowman named Olaf, Anna and Kristoff battle the elements in a race to save the kingdom.Taking inspiration from Hans Christian Andersen's fairy tale "The Snow Queen" and the culture and landscape of Norway, the artists of Frozen have created a dynamic, other-worldly icy setting filled with striking background work and detailed costumes. Featuring stunning artwork from the film's creation—including sketches, storyboards, colorscripts, and much more—The Art of Frozen is the ultimate behind-the-scenes look at the research and artistry that went into the making of this wintry action-packed adventure.

First Aid for the USMLE Step 2 CK


Tao Le - 1999
    Written by medical students and reviewed by top faculty, this unique book provides practical, tested advice for acing the USMLE Step 2 CK.

An Incomplete Education: 3,684 Things You Should Have Learned But Probably Didn't


Judy Jones - 1987
    Now this instant classic has been completely updated, outfitted with a whole new arsenal of indispensable knowledge on global affairs, popular culture, economic trends, scientific principles, and modern arts. Here's your chance to brush up on all those subjects you slept through in school, reacquaint yourself with all the facts you once knew (then promptly forgot), catch up on major developments in the world today, and become the Renaissance man or woman you always knew you could be! How do you tell the Balkans from the Caucasus? What's the difference between fission and fusion? Whigs and Tories? Shiites and Sunnis? Deduction and induction? Why aren't all Shakespearean comedies necessarily thigh-slappers? What are transcendental numbers and what are they good for? What really happened in Plato's cave? Is postmodernism dead or just having a bad hair day? And for extra credit, when should you use the adjective continual and when should you use continuous? An Incomplete Education answers these and thousands of other questions with incomparable wit, style, and clarity. American Studies, Art History, Economics, Film, Literature, Music, Philosophy, Political Science, Psychology, Religion, Science, and World History: Here's the bottom line on each of these major disciplines, distilled to its essence and served up with consummate flair.

The Ultimate Guide to Modern Calligraphy & Hand Lettering for Beginners: Learn to Letter: A Hand Lettering Workbook with Tips, Techniques, Practice Pages, and Projects


June & Lucy - 2019
    

Learn Tunisian Crochet: Beginner Stitch Guide & 6 Easy Potholder Patterns (Tiger Road Crafts Book 2)


Tara Cousins - 2014
    The "Getting Started" section will give you a great overview and help explain some things for the very beginner. Next, learn some easy stitch patterns in the section "Basic Stitches." When you're ready to try your first project, take a look at the "Potholder Patterns" section, but make sure to read the "Pattern Information & Notes" first for some important stuff that pertains to all the patterns. The ebook is also filled with photos to help you along your way.Why Potholders?Potholders are a great project to work with Tunisian crochet because:• The back/wrong side is hidden between the two layers• Tunisian crochet makes a very thick final product• Working square shapes is easy for the beginnerHave fun, and happy hooking to you!

Talk about Good!


Junior league of Lafayette - 1967
    This versatile cookbook starts with a "roux" and ends with a Gumbo! Talk About Good!, first published in 1967, is now in its 30th printing, with over 775,000 copies sold. This timeless classic is a must for all great cooks. 450 pages, hard-cover with concealed wire. Over 1200 crossed indexed recipes.