The Complete Record Cover Collection


Robert Crumb - 2011
    It was an invitation the budding artist couldn't resist, especially since he had been fascinated with record covers-particularly for the legendary jazz, country, and old-time blues music of the 1920s and 1930s-since he was a teen. This early collaboration proved so successful that Crumb went on to draw hundreds of record covers for both new artists and largely forgotten masters. So remarkable were Crumb's artistic interpretations of these old 78 rpm singles that the art itself proved influential in their rediscovery in the 1960s and 1970s. Including such classics as Truckin' My Blues Away, Harmonica Blues, and Please Warm My Weiner, Crumb's opus also features more recent covers done for CDs. R. Crumb: The Complete Record Cover Collection is a must-have for any lover of graphics and old-time music.

Brick City: Global Icons to Make from Lego


Warren Elsmore - 2013
    What lends special distinction to the models is the way they're constructed. Each is made entirely of LEGO bricks! Known for decades as a favorite children's toy, LEGO bricks have entered the adult model builder's repertoire in recent years. Author and model maker Warren Elsmore presents instructions for neophyte LEGO modelers plus plans for constructing specific buildings and landmarks, along with vivid photos of completed LEGO models. The models represent landmarks from all over the world, and include--St. Basil's Cathedral New York's New World Trade Center The Arc de Triomphe Rome's Colosseum A London taxicab Hong Kong ferries Buckingham Palace. . . and many othersFeaturing amazing photos of LEGO models, and scale drawings of structural details to guide model builders, Brick City presents a modeler's panorama of contemporary urban landscapes. More than 400 illustrations in color and black and white.BONUS POSTERS: Enclosed with the book are two dramatic posters featuring LEGO(R) model photos of architectural world landmarks. The posters, which are suitable for framing, unfold to 17 1/2" x 24 3/4"

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 Swear I Was There


David Nolan - 2001
    David Nolan's 'I Swear I Was There' describes the early days of the Sex Pistols, their first gig at the Manchester Free Trade Hall in 1976 and the long-term effects of that first concert.

Project Runway: The Show That Changed Fashion


Eila Mell - 2012
    Ten seasons into its run comes the official guide behind the scenes of a television and fashion landmark. In this book, fully illustrated with hundreds of photos, fans will learn how the show began and developed over the years, relive the highlights of seasons past, and learn what their favorite designers are doing today. The book will feature commentary from Heidi Klum throughout, as well as interviews with the people behind the scenes, top designers of ten seasons, and stars of the show: workroom mentor Tim Gunn and judges Heidi Klum, Nina Garcia, and Michael Kors. This is the ultimate source for all things "Project Runway."

The Encyclopedia of New Wave


Daniel Bukszpan - 2012
    Originating as a less-aggressive sister movement to punk, New Wave encompassed a wide range of styles, from Brit pub-rock to electronica, synth-pop, and even ska. The Encyclopedia of New Wave comprehensively captures this eclectic music, all of which enthralled the newly emergent MTV generation. With its tendency toward romantic minimalism, dark dance beats, and gender-bending antics, New Wave changed the course of popular musical history, as well as fashion and art.

Killer Instinct


Jane Hamsher - 1997
    For $10,000, Jane and Don optioned Natural Born Killers and set off on a two-year roller coaster ride no classroom could have prepared them for. With an outrageous cast of real-life characters including Oliver Stone, Woody Harrelson, Robert Downey, Jr., and Juliette Lewis--along with a slew of film-crew leeches and behind-the-scenes studio pitbulls--Killer Instinct rivals the most mesmerizing, gut-wrenching movie scenes. A wild joyride like no other, Hamsher's tale provides a fresh, insider's perspective on stardom and the real balance of power in Hollywood.

A Book of Surrealist Games


Mel Gooding - 1995
    Invented and played by such artists as André Breton, Rene Magritte, and Max Ernst, these gems still produce results ranging from the hilarious to the mysterious and profound.

Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design


Chris Solarski - 2012
    It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different.  Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook

The Splendid Magic of Penny Arcade


Jerry Holkins - 2010
    The comic appears to catalog the lives of two young men who are utterly steeped in popular culture.Each chapter gathers into a coherent beam of savory trivia, strange facts, formerly mysterious origins, biographical information, interviews, inaugural conventions, an unlikely charity, and comic strips. You get the sense that some of the content may be apocryphal—for example, the part where they eat a whole wolf basically comes out of nowhere. Also, if one of them really did become “King of the Britons,” you’re sure you would have heard about it somewhere else. > close book You close the book and place it back on the shelf. Maybe next time.

No Encore!: Musicians Reveal Their Weirdest, Wildest, Most Embarrassing Gigs


Drew Fortune - 2019
    The embarrassment is palatable, but perseverance is the most touching part of these stories. These awful things that happened don't interrupt the dream. The dream of performing and stardom. The dream of connecting with an audience. No Encore! is a glimpse into the analog past; a trip to a distant world when artists made albums and suites of songs you listened in order." —Bret Easton Ellis   “They hated us and started throwing cups, bottles, change, chairs, and anything that wasn’t nailed down.” —Dean Ween This hilarious, sometimes horrifying, collection spans four decades and chronicles the craziest, druggiest, and most embarrassing concert moments in music history—direct from the artists who survived them.  “In the midst of my insanity, I thought it would be a very romantic gesture to go into Fiona Apple’s dressing room and write a message on her wall in my own blood.” —Dave Navarro From wardrobe malfunctions to equipment failures, from bad decisions to even worse choices, this is a riveting look into what happens when things go wrong onstage and off. “Ozzy had a sixty-inch teleprompter with the song lyrics, and that got stolen, along with microphones, snare drums and cymbals. Our drummer at the time was stabbing people in the neck with his drumstick.” —Zakk Wylde No Encore! is an unflinchingly honest account of the shows that tested the dedication to a dream—from Alice Cooper’s python having a violent, gastric malfunction on stage to Lou Barlow’s disastrous attempt to sober up at Glastonbury, from Shirley Manson’s desperate search for a bathroom to the extraordinary effort made to awaken Al Jourgenson as Ministry was taking the stage. As Hunter S. Thompson famously wrote, “Buy the ticket, take the ride.”  “I go to exit the venue, and there’s 25 people marching towards us. It’s about 3:00 AM, and they weren’t there to be nice. They were carrying bats, boards, chains, hammers, and they were coming for us.” —Dee Snider

Art of Atari


Tim Lapetino - 2016
    Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced! "For me, revisiting the beautiful artwork presented in this book is almost as good as taking a trip in Doc Brown's time machine back to that halcyon era at the dawn of the digital age. But be warned, viewing these images may leave you with an overwhelming desire to revisit the ancient pixelated battlefields they each depict as well." -- from the Foreword by Ernest Cline, author of READY PLAYER ONE

Pixarpedia


Barbara Bazaldua - 2009
    Thousands of photographs and illustrations combine with behind-thescenes information to form the ultimate Pixarpedia. © 2009 Disney/PIXAR

Secrets of Xen'drik (Eberron Supplement)


Keith Baker - 2006
    and More There's an old saying in Stormreach: "Great power rests in the ruins of the past." The shattered cities and vast dungeons of Xen'drik hold the secrets of countless fallen empires. Legends speak of titanic landmarks, sunken treasure vaults, and forgotten places suffused with powerful magic. Beyond the walls of Stormreach, an entire continent waits to be rediscovered. But beware! Terrible monsters rule Xen'drik now, and explorers searching for gold or glory often find death instead. Inside this book, you'll find everything you need to adventure in the shattered continent of Xen'drik: * Comprehensive overview of the continent of Xen'drik and the gateway city of Stormreach* New feats, prestige classes, spells, equipment, and magic items* Encounters and magical locations you can drop into your existing campaign* Ready-to-play adventures, monsters, and villains For use with these Dungeons & Dragons(R) products"Player's Handbook(TM) Dungeon Master's Guide(TM) Monster Manual(TM)Eberron"(R)" Campaign Setting"

Dark Souls: Design Works


From Software - 2011
    Showcasing the grim and chilling artwork behind the fan-favorite Dark Souls game in a gorgeous hardcover collection, Dark Souls: Design Works features key visuals, concept art, character & monster designs, rough sketches, and an exclusive interview with the game's creators.