Book picks similar to
Assassin's Creed: Art ( R )evolution by Debora Ferrari
video-game-art
art
concept-art
game-related
How to Draw Manga: Mastering Manga Drawings (How to Draw Manga Girls, Eyes, Scenes for Beginners) (How to Draw Manga, Mastering Manga Drawings)
Andrew Harnes - 2015
Whether you like to simply draw one character, or even make a comic book out of it, this will definitely make drawing easier for you. Here’s what you’ll learn in this book: Materials When You’re Starting Out The Fundamental Elements of Art Practice Warm-ups before You Start Techniques on How to Draw Facial Features Drawing the Face in Different Angles How to Draw Different Hair Styles Using the Anatomy Model to Draw the Body–Hands, Trunk and Legs Drawing your Characters in Action Designing your Character Clothes, Accessories and Shoes This book is very easy to follow and illustrates different images that will serve as your guide in making the very basic shapes to finally drawing images that you desire. With a whole lot of practice and the right tools on hand, you would be good to go! When it comes to drawing, patience and hard work is needed. In the book: How to Draw a Manga Character everything is brought down to its simplest form so that learning is more convenient and enjoyable! So grab your own copy NOW and don’t forget to scroll up! Look for the “BUY” Button to download. Have fun!
Chess: Top Beginners Tactics You Must Know - Including Images, Tips, Strategies, Openings and More (Chess, Chess Openings, Chess Books, Chess Tactics. Chess Strategies, Chess For Beginners)
Anton Romanov - 2018
Chess is one of the world’s most popular board games, and is played by millions of people from all walks of life in parks, homes, online and tournaments. This two-player game is played on a checkered board with 64 squares arranged in an eight by eight grid called a chessboard. The game begins with each player possessing 16 pieces, 8 pawns, two rooks (sometimes called castles), two bishops, two knights, a queen and a king. The different player’s pieces are colored differently and are usually either black or white, though colors may vary. Regardless of the color variation though, each ‘team’ is referred to as either black or white. The objective of the game is to ‘checkmate’ the opponent’s king by placing it in such a position that it cannot escape capture. There are other methods to winning the game, such as when an opponent forfeits or resigns from the match. Forfeitures are normally as a result of the opponent losing too many pieces, or if a checkmate is seen as inevitable. There are also circumstances where the game ends in a draw for various reasons, meaning that neither player wins. The first official world chess championship was held in 1886 between Wilhelm Steinitz and Johannes Zukerfort. The victor and thus the first official World Champion was Wilhelm Seinitz. Since the creation of the World Chess Federation in Paris in 1924, the best chess players in the world have been awarded the title of Grandmaster, which is the highest accolade a chess player can get apart from world champion. The latter half of the 20th century saw computers being programmed to play chess, with many home computers now being able to play with such a high level of sophistication that they can outwit some of the best human players. The first computer to ever beat a reigning world champion was the computer Deep Blue, which beat Garry Kasparov in a match in 1997. What You're Going to Learn:
Origins and History of Chess
Rules and Notations
Movements in the Game
The Pieces, Their Movements and Values
Chess Strategy and Tactics
Tips for Beginners
What Not to Do
More Tactics
...And Much More!
Ready to Play Like a Pro ? * * * DOWNLOAD YOUR COPY TODAY * * *
Hollywood Foto-Rhetoric: The Lost Manuscript
Bob Dylan - 2008
These twenty-three prose poems are thoughtprovoking, witty, and thoroughly unexpected observations of a bygone era, and through the lens of Feinstein's camera they speak volumes about the faces and places that have graced the City of Angels. Images like those of Judy Garland, Marlene Dietrich, and Steve McQueen resonate with our collective memory, while photographs of hopeful starlets, movie studio backlots, and sunny, palm tree'd boulevards evoke the timeless allure of all things Hollywood."Hollywood Foto-Rhetoric" marks a unique collaboration: With his unerring eye, Barry Feinstein captured unforgettable moments in stunning black-and-white, such as Marilyn Monroe's swimming pool on the day she died, and Frank Sinatra celebrating at John F. Kennedy's Inaugural Ball. In the provocative accompanying text, Bob Dylan's quixotic, expressive lyricism redefines silver screen nostalgia.
Standing Small: A Celebration of 30 years of the Lego Minifigure
Nevin Martell - 2010
Cruel Tricks for Dear Friends
Penn Jillette - 1989
The authors, who appear regularly on "Saturday Night Live", "The David Letterman Show" and "Tonight", will tour 11 cities.
Meet Mr. Product: The Art of the Advertising Character
Warren Dotz - 2003
Product youll find a vibrantly colorful tribute to such pop-culture icons as the Jolly Green Giant, natty Mr. Peanut, the cute little Morton Salt Girl, and the countless other advertising characters who have been helping us navigate the grocery aisles and choose our products for years. Offering up a bustling gallery of over 500 spokescharacters, this chunky compendium charts the origins and development of the advertising character and gives brief glimpses into some of their most intimate secrets. (Did you know that the Michelin Man has been spotted with glamorous ladies on his arm? Or that Bordens Elsie the Cow was married to Elmer of household glue fame?) Famous faces and a host of recently rediscovered characters fill Meet Mr. Products pages to bursting.
Tony Northrup's Adobe Photoshop Lightroom 5 Video Book: Training for Photographers
Tony Northrup - 2014
VIDEO TRAINING. 12+ HOURS of searchable video training (requires Internet access). If you learn better from videos, watch the videos and use the ebook only for quick reference. If you learn better from books, read the ebook and refer to the videos to see the author demonstrate real world editing techniques. This much video training usually costs over $100 or requires a monthly subscription. 2. 150+ PRESETS. Jump-start your creativity by using the included presets to give your pictures a unique look. Others charge over $200 for this many presets! 3. 50+ RAW PICTURE FILES. Work alongside many of the book's examples, or just learn by experimenting with professional photos. 4. TEACHER & PEER SUPPORT. After buying the book, you get access to the private group on Facebook where you can ask the questions and post pictures for feedback from Tony, Chelsea, and other readers. It’s like being able to raise your hand in class and ask a question! Instructions are in the introduction. With this video book, you ll learn how to instantly find any picture in your library, fix common photography problems, clean up your images, add pop to boring pictures, retouch portraits, make gorgeous prints, create photo books, and even edit your home videos. Tony goes beyond teaching you how to use Lightroom. Tony shows you why and when to use each feature to create stunning, natural photos. When Lightroom is not the best tool, Tony suggests better alternatives. Tony covers every aspect of Lightroom in-depth, but structures his teaching so that both beginner and advanced photographers can learn as efficiently as possible. If you just want a quick start, you can watch the first video or read the first chapter and you'll be organizing and editing your pictures in less than an hour. If you want to know more about a specific feature, switch to that video or jump to that chapter in the ebook. If you want to know everything about Lightroom, watch the videos and read the book from start to finish.
Persuasive Games: The Expressive Power of Videogames
Ian Bogost - 2007
In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
The Art of Magic: The Gathering - Innistrad
James Wyatt - 2016
These pages, lavishly illustrated with the award-winning art of Magic: The Gathering™, are your entry into a world beset by terrible evils on all sides and betrayed by the hope it held most dear. Tread lightly as you follow the heroic Planeswalkers of the Gatewatch as they investigate these dark mysteries, for the nightmare they will uncover is a threat to the whole Multiverse. The mysteries of Innistrad—its peoples, provinces, and monsters—await your arrival. But be careful as you peer into the darkness, for you might find something staring back.
Star Wars Technical Journal
Shane Johnson - 1995
It is a vast universe that provides the setting for Star Wars, The Empire Strikes Back, and Return of the Jedi; strange creatures known as Jawas deal in used droids, while moisture farmers eke out a living on a harsh and arid desert planet. Rebel forces use whatever material they can muster, bringing it to bear against a vast and technologically advanced Empire that possesses weaponry capable of destroying an entire world in the space of a heartbeat.The Star Wars Technical Journal takes an in-depth look at the many and varied elements that comprise the rich Star Wars tapestry, including:-- The spacecraft, from TIE Series fighters to Star Destroyers-- The exotic locales, including Tatooine, Hoth, and Cloud City-- Histories of the Empire and the Rebel forces...and much, much more.Through comprehensive entries, extensive photographs, detailed schematics, rare production artwork, character designs, and six eight-page fold-out blueprints, the secrets of the species, the technologies, and the inner-workings of the Rebel and Imperial forces unfold.Through months of meticulous research, Texas author Shane Johnson reviewed hours of film and radio drama, hundreds of pages of technical material and media materials, roleplaying rules, production art, and everything else available covering the Star Wars canon. A talented technical illustrator as well, he also produced the schematics needed to properly cover the technical details that went into producing the adventure of a lifetime. His other credits include Star Trek: The Next Generation Technical Journal and Mr. Scott's Guide to the Enterprise.Based on Starlog magazine's Star Wars Technical Journals.
The Art of Failure: An Essay on the Pain of Playing Video Games
Jesper Juul - 2013
When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox. In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do? Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it. "The Art of Failure" is essential reading for anyone interested in video games, whether as entertainment, art, or education.
Street Boners: 1,764 Hipster Fashion Jokes
Gavin McInnes - 2010
Growing in size and influence at an alarming rate, the site's main feature is the new and improved version of Gavin's "DOs and DON'Ts," now tantalizingly called Street Boners. These Boners have been polished and compounded into a book that takes the best of the site and adds hundreds more gems! With 1,312 photos, hilarious captions, and a harsh new rating system-from one to 10 kitten faces-STREET BONERS makes sure no glorious fashion statement goes unnoticed. Innocent citizens are either damned to hell or relentlessly exalted into heaven. Chloe Sevigny, Debbie Harry, Fred Armisen, and Tim & Eric also contribute their scathing wit to the book, and the end result is a New York fashion bible no bathroom should be without.
The Portable Film School: Everything You'd Learn in Film School (Without Ever Going to Class)
D.B. Gilles - 2005
D.B. Gilles explains the fundamental skills and techniques of screenwriting and making a short film arming you with the two calling cards you'll need to break into Hollywood – without having spent the tuition or a minute in a classroom.
On the Many Deaths of Amanda Palmer: And the Many Crimes of Tobias James
Rohan Kriwaczek - 2010
By collecting a selection of these submissions in one place and providing commentary, Kriwaczeck explores issues of authorship, celebrity, popular culture, marketing strategies and the corruption of art. Amanda's fans will of course enjoy this outrageous depiction of their favorite songstress, and this book also appeals to anyone interested in the essential questions of modern media.
The Imperial Infantryman's Handbook
Matt Ralphs - 2012
The Munitorum adepts give us these things for a reason, you know...Collected for the first time in a single kitbag volume, the Imperial Infantryman’s Uplifting Primer and the Imperial Munitorum Manual provide a wealth of background on the history, tactics and ethos of the Imperial Guard.