Book picks similar to
The Legend of Zelda (Legends of Localization, #1) by Clyde Mandelin
non-fiction
nonfiction
gaming
games
Ansel Adams: A Biography
Mary Street Alinder - 1996
Here, Mary Street Alinder--who collaborated with Adams on his memoir and was his assistant in later life--is not reticent about the major emotional episodes in Adams's life, including his marriage and extramarital affairs, and his not-altogether-successful fatherhood. She explores the major artistic influences on his work and gives in-depth profiles of the significant figures in his circle. She also explains the technique and style Adams developed to obtain his unique vision, as well as his uneasiness at becoming a commodity. Ansel Adams: A Biography is an intimate and provocative portrait of the world's most famous photographer.
Designing Disney
John Hench - 2003
His principles of theme park design, character design, and use of color made him a legendary figure, not only for Disney fans but also for students and aficionados of architecture, engineering, and design.Designing Disney reveals the magic behind John's great discoveries and documents his groundbreaking in several key areas: "Design Philosophy" examines the values, attitudes, aesthetics, and logic that went into the original concepts for Disney theme parks. In "The Art of the Show" and "The Art of Color," Hench reveals the essence of what makes the parks work so well. And in "The Art of Character," he lets the reader in on the how and why of the Disney characters' inherent popularity-their timeless human traits, archetypal shape and gestures that suggest these qualities graphically, and their emotional resonance in our lives.
Write Short Kindle Books: A Self-Publishing Manifesto for Non-Fiction Authors (Indie Author Success #1)
Nathan Meunier - 2015
Write books FASTER. Write BETTER books. Write MORE books. #1 Kindle Bestseller in Authorship, Writing Skills, and Business Writing - Jan. 2015! The Kindle self-publishing revolution is here! Are you in? Why spin your wheels struggling to write bulky, bloated books the traditional publishing way when you can turbo-charge your Kindle author platform with greater freedom, flexibility, and chances for success? This game-changing guide is for aspiring authors AND established publishing pros alike who want to shake-up their routine and embrace a powerful new approach to self-publishing non-fiction. Are you ready to Write Short Kindle Books? You'll learn:
Why writing shorter Kindle books is the best approach for many non-fiction authors
The benefits of boosting your volume with many shorter, high-quality books
How to price your short ebooks for maximum success
Ideal word counts for Kindle books
How to break larger book ideas down into numerous smaller books
How to brainstorm, outline, and write books faster and more efficiently
How to save money on covers, editing, and Kindle book formatting
Why building a team of Beta Readers is crucial
How to bring your book from final draft to launch
And much more! Click on "Look Inside" to Learn More!
Dungeons & Dragons: Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures
E. Gary Gygax - 1974
Boxed set containing three paperback volumes:Volume 1: "Men & Magic"Volume 2: "Monsters & Treasure"Volume 3: "The Underworld & Wilderness Adventures"Information regarding the various print runs of the Original D&D boxed sets can be found at http://www.acaeum.com/ddindexes/setpa...(Note: The three volumes in this boxed set were not offered for separate sale.)
How to Fly a Horse: The Secret History of Creation, Invention, and Discovery
Kevin Ashton - 2014
Now, in a tour-de-force narrative twenty years in the making, Ashton leads us on a journey through humanity’s greatest creations to uncover the surprising truth behind who creates and how they do it. From the crystallographer’s laboratory where the secrets of DNA were first revealed by a long forgotten woman, to the electromagnetic chamber where the stealth bomber was born on a twenty-five-cent bet, to the Ohio bicycle shop where the Wright brothers set out to “fly a horse,” Ashton showcases the seemingly unremarkable individuals, gradual steps, multiple failures, and countless ordinary and usually uncredited acts that lead to our most astounding breakthroughs.Creators, he shows, apply in particular ways the everyday, ordinary thinking of which we are all capable, taking thousands of small steps and working in an endless loop of problem and solution. He examines why innovators meet resistance and how they overcome it, why most organizations stifle creative people, and how the most creative organizations work. Drawing on examples from art, science, business, and invention, from Mozart to the Muppets, Archimedes to Apple, Kandinsky to a can of Coke, How to Fly a Horse is a passionate and immensely rewarding exploration of how “new” comes to be.
The Well-Played Game: A Player's Philosophy
Bernie DeKoven - 1978
De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.
Minecraft: The Complete Handbook Collection
Scholastic Inc. - 2014
For the first time ever, Minecraft's four bestselling handbooks are available in a stunning, gold-foiled boxed set! This ultimate collection includes the Essential Handbook, Redstone Handbook, Combat Handbook, and Construction Handbook. Minecraft--the indie sandbox video game that took the world by storm--has been hailed as one of the greatest phenomena amongst gamers and educators for both its simplicity and its brilliance. Allowing players to build, explore, create, collaborate, and even survive, Minecraft has created a brave new world of gameplay. Each handbook contains helpful tips and information from the creators themselves, all of which will prove vital to your survival and creativity as you learn to mine, craft, and build in a world that you control.
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.
Beyond the Game: The Collected Sportswriting of Gary Smith
Gary Smith - 2000
In Beyond the Game, Gary Smith has brought together his greatest stories, from the inspiring account of basketball coach Jim Valvano's courageous battle against cancer, to an unforgettable tale of a remote valley in Bolivia that plays host to an unusual annual ritual in which the men of rival villages engage in a riotous all-day fistfight. Beyond the Game is not only a collection of great sportswriting; it is a collection of great writing, period. Each of Smith's stories -- of dreams and fears, failure and triumph, self-destruction and salvation -- will profoundly touch you and remain with you long after you have closed the pages of the book.
Silhouettes from Popular Culture
Olly Moss - 2012
Find your favourite pop-culture character in this collection of silhouettes from well-known movie, television, comics and video game characters!
Incredibly Strange Music, Volume II
V. Vale - 1994
French of Family Affair) "singing" songs by Bob Dylan, and tons more
My Favorite Intermissions: Lives of the Musical Greats and Other Facts You Never Knew You Were Missing
Victor Borge - 1971
signed books
Fine Art Wedding Photography: How to Capture Images with Style for the Modern Bride
José Villa - 2011
And today, that means lifestyle photography, also referred to as "fine art wedding photography." Fine art wedding photography isn't just a catchy phrase; it's a modern approach in which design is paramount. Fine art wedding images are more graphic and stylized than traditional wedding photojournalism, as if they were pulled from the pages of a glossy wedding or lifestyle magazine. Acclaimed wedding photographer Jose Villa was a pioneer in fine art wedding photography before it became a trendy buzzword. Here, he shares his secrets for bringing a stylized sense of composition, lighting, posing, and most important, design, to your images, while still keeping them organic and narrative. You’ll learn Jose’s trademark technique of capturing the more natural moment after a pose, and tips for getting images right in-camera to avoid the need for heavy postproduction. Final chapters show you how to integrate design through the delivered product, whether an album or slideshow, and continue nurturing clients after the wedding by expanding to baby and family portraiture. Packed with real-life examples, solid techniques, and stunning images from one of the wedding industry's brightest stars, this book will both educate and inspire photographers seeking to update their work and satisfy a new generation of brides.
Bill James Historical Baseball Abstract
Bill James - 1988
Illustrated.
What Video Games Have to Teach Us about Learning and Literacy
James Paul Gee - 2003
James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.