Book picks similar to
Hallelujah Anyway by Patrick Woodroffe
art
fantasy
non-fiction
poetry
All in Color for a Dime
Richard A. Lupoff - 1970
The reprint from the 1970 Arlington House original sports an all-new introduction by Comics Buyer's Guide Editor Maggie Thompson and includes 16 pages of full-color comic-book art.
It's Not How Good You Are, It's How Good You Want To Be
Paul Arden - 2003
If you want to succeed in life or business, this book is a must.
The World of Kong: A Natural History of Skull Island
Weta Workshop - 2005
It was a place so unbelievable that no one dared believe in its existence. Except one man, the extraordinary showman Carl Denham. Many will, of course, remember his show on Broadway and its tragic ending. But New York is not where the story ended, it is where it began.In 1935 a joint expedition of several prominent universities and organizations called Project Legacy was launched. Its stated mission goal was to create the first of several field guides to Skull Island, a land filled with creatures existing outside of their time, where dinosaurs roamed, evolved, and still lived. Only a year later it was discovered that the island was doomed; the geological forces that had formed the island were now tearing it apart. There were only seven more abbreviated expeditions to the island before its destruction and the start of World War II.The journals, sketches, and detailed notes of the scientists who braved Skull Island would have continued to gather dust on shelves across the planet were it not for the work of the authors of this book. Here for the first time is their work, collected in a comprehensive edition of the natural history of this lost island. Here is "The World of Kong."
Rise of the Dungeon Master: Gary Gygax and the Creation of D&D
David Kushner - 2017
Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. Before long, D&D conventions were set up around the country and the game inspired everything from movies to the first video games. With D&D, Gygax created the kind of role playing fantasy that would fuel the multibillion dollar video game industry, and become a foundation of contemporary geek culture.
The Redemption of Althalus
David Eddings - 2000
Their previous beloved series include the Belgariad, the Malloreon, and the Elenium, and although Althalus is bursting with all the daring escapades their multitude of fans expect, it is also an engaging departure for the authors. Althalus is a grand adventure that is bound to enthrall readers of the authors' previous, multivolume epics, but it features a precision of plot and language that can be achieved only by having an actual resolution. Althalus is a young thief and occasional killer known for his skill and incredible luck. A number of capers end without much monetary reward for him, until he stumbles into a shrine built to the fertility goddess Dweia. Soon afterward he meets with the wizard Ghend, who hires him to steal the Book, a magical tome that can be found in the bizarre House at the End of the World. There, Althalus discovers Dweia in the form of a black cat and learns that she has chosen him to aid her in a war against Ghend and her evil brother, the destroyer god Daeva. Together Althalus and Dweia use the power of the Book and gather together a small team of questionable heroes who must battle Ghend's supernatural forces and armies. The thief Althalus can only hope his luck holds out for this one last task, since the very fate of humanity is at stake.A stand-alone epic fantasy is a rarity in the modern-day publishing world and a concept that should be embraced more often. The Redemption of Althalus gives us all the action, sorcery, humor, and soaring imagination of a grand series but doesn't leave any loose threads, fractured subplots, or loss of momentum. A great deal of fun action and generally good-natured exploits are punctuated by the authors' usual satire on religion and high society. In one clever turn, Althalus enters a city where the wealthy are forced to hide their riches and live even worse than the poor in order to avoid taxation. Althalus is well-polished and smoothly constructed, with real storytelling muscle and a gratifying finale. The Eddingses should be praised for their willingness to put a cap on this particular story in an effort to offer other wonderfully developed worlds to their readers.
How to Write Science Fiction & Fantasy
Orson Scott Card - 1990
Your readers are curious and want you to take them beyond ""The Fields We Know,"" to help them explore the infinite boundaries of the worlds you create.Here, science fiction great Orson Scott Card shares his expertise in these genres. You'll learn:- What is and isn't science fiction and fantasy, and by whose standards -- and where your work fits in.- How to build, populate, and dramatize a credible, inviting world your readers will want to explore.- How to use the MICE quotient -- milieu, idea, character, event -- to structure a successful story.- Where the markets are and how to reach them to get published.The knowledge and skills you gain through this book will help you effectively lead your readers into the strangeness you create -- one tantalizing step at a time.
Expanded Universe
Robert A. Heinlein - 1980
Heinlein, author of multiple New York Times best sellers, on subjects ranging from Crime and Punishment to the Love Life of the American Teenager; from Nuclear Power to the Pragmatics of Patriotism; from Prophecy to Destiny; from Geopolitics to Post-Holocaust America; from the Nature of Courage to the Nature of Reality; it's all here and it's all great - straight from the mind of the finest science fiction writer of them all.For the Millions of Heinlein Fans-a Guided Tour Through the Thoughts and Insights of "One of the Most Influential Writers in American Literature" –The New York Times Book ReviewContents:ForewordLife-LineSuccessful OperationBlowups HappenSolution UnsatisfactoryThe Last Days of the United StatesHo to Be a SurvivorPie from the SkyThey Do It With MirrorsFree MenNo Bands Playing, No Flags Flying—A Bathroom of Her OwnOn the Slopes of VesuviusNothing Ever Happens on the MoonPandora's BoxWhere To?Cliff and the CaloriesRay Guns and Rocket ShipsThe Third Millennium OpensWho Are the Heirs of Patrick Henry?"Pravda" Means "Truth"Inside TouristSeachlightThe Pragmatics of PatriotismPaul Dirac, Antimatter, and YouLarger Than LifeSpinoffThe Happy Days Ahead
Dreamsongs, Volume I
George R.R. Martin - 2003
Martin is a giant in the field of fantasy literature and one of the most exciting storytellers of our time. Now he delivers a rare treat for readers: a compendium of his shorter works, collected into two stunning volumes, that offer fascinating insight into his journey from young writer to award-winning master.Gathered here in Volume I are the very best of George R.R. Martin's early works, including never-before-published fan pieces, his Hugo, Nebula, and Bram Stoker Award-winning stories plus the original novella The Ice Dragon, from which Martin's New York Times bestselling children's book of the same title originated. A dazzling array that features extensive author commentary, Dreamsongs, Volume I, is the perfect collection for both Martin devotees and a new generation of fans.Contents:- Introduction by Gardner Dozois One: A Four-Color Fanboy (2003)- Only Kids Are Afraid of the Dark (1967)- The Fortress (2003)- And Death His Legacy (2003)Two: The Filthy Pro (2003)- The Hero (1971)- The Exit to San Breta (1972)- The Second Kind of Loneliness (1972)- With Morning Comes Mistfall (1973)Three: The Light of Distant Stars (2003)- A Song for Lya (1974)- The Stone City (1977)- This Tower of Ashes (1976)- And Seven Times Never Kill Man (1975)- Bitterblooms (1977)- The Way of Cross and Dragon (1979)Four: The Heirs of Turtle Castle (2003)- The Lonely Songs of Laren Dorr (1976)- The Ice Dragon (1980)- In the Lost Lands (1982)Five: Hybrids and Horrors (2003)- Meathouse Man (1976)- Remembering Melody (1981)- Sandkings (1979)- Nightflyers (1980)- The Monkey Treatment (1983)- The Pear-Shaped Man (1987)
Vivisectionary
Kate Lacour - 2019
The coldness of scientific charts alternates with raw and intimate imagery, exploring a world where hummingbirds can be parasites, where feces can be transformed into brain tissue or gemstones. Part comic art, part textbook, Vivisectionary blends sex, religion, science, and body horror, with an eye to the sublime and the grotesque.
Sketching from the Imagination: An Insight into Creative Drawing
3dtotal Publishing - 2013
Whether scribbled in a sketch pad or on a napkin, concepts are a way for artists to develop their skills and discover interesting shapes and forms that can be developed into their next masterpiece. In Sketching from the Imagination, 50 talented traditional and digital artists have been chosen to share their sketchbook works, from doodled concept sketches to fully rendered drawings. A visually stunning collection packed full with useful tips, Sketching from the Imagination is an excellent value resource for concept design to inspire artists of all abilities.
Why Art?
Eleanor Davis - 2018
But the concept falls under such an absurdly large umbrella and can manifest in so many different ways. Art can be self indulgent, goofy, serious, altruistic, evil, or expressive, or any number of other things. But how can it truly make lasting, positive change? In Why Art?, acclaimed graphic novelist Eleanor Davis (How To Be Happy) unpacks some of these concepts in ways both critical and positive, in an attempt to illuminate the highest possible potential an artwork might hope to achieve. A work of art unto itself, Davis leavens her exploration with a sense of humor and a thirst for challenging preconceptions of art worth of Magritte, instantly drawing the reader in as a willing accomplice in her quest.
Mars Attacks
The Topps Company - 2012
Edgy, subversive, and darkly comedic, this over-the-top series depicting a Martian invasion of Earth has a loyal following and continues to win new generations of fans. For the first time, this book brings together high-quality reproductions of the entire original series, as well as the hard-to-find sequel from 1994, rare and never-before-seen sketches, concept art, and test market materials. Also included are an introduction by series co-creator Len Brown and an afterword by Zina Saunders, daughter of the original artist, providing an insider’s behind-the-scenes view of the bizarre and compelling world of Mars Attacks.Includes four Mars Attacks trading cards.
Drawing Trees (Dover Art Instruction)
Victor Semon Pérard - 1959
Over 100 illustrations spotlight dozens of different varieties, including Oak, Willow, Pine, and Palmetto. Topics include shading techniques, composition, portraying shadow and light, and approaches to outlining.Author and illustrator Victor Perard, a graduate of the École des Beaux-Arts in Paris, was an art instructor at New York City's Cooper Union for twenty years. This informative volume reflects his extensive teaching experience and provides practical advice for artists at every level.
Watching the Watchmen: The Definitive Companion to the Ultimate Graphic Novel
Dave Gibbons - 2008
Featuring the breathtaking design of Chip Kidd and Mike Essl, WATCHING THE WATCHMEN is both a major art book in its own right, and the definitive companion to the graphic novel that changed an industry.Voted among Time magazine's 100 Best Novels from 1923 to the present, a perennial bestseller over the past twenty years and widely considered the greatest graphic novel of all time, WATCHMEN is a gripping, labyrinthine piece of comic art, which has earned an acclaimed place in modern literary history."I've had a great time, re-visiting the very beginnings of Watchmen and unearthing material I haven't set eyes on for many years. As a fan myself, this is the kind of stuff I eat up and I'm sure the many devotees of the graphic novel will do the same!" says Gibbons.© DC Comics 2008. All Rights Reserved.
The Sandman: King of Dreams
Alisa Kwitney - 2003
Author Alisa Kwitney explores its beginnings and chronicles the comic's emergence as a unique and undeniable force in the literary world. Richly illustrated, this history shows how Gaiman and The Sandman's gifted artists, such as Dave McKean and Yoshitaka Amano, create a haunting (and haunted) main character who wields immense power. With illustrations never before published, behind-the-scenes stories, handwritten notes, and interviews with Gaiman himself, this volume is a true testament to the dream king and his creator.