Book picks similar to
Asura's Wrath: Official Complete Works by Capcom
concept-design
favourites-and-treasures
games
illustration
Love in the Time of Contempt: Consolations for Parents of Teenagers
Joanne Fedler - 2015
Rather it offers a mosaic of observations of the challenges and thrills of this particular time of a parent's life. It is an accessible and humourous book in which parents are offered a perspective on a process that, while deeply personal, should not be taken personally.
The Art of the Mass Effect Universe
Casey Hudson - 2012
Featuring concept art and commentary by BioWare on the games' characters, locations, vehicles, weapons, and more, "The Art of the Mass Effect Universe" is the most complete companion available to gaming's most compelling series.
Wonder Woman: The Art and Making of the Film
Sharon Gosling - 2017
Wonder Woman: The Art & Making of the Film celebrates the creation of this groundbreaking movie, taking fans on a voyage of discovery through the world of Wonder Woman. Showcasing the earliest concept art, set and costume designs, sketches and storyboards, the book delves deep into the filmmaking process, from creating the stunning island of Themyscira to the war-torn trenches and towns of First World War Europe.This official companion explores the Amazons rigorous training regimens, their weaponry, armor, Themysciran culture, and the amazing women themselves. With exclusive insights from cast and crew, including director Patty Jenkins, production designer Aline Bonetto, and Diana herself, Gal Gadot, this volume is the ultimate guide to the past, present, and future of one of the most iconic heroes in the world Wonder Woman.WONDER WOMAN and all related characters and elements (c) and TM DC Comics and Warner Bros. Entertainment. (s16)
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.
How to Draw Cool Stuff: A Drawing Guide for Teachers and Students
Catherine V. Holmes - 2014
These pages will guide you through the basic principles of illustration by concentrating on easy-to-learn shapes that build into complex drawings. With the step-by-step guidelines provided, anything can become easy to draw. This book contains a series of fun, hands-on exercises that will help you see line, shape, space and other elements in everyday objects and turn them into detailed works of art in just a few simple steps. The exercises in this book will help train your brain so you can visualize ordinary objects in a different manner, allowing you to see through the eyes of an artist. From photorealistic faces to holiday themes and tattoo drawings, How to Draw Cool Stuff makes drawing easier than you would think and more fun than you ever imagined! Now is the time to learn how to draw the subjects and scenes you've always dreamt of drawing. How to Draw Cool Stuff is suitable for artists of any age benefiting everyone from teachers and students to self-learners and hobbyists. How to Draw Cool Stuff will help you realize your artistic potential and expose you to the pure joy of drawing!
The Hobbit: An Unexpected Journey - Chronicles I: Art & Design
Daniel Falconer - 2012
It is packed with more than 1,000 images of concept artwork, photographs and development paintings by the artists working behind the scenes to bring Middle-earth to life, who each provide detailed and entertaining commentary that reveals the story behind the vision. Compiled by Weta Workshop senior concept designer Daniel Falconer, this is the first in a series of lavish hardback books written and designed by the award-winning team at Weta, who are working closely with the production team to guarantee that these books will be bursting with insider information and stunning visual imagery.
Plants vs. Zombies: Garden Warfare #1
Paul Tobin - 2015
Zombies: Garden Warfare 2! Written by Paul Tobin (Bandette, Banana Sunday) and illustrated by Jacob Chabot (The Mighty Skullboy Army, SpongeBob Comics), this is a hilarious, action-packed, all- ages, zombie-fightin' adventure! * The hit video game franchise continues its comic book invasion with a whole new series!
Diary Of A Minecraft Creeper: An Unofficial Minecraft Creeper Diary (Diary Of A Minecraft Creeper Book 1)
Alex Brian - 2015
Your favorite unofficial Minecraft series is now available as “Hugs of a Creeper”. Ever wondered how the life of a Minecraft Creeper would be? In this book, you will meet a Minecraft Creeper and get to know if creepers are any different than us. Do they have a heart? Do they have feelings? Well, only a creeper could answer this question! If you are a Minecraft fanatic, you would definitely want to know more about what it takes to be a Minecraft creeper. This diary written by a Minecraft Creeper will help you uncover the many secrets and mysteries related to the Creeper's life. *** Download Your Copy Or Read It FREE With Membership *** Disclaimer: This is an unofficial Minecraft book. Minecraft is a registered trademark of, and owned by, Mojang AB, and its respective owners, which do not approve, endorse, sponsor, or authorize this book. Minecraft®/TM & © 2009-2015 Mojang AB/Notch
The Creative License: Giving Yourself Permission to Be The Artist You Truly Are
Danny Gregory - 2005
Handwritten and illustrated in color throughout.
The Art of Game Design: A Book of Lenses
Jesse Schell - 2008
The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.
The Art of Rise of the Guardians
Ramin Zahed - 2012
Based on the children's book series by William Joyce, Rise of the Guardians is both an exciting adventure and a poignant exploration of the hopes and dreams of youth.Rise of the Guardians is one of DreamWorks Animation’s most ambitious films to date. Its mythic premise allowed the artists at the studio to let their imaginations loose, producing a truly unique take on the imaginary figures of childhood, the worlds they inhabit, and the innocence and joy they represent.With more than 400 pieces of meticulously reproduced art, including storyboards, character designs, visual development art, and effects concepts, The Art of Rise of the Guardians is an insider's tour of DreamWorks Animation's dynamic development process. Included is exclusive commentary from the director, producers, production designer, and crew that paints a fascinating picture of the way these filmmakers collaborated to create a stunning CG movie.
Pulp Art: Original Cover Paintings for the Great American Pulp Magazines
Robert LesserJim Steranko - 1997
The first book to feature the original paintings created for American pulp magazine covers, this unique reference offers an authoritative text, historical surveys, vintage letters, 125 full-page images, and much more.
The Art of Kubo and the Two Strings
Emily Haynes - 2016
In Kubo and the Two Strings, scruffy, kind-hearted Kubo cares devotedly for his mother while eking out a humble living in their sleepy shoreside village. But when a spirit from the past appears, Kubo suddenly finds himself entwined in a violent struggle against gods and monsters. This fully illustrated book offers a behind-the-scenes view of the amazingly detailed artwork and unique stop-motion animation style involved in the film's creation.
How Games Move Us: Emotion by Design
Katherine Isbister - 2016
But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
The Art of Kiki's Delivery Service
Hayao Miyazaki - 1989
In the process, she learns how to be a woman. Based on the movie of the same name, this prestige format, lavishly illustrated hard-bound book gives fans a rare glimpse into the creative process of Academy Award-winning director Hayo Miyazaki.