Book picks similar to
The Works of Fumito Ueda: A Different Perspective on Video Games by Damien Mecheri
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nonfiction
non-fiction
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Winning Fantasy Baseball: Secret Strategies of a Nine-Time National Champion
Larry Schechter - 2014
Play to win. Play like a champion.In Winning Fantasy Baseball, Larry Schechter discloses the secrets of his proven methods. Packed with commonsense, easy-to-use strategies for beginners through experienced players, Schechter supplies readers with a toolkit to achieve the most important thing in fantasy ball--winning! Some have called Schechter one of the best fantasy baseball players in the world. He is the only two-time winner of the CDM Sports national salary-cap challenge, having defeated 7,500 competitors in 2002 and 6,000 in 2005. He is also a five-time winner of the renowned Tout Wars experts league and a member of the USA Today-sponsored League of Alternative Baseball Reality (LABR).Readers will learn directly from the champ everything they need to know about:- how to project player stats;- how to convert those stats into a specific value;- strategy for snake drafts, and mono-league and mixed auctions;- selecting teams using a salary cap;- playing in keeper leagues;- and performing in-season management.Although the book is primarily about fantasy baseball, many of the concepts also apply to fantasy football and other fantasy sports.
The Gypsy Code: The true story of a violent game of hide and seek at the fringes of society
Mike Woodhouse - 2019
Then he caught a group of travellers stealing from his warehouse. A car chase, petrol bombing and court case later, and everything had changed.A marked man, Mike was forced to leave everything behind and move to the Peak District for a fresh start. But his old life was never far behind and when he fell for Rhoda, a Romany Gypsy, kin to the very people he was hiding from, he knew he wouldn't be safe for much longer . . .The Gypsy Code is a story of secret identity, revenge and forbidden love that's perfect for fans of Running with the Firm, Undercover and Soldier Spy.
Desert Oath
Oliver Bowden - 2017
Before Assassin's Creed Origins, there was an Oath.Egypt, 70BC, a merciless killer stalks the land. His mission: to find and destroy the last members of an ancient order, the Medjay - to eradicate the bloodline.In peaceful Siwa, the town's protector abruptly departs, leaving his teenage son, Bayek, with questions about his own future and a sense of purpose he knows he must fulfill. Bayek sets off in search of answers, his journey taking him along the Nile and through an Egypt in turmoil, facing the dangers and the mysteries of the Medjay's path.
Manga for the Beginner Shoujo: Everything You Need to Start Drawing the Most Popular Style of Japanese Comics
Christopher Hart - 2010
But now you’ll be able to take the next step and actually write and draw your very own. The teen characters that populate the genre are outrageously cool, including magical girls, demon gals, cat girls, J-rockers, handsome teen boys, Goth boys, and the increasingly popular elegant older young men that shoujo fans adore. No one can top Christopher Hart in helping you learn some fundamental art techniques that will bring shoujo characters, which are more realistic and less cartoon-like than other styles of manga, to life. His drawings in this book reflect the coolest and latest style Tokyo has to offer, and the easy-to-follow steps are designed for the beginner. From coloring to character development, Manga for The Beginner Shoujo has your back on every detail as you learn to create the most beloved of all manga. You may start off as an otaku (a manga fan), but you’ll end up a mangaka (a manga artist)!
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 Best of 2.13.61
Henry Rollins - 1998
Culling over 300 pages of some of today's most thrilling writers, The Best of 2.13.61 Publications hallmarks our company's ten year existence. Excerpts include new material from Henry Rollins and Hubert Selby, Jr, as well as excerpts from Henry Miller's love letters, Nick Zedd's hilarious nihilistic New York urban spelunkings, Ian Shoales' undeniably witty social commentaries and so much more.
Anatomy of a Doll. the Fabric Sculptor's Handbook - Print on Demand Edition
Susanna Oroyan - 1997
This book is printed individually on uncoated (non-glossy) paper with the best quality printers available. The printing quality of this copy will vary from the original offset printing edition and may look more saturated. The information presented in this version is the same as the latest edition. Any pattern pullouts have been separated and presented as single pages. If the pullout patterns are missing, please contact c&t publishing.
Star Wars: The Old Republic: Encyclopedia
Ian Ryan - 2012
Now comes the ultimate in-depth guide to the turbulent and fascinating world featured in the game — The Old Republic.Created in full collaboration with LucasArts, this in-depth companion covers the spectrum of characters, weapons, vehicles, events, and planets of Star Wars: The Old Republic. More than just an encyclopedia, it is the ultimate guided tour of the dangerous and mysterious universe found in a galaxy far, far away.© 2012 Lucasfilm Ltd. ® & ™ All Rights Reserved. Used Under Authorization.
The Untold History of Japanese Game Developers: Gold Edition
John Szczepaniak - 2014
Konami's secret games console, the origin of Game Arts and Quintet, unusual events at Telenet, stories on Falcom, politics behind Enix's game programming contests, a tour of the Love-de-Lic and WARP offices (with layout sketches). Every interviewee is asked about unreleased titles. Foreword by GAMESIDE magazine's editor-in-chief, Yusaku Yamamoto. INTERVIEWEES INCLUDE: Hitoshi YONEDA / Tatsuo NOMURA / Katsutoshi EGUCHI / Toru HIDAKA / Roy OZAKI / Kouichi YOTSUI / Masaaki KUKINO / Yoshitaka Murayama / Harry Inaba / Ryukushi07 / Kotaro UCHIKOSHI / ZUN / Yoshiro KIMURA / Kouji YOKOTA / Jun Nagashima / Yuzo KOSHIRO / Masamoto MORITA / Akira TAKIGUCHI / Masakuni MITSUHASHI / Kohei IKEDA / Hiroshi SUZUKI / Tomonori SUGIYAMA / Yutaka ISOKAWA / Yasuhito SAITO / Takaki KOBAYASHI / Keite ABE / Keiji INAFUNE / Makoto GOTO
Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)
Margaret WeisRobert J. Schwalb - 2016
Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.
Zombie Simpsons: How the Best Show Ever Became the Broadcasting Undead
Charlie Sweatpants - 2012
It has been translated into every major language on Earth and dozens of minor ones; it has spawned entire genres of animation, and had more books written about it than all but a handful of American Presidents. Even its minor characters have become iconic, and the titular family is recognizable in almost every corner of the planet. It is a definitive and truly global cultural phenomenon, perhaps the biggest of the television age. As of this writing, if you flip on FOX at 8pm on Sundays, you will see a program that bills itself as "The Simpsons". It is not "The Simpsons". That show, the landmark piece of American culture that debuted on 17 December 1989, went off the air more than a decade ago. The replacement is a hopelessly mediocre imitation that bears only a superficial resemblance to the original. It is the unwanted sequel, the stale spinoff, the creative dry hole that is kept pumping in the endless search for more money. It is Zombie Simpsons.
Masters of Dragonlance Art
Margaret Weis - 2002
This book features artwork from "Dragonlance" novels, games, calendars, and other materials created over the past ten years. With pieces from artists such as Brom, Matt Stawicki, Mark Zug, Todd Lockwood, Larry Elmore, and more, this collection features some of the best fantasy art published over the last decade.
How to Be an Artist Without Losing Your Mind, Your Shirt, Or Your Creative Compass: A Practical Guide
JoAnneh Nagler - 2016
Author JoAnneh Nagler wants you to welcome your creativity and continue to make art—but to do so with a plan. In this groundbreaking book, she provides step-by-step strategies to teach writers, sculptors, painters, musicians, designers, and other artists how tohave a well-supported, well-lived life—and make art at the same time.Learn how to:Answer your own artistic callings and get to your art workGive up starving and struggling and build a supported, creative daily lifeManage time, money, and day jobs with easy-to-learn, simple toolsDevelop rock-solid creative work ethics and motivational skillsNo matter what kind of creative person you are, this book has the tools you need to live the life you’ve always wanted to live—right now, and for your whole life long.
Harry Anderson's Games You Can't Lose: A Guide for Suckers
Harry Anderson - 1989
Now, Harry shares many of his hilarious insider tips.
Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form
Anna Anthropy - 2012
Indie game designer extraordinaire Anna Anthropy makes an ardent plea for the industry to move beyond the corporate systems of production and misogynistic culture and to support games that represent a wider variety of human experiences. Rise of the Videogame Zinesters is a call to arms for anyone who's ever dreamed of making their own games. Anna’s guide to game design encourages budding designers to bring their unique backgrounds and experiences to their creations and widen the playing field of an industry that has for too long catered to an adolescent male consumer base. Anna’s newest game, Dys4ia, an autobiographical game about her experiences with hormone replacement therapy, has been featured in The Penny Arcade, IndieGames, and TigSource.