Book picks similar to
Super Famicom: The Box Art Collection by Bitmap Books
video-games
non-fiction
art
gamedev
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.
After Effects Apprentice
Trish Meyer - 2007
http://69.131.42.194/showpic.php?imag...
Lady Gaga: Critical Mass Fashion
Lizzy Goodman - 2010
In less than one year, she transformed herself from pop singer to pop icon, thanks to her talent, drive, and oh yes--her fashion. She's reached a new level of "living the fame" with her collection of extreme, often controversial couture. Lady Gaga: Critical Mass Fashion takes an in-depth look at Gaga's litany of eye-popping leotard, asymmetrical dresses, and fashionably impractical heels.Top designers love the Lady--everyone from Armani to Hussein Chalayan to the late lamented Alexander McQueen has taken her under their wings. On message twenty-four hours a day, Lady Gaga never stops. From the fake eyelashes to the faux nails down to her toes, she's living out her ideas of celebrity to the last detail.Visual explosion on screen, on stage, and on the page: that's Gaga's goal. All the of the 120+ images in this book showcase the gorgeous insanity of her vision.
Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games
Walt Williams - 2017
Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.
Mastering the Nikon D7000
Darrell Young - 2011
Darrell is determined to help the user navigate past the confusion factor that often comes with complex and powerful professional camera equipment. The book explores the features and capabilities of the camera in a way that far surpasses the user’s manual. It guides readers through the camera features with step-by-step setting adjustments; color illustrations; and detailed how, when, and why explanations for each option. Every button, dial, switch, and menu configuration setting is explored in a user-friendly manner, with suggestions for setup according to various shooting styles. Darrell’s friendly and informative writing style allows readers to easily follow directions, while feeling as if a friend dropped in to share his knowledge. The learning experience for new D7000 users goes beyond just the camera itself and covers basic photography technique.
Edward Gorey: His Book Cover Art and Design
Edward Gorey - 2015
Today, his prodigious output of hundreds of dust jackets and paperback covers evidences his distinctive flair for design and his extraordinary ability to portray the essence of the books that came his way. Edward Gorey: His Book Cover Art & Design features a broad selection of his work, created from 1953 to 2000.In his essay, Steven Heller offers an insightful overview of Gorey's book cover art and design. He writes, "Successful cover design requires the expertise of an artist, typographer, poster designer, and logo maker. Many book design specialists were incapable of designing a cover or jacket with the same Gorey aplomb, even if they tried."
The Future Was Here: The Commodore Amiga
Jimmy Maher - 2012
The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world’s first true multimedia personal computer.Maher argues that the Amiga’s capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga’s technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
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.
Radio Silence: A Selected Visual History of American Hardcore Music
Nathan Nedorostek - 2008
Hardcore music emerged just after the first wave of punk rock in the late 1970s. American punk kids who loved the speed and attitude of punk took hold of its spirit, got rid of the “live fast, die young” mind-set and made a brilliant revision: hardcore. The dividing line between punk and hardcore music was in the delivery: less pretense, less melody, and more aggression. This urgency seeped its way from the music into the look of hardcore. There wasn’t time to mold your liberty spikes or shine your Docs, it was jeans and T-shirts, Chuck Taylors and Vans. The skull and safety-pin punk costume was replaced by hi-tops and hooded sweatshirts. Jamie Reid’s ransom note record cover aesthetic gave way to black-and-white photographs of packed shows accompanied by bold and simple typography declaring things like: "The Kids Will Have Their Say", and "You’re Only Young Once." Radio Silence documents the ignored space between the Ramones and Nirvana through the words and images of the pre-Internet era where this community built on do-it-yourself ethics thrived. Authors Nathan Nedorostek and Anthony Pappalardo have cataloged private collections of unseen images, personal letters, original artwork, and various ephemera from the hardcore scene circa 1978-1993. Unseen photos lay next to hand-made t-shirts and original artwork brought to life by the words of their creators and fans. Radio Silence includes over 500 images of unseen photographs, illustrations, rare records, t-shirts, and fanzines presented in a manner that abandons the aesthetic clichés normally employed to depict the genre and lets the subject matter speak for itself. Contributions by Jeff Nelson, Dave Smalley, Walter Schreifels, Cynthia Connolly, Pat Dubar, Gus Peña, Rusty Moore, and Gavin Ogelsby with an essay by Mark Owens.
Atari Inc.: Business is Fun
Marty Goldberg - 2012
- Business is Fun, the book that goes behind the company that was synonymous with the popularization of 'video games.'Nearly 8 years in the making, Atari Inc. - Business is Fun is comprised of thousands of researched documents, hundreds of interviews, and access to materials never before available.An amazing 800 pages (including nearly 300 pages of rare, never before seen photos, memos and court documents), this book details Atari's genesis from an idea between an engineer and a visionary in 1969 to a nearly $2 billion dollar juggernaut, and ending with a $538 million death spiral during 1984. A testament to the people that worked at this beloved company, the book is full of their personal stories and insights. Learn about topics like:* All the behind the scenes stories surrounding the creation of the company's now iconic games and products.* The amazing story of Atari's very own "Xerox PARC" research facility up in the foothills of the Sierra Mountains* The full recounting of Steve Jobs's time at Atari, with comments from the people he worked with on projects and the detailed story of the creation of Atari Breakout, including input by Steve Wozniak on his development of the prototype, and how it couldn't be used and another Atari engineer would have to make the final production Breakout arcade game instead.* The creation of "Rick Rats Big Cheese Restaurants" which later became "Chuck E. Cheese's"* How Atari Inc. faltered and took down an entire industry with it before being put on the chopping block.If you've ever wanted to learn about the truth behind the creation of this iconic company told directly by the people who made FUN for a living, then this is the book for you!
Uncertainty in Games
Greg Costikyan - 2013
Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games.In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work.Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.
Dogtown: The Legend Of The Z Boys
C.R. Stecyk - 2002
Friedman photos and a new C.R. Stecyk III postscript.In the early 1970s, the sport of skateboarding had so waned from its popularity in the 1960s that it was virtually nonexistent. In the DogTown area of west Los Angeles, a group of young surfers known as the Zephyr Team (Z-Boys) was experimenting with new and radical moves and styles in the water, which they translated to the street. When competition skateboarding returned in 1975, the Z-Boys turned the skating world on its head. DogTown: The Legend of the Z-Boys is a truly fascinating case study of how an underground sport ascended in the world. These are the stories and images of a time that not only inspired a generation but changed the face of the sport forever.This volume has been described as “the DogTown textbook” and an indispensable companion piece to the Sony Pictures Classics film Dogtown and Z-Boys. Now spanning 1975–1985 and beyond, the first section of the book includes the best of the DogTown articles written and photographed by C.R. Stecyk III as they originally appeared in SkateBoarder Magazine. The second half compiles hundreds of skate images from the archives of Glen E. Friedman—many of which appear in the movie. (Stecyk and Friedman acted as executive producers and advisors for the film.)The bigger, newly designed edition of the book includes many never-before-seen Friedman photos, along with a new postscript by Stecyk.
The Devil and Dr. Barnes: Portrait of an American Art Collector
Howard Greenfeld - 1987
The Devil and Dr. Barnes traces the near-mythical journey of a man who was born into poverty, amassed a fortune through the promotion of a popular medicine, and acquired the premier private collection of works by such masters as Renoir, Matisse, Cézanne, and Picasso. Ostentatiously turning his back on the art establishment, Barnes challenged the aesthetic sensibilities of an uninitiated, often resistant and scoffing, American audience. In particular, he championed Matisse, Soutine, and Modigliani when they were obscure or in difficult straits. Analyzing what he saw as the formal relationships underlying all art, linking the old and the new, Barnes applied these principles in a rigorous course of study offered at his Merion foundation. Barnes's own mordant words, culled from the copious printed record, animate the narrative throughout, as do accounts of his associations with notables of the era--Gertrude and Leo Stein, Bertrand Russell, and John Dewey among them--many of whom he alienated with his appetite for passionate, public feuds. In this rounded portrait, Albert Barnes emerges as a complex, flawed man, who--blessed with an astute eye for greatness--has left us an incomparable treasure, gathered in one place and unforgettable to all who have seen it.
Final Fantasy Ultimania Archive Volume 1
Yoshitaka Amano - 2018
Containing a total of over three hundred pages collected in a high-quality hard-cover binding, Final Fantasy Ultimania Archive Volume 1 remains faithful to its original Japanese source material while simultaneously offering unparalleled accessibility for Western readers. No Final Fantasy collection is complete without this beautiful tome of art, lore, and history.
The Art of Plants vs. Zombies
Philip R. Simon - 2014
Zombies from the zombies' point of view! The Art of Plants vs. Zombies is part zombie memoir, part celebration of zombie triumphs, and part anti-plant screed, as well as a treasure trove of rare concept art, sketches, and more covering Plants vs. Zombies, Plants vs. Zombies 2, Plants vs. Zombies Adventures, and Plants vs. Zombies Garden Warfare. It's a must-have for any fan and an insider's view of zombies with some Wall-nutty surprises and never-before-seen awesome art. Even Crazy Dave wants a copy - if only to learn more about his fun-dead foes!