Wild life in the Far West; Personal Adventures of a Border Mountain Man (1872)


James Hobbs - 1976
    He became a Texas Ranger, and fought as an American in the Mexican-American War, and roamed the Southwest with other mountain men such as Kit Carson. He belongs to that class of pioneers and trappers, now extinct, of which the famed Kit Carson, who was for many years the companion of the author, has been considered the most perfect type. In addition to his experiences as a hunter and trapper, we have an account of his life as a prisoner among the powerful and warlike Comanches, his adventures as a trader in Mexico, his services as interpreter and guide, under Doniphan, in our war with Mexico, and with the Liberals in the Franco-Mexican war as Captain of artillery, as well as his experience in mining in the days of the “ forty-niners” in California, and elsewhere. Probably no man then living passed through so varied and exciting a life as this one. Hobbs writes: "I was nearly full grown when I found an excellent chance to join a fur company that had just started out from St. Louis, under the lead of Charles Bent, and were going out to a fort and trading-post called Bent’s Fort, some three hundred miles south of Pike’s Peak on Big Arkansas river. The party consisted of about sixty men. The more prominent hunters were Charles Bent, Guesso Chauteau, William Savery, and two noted Indian trappers named Shawnee Spiebuck, and Shawnee Jake." On this expedition, he was captured by the Camanches, with whom he spent four years, marrying the daughter of "Old Wolf". Four years later, was ransomed by Charles Bent, who paid Old Wolf when the Indians had come to trade at Bent's Fort. It was during this time at Bent's Fort that Hobbs went out trapping with Kit Carson, and he became his lifelong friend. Hobbs became one the most famous mountain men, trappers, and fighter, partly due to his years of training in the ways of the wilderness with the Comanche. Hobbs writes: "IN the foregoing pages I have endeavored to give an account of a portion of my adventures in a life of more than usual peril and excitement. I was induced to publish this account by the earnest recommendation of many friends. It has been written out, as I have had time, entirely from memory, as I never kept a diary of events, never thinking that I should publish my experiences. For this reason, I have been unable to give exact dates in all cases; but as the object I had in view, was not to publish a history of the country where I have been, but to relate personal adventures, this will not prove, I hope, any drawback to the interest of the reader. As far as the narrative relates to my transactions, I have confined myself to the literal facts. "In looking back over my life, I find that although I have not, perhaps, always obeyed the Golden Rule, yet it is a great satisfaction to me to think of the numbers of my fellow beings I have been instrumental in saving from death and misery at the hands of savages, and from the horrors of starvation. "And now, that my labors in this direction are completed, I shall probably retire to my California home, and devote myself to stock raising. Hoping that this narrative may prove of interest to the reader, I will say -—GOOD-BYE." Originally published in 1872; reformatted for the Kindle; may contain an occasional imperfection; original spellings have been kept in place.

Design Thinking Workshop: The 12 Indispensable Elements for a Design Thinking Workshop


Pauline Tonhauser - 2016
    In this e-book you will learn what exactly is needed to run a successful Design Thinking Workshop which is fun and at the same time generates great results. In this e-book Pauline Tonhauser, founder of designthinkingcoach.de, shares her best practices.

EVE: Source


Ccp Games - 2014
    * A beautifully designed resource chronicling one of gaming's most massive, dynamic universes! * MMORPG.com's Game of the Year 2009–2011! * 2014 marks the entry of EVE Online into its second decade!

Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.

Guitarmaking: Tradition and Technology


William Cumpiano - 1987
    Over 450 photographs, drawings, and diagrams reveal in exquisite detail the hows, whys, and how-to's of the traditional craft of guitarmaking, all accompanied by fascinating historical and technical notes. A comprehensive bibliography; a list of tools, materials, and supply sources; and a full index complete this uniquely authoritative reference -- and essential acquisition -- for guitar and craft enthusiasts, woodworkers, and students of instrument making everywhere.

Wide Sargasso Sea: A Reader's Guide to Essential Criticism


Carl Plasa - 2002
    The opening chapter outlines initial reactions to the novel from English and Caribbean critics, charting the differences between them. Chapter Two explores Wide Sargasso Sea 's dialogue with Jane Eyre and the theoretical questions it has raised. Succeeding chapters examine how critics have assessed the racial politics of Rhys's text, discuss the novel's African Caribbean cultural legacy, and explore how critics read the work both in terms of its moment of production and the early Victorian period in which it is set.

The 10 Rules Of Rock And Roll


Robert Forster - 2009
    My list goes: The Velvet Underground, The Byrds, The Beach Boys, The Doors, and then I stall on the fifth. Creedence? The Band - although they're mostly Canadian. Simon and Garfunkel? Jefferson Airplane? The Lovin' Spoonful? But I plump for The Monkees."-Robert Forster In The 10 Rules of Rock and Roll, Robert Forster takes readers on an exhilarating trip through the past and present of popular music - from Bob Dylan, AC/DC and Nana Mouskouri through to Cat Power, Franz Ferdinand and ... Delta Goodrem. To accompany Forster's acclaimed writing for The Monthly, there are some stunning new pieces - 'The 10 Rules' and 'The 10 Bands I Wish I'd Been In' and an appreciation of Guy Clark - as well as a reflection on The Velvet Underground, a short story about Normie Rowe and a moving tribute to fellow Go-Between Grant McLennan. Funny and illuminating, The 10 Rules of Rock and Roll shows a great critic at work.

Deco Devolution: The Art of BioShock 2


Jordan Thomas - 2010
    Contains concept art and models of the game's characters, locations, and weapons, as well as artists' comments on the work and the game.Note:The Rapture Edition Art book is a reduced version of the Special Edition Art book made to be a value against the Special Edition. It is reduced to 96 pages, and scaled down to the dimensions of the game case itself.The Special Edition Art book is the main version of BioShock 2's art book. It is 168 pages and is composed of 10 chapters.♢Chapter 1 - Citizens of Rapture♢Chapter 2 - Big Daddies♢Chapter 3 - Big Sisters♢Chapter 4 - Little Sisters♢Chapter 5 - Environments♢Chapter 6 - Weapons♢Chapter 7 - User Interface♢Chapter 8 - Advertisements♢Chapter 9 - Storyboards♢Chapter 10 - Credits

Metal Gear Solid V: The Phantom Pain: The Complete Official Guide Collector's Edition


Piggyback - 2015
    A Must Have for the Metal Gear Solid Collector!!EXCLUSIVE TO THE COLLECTOR’S EDITION GUIDE: A lithograph by Yoji Shinkawa, an art gallery, an exclusive hardcover and additional content.THE ULTIMATE GUIDE TO 100% COMPLETION: All missions, all side quests, all secrets, all collectibles, all Achievements and Trophies – at your fingertips!TURNKEY WALKTHROUGH: An at-a-glance, map-based walkthrough steers you through the entire adventure supported by annotated hi-res screenshots.ALL GAME SYSTEMS DECODED: Statistics, diagrams and analysis from our experts provide a comprehensive understanding of all game systems and features, including the Mother Base management metagame. A WEALTH OF EXTRAS: Includes an extensive story recap, a poster covering the immense game area and much more!DEVELOPMENT: Developed directly with Kojima Productions in Tokyo. MAINTAINING TRADITION: From the same team that brought you the highly acclaimed guides to Metal Gear Solid, Metal Gear Solid 2: Sons of Liberty, Metal Gear Solid 3: Snake Eater, Metal Gear Solid 4: Guns of the Patriots and Metal Gear Rising: Revengeance.QUALITY CONTROL: Carefully designed to avoid unnecessary story spoilers.

Ashley Wood's Art of Metal Gear Solid


Ashley Wood - 2009
    And it's little wonder why. The story follows infiltration expert Solid Snake as he attempts to save the world.In addition to showcasing art from Ashley Wood's graphic novel adaptations of Metal Gear Solid and Metal Gear Solid: Sons of Liberty, this all-new collection features the work Ash did for the Metal Gear Solid: Mobile Portable Ops video game.

10 PRINT CHR$(205.5+RND(1)); : GOTO 10


Nick MontfortMark Sample - 2012
    The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.

The Art of Alien: Isolation


Andy McVittie - 2014
    Taking players back to the survival horror atmosphere of the first film, ALIEN: ISOLATION features Amanda Ripley as the hero trying to survive on a decommissioned space station. The Art of ALIEN: ISOLATION is the ultimate gallery of the eagerly anticipated game, featuring extensive concept and development art, and creator and artist commentary throughout.

Talking Music: Conversations With John Cage, Philip Glass, Laurie Anderson, And 5 Generations Of American Experimental Composers


William Duckworth - 1995
    Herein, John Cage recalls the turning point in his career; Ben Johnston criticizes the operas of his teacher Harry Partch; La Monte Young attributes his creative discipline to a Morman childhood; and much more. The results are revelatory conversations with some of America's most radical musical innovators.

The Lewis Chessmen Unmasked


David Caldwell - 2010
    She came from what is perhaps the world's most mysterious and imaginatively-crafted chess set -- 73 carved pieces probably dating to the 1200's. The famous Chess men (and women) comprise the world's oldest complete chess set (or parts of several sets). The treasure trove was discovered 15 feet deep in the sand in Lewis in Scotland's northern Outer Hebrides in the late 19th century. Scandinavian outposts were known to be there as early as the 1200's when the pieces were probably crafted. That chess was played in the Middle Ages with such extraordinary works of art tantalizes the imagination. Who were these people whose likenesses have been so whimsically and realistically depicted that they come alive for us today? Who played the game? These kings and queens, bishops with miters on their heads, knights mounted on rather small horses and holding spears and shields, rooks with shields and a wild expression, and pawns in the shape of obelisks -- all so very human. Some of the pieces contain red stains, suggesting perhaps that the sets had some colorings unlike modern black and white pieces. "This is the first forensic account of modern research into the Chessmen," according to Ancientchess.com. The "unmasked" in the book's title refers to new controversies about their origin and about who might have owned - and lost - them - and about the trade and state of society where they were crafted.

Laura Mulvey, Visual Pleasure and Narrative Cinema


Carolina Hein - 2006
    These changes can be seen in every field of life. For instance, the way of supplying basic needs or the way how to make own life better, but also certain norms and values are quite different today. Instead of visiting a theatre in order to be entertained, people can watch TV or use the internet. If a man and a woman live together unmarried, hardly anybody will be shocked about that fact. But often certain attitudes are anchored in society and can hardly be changed. One example is the determination which individual role men and women are likely to play as members of a society and how their image appears in every culture. It is especially interesting to see how the media represent women, the so called -weaker sex-. The following pages respond with the representation of women through the years. Additionally, they deal with problems and consequences coming up because of the difference between men and women.