Book picks similar to
Undisputed Street Fighter: A 30th Anniversary Retrospective by Steve Hendershot
video-games
history
comics
non-fiction
The Making of Prince of Persia: Journals 1985-1993--Illustrated Edition
Jordan Mechner - 2020
The Art of Junji Ito: Twisted Visions
Junji Ito - 2019
This sublime collection includes all of Ito’s unforgettable illustrations in both black-and-white and color, from Tomie’s dreadful beauty to the inhuman spirals of Uzumaki. Includes an interview focused on Ito’s art technique as well as commentary from the artist on each work.
The Pixar Treasures
Tim Hauser - 2009
It begins with a group of animators who were inspired by Walt Disney films. In the late 1970s and early '80s, John Lasseter, Brad Bird, and Joe Ranft were hired into an apprenticeship program at Walt Disney Productions. The last of Disney's golden age artists, including animators Eric Larson, Milt Kahl, Frank Thomas, and Ollie Johnston mentored the young dreamers, and as Pixar later developed, their work would draw heavily from this direct connection with Walt Disney's "Nine Old Men." The tale continues with Pixar's foray into computer animation, and the resulting success of Toy Story. With chapters on A Bug's Life; Monsters, Inc.; Finding Nemo; The Incredibles; Cars; Ratatouille; and WALL*E, Hauser's narrative covers the struggles, growth, and successes of an incredible animation studio. And it gives readers a sneak peak at the newest Disney*Pixar film, Up. Filled with unique removable keepsakes, The Pixar Treasures is an essential collector's item for every Pixar fan.
The Art of Fullmetal Alchemist
Hiromu Arakawa - 2005
The Art of Fullmetal Alchemist contains over 90 pages of gorgeous painted illustrations, including all the title pages as printed in color in the Japanese magazine Shonen Gangan; Japanese tankobon (graphic novel) and promotional artwork, with source listings; portraits of the main characters; and character designs from the PS2 game Fullmetal Alchemist and the Broken Angel. Includes a special two-page message from Hiromu Arakawa.
Tim Burton's Nightmare Before Christmas: The Film, the Art, the Vision
Frank T. Thompson - 1993
He seems so real, so alive, that we believe both he and his fantastical worl must somehow exist.But in reality it is not Jack who is the star of the show; it is the over 140 artists and technicians who spent more than two years bringing Jack and all his cohorts to life on the sceen. Every gesture Jack makes was created by a human hand, by an animator who moved the puppet in tiny increments from fram to frame. Every character, every set, every prop - even the candy dances - had to be designed and then actually fabricated by someone. This book tells the true story of the film, highlighting the art and the vision that make the movie so memorable.
Kevin Smith's Green Hornet, Vol. 1: Sins of the Father
Kevin Smith - 2010
has lived a frivolous life of luxury. But when a mysterious figure from the past brutally and publicly murders his father, all of that changes. Driven by revenge, aided by his father's longtime ally and a
I Want My MTV: The Uncensored Story of the Music Video Revolution
Craig Marks - 2011
It was such a radical idea that almost no one thought it would actually succeed, much less become a force in the worlds of music, television, film, fashion, sports, and even politics. But it did work. MTV became more than anyone had ever imagined.I Want My MTV tells the story of the first decade of MTV, the golden era when MTV's programming was all videos, all the time, and kids watched religiously to see their favorite bands, learn about new music, and have something to talk about at parties. From its start in 1981 with a small cache of videos by mostly unknown British new wave acts to the launch of the reality-television craze with The Real World in 1992, MTV grew into a tastemaker, a career maker, and a mammoth business. Featuring interviews with nearly four hundred artists, directors, VJs, and television and music executives, I Want My MTV is a testament to the channel that changed popular culture forever.
I Am Error: The Nintendo Family Computer / Entertainment System Platform
Nathan Altice - 2015
In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
The Fifty-Year Mission: The Complete, Uncensored, Unauthorized Oral History of Star Trek-The First 25 Years
Edward Gross - 2016
The original Star Trek series debuted in 1966 and has spawned five TV series spin-offs and a dozen feature films, with an upcoming one from Paramount arriving in 2016. The Fifty-Year Mission is a no-holds-barred oral history of five decades of Star Trek, told by the people who were there. Hear from the hundreds of television and film executives, programmers, writers, creators and cast as they unveil the oftentimes shocking story of Star Trek's ongoing fifty-year mission -a mission that has spanned from the classic series to the animated show, the many attempts at a relaunch through the beloved feature films.Make no mistake, this isn't just a book for Star Trek fans. Here is a volume for all fans of pop culture and anyone interested in the nuts and bolts of a television touchstone.
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.
Ansel Adams: 400 Photographs
Ansel Adams - 2007
Beautifully produced and presented in an attractive landscape trim, Ansel Adams: 400 Photographs will appeal to a general gift-book audience as well as Adams' legions of dedicated fans and students. The photographs are arranged chronologically into five major periods, from his first photographs made in Yosemite and the High Sierra in 1916 to his work in the National Parks in the 1940s up to his last important photographs from the 1960s. An introduction and brief essays on selected images provide information about Adams' life, document the evolution of his technique, and give voice to his artistic vision. Few artists of any era can claim to have produced four hundred images of lasting beauty and significance. It is a testament to Adams' vision and lifetime of hard work that a book of this scale can be compiled. Ansel Adams: 400 Photographs is a must-have for anyone who appreciates photography and the allure of the natural world.
Dreadstar Omnibus, Vol. 1
Jim Starlin - 2012
Containing close to 400 pages of story, art and more!
The Americans
Robert Frank - 1958
There is no question that Robert Frank's The Americans is the most famous and influential photography book ever published. It was 1959 when the book first came out: a series of deceptively simple photographs that Frank took on a trip through America in '55 and '56, pictures of normal people, everyday scenes: lunch counters, bus depots, cars, and the stangely familiar faces of people we don't quite know but have seen somewhere. They are pictures that saw the "American way of life" as we hadn't yet quite been able to see it ourselves, photographs that condensed the entire life of a nation in classic images that still speak to us today, forty years and several generations later.
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!
1001 Video Games You Must Play Before You Die
Tony MottMitch Krpata - 2010
The video game has arrived as entertainment and as an art form. This is the first serious critical evaluation ever published of the best video games and is a testament to the medium’s innovativeness and increasing emphasis on aesthetics. Organized chronologically and for all platforms (PC, Xbox, PlayStation, etc.) and covering all genres from the bold (Grand Theft Auto and Halo) and dark (Resident Evil and Silent Hill) to the spiritual (Final Fantasy) and whimsical (Legend of Zelda), the book traces the video game from the rough early days of Pong to the latest visual fantasia.