All the Pieces Matter: The Inside Story of The Wire


Jonathan Abrams - 2018
    The issues it tackled, from the failures of the drug war and criminal justice system to systemic bias in law enforcement and other social institutions, have become more urgent and central to the national conversation. The show's actors, such as Idris Elba, Dominic West, and Michael B. Jordan, have gone on to become major stars. Its creators and writers, including David Simon and Richard Price, have developed dedicated cult followings of their own. Universities use the show to teach everything from film theory to criminal justice to sociology. Politicians and activists reference it when discussing policy. When critics compile lists of the Greatest TV Shows of All Time, The Wire routinely takes the top spot. It is arguably one of the great works of art America has produced in the 20th century.But while there has been a great deal of critical analysis of the show and its themes, until now there has never been a definitive, behind-the-scenes take on how it came to be made. With unparalleled access to all the key actors and writers involved in its creation, Jonathan Abrams tells the astonishing, compelling, and complete account of The Wire, from its inception and creation through its end and powerful legacy.

Pawnee: The Greatest Town in America


Leslie Knope - 2011
    The book chronicles the city's colorful citizens and hopping nightlife, and also explores some of the most hilarious events from its crazy history—like the time the whole town was on fire, its ongoing raccoon infestation, and the cult that took over in the 1970s. Packed with laugh-out-loud-funny photographs, illustrations, and commentary by the other inhabitants of Pawnee, it's a must-read that will make you enjoy every moment of your stay in the Greatest Town in America. Praise for Pawnee: "Carrying this book around is a good way of picking up girls with glasses." —Tom Haverford "I have read over four books, and this is by far the one that has me in it the most." —Andy Dwyer "Literally the greatest endeavor of human creativity in the history of mankind." —Chris Traeger

The Art of Miss Peregrine's Home for Peculiar Children (Miss Peregrine's Peculiar Children)


Leah Gallo - 2016
    Written and designed by two of Burton's longtime collaborators, this book chronicles every step in the making of the film—from script development and casting to concept art, set design, costumes, visual effects, and much more. Filled with exclusive interviews, on-set photography, and special introductions by Tim Burton and Ransom Riggs, this deluxe hardcover volume is a terrific gift for peculiars of all ages!

The Art of Inside Out


Pete Docter - 2015
    Featuring concept art—including sketches, collages, color scripts, and much more—and opening with a foreword by actress Amy Poehler and introduction by the film's writer and director Pete Docter, this is the ultimate behind-the-scenes experience of the making of this landmark film.

The Art of Encanto


Juan Pablo Reyes Lancaster Jones - 2021
    The magic of the Encanto has blessed every child in the family with a unique gift from super strength to the power to heal—every child except one, Mirabel. But when she discovers that the magic surrounding the Encanto is in danger, Mirabel decides that she, the only ordinary Madrigal, might just be her exceptional family's last hope.• EXCLUSIVE BEHIND-THE-SCENES: Fans will want to delve into and explore this new Walt Disney Animation film through character designs, filmmaker stories, and making-of details exclusive to this book.• PART OF THE FAN-FAVORITE SERIES: The collectible Art of series from Disney and Pixar is perfect for animation enthusiasts, filmmakers, students, art buffs, and fans of Disney alike. Add this to the shelf alongside The Art of Raya and the Last Dragon, The Art of Frozen 2, and The Art of Soul.©2021 Disney Enterprises, Inc. All Rights Reserved.

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.

Re:cyclists: 200 Years on Two Wheels


Michael Hutchinson - 2017
    The calls to ban it were more or less instant.Re:cyclists is the tale of what happened next, of how we have spent two centuries wheeling our way about town and country on bikes--or on two-wheeled things that vaguely resembled what we now call bikes. Michael Hutchinson picks his way through those 200 years, discovering how cycling became a kinky vaudeville act for Parisians, how it became an American business empire, and how it went on to find a unique home in the British Isles. He considers the penny-farthing riders exploring the abandoned and lonely coaching roads during the railway era, and the Victorian high-society cyclists of the 1890s bicycle craze--a time when no aristocratic house party was without bicycles and when the Prince of Wales used to give himself an illicit thrill on a weekday afternoon by watching the women's riding-school in the Royal Albert Hall.Re:cyclists looks at how cycling became the sport, the pastime and the social life of millions of ordinary people, how it grew and how it suffered through the 1960s and '70s, and how at the dawn of the twenty-first century it rose again, much changed but still ultimately just someone careering along on two wheels.

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.