Final Fantasy VIII Official Strategy Guide


David Cassady
    BradyGAMES-Final Fantasy VIII Official Strategy Guide Features:Detailed Walkthroughs Boss Strategies Item & Magic Lists Complete Bestiary and over 450 Full-Color Maps!The ONLY Official Guide!   Platform: PlayStation Genre: RPG

The Art of the Disney Princess


Glen Keane - 2009
    Ariel, Aurora, Belle, Jasmine, Snow White, and Cinderella are newly incarnated in water color, pastel, oil paint, colored pencil, mixed media, and computer graphics pieces that range from the traditional to the unconventional. This artwork has been created especially for this museum-quality book, which is sure to delight art lovers, Disney collectors, and any prince or princess who ever believed that fairytales do come true.

The Alan Wake Files


Clay Steward - 2010
    Clay Steward's gripping journey takes him to a small town in the pacific Northwest where he follows in the tracks of best-selling author Alan Wake and renegade FBI Agent Robert Nightingale. There he travels ever deeper in the woods and ever farther into the heart of darkness to unravel a series of mysterious events that reach hundreds of years into the past and chillingly into the present.

The Art of Brave


Jenny Lerew - 2012
    It's Pixar's first feature film driven by a female lead and its first set in an ancient historical period. Against a backdrop of castles, forests, and highlands, Brave follows the fiery Merida as she clashes with the duty of her royal life and embarks on a journey through the rugged landscape of the dark ages of Scotland. At once epic and intimate, the latest Pixar masterpiece weaves a story of magic, danger, and adventure and the fierce bonds of family. Featuring behind-the-scenes interviews with the film's many artists and filmmakers, The Art of Brave showcases the gorgeous concept art that went into the making of this movie, including color scripts, storyboards, character studies, environment art, sculpts, and more. A Foreword by Brenda Chapman and Mark Andrews, the film's directors, and a preface by Chief Creative Officer John Lasseter shed light on the creation of this landmark film.

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!

Star Wars Storyboards: The Original Trilogy


J.W. Rinzler - 2014
    From the opening chase above Tatooine in A New Hope to the Battle of Endor in Jedi, this book presents the visual inspiration behind now-iconic moments. Readers can finally see a full set of storyboards by legendary artist Joe Johnston, as well as early boards for Episode IV by Alex Tavoularis and for Episode V by Ivor Beddoes, rarely seen Episode VI boards by Roy Carnon, and Ralph McQuarrie’s never-before-seen storyboards for Episode V.

Unknown Armies


Greg Stolze - 1999
    Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass! We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the GM wants them to know. But the beats don't stop there: Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns. * New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing. * Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment. * More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen. * Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy). * Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior). * More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues. * New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.

The Art of Hana-Kimi


Hisaya Nakajo - 2006
    Characters and situations from the best-selling shojo title come to life in this over-sized and lavishly illustrated artbook. For anyone who is in full bloom, this book's for you.Eighty-eight pages of stunning, full-blown, full-color artwork by Hana-Kimi series creator, Hisaya Nakajo. Characters and situations from the best-selling shojo title come to life in this over-sized and lavishly illustrated artbook. For anyone who is in full bloom, this book's for you.

The Art of Over the Garden Wall


Sean Edgar - 2017
    From the original Tome of the Unknown: Harvest Melody pilot, through each of the episodes, and beyond, take a strange and wonderful journey with Wirt, Greg, and Beatrice. Learn how the award-winning backgrounds were created, see animation storyboards, and even take a behind-the-scenes look at the production of the Mondo vinyl soundtrack and "For Sara" mix tape, as well as the ongoing Boom! Studios comics. Sean Edgar guides the tour, which includes commentary from creators Patrick McHale and Nick Cross. "I'm so happy Sean and Dark Horse got this book to happen! It's been really interesting going through all my old sketchbooks, notes, and file folders in search of lost bits and pieces from the show's development," said Patrick McHale. "This handsome volume will contain a nice mixture of beautiful drawings and paintings from the series, amusing anecdotes about the process, unseen and unused artwork that didn't make the final cut, other mysterious odds and ends, and a whole lot of horrible ugly early development sketches that should inspire people to say, 'Hey, I could do better than that!'"

Vertigo Tarot Deck Set


Rachel Pollack - 1995
    Includes a black, velvet-like drawstring bag to hold the cards.

332 Magazine Covers


Norman Rockwell - 1979
    Although technically Norman Rockwell was an academic painter, he had the eye of a photographer and, as he became a mature artist, he used this eye to give us a picture of America that was famliar�astonishingly so�and at the same time unique. Rockwell best expressed this vision of America in his justly famous cover illustrations for magazines like The Saturday Evening Post. 332 of these cover paintings, from beloved classics like "Marbles Champion" to lesser-known gems like "Feeding Time," are reproduced in stunning full color in this large-format volume, which is sure to be treasured by art lovers everywhere.

Keith Haring


Jeffrey Deitch - 2008
    This is the book Haring wanted to make, based on the outline of a monograph that was never completed due to his untimely death in 1989.

Jean Haines' World of Watercolour


Jean Haines - 2015
    Jean's loose, expressive paintings are filled with colour and personality, and embrace a range of subjects that includes flowers, animals, people and places, all influenced by the countries and cities she's lived in and the people she's met during her life. This beautiful book contains easy-to-follow and inspiring introductory sections such as ‘an artist’s treasure chest’ and ‘the colour gym’, offering practical guidance and in-depth exercises in an innovative and accessible way, and the numerous examples of Jean’s work will inspire and encourage novice as well as experienced artists. After this introductory section, the book shows the reader how to put the skills they've learned into practice with gorgeous step-by-step projects packed full of expert tips and advice, encouraging them to move forward and develop their own style of working. Like her painting, Jean's writing is filled with passion and enthusiasm, transporting the reader through a world of watercolour that will not fail to excite and inspire.

The Art of Wreck-It Ralph


Jennifer Lee - 2012
    At the center of this hilarious and wildly original video-game-hopping adventure is Wreck-It Ralph, an arcade game bad guy who breaks all the rules when he sets off on a mission to prove he can be good. The Art of Wreck-It Ralph captures the fresh artistic vision of the film and the aesthetic journey of the filmmakers through interviews with the film's many artists, including a foreword by director Rich Moore and a preface by John Lasseter. Illustrated with character sketches, storyboards, visual development paintings, colorscripts, and more, this behind-the-scenes look at Disney's latest 3-D animated epic is a treat for video game and animation lovers alike.

The Paleblood Hunt


Redgrave
    Redgrave first introduced this document on Reddit and it has since been revised, and finalized. He closely examines the information available to the player in order to build up the hidden story of the game. Both facts and Redgrave's own speculations are provided and a clear distinction is made between the two in order to allow the reader room to disagree with his conclusions and make up their own minds based on the evidence presented.