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Deco Devolution: The Art of BioShock 2 by Jordan Thomas
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Takashi Murakami
Takashi Murakami - 2007
Drawing from street culture, high art, and traditional Japanese painting, Murakami takes the contemporary art trend of mixing high and low to an unprecedented level (critics call him the new Warhol), producing original paintings and sculptures as well as mass-produced consumer objects such as toys, books, and most famously, a line of handbags for Louis Vuitton. A committed supporter and spokesperson for Japanese artists and a powerful commentator on postwar culture and society, Murakami has organized influential exhibitions of Japanese art as well as a biannual art fair in Tokyo. Murakami has positioned himself as a new type of artist for the twenty-first century: a hybrid of creator, entrepreneur, and cultural ambassador.In conjunction with the first major retrospective of his work, Murakami traces Murakami’s global impact socially, culturally, and art historically. Essays focus on Murakami’s early works, which were based on a social critique of Japan’s rampant consumerism; the development of his characters; his work with anime, fantasy; otaku culture; and his engagement with global pop culture. Representing output from original works of art to mass-produced multiples, the catalogue also considers the implications of Murakami’s working methods within the tradition of the Western avant-garde.
Stranger Things: Worlds Turned Upside Down: The Official Behind-the-Scenes Companion
Gina McIntyre - 2018
The marks, scuffs, and tears on the cover and pages are an intentional design element.Stranger things have happened. . . .When the first season of Stranger Things debuted on Netflix in the summer of 2016, the show struck a nerve with millions of viewers worldwide and received broad critical acclaim. The series has gone on to win six Emmy Awards, but its success was driven more than anything by word of mouth, resonating across generations. Viewers feel personal connections to the characters. Now fans can immerse themselves in the world—or worlds—of Hawkins, Indiana, like never before. Inside you’ll find• original commentary and a foreword from creators Matt and Ross Duffer• exclusive interviews with the stars of the show, including Millie Bobby Brown, Finn Wolfhard, and David Harbour• the show’s earliest drafts, pitches to Netflix, and casting calls• insights into the Duffers’ creative process from the entire crew—from costume and set designers to composers and visual-effects specialists• deep dives into the cultural artifacts and references that inspired the look and feel of the show• a map of everyday Hawkins—with clues charting the network of the Upside Down• the Morse code disk Eleven uses, so you can decipher secret messages embedded throughout the text• a look into the future of the series—including a sneak preview of season three!Adding whole new layers to enrich the viewing experience, this keepsake is essential reading for anyone and everyone who loves Stranger Things.
The Art of How to Train Your Dragon
Tracey Miller-Zarneke - 2010
There are also behind-the-scenes section on the bold cinematic techniques used in creating this strikingly original animated movie. With an exclusive preface by Cressida Crowell and forward by Craig Ferguson, How to Train Your Dragon will be a delight for all movie and animation lovers as well as dragon and Viking fans.
You Died: The Dark Souls Companion
Keza MacDonald - 2016
It has three questions at its heart: where did Dark Souls come from, what makes it so special, and why are we all so obsessed with it? YOU DIED is a must-read for anyone who’s ever braved the wilds of Lordran, for five hours or 500. Includes exclusive new interview material with the game’s director Hidetaka Miyazaki
BioShock: Rapture
John Shirley - 2011
FDR's New Deal has redefined American politics. Taxes are at an all-time high. The bombing of Hiroshima and Nagasaki has brought a fear of total annihilation. The rise of secret government agencies and sanctions on business has many watching their backs. America's sense of freedom is diminishing . . . and many are desperate to take that freedom back.Among them is a great dreamer, an immigrant who pulled himself from the depths of poverty to become one of the wealthiest and admired men in the world. That man is Andrew Ryan, and he believed that great men and women deserve better. And so he set out to create the impossible, a utopia free from government, censorship, and moral restrictions on science--where what you give is what you get. He created Rapture---the shining city below the sea.But as we all know, this utopia suffered a great tragedy. This is the story of how it all came to be . . .and how it all ended.
The Art of Looking Sideways
Alan Fletcher - 2001
It is an inexhaustible mine of anecdotes, quotations, images, curious facts and useless information, oddities, serious science, jokes and memories, all concerned with the interplay between the verbal and the visual, and the limitless resources of the human mind. Loosely arranged in 72 chapters, all this material is presented in a wonderfully inventive series of pages that are themselves masterly demonstrations of the expressive use of type, space, color and imagery.This book does not set out to teach lessons, but it is full of wisdom and insight collected from all over the world. Describing himself as a visual jackdaw, master designer Alan Fletcher has distilled a lifetime of experience and reflection into a brilliantly witty and inimitable exploration of such subjects as perception, color, pattern, proportion, paradox, illusion, language, alphabets, words, letters, ideas, creativity, culture, style, aesthetics and value.The Art of Looking Sideways is the ultimate guide to visual awareness, a magical compilation that will entertain and inspire all those who enjoy the interplay between word and image, and who relish the odd and the unexpected.
The Art of Discworld
Terry Pratchett - 2004
It's a world bursting with magic, a land of contrasts and extremes, from the bustling metropolis of Ankh-Morpork, the oldest city on the Disc (now ruled with an iron hand in a velvet glove by the Patrician, Lord Vetinari), to the ancient empire of Klatch, where there are fifteen words for assassination. There's the mysterious continent XXXX, or Foureks, about which nothing anyone has ever heard is really an exaggeration, the tiny kingdom of Lancre and the dark country of Uberwald, where things do go bump in the night. And then there are the inhabitants: the witches Granny Weatherwax, Nanny Ogg, Magrat Garlick (now a Queen, of course). There are wizards galore, Archchancellor Mustrum Ridcully, the Librarian, Rincewind, the Bursar . . . there are the History Monks and the ancient Vampyre families. There are great heroes, like Cohen the Barbarian and his Silver Horde, Sam Vimes, Captain Carrot and the men* of the City Watch . . . and there are the ordinary folk like Cut-Me-Own-Throat Dibbler, Foul Ole Ron, the Igors . . . and there's Death.The Discworld might have started out in the imagination of its Creator, Terry Pratchett, but over the past 30 or more books, it has taken on a life of its own.Here, gathered together for the first time, is artist Paul Kidby's own voyage through the Disc, in glorious color and intricate black and white: a cornucopia of characters that have won the hearts of millions of adoring readers the world over:Here is The Art of Discworld. werewolves, zombies, gargoyles, dwards - in fact, menof the Watch are actually few and far between these days.
Barbie: All Dolled Up: Celebrating 50 Years of Barbie
Jennie D'Amato - 2009
Fully illustrated and featuring three-dimensional replicas of rare memorabilia, this unprecedented book truly brings Barbie to life in full-color, and fabulous style. With the full support of Mattel, the publication of All Dolled Up is a highlight among nationwide Barbie events and marketing initiatives being staged for the anniversary.In five decades, the influence of Barbie on girls and the world of fashion has never faded. Now devoted collectors, baby boomers reminiscing about the doll's classic beauty, moms still dreaming of the pink Corvette of the '80s, and children just discovering her will relive the magic of Barbie through key eras in her development—her debut in 1959, the Mod Era of the late '60s, the big, bold '80s, the Totally Hair '90s, and up to today. Original doll packaging, Barbie comic books, designer's sketches, and an official fan club membership card and welcome letter are among the rare Barbie ephemera that have been reproduced. The narrative combines historical detail with contributions from moms, daughters, and fashion celebrities including Diane Von Furstenburg, Christian Dior, Versace, Armani, Bob Mackie, and Vera Wang. It's Barbie doll's birthday and no one wants to be left out of the party!
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 Hidden Art of Disney's Golden Age: The 1930s
Didier Ghez - 2015
They Drew as They Pleased showcases four of these early pioneers and features artwork developed by them for the Disney shorts from the 1930s, including many unproduced projects, as well as for Snow White and the Seven Dwarfs, Pinocchio, and some early work for later features such as Alice in Wonderland and Peter Pan. Introducing new biographical material about the artists and including largely unpublished artwork from the depths of the Walt Disney Archives and the Disney Animation Research Library, this volume offers a window into the most inspiring work created by the best Disney artists during the studio's early golden age.They Drew as They Pleased is the first in what promises to be a revealing and fascinating series of books about Disney's largely unexamined concept artists, with six volumes spanning the decades between the 1930s and 1990s. Copyright ©2015 Disney Enterprises, Inc. All rights reserved.
Persuasive Games: The Expressive Power of Videogames
Ian Bogost - 2007
In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
The Wilco Book
Rick Moody - 2004
Created in collaboration with Jeff Tweedy, Wilco, and Tony Margherita, this primarily visual book explores what Wilco does, how it does it, and where it all comes together. The band narrates the book in the form of long captions accompanying a variety of images: a Korean postcard, a Stratocaster, a backstage practice session, and so on. Along the way, central topics such as instruments, touring, and recording are covered both in general (i.e., what happens, physically, when a guitar string breaks) and specific to Wilco. Just as the band assembles its disparate talents and inspirations to make music, this book coheres in the end to reveal a 40 minute CD of original, unreleased songs. Just as Wilco experiments with music by turning convention on its head, this book is an utterly new take on the old genre of the rock 'n' roll book. The Wilco Book will look and read like a Wilco record sounds; it's a translation of the band's sensibility from sound into print.
500 Cups: Ceramic Explorations of Utility and Grace
Suzanne J.E. Tourtillott - 2005
The exciting pieces come from an international array of artists, each with a unique perspective. The stylishly varied collection has a little bit of everything: the cups range from handbuilt to wheel-thrown, practical to sculptural, round to square. Benjamin Schulman's "Stacked Teacup Set" takes a strictly functional approach, while Heather O'Brien's "Dessert Cups on Stand" focuses on aesthetic form rather than usefulness. Annette Gates' "Espresso Shot Cups with Rubies" has a surface design of simple abstract lines and dots of glaze and jewels. Some are whimsical, others starkly conceptual. Every one is a treat for the eye.
1,000 Books to Read Before You Die: A Life-Changing List
James Mustich - 2018
Covering fiction, poetry, science and science fiction, memoir, travel writing, biography, children’s books, history, and more, 1,000 Books to Read Before You Die ranges across cultures and through time to offer an eclectic collection of works that each deserve to come with the recommendation, You have to read this. But it’s not a proscriptive list of the “great works”—rather, it’s a celebration of the glorious mosaic that is our literary heritage. Flip it open to any page and be transfixed by a fresh take on a very favorite book. Or come across a title you always meant to read and never got around to. Or, like browsing in the best kind of bookshop, stumble on a completely unknown author and work, and feel that tingle of discovery. There are classics, of course, and unexpected treasures, too. Lists to help pick and choose, like Offbeat Escapes, or A Long Climb, but What a View. And its alphabetical arrangement by author assures that surprises await on almost every turn of the page, with Cormac McCarthy and The Road next to Robert McCloskey and Make Way for Ducklings, Alice Walker next to Izaac Walton. There are nuts and bolts, too—best editions to read, other books by the author, “if you like this, you’ll like that” recommendations , and an interesting endnote of adaptations where appropriate. Add it all up, and in fact there are more than six thousand titles by nearly four thousand authors mentioned—a life-changing list for a lifetime of reading.