The Art of Overwatch


Blizzard - 2017
    Now, in this beautiful hardcover, Blizzard Entertainment reveals the creative process behind one of the most popular FPS games of all time! Filled with never-before-seen art as well as commentary provided by the game's development team, this book is sure to please any Overwatch fan.- Never-before-seen artwork!- Essential companion to the international best-selling game Overwatch!- Introduction and commentary provided by the game's development team!- Overwatch is a global phenomenon with 30 million players!- Produced in close partnership with Blizzard Entertainment!- Behind-the-scenes look at your favorite characters!- Overwatch creation revealed!

The Tiniest Mansion - How To Live In Luxury on the Side of the Road in an RV


Tynan - 2012
    The Tiniest Mansion will teach you how to convert a small RV into a rolling palace with all the comforts of your home, plus the freedom to live anywhere you want without paying rent.The Tiniest Mansion covers everything from the essentials like choosing an RV, generating power, and dumping your tanks to more extravagant projects like installing marble floors and building an entertainment system.This book is a practical guide for anyone who is living in an RV or is considering it. Tynan, who has been living in an RV since 2006, shares all of his hard won secrets of RV living in this book.

The Snow Yak Show


Mark Ryden - 2010
    Images from Ryden's acclaimed Japanese Snow Yak Show are reproduced in large 11" x 14" format, & include many detail images & drawings. Features all of the works, as well as photographs of the work on display.

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.

Halo: Cryptum (Forerunner Saga, #1)


Greg Bear - 2011
    100,000 years ago, the galaxy was populated by a great variety of beings. But one species--eons beyond all others in both technology and knowledge--achieved dominance. They ruled in peace but met opposition with quick and brutal effectiveness. They were the Forerunners, the keepers of the Mantle, the next stage of life in the Universe's Living Time. And then they vanished. This is their story. Bornstellar Makes Eternal Lasting is a young rebellious Forerunner. He is a Manipular, untried, yet to become part of the adult Forerunner society, where vast knowledge and duty waits. He comes from a family of Builders, the Forerunners' highest and most politically powerful rate. It is the Builders who create the grand technology that facilitates Forerunner dominance over the known universe. It is the Builders who believe they must shoulder the greatest burden of the Mantle, as shepherds and guardians of all life. Bornstellar is marked to become a great Builder just like his father. But this Manipular has other plans. He is obsessed with lost treasures of the past. His reckless passion to seek out the marvelous artifacts left behind by the Precursors, long-vanished superbeings of unknowable power and intent, forces his father's hand. Bornstellar is sent to live among the Miners, where he must come to terms with where his duty truly lies. But powerful forces are at play. Forerunner society is at a major crux. Past threats are once again proving relentless. Dire solutions, machines and strategies never before contemplated, are being called up, and fissures in Forerunner power are leading to chaos. On a Lifeworker's experimental planet, Bornstellar's rebellious course crosses the paths of two humans, and the long lifeline of a great military leader, thus forever changing Bornstellar's destiny ...and the fate of the entire galaxy.

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

The Course: Serious Hold 'Em Strategy For Smart Players


Ed Miller - 2015
    It’s written for players who are smart and who know that to succeed, you have to be different. Because in poker, if you play and think like everyone else, you’ll also get results just like everyone else. There’s a saying in the golf world that you don’t worry about the other players. You just play the course. It doesn’t matter if you’re playing in a big tournament against a hundred other players or against just one. It doesn’t matter if you’re playing against Tiger Woods or against Woody the Woodpecker. You can’t control what they do, so they can only be a distraction. All that matters is the course. And the only thing you can control is how you play it. This is a powerful idea, and it applies just as well in poker. Poker is full of distractions, and most players get hung up worrying about all the wrong things. The things they can’t control. The things that ultimately don’t matter. The Course: Serious Hold ‘Em Strategy For Smart Players, cuts through all the noise. It’s a practical and effective, step-by-step guide to winning consistently at no-limit hold ’em. It teaches the game as a series of skills. The first skill is the most important, but also the most fundamental. Each subsequent skill builds upon the last. Master the first few skills, and you can win at the 1-2 or 1-3 level. Master the next few, and you can win at 2-5. And master the final skills, and you can hang at 5-10 among the best players at your local card room. The Course focuses on the most important concepts that determine who wins and moves up and who doesn’t. And it ignores the distractions. It doesn’t waste your time and attention with ideas that don’t apply to the games you play. Unlike many other books, this book is ruthlessly practical. The ideas in The Course transfer directly from the page to the felt. The book starts out by showing you where and how money is available to win. Everything after teaches you how to go get it. Skill by skill, you will learn to win more money and win it faster. The Course meets you where you are. If you’re just beginning to get serious about hold ‘em, the book starts you with a sound foundational strategy. If you’re an experienced player looking to get over the next hump, the book lays bare the challenge and teaches you what you need to do. Unless you’re already the boss player at your local card room, The Course is the perfect companion to help take you to where you want to go.

Fresh Cream: Contemporary Art in Culture


Phaidon Press - 2000
    Cream, published by Phaidon in 1998, was a sensational cultural event. Fresh Cream consolidates the biennial status of Cream as a frame of reference and an essential source of new art for art professionals and newcomers alike. Pursuing the theme of its predecessor, with 10 new world-class contemporary curators each choosing ten emerging artists, the book presents in its entirety the works of 100 artists and an up-to-the-minute global overview of the contemporary art world, not only for now but also for the future. These artists have risen to intense international acclaim since the 1990s or, in the opinion of the curators who have selected them, are about to emerge internationally in the near future. Fresh Cream contains the enormous breadth of ideas and forms that exist in contemporary art. The artists' spreads are arranged in an A-Z order, featuring numerous examples of each artist's work alongside a concise text from the selecting curator and vital biographical information about the artist. A conversation between the 10 curators and the commissioning editor gives a penetrative insight into their selections and of the key issues in contemporary art. The cultural context in which the artists work - from philosophy to fiction - is presented through recent texts from 10 contemporary writers, one selected by each curator. Itself embodying the creative originality and innovation of its content, Fresh Cream is packaged in an incredible, inflated, clear plastic pillow.

The Art of Fire Emblem: Awakening


Intelligent Systems - 2012
    The Art of Fire Emblem Awakening contains an in-depth, behind-the-scenes look at the smash-hit 3DS game, from beautifully illustrated renditions of your favorite characters, to storyboards for in-game events, character designs, weapon designs, character profiles, and the entirety of the script with every possible branch of dialogue! Relive some of the most poignant moments of the game, or see what might have been if you had made different in-game decisions with the Art of Fire Emblem Awakening!

Wonderbook: The Illustrated Guide to Creating Imaginative Fiction


Jeff VanderMeer - 2013
    Employing an accessible, example-rich approach, Wonderbook energizes and motivates while also providing practical, nuts-and-bolts information needed to improve as a writer. Aimed at aspiring and intermediate-level writers, Wonderbook includes helpful sidebars and essays from some of the biggest names in fantasy today, such as George R. R. Martin, Lev Grossman, Neil Gaiman, Michael Moorcock, Catherynne M. Valente, and Karen Joy Fowler, to name a few.Praise for Wonderbook: “Jammed with storytelling wisdom.” —Fast Company’s Co.Create blog“This is the kind of book you leave sitting out for all to see . . . and the kind of book you will find yourself picking up again and again.” —Kirkus Reviews online“If you’re looking for a handy guide to not just crafting imaginative fiction like sci-fi, fantasy, and horror, but to writing in general, be sure to pick up a copy of Steampunk Bible author Jeff Vandermeer’s lovingly compiled Wonderbook."  —Flavorwire“Jeff Vandermeer and Jeremy Zerfoss have created a kaleidoscopically rich and beautiful book about fiction writing.”  —Star Tribune“Because it is so layered and filled with text, tips, and links to online extras, this book can be read again and again by both those who want to learn the craft of writing and those interested in the process of others.” —Library Journal

The Art of Cuphead


Eli Cymet - 2020
    Take a gander at the game's traditional hand-drawn frame-by-frame animation. Peek at the early concepts, production work, and early ideas that went into the making of Cuphead's characters, bosses, stages and more including never-before-seen content from the upcoming DLC!Relive the most cherished and challenging moments of Cuphead and Mugman's adventure to reclaim their souls from The Devil, all in a way you've never seen before! Guided by personal insights from game directors Chad and Jared Moldenhauer, take a one-of-a-kind trip through the Inkwell Isles and discover an all-new appreciation for Cuphead's animation style and challenging retro gameplay.Dark Horse Books and Studio MDHR are thrilled to present The Art of Cuphead! This vintage-style art extravaganza is the perfect book for fans of Cuphead!

Dracopedia: A Guide to Drawing the Dragons of the World


William O'Connor - 2009
    A cross between an encyclopedia of dragons and an artist's reference book, readers will enjoy learning all about dragons and the process of their creation. Hardcover, 160 pages. By William O'Connor.

The Frontier Lord


Duncan M. Hamilton - 2015
    18,000 words (72 pages)— Appearances can be deceiving… To Rolf, Mirabay is the city of dreams. Called the Jewel of the West, it is the place of kings and heroes and great deeds. The chance to visit is not an opportunity Rolf is willing to miss. At first glance, the city is everything he expects, but with an appearance and accent more suited to the Marches rather than the refined salons and sophisticated ballrooms of the city, he is met with the prejudice reserved for those from the rural provinces. Dreams and preconceptions rarely meet with reality, however and as the city begins to lose its lustre for Rolf, those he thought him an uncouth blow-in from the Marches learn the error of their ways.

The Seven: The Lost Tale of Dellerin


Robert J. Power - 2019
    From bestselling author, Robert J Power, comes the first book in a new blockbuster dark fantasy world where evil reigns, demons roam, and enchantments cost your very soul. In the war-ravaged city of Dellerin, a strange book has survived The Dark One’s gaze. Veiled, warded and awaiting a warrior worthy enough to discover its mysteries, the pages of The Seven are about to open. They said The Seven were the greatest mercenary outfit in all of Dellerin. Respected, loved and feared. It was said that only they could accomplish the impossible, that the gods themselves blessed them. It was also said that only they would be the ones to stand in the darkness's way, but when The Seven disappeared, no warriors halted The Dark One’s emergence and his ruination of the world. Can one book hold more power than ever imagined? Can The Seven fulfil their prophesy? Dark, unpredictable and action-packed, The Seven is a dark fantasy, ideal for fans of Mark Lawrence, George RR Martin and Joe Abercrombie.