Book picks similar to
The History of Fallout by Paul Davies
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video-game
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The Cinematic Art of World of Warcraft: The Wrath of the Lich King
Blizzard Entertainment - 2009
Now, they can experience Northrend’s icy steppes and uncharted mountains through the art and imagination of the creative team behind this epic game. Containing more than 150 drawings, concept art pieces, and final renders, as well as secrets of game mythology and development stories, this mesmerizing book reveals how Blizzard Entertainment’s acclaimed series gets made. In addition to a behind-the-scenes technical look at the game cinematics and developmental art, Fans learn how Blizzard updated Arthas the Death Knight to be even more evil than in Warcraft III and how a new central character, Sindragosa the Frost Wyrm, was developed. Other features explore technical dimensions and Blizzard’s influence on the game world and beyond. EACH BOOK COMES WITH: Two 8” x 10” original art cards in vellum sleeve and a 12-page illustrated storybook on the creation of the frostwyrm Sindragosa, that make this a must-have for any WoW fan.
Dragon Age: The World of Thedas Volume 1
David Gaider - 2013
The definitive guide!
The Art of The Last of Us
Rachel Edidin - 2013
Featuring concept art, character designs, and astonishing settings and landscapes, The Art of The Last of Us provides a unique look at one of the gaming world’s most eagerly anticipated titles.
From the Graveyard of the Arousal Industry
Justin Pearson - 2010
There, he fell in with a subculture of young musicians playing some of the most original and brutal music in the world. Turns out the chaos of Pearson’s bands — The Locust, Swing Kids, and Some Girls — is nothing compared to the madness of his life.An icon of the West Coast noise and punk scene, Pearson managed to arrive at adulthood by outsmarting skinheads and dodging equally threatening violence at home. Once there, the struggle continued, with Pearson getting beat up on Jerry Springer and, on more than one occasion, chased out of town by ferociously angry audiences.From the Graveyard of the Arousal Industry is the outrageously candid story of Pearson’s life. In loving, meticulous detail, Pearson gives readers the dirt behind each rivalry, riff, and lineup change.
Marvel Universe
Peter Sanderson - 1986
Comics insider Peter Sanderson recounts Marvel's main story lines and delves into the lives of major characters, showing how different writers shaped their fates. The illustrations include scenes from ground-breaking stories, showcasing the best work of important Marvel artists.
Mason's Rats: 3 Short Stories
Neal Asher - 1999
But he soon learns that rats in suits are even worse. What do you do when rats invade your barn? Kill them or negotiate? Mason finds out the hard way that force does not always work! An allegory of war and violence? A statement on the arms race? Neal Asher’s work takes Orwell’s Animal Farm into a grimly humorous future where evolution is outrunning humanity. You may never trust a rat again! “I’ve never read anything like MASON’S RATS before … it’s sharp, funny and highly inventive. There’s more fun in this one slim volume than in many a full-length novel!” – Stephen Gallagher
Watching the Watchmen: The Definitive Companion to the Ultimate Graphic Novel
Dave Gibbons - 2008
Featuring the breathtaking design of Chip Kidd and Mike Essl, WATCHING THE WATCHMEN is both a major art book in its own right, and the definitive companion to the graphic novel that changed an industry.Voted among Time magazine's 100 Best Novels from 1923 to the present, a perennial bestseller over the past twenty years and widely considered the greatest graphic novel of all time, WATCHMEN is a gripping, labyrinthine piece of comic art, which has earned an acclaimed place in modern literary history."I've had a great time, re-visiting the very beginnings of Watchmen and unearthing material I haven't set eyes on for many years. As a fan myself, this is the kind of stuff I eat up and I'm sure the many devotees of the graphic novel will do the same!" says Gibbons.© DC Comics 2008. All Rights Reserved.
Planet Hell (Alien Legacy Book 1)
Joshua James - 2019
Hope is worse. Five years after their world was decimated by powerful aliens that killed their parents, two brothers are returning to get answers. One wants justice. One just wants to survive. But nothing on Planet Hell is what it seems. The brothers soon stumble upon a plot to interact with the aliens that could change everything. But they aren't the only people trying to understand the aliens--and most are willing to do anything to keep the powerful secrets for themselves. Shifting alliances, hidden agendas, and ruthless killers interact against a backdrop of invincible aliens willing and able to kill anything, and anyone, on a whim. Gritty and fast-paced, Planet Hell is a high-octane military sci-fi with a devastating mystery at its heart.
Assassin's Creed: Limited Edition Art Book
Ubisoft Entertainment - 2007
To gather interedt and understanding of the project, a wealth of materials were created, fleshing out a new heroic adventurer who turned from a prince to an assassin. A ballet of new moves were imagined for this stealth-slayer, and the traversing of giant cityscapes, populated by crowds of individually intelligent citizens, was proposed. The four years of building Assassin's Creed from the ground up had begun.
MegaMan NT Warrior, Vol. 3
Ryo Takamisaki - 2004
But living in cyberspace isn't always fun and games. High-tech crimes and pesky viruses are always a big problem for the authorities. Thank gookness for MegaMan and his NetOperator, Lan Hikari. Together, they do their best to keep their hometown safe from being permanently deleted.Venturing deeper and deeper into the murky UnderNet, MegaMan and Lan Hikari come face to face with PharaohMan - a 20,000-year-old relic from a long-forgotten civilization.At his command, PharaohMan possesses the four holy warriors...each one as powerful as MegaMan himself!Quickly, the cobalt-colored NetNavi figures out the score. If he can defeat each of these warriors, he'll be able to wrestle their collective strength away from PharaohMan. With his pal GutsMan at his side, MegaMan is ready for a full-tilt fight. If he can defeat the fearsome foursome, he will be the strongest NetNavi in DenTech City!
Small is Big: A collection of 100 micro tales
Rafaa Dalvi - 2017
That’s about to change! With Small is Big, Rafaa Dalvi has created a potpourri of 100 diverse micro tales (140 characters or less) that will provide you a rich experience in easy-to-digest fragments and urge you to read one page after another before you finally finish the book. And the best part is that there’s a story for everyone, including YOU! If you’re a romantic at heart, this micro tale is for you- She kissed his cheek as he smiled back. Nothing had changed much since two decades. Her husband called her. She hid the photo in the closet. If you love happy endings, this micro tale is for you- You rested on my lap, opened yourself before me and shared your fantasies with me. Then the stories ended and you turned back into a book. If you ever had a tough time fitting in, this micro tale is for you- Nerd. Not anymore. A new college. A new identity. Math. First lecture. Finished my test first. Teacher graded me aloud- 20/20. I had failed. If you are a big fan of word play, this micro tale is for you- They’re lying in bed. “You’re the one,” he says; he’s lying. “I never doubted it,” she says; she’s lying. They’re lying in bed. And if you like thrillers, this micro tale is for you- There were two of us and one vacant position. He would die for this job and I would kill for it. No wonder it worked out just fine for me. In fact, there are 100 such small tales that will have a big impact on you. So what are you waiting for? Scroll to the top of this page, buy the book and start reading today. About the Author: Rafaa Dalvi is a vibrant mess of innumerable thoughts, quotes and movie dialogues, who tries to escape from the mundane with words and contemplates about befriending the voices in his head. He dreams about changing the world, one smile at a time. Already published numerous times, his stories can be read in the anthologies – Curtain Call (editor), Terribly Tiny Tales- Volume 1, Kaleidoscope, Myriad Tales, and many others. He’s the recipient of Indian Bloggers League Booker Prize 2013 and a Select Writer at Terribly Tiny Tales.
How to Play Keyboard: A Complete Guide for Absolute Beginners
Ben Parker - 2013
This great beginner's guide also provides an easy introduction to reading and playing music - so whether you have no previous musical experience OR are simply new to the keyboard, this clear and concise guide will have you playing tunes on your new keyboard in no time ! For kids under the age of 10, you may prefer Ben's My First Keyboard book instead - created especially for the youngest beginner. Search under Ben Parker. * Easy to follow instructions and illustrations * Simple exercises to follow and practice * Learn at your own pace * Fun and easy songs, exercises and tunes to play * Simply follow the lessons in the book and you will be playing Keyboard in no time ! Ben Parker's best-selling range of beginner's music tuition books for adults and children include the 'How To Play'...and also the 'My First' series of books covering: Keyboard, Piano, Guitar, Ukulele, Banjo, Harmonica and Recorder.
The Art of Video Games: From Pac-Man to Mass Effect
Chris Melissinos - 2012
Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March. Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games. Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke. The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction. *After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg
Tor and The Dark Net: Remain Anonymous Online and Evade NSA Spying (Tor, Dark Net, Anonymous Online, NSA Spying)
James Smith - 2016
Some may know and choose to ignore the fact, but every single thing you do online is being tracked and guess what? For better or for worse it is there forever. Whether you're simply browsing websites or you are accessing confidential information that you would rather no one know about there are ways to remain anonymous. Imagine this scenario, you create an account on a forum with your name and decide to do some political freedom fighting with it. Years down the road a future employer of yours does a simple google search of your name and finds everything you've ever done. They don't hire you. This is a very simple scenario that just scratches the surface of reasons to stay anonymous but the point remains the same. Knowing when and how to remain anonymous is very important. Many people already realize this but have no clue where to start. This book has step by step instructions and techniques involving Tor, VPN's, Proxies, and more that will take you to the deepest levels of anonymity in which not even the all seeing NSA will be able to track you. Bonus download included in the book! (Step-by-step guide to setup TOR) A Preview of What You Will Learn ✔ How to Remain COMPLETELY Anonymous ✔ Exactly What Tor, VPN's, and PGP Are. ✔ How To Setup and Use Tor Correctly For Maximum Safety ✔ Key Mistakes To Avoid ✔ The Real Capabilities of The NSA ✔ Much, much more! Take back your privacy today. Scroll up and buy this book!
Changing the Game: How Video Games Are Transforming the Future of Business
David Edery - 2008
Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor forceencouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyondChoose your best marketing opportunitiesand avoid the pitfalls Use gaming to recruit and develop better employeesLearn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communitiesHelp your customers improve your products and servicesand have fun doing it What gamers do better than computers, scientists, or governmentsUse games to solve problems that can’t be solved any other way