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Playing with Super Power: Nintendo Super NES Classics by Prima Games
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Manga Matrix: Create Unique Characters Using the Japanese Matrix System
Hiroyoshi Tsukamoto - 2006
Using this unique Japanese system, artists can plot and cross-section elements on a matrix diagram to create an infinite number of original characters, creatures, and multiformed beasts. Angels, demons, dragons, monsters, and robots are all included in this book, along with descriptions of costumes and personalities for each.Manga Matrix is unlike any other manga instructional guide and is an invaluable resource for both the budding artist and the polished professional.
Diary Of An 80s Computer Geek: A Decade of Micro Computers, Video Games & Cassette Tape
Steven Howlett - 2014
The 1980s were certainly loud, often garish and utterly fabulous - no matter how embarrassing the outfits were.There are so many elements, which made the 80s a truly great decade, but one of the greatest contributions, if not the greatest, is the mass introduction of affordable 8-bit home micro computers.These curious machines of geekdom changed the way we regarded computers and technology. No longer were they the sole perverse of tweed jacket clad scientists sporting unruly beards, micro computers were now forming a staple inventory in millions of homes.Much of the technology that we enjoy today, such as desktop computers, notebooks, tablets, gaming consoles and smart phones, all of which are often taken for granted, can be traced back to this innovative decade.If you were a child of the 80s and remember the joy of receiving your very first home computer or maybe a young adult who fondly remembers the excitement, then you will appreciate this unabashed reminiscence of a simpler time whose adolescent technological was on the cusp of great advancements.This book is intended as celebration and reflection of all the computer technology that made the 80s such a wonderful, pioneering period and follows the journey of a self confessed, teenaged computer geek who experienced and enjoyed every ground breaking moment, including publishing his own software.10 Print “The 80s are fab!”20 Goto 10RunAuthor's Comments:The current edition is dated 31st January 2016 and has been edited based on customer feedback.
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Janet H. Murray - 1997
In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.
Jean-Michel Basquiat
Dieter Buchhart - 2010
Through his street roots in graffiti, Basquiat helped to establish new possibilities for figurative and expressionistic painting, breaking the white male stranglehold of Conceptual and Minimal art, and foreshadowing, among other tendencies, Germany's Junge Wilde movement. It was not only Basquiat's art but also the details of his biography that made his name legendary--his early years as "Samo" (his graffiti artist moniker), his friendships with Andy Warhol, Keith Haring and Madonna and his tragically early death from a heroin overdose. This superbly produced retrospective publication assesses Basquiat's luminous career with commentary by, among others, Glenn O'Brien, and 160 color reproductions of the work.Jean-Michel Basquiat was born in Brooklyn, New York, to a Puerto Rican mother and a Haitian father--an ethnic mix that meant young Jean-Michel was fluent in French, Spanish and English by the age of 11. In 1977, at the age of 17, Basquiat took up graffiti, inscribing the landscape of downtown Manhattan with his signature "Samo." In 1980 he was included in the landmark group exhibition The Times Square Show; the following year, at the age of 21, Basquiat became the youngest artist ever to be invited to Documenta. By 1982, Basquiat had befriended Andy Warhol, later collaborating with him; Basquiat was much affected by Warhol's death in 1987. He died of a heroin overdose on August 22, 1988, at the age of 27.
Vincent Van Gogh: The Complete Paintings
Rainer Metzger - 1988
This richly illustrated and expert study follows the artist from the early gloom-laden paintings in which he captured the misery of peasants and workers in his homeland, through his bright and colorful Parisian period, to the work of his final years, spent under a southern sun in Arles.
Andy Goldsworthy
Andy Goldsworthy - 1990
The many-pointed star formed from large icicles balances on a rock in a quiet Dumfriesshire valley, a delicate bamboo screen stands on a Japanese beach, a great serpentine ridge of earth extends along a disused railway cutting on Tyneside, four massive snow rings mark the position of the North Pole.
Unit Operations: An Approach to Videogame Criticism
Ian Bogost - 2006
Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium--from videogames to poetry, literature, cinema, or art--can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies."The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.
Play Matters
Miguel Sicart - 2014
So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
The Book of Skulls
Faye Dowling - 2011
Since its 1970 s renaissance in the iconic album designs of bands such as the Grateful Dead, the skull has found its way into the visual vocabulary of urban life, adorning T-Shirts, badges and rock memorabilia as the ultimate symbol of anarchy and rebellion. Repurposed and recast by artists, illustrators and designers, it has become one of the most iconic cultural symbols of our time. In response to this cultural phenomenon, The Book of Skulls presents a cool visual guide to the skull, charting its rebirth through music and street fashion to become today s ultimate anti-establishment icon. From Black Sabbath to Cypress Hill, skater punk graffiti to Gothic tattoos, from high-couture to Hello Kitty and Dali to Damien Hirst, this book is the ultimate collection of cool and iconic skull motifs. Drawing together artwork from music, fashion, street art and graphic design The Book of Skulls is a celebration of one of today s most iconic cultural symbols.
The Art Nouveau Style Book of Alphonse Mucha
Alphonse Mucha - 1980
Among graphic artists and commercial designers, Mucha is praised for the innovative style books that pioneered the use of Art Nouveau in commercial packaging, design, and ornament.The most important of these style books was Documents Décoratifs, published in 1901 at the height of Mucha's fame as the high priest of the Art Nouveau movement. While the artist's fame rests largely on his posters, it is in the smaller works of the style books, or design portfolios, that the refinement of his technique can best be appreciated. The present volume, carefully reproduced from an extremely rare and valuable set of originals, contains all 72 plates of the Documents Décoratifs portfolio. Included are designs for jewelry, wallpaper, stained glass, furniture, and tableware; figure and botanical studies; and a selection of Mucha's famous panneaux décoratifs. Eighteen of the plates are in full color, while the remaining 54 are reproduced in two or more color tones.In addition to numerous innovative designs for practical and decorative objects, the elegant draftsmanship and meticulous execution that characterized all of Mucha's work is evident in studies of langorous nudes, portrait sketches, delicately rendered plant and animal motifs, exquisite modeling of drapery and cloth, and the flowing, fantastic forms created as experiments in pure design. In the Foreword by Gabriel Mourey, specially translated for this edition, Mucha's own philosophy of art, and the relation of the Documents to the rest of his work, receive an appreciative and informative discussion.Hitherto available only in scattered sources, or in the libraries of wealthy collectors, the complete Documents Décoratifs is now available in this inexpensive one-volume edition. Lovers of Mucha's work, admirers of Art Nouveau, and the application of that style to the decorative arts, will want to own this fine royalty-free collection by one of the greatest masters of the technique."[Documents Décoratifs is] . . . an encyclopedic source for Mucha's style in every branch of decorative and applied art and one of the few books on design where even individual plates are sought after by collectors." — Marina Henderson, The Graphic Style of Alphonse Mucha
See San Francisco: Through the Lens of SFGirlbyBay
Victoria Smith - 2015
This gorgeously photographed lifestyle guide gives readers an insider's tour of the City by the Bay through Victoria Smith's unique lens. Organized by neighborhood, each chapter features enchanting photos of hidden corners, local color, landmarks, and hotspots, revealing why so many people—Victoria included—are falling head over heels for this amazing city. Brimming with original, dreamy photography and packaged as a gorgeous jacketed hardcover, this lovely book makes a perfect gift for photography fans, San Francisco dwellers, visitors to the city, or anyone who has left their heart in San Francisco.
Power-Up: How Japanese Video Games Gave the World an Extra Life
Chris Kohler - 2004
Just some of the features readers will find in this book include:Profiles of some of the most fascinating Japanese video game designers in the industry, along with a critical look at Japanese video games from their earliest beginnings to new, exciting trends that ride the bleeding edge of popular culture.Explanations on why Japanese video games are unique and why they resonate so well with young American players.Fresh insight into classic Japanese video games and the elements that made them so different from American games, the origin of Nintendo, Japan's oldest and largest video game producer, Japanese Role-Playing Games, and much more!In addition, the future of the Japanese gaming industry is also explored.This product is available for sale worldwide.
The Art of The Lord of the Rings by J.R.R. Tolkien
Wayne G. Hammond - 2015
Tolkien's complete artwork for his magisterial novel, published on the sixtieth anniversary of The Lord of the Rings As he wrote The Lord of the Rings, J.R.R. Tolkien’s mental pictures often found expression in drawing, from rough sketches made within the manuscript to more finished illustrations. Only a few of these were meant for publication; most were aids to help Tolkien conceive his complex story and keep it consistent. Many do not illustrate the final text, but represent moments of creation, illuminating Tolkien’s process of writing and design. In addition to pictorial sketches, numerous maps follow the development of the Shire and the larger landscape of Middle-earth, while inscriptions in runes and Elvish script, and "facsimile" leaves from the burned and blood-stained Book of Mazarbul, support Tolkien’s pose as an "editor" or "translator" of ancient records. The Art of The Lord of the Rings by J.R.R. Tolkien collects these drawings, inscriptions, maps, and plans in one deluxe volume. More than 180 images are included, all of them printed in color from high-quality scans and photographs, more than half not previously published. Wayne G. Hammond and Christina Scull, two of the world’s leading Tolkien scholars, have edited the book and provide an expert introduction and comments.
Tetris: The Games People Play
Box Brown - 2016
Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams.Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega―game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft.In this graphic novel, New York Times–bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world’s most popular video game.