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Playing with Super Power: Nintendo Super NES Classics by Prima Games
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The Illusion of Life: Disney Animation
Frank Thomas - 1981
The authors, Frank Thomas and Ollie Johnston, worked with Walt Disney himself as well as other leading figures in a half-century of Disney films. They personally animated leading characters in most of the famous films and have decades of close association with the others who helped perfect this extremely difficult and time-consuming art form. Not to be mistaken for just a "how-to-do-it," this voluminously illustrated volume (like the classic Disney films themselves) is intended for everyone to enjoy.Besides relating the painstaking trial-and-error development of Disney's character animation technology, this book irresistibly charms us with almost an overabundance of the original historic drawings used in creating some of the best-loved characters in American culture: Mickey Mouse and Donald Duck, Snow White and Bambi (among many, many others) as well as early sketches used in developing memorable sequences from classic features such as Fantasia and Pinocchio. With the full cooperation of Walt Disney Productions and free access to the studio's priceless archives, the authors took unparalleled advantage of their intimate long-term experience with animated films to choose the precise drawings to illustrate their points from among hundreds of thousands of pieces of artwork carefully stored away.The book answers everybody's question about how the amazingly lifelike effects of Disney character animation were achieved, including charming stories of the ways that many favorite animated figures got their unique personalities. From the perspective of two men who had an important role in shaping the art of animation, and within the context of the history of animation and the growth of the Disney studio, this is the definitive volume on the work and achievement of one of America's best-known and most widely loved cultural institutions. Nostalgia and film buffs, students of popular culture, and that very broad audience who warmly responds to the Disney "illusion of life" will find this book compelling reading (and looking!).Searching for that perfect gift for the animation fan in your life? Explore more behind-the-scenes stories from Disney Editions:The Art of Mulan: A Disney Editions ClassicWalt Disney's Ultimate Inventor: The Genius of Ub IwerksOne Day at Disney: Meet the People Who Make the Magic Across the GlobeThe Walt Disney Studios: A Lot to RememberFrom All of Us to All of You: The Disney Christmas CardInk & Paint: The Women of Walt Disney's AnimationOswald the Lucky Rabbit: The Search for the Lost Disney Cartoons, Revised Special EditionDisney Villains: Delightfully Evil - The Creation, The Inspiration, The FascinationThe Art and Flair of Mary Blair: An Appreciation, Updated Edition
The Tetris Effect: The Game that Hypnotized the World
Dan Ackerman - 2016
But how did an obscure Soviet programmer, working on frail, antiquated computers, create a product which has now earned nearly 1 billion in sales? How did a makeshift game turn into a worldwide sensation, which has been displayed at the Museum of Modern Art, inspired a big-budget sci-fi movie, and been played in outer space? A quiet but brilliant young man, Alexey Pajitnov had long nurtured a love for the obscure puzzle game pentominoes, and became obsessed with turning it into a computer game. Little did he know that the project that he labored on alone, hour after hour, would soon become the most addictive game ever made. In this fast-paced business story, reporter Dan Ackerman reveals how Tetris became one of the world's first viral hits, passed from player to player, eventually breaking through the Iron Curtain into the West. British, American, and Japanese moguls waged a bitter fight over the rights, sending their fixers racing around the globe to secure backroom deals, while a secretive Soviet organization named ELORG chased down the game's growing global profits.The Tetris Effect is an homage to both creator and creation, and a must-read for anyone who's ever played the game-which is to say everyone.
Italianissimo
Louise Fili - 2008
Topics range from expressive hand gestures to patron saints, pasta, parmesan, shoes, opera, the Vespa, the Fiat 500, gelato, gondolas, and more. History, folklore, superstitions, traditions, and customs are tossed in a delicious sauce that also includes a wealth of factual information for the sophisticated traveler:• why lines, as we know them, are nonexistent in Italy• why a string of coral beads is often seen around a baby’s wrist• what the unlucky number of Italy is (it’s not thirteen, unless seating guests at a table, when it IS thirteen–taking into account the outcome of the Last Supper)• why red underwear begins to appear in shops as the New Year approaches In addition to the lyrical and poetic, Italianissimo provides useful and indispensable information for the traveler: deciphering the quirks of the language (while English has only one word for “you,†in Italy there are three), the best place to find balsamic vinegar (in Modena, of course), the best gelato (in Sicily, where they first invented it using the snow from Mount Etna). There are also recommendations for little-known museums and destinations (the Bodoni museum, the Pinocchio park, legendary coffee bars).This is a new kind of guidebook overflowing with enlightening and hilarious miscellaneous information, filled with luscious graphics and unforgettable photographs that will decode and enrich all trips to Italy–both real and imaginary.
Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques
Evan Skolnick - 2014
With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.
Why Is That Art?: Aesthetics and Criticism of Contemporary Art
Terry Barrett - 2007
Introducing students to a variety of established theories of art, he presents the traditional sets of criteria of Realism, Expressionism, and Formalism, which are in turn updated by recent sources of Poststructuralism. Barrett applies each of these theories to challenging works of contemporary art, pointing out the strengths and weaknesses of each mode of interpretation. He encourages students to consider many criteria when evaluating an artwork, to critically examine judgments made by others, and to make informed judgments of their own. Ideal for courses in aesthetics, art theory, art criticism, and the philosophy of art, Why Is That Art? is organized chronologically according to the history of aesthetics. It features sixty-seven illustrations (twenty-six in a full-color insert), discusses a wide range of American and European artists, and includes an exceptional overview of postmodern pluralism. This unique book will provide students with a newfound appreciation for contemporary art, scholarship, and reasoned argumentation, giving them the confidence to join the fascinating discourse on contemporary art.
Mind Over Matter, Revised Edition: The Images of Pink Floyd
Storm Thorgerson - 1997
The images of Pink Floyd album sleeves and the artwork they contain are the subject of Mind over Matter, a first-hand look at the music business and a consideration of where art ends and commerce begins.'
The Sacrifice and Other Steam-Powered Stories
Valve - 2011
Now, Valve joins with Dark Horse to bring three critically acclaimed, fan-favorite series to print, with a collection of comics from the worlds of Left 4 Dead, Team Fortress, and Portal. With over two hundred pages of story, Valve Presents: The sacrifice and other Steam-Powered Stories is a must-read for fans looking to further explore the games they love or comics readers interested in dipping their toes into new mythos!
The Wonderful Future That Never Was: Flying Cars, Mail Delivery by Parachute, and Other Predictions from the Past
Gregory Benford - 2010
Their forecasts ranged from ruefully funny to eerily prescient and optimistically utopian. Here are the very best of them, culled from hundreds of articles, complete with the original, visually stunning retro art. They will capture the imagination of futurists in the same way Jules Verne's writing did a century earlier. Every chapter features an introduction by astrophysics professor, science-fiction author, and former NASA advisor Gregory Benford.PAST PREDICTIONS OF OUR FUTURE INCLUDE: o Skyscrapers so tall they'll have their own climate o Underground pneumatic tubes to replace garbage trucks o Rooftop lakes that serve as air conditioning systems o Clothes made from asbestos and aluminum o Mail sorted by robots and delivered by parachutes
Byrne's New Standard Book of Pool and Billiards
Robert Byrne - 1978
“The definitive work on pool and billiards” (National Billiard News) by champion player Robert Byrne Now updated throughout and expanded with new material on strategy in eight- and nine-ball, trick shots, and billiard memorabilia, Byrne's New Standard Book of Pool and Billiards is the classic guide to cue games—complete with detailed diagrams and photographs to help improve play at every level.
A Short Course in Photography: An Introduction to Photographic Technique
Barbara London - 1979
Oriented toward traditional black and white photography, the book also explores digital techniques and web photography resources, equipment, the exposure and development of film, and the making and finishing of prints.
Game Design Workshop: A Playcentric Approach to Creating Innovative Games
Tracy Fullerton - 2008
This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux
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
Embrace Your Weird: Face Your Fears and Unleash Creativity
Felicia Day - 2019
Including Felicia’s personal stories and hard-won wisdom, Embrace Your Weird offers: —Entertaining and revelatory exercises that empower you to be fearless, so you can rediscover the things that bring you joy, and crack your imagination wide open —Unique techniques to vanquish enemies of creativity like: anxiety, fear, procrastination, perfectionism, criticism, and jealousy —Tips to cultivate a creative community —Space to explore and get your neurons firing Whether you enjoy writing, baking, painting, podcasting, playing music, or have yet to uncover your favorite creative outlet, Embrace Your Weird will help you unlock the power of self-expression. Get motivated. Get creative. Get weird.
World of Warcrafta Official Strategy Guide
Michael Lummis - 2004
It features maps of each city and region, with call outs for characters, quest locations and dungeons. It also includes quest data - contacts, quest type, item rewards and more.
Art: The Whole Story
Stephen Farthing
It’s a bargain, too – Sunday TimesThis comprehensive, vibrant book leads you through the world’s iconic images – those that we encounter every time we open a newspaper, visit a gallery, or look at the front cover of a novel.Art: The Whole Story traces the development of art period by period, with the illustrated text covering every genre, from painting and sculpture to conceptual art and performance art. Cultural timelines are there too, to help to the reader with historical context.• The most accessible history of world art ever assembled• More than 1,100 colour illustrations of iconic pieces• Covers every genre of art, from painting and sculpture to conceptual art• Designed in an easily navigable and user-friendly fashionWritten by an international team of artists, art historians and curators, this absorbing and beautiful book will give you insight into the world’s most iconic images.Masterpieces that epitomize each period or movement are highlighted and analysed in detail. Everything from use of colour and visual metaphors to technical innovations is explained, enabling you to interpret the meanings of world-famous masterpieces – Mughal miniatures; Japanese prints in the nineteenth century; the colour theories behind Seurat’s remarkable La Grande Jatte; and why Picasso’s Les Demoiselles D’Avignon was so shocking in its day.