Service Games: The Rise and Fall of SEGA: Enhanced Edition


Sam Pettus - 2012
     Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart.

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.

Terrible Old Games You've Probably Never Heard Of


Stuart Ashen - 2015
    for the Atari 2600 and Superman for the Nintendo 64, but these are almost nothing next to the abject incompetence of Count Duckula 2 on the Amstrad CPC. There are people who seriously believe that Shaq Fu is the worst fighting game ever made, having never experienced Dangerous Streets on the Amiga. This book will blow their very soul apart. (Not a guarantee.)Terrible Old Games You've Probably Never Heard Of is meticulously researched and written, with the dry humour you'd expect from a man who has somehow made a living by sticking rubbish on a sofa and talking about it. Each entry is accompanied by a series of full-colour images from the games.

What We See in the Stars: An Illustrated Tour of the Night Sky


Kelsey Oseid - 2017
     Combining art, mythology, and science, What We See in the Stars gives readers a tour of the night sky through more than 100 magical pieces of original art, all accompanied by text that weaves related legends and lore with scientific facts. This beautifully packaged book covers the night sky's most brilliant features--such as the constellations, the moon, the bright stars, and the visible planets--as well as less familiar celestial phenomena like the outer planets, nebulae, and deep space. Adults seeking to recapture the magic of youthful stargazing, younger readers interested in learning about natural history and outer space, and those who appreciate beautiful, hand-painted art will all delight in this charming book.

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World


Steven L. Kent - 2001
    The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

Street Photographer


Vivian Maier - 2011
    It is hard enough to find thesequalities in trained photographers with the benefit of schooling and mentors and a community of fellow artists and aficionados supporting and rewarding their efforts. It is incredibly rare to find it in someone with no formal training and no network of peers.Yet Vivian Maier is all of these things, a professional nanny, who from the 1950s until the 1990s took over 100,000 photographs worldwide—from France to New York City to Chicago and dozens of other countries—and yet showed the results to no one. The photos are amazing both for the breadth of the work and for the high quality of the humorous, moving, beautiful, and raw images of all facets of city life in America’s post-war golden age.It wasn’t until local historian John Maloof purchased a box of Maier’s negatives from a Chicago auction house and began collecting and championing her marvelous work just a few years ago that any of it saw the light of day. Presented here for the first time in print, Vivian Maier: Street Photographer collects the best of her incredible, unseen body of work.

Lost Constellations: The Art of Tara McPherson, Volume II


Tara McPherson - 2009
    Altered forms and transfigured ideas. Power and vulnerability. Parallel universes of the heart and mind. Space and time. In a few brief years, the stunning visual oeuvre of Tara McPherson has grown and evolved at thrilling speed. Expanding beyond the limits of rock poster art into the worlds of commercial illustration and fine art, her paintings, drawings, toys, sculptures, and installations have pushed her influence and authority across the breadth of creative expression and helped redefine the boundaries of pop surrealism. Lost Constellations: The Art of Tara McPherson Volume 2 is the compelling road map to the artist's most recent and ambitious journeys in paint, pencil, and vinyl.

Mass Effect, Volume 1: Redemption


Mac Walters - 2010
    The story of what happens next - exclusive to this graphic novel - will have the commander's companion Dr. Liara T'Soni undertake a deadly mission of extraordinary importance in the Milky Way's lawless Terminus Systems.Book Details: Format: Paperback Publication Date: 6/2/2010 Pages: 96 Collects MASS EFFECT: REDEMPTION #1-4.

Good Faeries/Bad Faeries


Brian Froud - 1998
    That was before they burst upon my life as vibrant, luminous beings, permeating my art and my everyday existence, causing glorious havoc..." In the long-awaited sequel to the international bestseller "Faeries", artist Brian Froud rescues pixies, gnomes, and other faeries from the isolation of the nursery and the distance of history, bringing them into the present day with vitality and imagination. In this richly imagined new book, Brian reveals the secrets he has learned from the faeries-- what their noses and shoes look like, what mischief and what gentle assistance they can give, what their souls and their dreams are like.As it turns out, faeries aren't all sweetness and light. In addition to such good faeries as Dream Weavers and Faery Godmothers, Brian introduces us to a host of less well behaved creatures-- traditional bad faeries like Morgana le Fay, but also the Soul Shrinker and the Gloominous Doom. The faery kingdom, we find, is as subject to good and evil as the human realm. Brilliantly documenting both the dark and the light, "Good Faeries/Bad Faeries" presents a world of enchantment and magic that deeply compels the imagination.

The Art of Heikala: Works and Thoughts


Heikala - 2018
    Heikala’s artwork combines traditional watercolor painting and inks with a fresh, enchanting approach - fans love her charming characters and scenes that are largely influenced by Finnish and Japanese cultures. This combined with her in-depth sharing of her processes and knowledge, has given Heikala a social media following of over 400,000 on Instagram alone; she also has growing audiences on Tumblr, Facebook and Twitter.This visually appealing and coffee-table worthy, hardback art book not only includes Heikala’s sketches, works in progress and beautifully presented paintings that her fans will be familiar with, it also includes never-before-seen images from along Heikala’s creative journey; all new in-depth tutorials, thought processes and advice on watercolor painting; detailed how-to product design guides; and how she has built a successful career as an artist. A valuable book for fans, budding artists and experienced illustrators alike

20 Years of Tomb Raider: Digging Up the Past, Defining the Future


Meagan Marie - 2016
    Rediscover Lara Croft's greatest moments with fascinating coverage of the smash hit Tomb Raider movies, fiction, comics, and collectibles, and be enthralled by the legacy of Tomb Raider across the decades.Packed with exclusive art, photographs, and interviews covering all facets of the Tomb Raider franchise, 20 Years of Tomb Raider is the essential guide to this game's action-packed history and a must-have for every Tomb Raider fan.

Schiele


Wolfgang Georg Fischer - 1994
    At the time he was in prison for disseminating immoral drawings. Throughout his work the note of defiance, provocation, and rebellion was sounded. Schiele's favorite subjects were female nudes and self-portraits, and he worked at his art with furious commitment, though it was not until shortly before his early death that he began to win real recognition. Today, with Oskar Kokoschka, he is seen as the most important of the Austrian artists who came after Klimt. This study examines the life and work of Egon Schiele through all the major oil paintings and many of his erotic drawings.

Gustav Klimt, 1862–1918: The World in Female Form


Gottfried Fliedl - 1990
    Gustav Klimt's art is thoroughly fin de siècle.It expresses the apocalyptic atmosphere of Vienna's upper-middle-class society — a society devoted to the cultivation of aesthetic awareness and the cult of pleasure. The ecstatic joy which Klimt (1862-1918) and his contemporaries found — or hoped to find — in beauty was constantly overshadowed by death, and death therefore plays an important role in Klimt's art. Klimt's fame, however, rests on his reputation as one of the greatest erotic painters and graphic artists of his times. Particularly his drawings, which have been widely admired for their artistic excellence, are dominated by the erotic portrayal of women. Klimt saw the world "in female form." Author Gottfried Fliedlalso discusses the Secession movement and Klimt's role within this important group of artists.

The Art of Pixar


Amid Amidi - 2011
    From classics such as Toy Story and A Bug's Life to recent masterpieces such as Up, Toy Story 3, and Cars 2, this comprehensive collection offers a behind-the-scenes tour of every Pixar film to date. Featuring a foreword by Chief Creative Officer John Lasseter, the complete color scripts for every film published in full for the first time as well as stunning visual development art, The Art of Pixar is a treasure trove of rare artwork and an essential addition to the library of animation fans and Pixar enthusiasts.

Naruto Illustration


Masashi Kishimoto - 2009
    JAPANESE EDITION