Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design


Chris Solarski - 2012
    It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different.  Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook

USMLE Step 2 Secrets


Theodore X. O'Connell - 2010
    Adam Brochert, MD-who scored in the 99th percentile on the Step 2 USMLE-and Theodore X. O'Connell, MD-author of several review and clinical reference books-present essential questions and answers covering the important concepts you need to know to score well on the USMLE Step 2 exam: key conditions you will be expected to recognize, all specialty and subspecialty topics, and necessary clinical concepts.Learn the most important questions and answers with the proven format of the highly acclaimed Secrets Series.Master all specialty and subspecialty topics covered on Step 2.Identify key facts and secrets using the Top 100 Secrets chapter.Review material quickly and easily thanks to bulleted lists, algorithms, and illustrations.Apply the pearls, tips, memory aids, and secrets from well-known and highly popular authors, Adam Brochert, MD and Theodore X. O'Connell, MD. Find information quickly with a second color highlighting chapter and section titles, legends, bullets and icons, and key terms.Consult the book wherever you go thanks to the portable size that fits in your lab coat pocket.

What Does It Mean to Be Chosen?: An Interactive Bible Study (The Chosen Bible Study Series Book 1)


Amanda Jenkins - 2021
    

Once Upon Atari: How I made history by killing an industry


Howard Scott Warshaw - 2020
    

Bigger Deal: A Year on the New Poker Circuit


Anthony Holden - 2007
    The author of Big Deal takes his game on the worldwide tournament circuit once more to see if his famed card skills can hold up against the vastly changed world of poker in the 21st century.

Deliverance and Spiritual Warfare Manual: A Comprehensive Guide to Living Free


John Eckhardt - 1993
    Fight back with this easy-to-use guide. God has established the victory for you over the powers of the enemy. Deliverance will give you rest, and spiritual warfare will give you the training, strategies, and endurance so that you can live abundantly under the covenant blessings of God. Bringing much-needed light to expose the works of darkness, the Deliverance and Spiritual Warfare Manual provides essential information on spiritual warfare basics and strategies, including: ·          The names of demons and strongholds and specific prayers against them·          The ministry of deliverance and prayers for self-deliverance·          Fasting, prayer, and intercession for others, and much more! Don’t let fear keep you or those you love from peace and freedom. No matter what issue you are facing, this powerful guide gives you the tools you need to confront the enemy head-on.

Integrated Electronics: Analog And Digital Circuits And Systems


Jacob Millman - 1971
    

An Introduction to Database Systems


Bipin C. Desai - 1990
    

Puzzle Baron's Logic Puzzles


Puzzle Baron - 2010
    Unlike other logic puzzle books, every puzzle includes statistics - such as the average completion time, the record completion time, and the percentage of people to complete the puzzle - to bring out the competitor in each puzzler and better inform them on how easy or difficult each puzzle is.?Features 200 grid-based logic puzzles?Includes puzzles statistics for added excitement?Ideal for kids and adults

People with Dirty Hands: The Passion for Gardening


Robin Chotzinoff - 1996
    From a New York City Green Guerrilla to the Texas Rose Rustlers and a Colorado tomato fanatic, Chotzinoff serves up colorful profiles of americanca’s quirkiest, most fervent gardeners.

Secrets of Modern Chess Strategy


John L. Watson - 1999
    While it remains a fundamental work on chess strategy, the way chess positions are handled has changed greatly since Nimzowitsch's time - both refinements to existing ideas, and completely new concepts. John Watson's book fulfils the need for a thorough, profound work on the modern handling of chess positions, and how Nimzowitsch's theories - still controversial and revolutionary at the time My System was written - have been refined and used alongside classical concepts.The first section of the book discusses how the understanding of classical themes, such as pawn majorities, the centre, and structural weaknesses, have been refined. Watson then moves on to discuss new concepts, including the willingness of modern players to accept backward pawns in return for dynamic play, the idea of a good 'bad' bishop, knights finding useful roles at the edge of the board and the exchange sacrifice idea that became prevalent with the post-war Soviet champions. This profound yet thoroughly practical work is rounded off with sections on prophylactic thinking, dynamism, modern concepts as they apply to the critical contemporary opening systems, and some thoughts on the future of chess.

Indian Economic Development - Class XI


T.R. Jain
    It's Book Indian Economics For class XI

Cyberpunk: The Roleplaying Game of the Dark Future


Mike Pondsmith - 1988
    On the street, Boostergangs roam a shattered urban wilderness, killing and looting. The rest of the world is a perpetual party as fashion-model beautiful techies rub biosculpt jobs with battle armored road warriors in the hottest clubs, sleaziest bars and meanest streets this side of the Postholocaust. The future never looked so bad. But you can change it. You’ve got interface plugs in your wrists, weapons in your arms, lasers in your eyes, bio-chip programs screaming in your brain. You’re wired in, cyberenhanced and solid state as you take it to the fatal Edge where only the toughest and the coolest can go. Cyberpunk: the original roleplaying game of the dark future; a world of corporate assassins, heavy-metal heroes and brain burning cyberhackers, packed with cutting edge technology and intense urban action. Within this box, [sic] you’ll find everything you need to tackle the mean streets of the 2000’s = in a game system that combines the best in realistic action and playability. Compatible with Cyberpunk 1.0

Essential Organic Chemistry - The Perfect book for JEE Main & Advanced


Ranjeet Shahi - 2013
    •Practice exercises are given at the end of chapter included conceptual questions & multiple choice questions with hints, answer & solutions. •Multiple choice questions with single correct and more the one correct answers, Comprehension based questions, Assertion-Reason, Matching Type questions, etc. •Every reaction is explained mechanistically for subject understanding. •Solutions are given at the end of every chapter for clear the concepts.

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.