Book picks similar to
The Game Console: A Photographic History from Atari to Xbox by Evan Amos
non-fiction
video-games
nonfiction
history
The Snowden Files: The Inside Story of the World's Most Wanted Man
Luke Harding - 2014
The consequences have shaken the leaders of nations worldwide. This is the inside story of Snowden's deeds and the journalists who faced down pressure from the US and UK governments to break a remarkable scoop.From the day he left his glamorous girlfriend in Hawaii, carrying a hard drive full of secrets, to the weeks of secret-spilling in Hong Kong and his battle for asylum, Snowden's story reads like a globe-trotting thriller.
The Treehouse Book
Judy Nelson - 2000
Smiles of recognition turn into grins of enthusiasm as more people discover them and dream about making their own private retreats or family play spaces. And it's nice to remind ourselves that treehouses are built into the oldest and most forgiving, living things on earth. Also, history records treehouses as being built as deliberate follies, as challenges for arboreal designers, for merrymaking, and for keeping the spirit of fairy tales alive. But treehouses can also be social places. We will visit many that were built to entertain, to hang out with friends, or as guest houses. Trees welcome all types. Master treehouse builders Peter and Judy Nelson, with David Larkin, have embarked on yet another treehouse-discovery expedition across America, this time adding the investigation of backyard playhouses to their agenda. Now, in The Treehouse Book, they reveal their findings, illustrated and described in the most complete volume yet. From casual treeshacks made from discarded lumber to multitiered feats of fancy, they found shelters representing myriad builders-interesting characters ranging from childhood fanatics grown up, to weekend carpenters, to those who want their grandkids to have the best clubhouse on the block. Detailed how-to information, including plans and drawings, is woven with behind-the-scenes tales of each structure's occupants and stunning interior and exterior photographic explorations.
The Square and the Tower: Networks and Power, from the Freemasons to Facebook
Niall Ferguson - 2017
It's about states, armies and corporations. It's about orders from on high. Even history "from below" is often about trade unions and workers' parties. But what if that's simply because hierarchical institutions create the archives that historians rely on? What if we are missing the informal, less well documented social networks that are the true sources of power and drivers of change?The 21st century has been hailed as the Age of Networks. However, in The Square and the Tower, Niall Ferguson argues that networks have always been with us, from the structure of the brain to the food chain, from the family tree to freemasonry. Throughout history, hierarchies housed in high towers have claimed to rule, but often real power has resided in the networks in the town square below. For it is networks that tend to innovate. And it is through networks that revolutionary ideas can contagiously spread. Just because conspiracy theorists like to fantasize about such networks doesn't mean they are not real.From the cults of ancient Rome to the dynasties of the Renaissance, from the founding fathers to Facebook, The Square and the Tower tells the story of the rise, fall and rise of networks, and shows how network theory--concepts such as clustering, degrees of separation, weak ties, contagions and phase transitions--can transform our understanding of both the past and the present.Just as The Ascent of Money put Wall Street into historical perspective, so The Square and the Tower does the same for Silicon Valley. And it offers a bold prediction about which hierarchies will withstand this latest wave of network disruption--and which will be toppled.
The Phantom Atlas: The Greatest Myths, Lies and Blunders on Maps
Edward Brooke-Hitching - 2016
These marvellous and mysterious phantoms - non-existent islands, invented mountain ranges, mythical civilisations and other fictitious geography - were all at various times presented as facts on maps and atlases. This book is a collection of striking antique maps that display the most erroneous cartography, with each illustration accompanied by the story behind it. Exploration, map-making and mythology are all brought together to create a colourful tapestry of monsters, heroes and volcanoes; swindlers, mirages and murderers. Sometimes the stories are almost impossible to believe, and remarkably, some of the errors were still on display in maps published in the 21st century. Throughout much of the 19th century more than 40 different mapmakers included the Mountains of Kong, a huge range of peaks stretching across the entire continent of Africa, in their maps - but it was only in 1889 when Louis Gustave Binger revealed the whole thing to be a fake. For centuries, explorers who headed to Patagonia returned with tales of the giants they had met who lived there, some nine feet tall. Then there was Gregor MacGregor, a Scottish explorer who returned to London to sell shares in a land he had discovered in South America. He had been appointed the Cazique of Poyais, and bestowed with many honours by the local king of this unspoiled paradise. Now he was offering others the chance to join him and make their fortune there, too - once they had paid him a bargain fee for their passage... The Phantom Atlas is a beautifully produced volume, packed with stunning maps and drawings of places and people that never existed. The remarkable stories behind them all are brilliantly told by Edward Brooke-Hitching in a book that will appeal to cartophiles everywhere.
The Life And Death Of Andy Warhol
Victor Bockris - 1989
16 pages of photographs included.
Gustav Klimt: 1862-1918
Gilles Néret - 1992
In his own time, Kilmt (1862-1918) was a highly successful painter, draftsman, muralist, and graphic artist; in the intervening years, iconic works such as The Kiss have been elevated to nothing less than cult status. Klimt's unfading popularity attests to the appeal of not only his aesthetic sensibilities but also that of the recurrent universal themes in his work: love, feminine beauty, aging, and death. He once wrote, "I am a painter who paints day after day from morning to night...Who ever wants to know something about me...ought to look carefully at my pictures." With this overview of Klimt's work, readers will delight in taking up that challenge.About the Series: Each book in TASCHEN's Basic Art series features:a detailed chronological summary of the life and oeuvre of the artist, covering his or her cultural and historical importance a concise biography approximately 100 illustrations with explanatory captions
The Art of Assassin's Creed IV: Black Flag
Paul Davies - 2013
With intricately detailed environments and finely honed and evocative historical re-imaginings, The Art of Assassin’s Creed® IV Black FlagTM includes the game’s vast nautical gameplay, and its amazing range of locations, characters and action.
Prisoner's Dilemma: John von Neumann, Game Theory, and the Puzzle of the Bomb
William Poundstone - 1992
Though the answers may seem simple, their profound implications make the prisoner's dilemma one of the great unifying concepts of science. Watching players bluff in a poker game inspired John von Neumann--father of the modern computer and one of the sharpest minds of the century--to construct game theory, a mathematical study of conflict and deception. Game theory was readily embraced at the RAND Corporation, the archetypical think tank charged with formulating military strategy for the atomic age, and in 1950 two RAND scientists made a momentous discovery.Called the prisoner's dilemma, it is a disturbing and mind-bending game where two or more people may betray the common good for individual gain. Introduced shortly after the Soviet Union acquired the atomic bomb, the prisoner's dilemma quickly became a popular allegory of the nuclear arms race. Intellectuals such as von Neumann and Bertrand Russell joined military and political leaders in rallying to the preventive war movement, which advocated a nuclear first strike against the Soviet Union. Though the Truman administration rejected preventive war the United States entered into an arms race with the Soviets and game theory developed into a controversial tool of public policy--alternately accused of justifying arms races and touted as the only hope of preventing them.A masterful work of science writing, Prisoner's Dilemma weaves together a biography of the brilliant and tragic von Neumann, a history of pivotal phases of the cold war, and an investigation of game theory's far-reaching influence on public policy today. Most important, Prisoner's Dilemma is the incisive story of a revolutionary idea that has been hailed as a landmark of twentieth-century thought.
Deco Devolution: The Art of BioShock 2
Jordan Thomas - 2010
Contains concept art and models of the game's characters, locations, and weapons, as well as artists' comments on the work and the game.Note:The Rapture Edition Art book is a reduced version of the Special Edition Art book made to be a value against the Special Edition. It is reduced to 96 pages, and scaled down to the dimensions of the game case itself.The Special Edition Art book is the main version of BioShock 2's art book. It is 168 pages and is composed of 10 chapters.♢Chapter 1 - Citizens of Rapture♢Chapter 2 - Big Daddies♢Chapter 3 - Big Sisters♢Chapter 4 - Little Sisters♢Chapter 5 - Environments♢Chapter 6 - Weapons♢Chapter 7 - User Interface♢Chapter 8 - Advertisements♢Chapter 9 - Storyboards♢Chapter 10 - Credits
This is Warhol
Catherine Ingram - 2013
and there I am. There's nothing behind it." This book penetrates the surface and explores Warhol's art from his beginnings as a commercial artist to his apotheosis as a society portrait painter. Vivid illustrations reveal Andy's worlds: his childhood in Pittsburgh, his chaotic Manhattan mansion, and the Silver Factory, where New York's bright new things hung out and had fun. Series writer Catherine Ingram brings her extensive knowledge to the book, while specially commissioned illustrations by Andrew Rae vividly portray the text.This title is appropriate for ages 14 and up
Alexander McQueen: Savage Beauty
Andrew Bolton - 2011
Alexander McQueen: Savage Beauty examines the full breadth of the designer’s career, from the start of his fledgling label to the triumphs of his own world-renowned London house. It features his most iconic and radical designs, revealing how McQueen adapted and combined the fundamentals of Savile Row tailoring, the specialized techniques of haute couture, and technological innovation to achieve his distinctive aesthetic. It also focuses on the highly sophisticated narrative structures underpinning his collections and extravagant runway presentations, with their echoes of avant-garde installation and performance art.Published to coincide with an exhibition at The Metropolitan Museum of Art organized by The Costume Institute, this stunning book includes a preface by Andrew Bolton; an introduction by Susannah Frankel; an interview by Tim Blanks with Sarah Burton, creative director of the house of Alexander McQueen; illuminating quotes from the designer himself; provocative and captivating new photography by renowned photographer Sølve Sundsbø; and a lenticular cover by Gary James McQueen.Alexander McQueen: Savage Beauty celebrates the astounding creativity and originality of a designer who relentlessly questioned and confronted the requisites of fashion.
How Music Got Free: The End of an Industry, the Turn of the Century, and the Patient Zero of Piracy
Stephen Richard Witt - 2015
It’s about the greatest pirate in history, the most powerful executive in the music business, a revolutionary invention and an illegal website four times the size of the iTunes Music Store. Journalist Stephen Witt traces the secret history of digital music piracy, from the German audio engineers who invented the mp3, to a North Carolina compact-disc manufacturing plant where factory worker Dell Glover leaked nearly two thousand albums over the course of a decade, to the high-rises of midtown Manhattan where music executive Doug Morris cornered the global market on rap, and, finally, into the darkest recesses of the Internet.Through these interwoven narratives, Witt has written a thrilling book that depicts the moment in history when ordinary life became forever entwined with the world online — when, suddenly, all the music ever recorded was available for free. In the page-turning tradition of writers like Michael Lewis and Lawrence Wright, Witt’s deeply-reported first book introduces the unforgettable characters—inventors, executives, factory workers, and smugglers—who revolutionized an entire artform, and reveals for the first time the secret underworld of media pirates that transformed our digital lives.An irresistible never-before-told story of greed, cunning, genius, and deceit, How Music Got Free isn’t just a story of the music industry—it’s a must-read history of the Internet itself.
The Sick Rose: Disease and the Art of Medical Illustration
Richard Barnett - 2014
The nineteenth century experienced an explosion of epidemics such as cholera and diphtheria, driven by industrialization, urbanization and poor hygiene. In this pre-color-photography era, accurate images were relied upon to teach students and aid diagnosis. The best examples, featured here, are remarkable pieces of art that attempted to elucidate the mysteries of the body, and the successive onset of each affliction. Bizarre and captivating images, including close-up details and revealing cross-sections, make all too clear the fascinations of both doctors and artists of the time. Barnett illuminates the fears and obsessions of a society gripped by disease, yet slowly coming to understand and combat it. The age also saw the acceptance of vaccination and the germ theory, and notable diagrams that transformed public health, such as John Snow's cholera map and Florence Nightingale's pioneering histograms, are included and explained. Organized by disease, "The Sick Rose" ranges from little-known ailments now all but forgotten to the epidemics that shaped the modern age. It is a fascinating "Wunderkammer" of a book that will enthrall artists, students, designers, scientists and the incurably curious everywhere.
The World of Cyberpunk 2077
Marcin Batylda - 2020
Delve into incisive lore to discover how the economic decline of the United States created a crippling dependence on devious corporations and birthed the Free State of California. Explore the various districts, gangs, and history of Night City. Learn all there is to know about the technology of tomorrow and research the cybernetics, weapons, and vehicles of Cyberpunk 2077.Dark Horse Books and CD Projekt Red present The World of Cyberpunk 2077--an extensive examination of the rich lore of Cyberpunk 2077. This intricately assembled tome contains everything you need to know about the history, characters, and world of the long-awaited follow-up from the creators of The Witcher video game series.
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