The Complete Pin-Ups


Gil Elvgren - 1999
    His technique-which earned him a reputation as "The Norman Rockwell of cheesecake"-involved photographing models and then painting them into gorgeous hyper-reality, with longer legs, more flamboyant hair and gravity-defying busts, and in the process making them the perfect moral-boosting eye-candy for every homesick private.

The Card Catalog: Books, Cards, and Literary Treasures


Library of Congress - 2017
    Featuring more than 200 full-color images of original catalog cards, first edition book covers, and photographs from the library's magnificent archives, this collection is a visual celebration of the rarely seen treasures in one of the world's most famous libraries and the brilliant catalog system that has kept it organized for hundreds of years. Packed with engaging facts on literary classics—from Ulysses to The Cat in the Hat to Shakespeare's First Folio to The Catcher in the Rye—this package is an ode to the enduring magic and importance of books.

Basketball (and Other Things): A Collection of Questions Asked, Answered, Illustrated


Shea Serrano - 2017
    Serrano breaks down debates that NBA fans didn’t even know they needed, from the classic (How many years during his career was Kobe Bryant actually the best player in the league?) to the fantastical (If you could assign different values to different shots throughout basketball history, what would they be and why?). With incredible art from Arturo Torres, this book is a must-have for anyone who has ever stayed up late into the night debating basketball’s greatest moments, what-ifs, stories, and legends, or for those who are discovering the mythology of basketball for the first time.

Africa


Sebastião Salgado - 2007
     An homage to Africa's people and wildlife   Sebastião Salgado is one the most respected photojournalists working today, his reputation forged by decades of dedication and powerful black-and-white images of dispossessed and distressed people taken in places where most wouldn’t dare to go. Although he has photographed throughout South America and around the globe, his work most heavily concentrates on Africa, where he has shot more than 40 reportage works over a period of 30 years. From the Dinka tribes in Sudan and the Himba in Namibia to gorillas and volcanoes in the lakes region to displaced peoples throughout the continent, Salgado shows us all facets of African life today. Whether he’s documenting refugees or vast landscapes, Salgado knows exactly how to grab the essence of a moment so that when one sees his images one is involuntarily drawn into them. His images artfully teach us the disastrous effects of war, poverty, disease, and hostile climatic conditions.  This book brings together Salgado’s photos of Africa in three parts. The first concentrates on the southern part of the continent (Mozambique, Malawi, Angola, Zimbabwe, South Africa, Namibia), the second on the Great Lakes region (Congo, Rwanda, Burundi, Uganda, Tanzania, Kenya), and the third on the Sub-Saharan region (Burkina Faso, Mali, Sudan, Somalia, Chad, Mauritania, Senegal, Ethiopia). Texts are provided by renowned Mozambique novelist Mia Couto, who describes how today’s Africa reflects the effects of colonization as well as the consequences of economic, social, and environmental crises.This stunning book is not only a sweeping document of Africa but an homage to the continent’s history, people, and natural phenomena.   *Salgado’s Africa was awarded the M2-El Mundo People’s Choice Award for best exhibition at PhotoEspaña 2007!*

Game Programming Patterns


Robert Nystrom - 2011
    Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.

Art Through the Ages


Helen Gardner - 1926
    With this book in hand, thousands of students have watched the story of art unfold in its full historical, social, religious, economic, and cultural context, and thus deepened their understanding of art, architecture, painting, and sculpture. By virtue of its comprehensive coverage, strong emphasis on context, and rich, accurate art reproductions, GARDNER'S ART THROUGH THE AGES has earned and sustained a reputation of excellence and authority. So much so, that in 2001, the Text and Academic Authors Association awarded both the McGuffey and the "Texty" Book Prizes to the Eleventh Edition of the text. It is the first art history book to win either award and the only title ever to win both prizes in one year. The Twelfth Edition maintains and exceeds the richness of the Gardner legacy with updated research and scholarship and an even more beautiful art program featuring more color images than any other art history book available. The Twelfth Edition features such enhancements as more color photographs, a stunning new design, and the most current research and scholarship. What's more, the expanded ancillary package that accompanies GARDNER'S ART THROUGH THE AGES, features a wealth of tools to enhance your students' experience in the course. With each new copy of the book, students receive a copy of the ArtStudy 2.0 CD-ROM--an interactive electronic study aid that fully integrates with the Twelfth Edition and includes hundreds of high-quality digital images, plus maps, quizzes, and more.

The Dream Architects: Adventures in the Video Game Industry


David Polfeldt - 2020
    He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.

World War II: The Definitive Visual History: From Blitzkrieg to the Atom Bomb


Richard Holmes - 2009
    This is followed by a comprehensive timeline, covering events in all theaters of the war. The opening chapter analyzes the build-up of hostility in the years leading up the war, both in Europe and in the Pacific. Similarly the final chapter analyzes the immediate and long-term consequences of the war and the way it has shaped recent history. In the chapters that cover the events of the war itself, the main spreads move from one theater of war to another but are linked by an easy-to-use system of cross referencing to earlier events and the consequences of the actions described on the spread. The main spreads are interspersed with features, eyewitness accounts, and galleries of weaponry and equipment. This title differs from DK's previous World War II title, in that it is a spread-by-spread account a la "History" (with "previous" and "following" tabs placing each spread in chronological context) of the war, rather than a narrative that needs to be read from start to finish.

Fun Inc.: Why games are the 21st Century's most serious business


Tom Chatfield - 2010
    Fun Inc. dispels these misconceptions, revealing that 40 per cent of all video game players are women, that most of the bestselling console games of all time involve no real-world violence at all, and how World of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern world.But understanding games means a lot more than simply challenging stereotypes. Find out why the South Korean government will invest $200 billion into its video games industry over the next 4 years and how games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.Game worlds are creating a new science of mass engagement that is starting to transform our understanding of economics, business and communications. Whether you like video games or loathe them, Fun Inc. will show you that you cannot ignore them.

Assassin's Creed: Limited Edition Art Book


Ubisoft Entertainment - 2007
    To gather interedt and understanding of the project, a wealth of materials were created, fleshing out a new heroic adventurer who turned from a prince to an assassin. A ballet of new moves were imagined for this stealth-slayer, and the traversing of giant cityscapes, populated by crowds of individually intelligent citizens, was proposed. The four years of building Assassin's Creed from the ground up had begun.

Bobby Fischer Teaches Chess


Bobby Fischer - 1966
    The way a teaching machine works is: It asks you a question. If you give the right answer, it goes on to the next question. If you give the wrong answer, it tells you why the answer is wrong and tells you to go back and try again. This is called "programmed learning". The real authors were experts and authorities in the field of programmed learning. Bobby Fischer lent his name to the project. Stuart Margulies is a chess master and also a recognized authority on programmed learning. He is a widely published author of more than 40 books, all in the field of programmed learning, especially in learning how to read. For example, one of his books is "Critical reading for proficiency 1 : introductory level". Donn Mosenfelder is not a known or recognized chess player, but he was the owner of the company that developed and designed this book. He has written more than 25 books, almost all on basic reading, writing and math.

The Final Hours of Portal 2


Geoff Keighley - 2011
    Journalist Geoff Keighley was granted unprecedented “fly on the wall” access to Valve over the past three years to create this story. From the hush-hush Portal prequel that was shelved to the last minute scramble to complete the game’s story, The Final Hours of Portal 2 is a gripping and dramatic story. Please note the Kindle version does not include as many photos or the videos that are available in the iPad version.

An Incomplete Education: 3,684 Things You Should Have Learned But Probably Didn't


Judy Jones - 1987
    Now this instant classic has been completely updated, outfitted with a whole new arsenal of indispensable knowledge on global affairs, popular culture, economic trends, scientific principles, and modern arts. Here's your chance to brush up on all those subjects you slept through in school, reacquaint yourself with all the facts you once knew (then promptly forgot), catch up on major developments in the world today, and become the Renaissance man or woman you always knew you could be! How do you tell the Balkans from the Caucasus? What's the difference between fission and fusion? Whigs and Tories? Shiites and Sunnis? Deduction and induction? Why aren't all Shakespearean comedies necessarily thigh-slappers? What are transcendental numbers and what are they good for? What really happened in Plato's cave? Is postmodernism dead or just having a bad hair day? And for extra credit, when should you use the adjective continual and when should you use continuous? An Incomplete Education answers these and thousands of other questions with incomparable wit, style, and clarity. American Studies, Art History, Economics, Film, Literature, Music, Philosophy, Political Science, Psychology, Religion, Science, and World History: Here's the bottom line on each of these major disciplines, distilled to its essence and served up with consummate flair.

Ni No Kuni: Wrath of the White Witch: Prima Official Game Guide


Howard Grossman - 2013
    Ni No Kuni: Wrath of the White Witch Prima Official Game Guide includes:    • Gain access to the Gold Hurley Familiar DLC with the purchase of the guide   • Detailed spoiler-free walkthrough for the entire game, including all errands and bounty hunts    • Complete charts showing all information and metamorphous of each familiar    • Breakdown for all spells, alchemy formulas, and items    • Solve every puzzle, defeat every boss, and find all hidden treasures    • Features a hard cover with unique treatments for collectability.

Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time


Bill Loguidice - 2009
    Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.