Book picks similar to
The Game Console: A Photographic History from Atari to Xbox by Evan Amos
non-fiction
video-games
nonfiction
history
Keith Haring Journals
Keith Haring - 1996
Kept from his teens until his death from AIDS in 1990, these illuminating journals reveal Haring's conscious, committed drive to extend the boundaries of art. Photos & drawings throughout. Radio news feature.
The Secret Life of Marilyn Monroe
J. Randy Taraborrelli - 2009
Randy Taraborrelli comes the definitive biography of the most enduring icon in popular American culture. When Marilyn Monroe became famous in the 1950s, the world was told that her mother was either dead or simply not a part of her life. However, that was not true. In fact, her mentally ill mother was very much present in Marilyn's world and the complex family dynamic that unfolded behind the scenes is a story that has never before been told...until now. In this groundbreaking book, Taraborrelli draws complex and sympathetic portraits of the women so influential in the actress' life, including her mother, her foster mother, and her legal guardian. He also reveals, for the first time, the shocking scope of Marilyn's own mental illness, the identity of Marilyn's father and the half-brother she never knew, and new information about her relationship with the Kennedy's-Bobby, Jack, and Pat Kennedy Lawford. Explosive, revelatory, and surprisingly moving, this is the final word on the life of one of the most fascinating and elusive icons of the 20th Century.
The Rolling Stones 50
Mick Jagger - 2012
Lots of posters and memorabilia.
The Comic Book Story of Video Games: The Incredible History of the Electronic Gaming Revolution
Jonathan Hennessey - 2017
Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.
Wonderland: How Play Made the Modern World
Steven Johnson - 2016
. . . Wonderland inspires grins and well-what-d'ya-knows" —The New York Times Book Review From the New York Times-bestselling author of How We Got to Now and Where Good Ideas Come From, a look at the world-changing innovations we made while keeping ourselves entertained. This lushly illustrated history of popular entertainment takes a long-zoom approach, contending that the pursuit of novelty and wonder is a powerful driver of world-shaping technological change. Steven Johnson argues that, throughout history, the cutting edge of innovation lies wherever people are working the hardest to keep themselves and others amused.Johnson's storytelling is just as delightful as the inventions he describes, full of surprising stops along the journey from simple concepts to complex modern systems. He introduces us to the colorful innovators of leisure: the explorers, proprietors, showmen, and artists who changed the trajectory of history with their luxurious wares, exotic meals, taverns, gambling tables, and magic shows.In Wonderland, Johnson compellingly argues that observers of technological and social trends should be looking for clues in novel amusements. You'll find the future wherever people are having the most fun.
History of Art
H.W. Janson - 1962
In the 1st edition, published in 1962, he spoke to that perennial reader he gently called "the troubled layman." His opening paragraph revealed his sympathy: "Why is this supposed to be art?" he quoted rhetorically. "How often have we heard this question asked--or asked it ourselves, perhaps--in front of one of the strange, disquieting works that we are likely to find nowadays in the museum or art exhibition?" Keeping that curious, questioning perspective in mind, he wrote a history of art from cave painting to Picasso that was singularly welcoming, illuminating & exciting. Sojourning thru this book, a reader is offered every amenity for a comfortable trip. Because he never assumes knowledge on the part of the reader, a recent immigrant from Mars could comprehend Western art from this text. The only assumption the Jansons have made is that with a little guidance everyone can come to understand the artifacts that centuries of architecture, sculpture, design & painting have deposited in our paths. Countless readers have proven the Jansons right & found their lives enriched in the process.
Adobe Illustrator CS6 Classroom in a Book: The Official Training Workbook from Adobe Systems [With CDROM]
Adobe Creative Team - 1993
The 15 project-based lessons in this book show readers step-by-step the key techniques for working in Illustrator CS6 and how to create vector artwork for virtually any project and across multiple media: print, websites, interactive projects, and video. In addition to learning the key elements of the Illustrator interface, this completely revised CS6 edition covers the new tracing engine with improved shape and color recognition, a new pattern toolset with on-artboard controls and one-click tiling, a completely overhauled performance engine and modernized user interface for working more efficiently and intuitively, and more. "The Classroom in a Book series is by far the best training material on the market. Everything you need to master the software is included: clear explanations of each lesson, step-by-step instructions, and the project files for the students." --Barbara Binder, Adobe Certified Instructor, Rocky Mountain Training Classroom in a Book(R), the best-selling series of hands-on software training workbooks, helps you learn the features of Adobe software quickly and easily. Classroom in a Book offers what no other book or training program does--an official training series from Adobe Systems Incorporated, developed with the support of Adobe product experts.
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
Halo: The Fall of Reach
Eric S. Nylund - 2001
the desperate, take-no-prisoners struggle that led humanity to Halo--the fall of the planet Reach. Now, brought to life for the first time, here is the full story of that glorious, doomed conflict.While the brutal Covenant juggernaut sweeps inexorably through space, intent on wiping out humankind, only one stronghold remains--the planet Reach. Practically on Earth's doorstep, it is the last military fortress to defy the onslaught. But the personnel here have another, higher priority: to prevent the Covenant from discovering the location of Earth.Outnumbered and outgunned, the soldiers seem to have little chance against the Covenant, but Reach holds a closely guarded secret. It is the training ground for the very first "super soldiers." Code-named SPARTANs, these highly advanced warriors, specially bioengineered and technologically augmented, are the best in the universe--quiet, professional, and deadly.Now, as the ferocious Covenant attack begins, a handful of SPARTANs stand ready to wage ultimate war. They will kill, they will be destroyed, but they will never surrender. And at least one of them--the SPARTAN known as Master Chief--will live to fight another day on a mysterious and ancient, artificial world called Halo...
From Myst to Riven: The Creations and Inspirations
Richard Kadrey - 1997
With full-color photographs, MYST / RIVEN: The Art of the Game gives readers a behind-the-scenes look at the luminous art and fantastic creation of the world's bestselling CD-ROM phenomenon, MYST, and its stunning sequel, RIVEN.
Losing the Signal: The Untold Story Behind the Extraordinary Rise and Spectacular Fall of BlackBerry
Jacquie McNish - 2015
Today that number is one percent. What went so wrong? Losing the Signal is a riveting story of a company that toppled global giants before succumbing to the ruthlessly competitive forces of Silicon Valley. This is not a conventional tale of modern business failure by fraud and greed. The rise and fall of BlackBerry reveals the dangerous speed at which innovators race along the information superhighway. With unprecedented access to key players, senior executives, directors and competitors, Losing the Signal unveils the remarkable rise of a company that started above a bagel store in Ontario. At the heart of the story is an unlikely partnership between a visionary engineer, Mike Lazaridis, and an abrasive Harvard Business school grad, Jim Balsillie. Together, they engineered a pioneering pocket email device that became the tool of choice for presidents and CEOs. The partnership enjoyed only a brief moment on top of the world, however. At the very moment BlackBerry was ranked the world's fastest growing company internal feuds and chaotic growth crippled the company as it faced its gravest test: Apple and Google's entry in to mobile phones. Expertly told by acclaimed journalists, Jacquie McNish and Sean Silcoff, this is an entertaining, whirlwind narrative that goes behind the scenes to reveal one of the most compelling business stories of the new century.
Diane Arbus: A Biography
Patricia Bosworth - 1984
Her startling photographic images of dwarfs, twins, transvestites, and freaks seemed from the first to redefine both the normal and the abnormal in our lives and they were already becoming part of the iconography of the age when Arbus committed suicide in 1971. Arbus herself remained an enigma until the publication of this first full biography. Patricia Bosworth examines the life behind the eerie, mesmerizing photographs: Diane's pampered childhood; her passionate marriage to Allan Arbus and their work together as fashion photographers during the fifties; the emotional upheaval surrounding the end of that marriage; and the radically dark, liberating, and ultimately tragic turn Diane's art took during the sixties. Bosworth's engrossing book is a compassionate portrait of the woman behind some of the most powerful photographs of our time.
I Know You Got Soul: Machines with That Certain Something
Jeremy Clarkson - 2004
It will come as no surprise to anyone that Jeremy Clarkson loves machines. But it's not just any old bucket of blots, cogs and bearings that rings his bell. In fact, he's scoured the length and breadth of the land, plunged into the oceans and taken to the skies in search of machines with that elusive certain something.And along the way he's discovered:* The safest place to be in the event of nuclear war* Who would win if Superman, James Bond and The Terminator had a fight* The stupidest person he's ever met* What an old Cornish institution called Arthur has to do with 0898chat lines* And how Jean Claude Van Damme might get eaten by a lion . . .In I Know You Got Soul, Jeremy Clarkson tells stories of the geniuses, innovators and crackpots who put the ghost in the machine. From Brunel's SS Great Britain to the awesome Blackbird spy-plane and from the woeful - but inspiring - Graf Zeppelin to Han Solo's Millennium Falcon, they can't help but love them in return.Praise for Jeremy Clarkson:'Brilliant . . . laugh-out-loud' Daily Telegraph'Outrageously funny . . . will have you in stitches' Time Out'Very funny . . . I cracked up laughing on the tube' Evening Standard
I Only Read It for the Cartoons: The New Yorker's Most Brilliantly Twisted Artists
Richard Gehr - 1999
For example, did you know that Arnie Levin is a seventy-three-year-old former Beatnik painter with a handlebar mustache and a back decorated by Japan’s foremost tattoo artists?Gehr’s book features fascinating biographical profiles of such artists as Gahan Wilson, Sam Gross, Roz Chast, Lee Lorenz, and Edward Koren. Along with a dozen such profiles, Gehr provides a brief history of The New Yorker cartoon itself, touching on the lives and work of earlier illustrating wits, including Charles Addams, James Thurber, and William Steig.
Advanced Origami: An Artist's Guide to Performances in Paper
Michael G. LaFosse - 2005
Lafosse's complex and beautiful origami projects are well known around the world. Focusing on models from nature, Advanced Origami provides unparalleled instruction on how to create master-class level 3D origami paper folding projects. The origami designs are challenging—they require some folding experience—but the results are more origami art than craft. Paper folders will create projects that can be displayed or given as gifts.Sophisticated origami or paper crafts fans will appreciate the unique origami designs along with complete detailed instructions and easy-to-follow color photos and diagrams. Advanced Origami also features information on paper selection and preparation, advance techniques such as "wet folding," and making your own paper.This origami book contains:136 page, full-color book15 original and challenging projectsStep-by-step instructionsColorful diagrams and photographsAdvanced techniques and tipsIn recent years origami has evolved beyond simple folding and creasing into a true art form akin to sculpture. For those seeking to learn origami at such a level, Advanced Origami provides all the essential information and techniques. Soon you will be able to design and fold your own origami sculptures!Origami projects include:North American CardinalKoi FishOrigamido ButterflyPond FrogAnd many more…