The Bloom County Library, Vol. 1: 1980-1982


Berkeley Breathed - 2009
    Bloom County ran from December 8th, 1980 to August 6th, 1989 and was published in an astounding 1200 newspapers on a daily basis. The huge popularity of Bloom County spawned a merchandizing bonanza, as well as two spin-off strips, Outland and Opus.The Bloom County Library Volume 1 highlights the first time the entire run of the immensely popular Bloom County strip has been collected in beautifully designed hard cover books with exceptional reproduction.The Library of American Comics is the world's #1 publisher of classic newspaper comic strips, with 14 Eisner Award nominations and three wins for best book. LOAC has become the gold standard for archival comic strip reprints...The research and articles provide insight and context, and most importantly the glorious reproduction of the material has preserved these strips for those who knew them and offers a new gateway to adventure for those discovering them for the first time." - ScoopWinner of the 2010 Eisner Award for Best Archival Collection/Project--Strips

The Story of Art


E.H. Gombrich - 1950
    Attracted by the simplicity and clarity of his writing, readers of all ages and backgrounds have found in Professor Gombrich a true master, and one who combines knowledge and wisdom with a unique gift for communicating his deep love of the subject. The Story of Art, one of the most famous and popular books on art ever written, has been a world bestseller for over four decades. Attracted by the simplicity and clarity of his writing, readers of all ages and backgrounds have found in Professor Gombrich a true master, and one who combines knowledge and wisdom with a unique gift for communicating his deep love of the subject.For the first time in many years the book has been completely redesigned. The illustrations, now in colour throughout, have all been improved and reoriginated, and include six fold-outs. The text has been revised and updated where appropriate, and a number of significant new artists have been incorporated. The bibliographies have been expanded and updated, and the maps and charts redrawn. The Story of Art has always been admired for two key qualities: it is a pleasure to read and a pleasure to handle. In these respects the new edition is true to its much-loved predecessors: the text runs as smoothly as ever and the improved illustrations are always on the page where the reader needs them. In its new edition, this classic work continues its triumphant progress tirelessly for yet another generation, to remain the title of first choice for any newcomer to art or the connoisseur. The Story of Art has always been admired for two key qualities: it is a pleasure to read and a pleasure to handle. In these respects the new edition is true to its much-loved predecessors: the text runs as smoothly as ever and the improved illustrations are always on the page where the reader needs them. In its new edition, this classic work continues its triumphant progress tirelessly for yet another generation, to remain the title of first choice for any newcomer to art or the connoisseur.

Go Team Venture!: The Art and Making of the Venture Bros.


Ken Plume - 2014
    and includes a foreword by Patton Oswalt! Ken Plume sits down with series creators Jackson Publick and Doc Hammer to have a conversation about the creation of every single episode through season six and much more. From the earliest sketches of Hank and Dean scribbled in a notebook, pitching the series to Cartoon Network's Adult Swim, learning the ins and outs of animation, character designs for each season, storyboards, painted backgrounds, behind-the-scenes recollections of how the show came together, it's all here.Features behind-the-scenes info and art covering every episode of all six seasons.Written by Venture Bros. creators Jackson Publik and Doc Hammer, with an introduction by Patton Oswalt.An all-encompassing look at the characters, art, history and influences of the beloved series.Never before seen Venture Bros. artwork!

Power-Up: How Japanese Video Games Gave the World an Extra Life


Chris Kohler - 2004
    Just some of the features readers will find in this book include:Profiles of some of the most fascinating Japanese video game designers in the industry, along with a critical look at Japanese video games from their earliest beginnings to new, exciting trends that ride the bleeding edge of popular culture.Explanations on why Japanese video games are unique and why they resonate so well with young American players.Fresh insight into classic Japanese video games and the elements that made them so different from American games, the origin of Nintendo, Japan's oldest and largest video game producer, Japanese Role-Playing Games, and much more!In addition, the future of the Japanese gaming industry is also explored.This product is available for sale worldwide.

The Lyrics: 1956 to the Present


Paul McCartney - 2021
    Spanning two alphabetically arranged volumes, these commentaries reveal how the songs came to be and the people who inspired them: his devoted parents, Mary and Jim; his songwriting partner, John Lennon; his “Golden Earth Girl,” Linda Eastman; his wife, Nancy McCartney; and even Queen Elizabeth, among many others. Here are the origins of “Let It Be,” “Lovely Rita,” “Yesterday,” and “Mull of Kintyre,” as well as McCartney’s literary influences, including Shakespeare, Lewis Carroll, and Alan Durband, his high-school English teacher.With images from McCartney’s personal archives—handwritten texts, paintings, and photographs, hundreds previously unseen—The Lyrics, spanning sixty-four years, becomes the definitive literary and visual record of one of the greatest songwriters of all time.

Stranger Things: Worlds Turned Upside Down: The Official Behind-the-Scenes Companion


Gina McIntyre - 2018
    The marks, scuffs, and tears on the cover and pages are an intentional design element.Stranger things have happened. . . .When the first season of Stranger Things debuted on Netflix in the summer of 2016, the show struck a nerve with millions of viewers worldwide and received broad critical acclaim. The series has gone on to win six Emmy Awards, but its success was driven more than anything by word of mouth, resonating across generations. Viewers feel personal connections to the characters. Now fans can immerse themselves in the world—or worlds—of Hawkins, Indiana, like never before. Inside you’ll find• original commentary and a foreword from creators Matt and Ross Duffer• exclusive interviews with the stars of the show, including Millie Bobby Brown, Finn Wolfhard, and David Harbour• the show’s earliest drafts, pitches to Netflix, and casting calls• insights into the Duffers’ creative process from the entire crew—from costume and set designers to composers and visual-effects specialists• deep dives into the cultural artifacts and references that inspired the look and feel of the show• a map of everyday Hawkins—with clues charting the network of the Upside Down• the Morse code disk Eleven uses, so you can decipher secret messages embedded throughout the text• a look into the future of the series—including a sneak preview of season three!Adding whole new layers to enrich the viewing experience, this keepsake is essential reading for anyone and everyone who loves Stranger Things.

The Art of DC Comics Bombshells


Ant Lucia - 2016
    These gorgeous statues have become modern-day classics, capturing imaginations and inspiring covers in their honor, a monthly comic book series and more. The retro reinventions of these iconic heroes and villains are presented here along with never-before-seen artwork, preliminary designs and commentary from the creative forces behind the ever-expanding world of the Bombshells!"

The Art of Point-and-Click Adventure Games


Steve Jarrett - 2018
    It will also contain extensive and exclusive interviews with the key developers, designers and artists behind some of the most beloved games and characters in the history of the medium. The book starts with a foreword by Gary Whitta (PC Gamer magazine/Rogue One: A Star Wars Story).Interviewees for the book include (in no particular order) Tim Schafer, Robyn Miller, Ron Gilbert, David Fox, Aric Wilmunder, Richard Hare, Hal Barwood, Gary Winnick, Noah Falstein, Mark Ferrari, Dave Gibbons, Jane Jensen, Simon Woodroffe, Steve Stamatiadis, Louis Castle, Gregg Barnett, Al Lowe, Brian Moriarty, Charles Cecil and Paul Cuisset - plus plenty more…As you can see from the list, the book covers titles such as King’s Quest, Myst, Toonstruck, Discworld, Blade Runner, Gabriel Knight, The Flight of the Amazon Queen, Simon the Sorcerer and of course other classics, such as The Secret of Monkey Island, The Dig, Maniac Mansion and Full Throttle. All of the most famous and iconic point-and-click adventures are going to be covered, as well as some lesser-known games and home-brew efforts.

An Illustrated Book of Bad Arguments


Ali Almossawi - 2013
    I have selected a small set of common errors in reasoning and visualized them using memorable illustrations that are supplemented with lots of examples. The hope is that the reader will learn from these pages some of the most common pitfalls in arguments and be able to identify and avoid them in practice.

Random Illustrated Facts: A Collection of Curious, Weird, and Totally Not Boring Things to Know


Mike Lowery - 2017
    From glow-in-the-dark cats to Jupiter's diamond showers to the link between dancing goats and the discovery of coffee, here are up to 100 obscure and fascinating facts brought to life in Mike Lowery's quirky, hilarious style. Each illustrated fact is paired with a handwritten web of related tidbits, recreating an entertaining dive down a trivia rabbit hole.

Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More


Dustin Hansen - 2016
    Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted.Learn about the creators and inspiration (Mario was named after Nintendo's landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game).Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!

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.

Cat Sense: How the New Feline Science Can Make You a Better Friend to Your Pet


John Bradshaw - 2013
    Today there are three cats for every dog on the planet, and yet cats remain more mysterious, even to their most adoring owners. Unlike dogs, cats evolved as solitary hunters, and, while many have learned to live alongside humans and even feel affection for us, they still don’t quite get us” the way dogs do, and perhaps they never will. But cats have rich emotional lives that we need to respect and understand if they are to thrive in our company.In Cat Sense, renowned anthrozoologist John Bradshaw takes us further into the mind of the domestic cat than ever before, using cutting-edge scientific research to dispel the myths and explain the true nature of our feline friends. Tracing the cat’s evolution from lone predator to domesticated companion, Bradshaw shows that although cats and humans have been living together for at least eight thousand years, cats remain independent, predatory, and wary of contact with their own kind, qualities that often clash with our modern lifestyles. Cats still have three out of four paws firmly planted in the wild, and within only a few generations can easily revert back to the independent way of life that was the exclusive preserve of their predecessors some 10,000 years ago. Cats are astonishingly flexible, and given the right environment they can adapt to a life of domesticity with their owners—but to continue do so, they will increasingly need our help. If we’re to live in harmony with our cats, Bradshaw explains, we first need to understand their inherited quirks: understanding their body language, keeping their environments—however small—sufficiently interesting, and becoming more proactive in managing both their natural hunting instincts and their relationships with other cats.A must-read for any cat lover, Cat Sense offers humane, penetrating insights about the domestic cat that challenge our most basic assumptions and promise to dramatically improve our pets’ lives—and ours.

Joss Whedon: The Biography


Amy Pascale - 2014
    This biography follows his development from a creative child and teenager who spent years away from his family at an elite English public school, through his early successes—which often turned into frustrating heartbreak in both television (Roseanne) and film (Buffy the Vampire Slayer)—to his breakout turn as the creator, writer, and director of the Buffy television series. Extensive, original interviews with Whedon’s family, friends, collaborators, and stars—and with the man himself—offer candid, behind-the-scenes accounts of the making of groundbreaking series such as Buffy, Angel, Firefly, and Dollhouse, as well as new stories about his work with Pixar writers and animators during the creation of Toy Story. Most importantly, however, these conversations present an intimate and revealing portrait of a man whose creativity and storytelling ability have manifested themselves in comics, online media, television, and film.

The Art of Assassin's Creed III


Andy McVittie - 2012
    Recognized for having some of the richest, most-engrossing art and storytelling in the industry, Assassin's Creed transcends video games, branching out into other entertainment experiences including comic books, Facebook games, novels, short films and more.Assassin's Creed III sees the franchise step into a brand new era, with a new assassin in a revolutionary world. With intricately detailed environments and finely-honed and evocative historical reimaginings, this is a world into which you can immerse yourself and feel the echoes of the past come to life. Continuing in the footsteps of this already world-renowned franchise, Assassin's Creed III promises to be the biggest and best yet.Highlights in the game, and in the book, include new interactive cityscapes, frozen winter landscapes, threats from the natural world, weather systems that affect gameplay, and a wholly new environment for any Assassin so far - all stunningly and historically-correctly recreated by the Ubisoft studio.