Book picks similar to
Art of Atari by Tim Lapetino
non-fiction
art
video-games
history
The Rap Year Book: The Most Important Rap Song From Every Year Since 1979, Discussed, Debated, and Deconstructed
Shea Serrano - 2015
Shea Serrano deftly pays homage to the most important song of each year. Serrano also examines the most important moments that surround the history and culture of rap music—from artists’ backgrounds to issues of race, the rise of hip-hop, and the struggles among its major players—both personal and professional. Covering East Coast and West Coast, famous rapper feuds, chart toppers, and show stoppers, The Rap Year Book is an in-depth look at the most influential genre of music to come out of the last generation. Complete with infographics, lyric maps, hilarious and informative footnotes, portraits of the artists, and short essays by other prominent music writers, The Rap Year Book is both a narrative and illustrated guide to the most iconic and influential rap songs ever created.
Arcade Mania: The Turbo-Charged World of Japan's Game Centers
Brian Ashcraft - 2008
Another thing that makes Japan unique in the gaming world is the prevalence of game arcades. While the game arcade scene has died in the U.S., there are 9,500 "game centers" in Japan with more than 445,000 game machines. Arcade Mania introduces overseas readers to the fascinating world of the Japanese gemu senta. Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game, starting with the UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classic games from Space Invaders to Street Fighter, games that are familiar to Americans in their home console versions (Rock Band, Guitar Hero and Dance, Dance Revolution), as well as the unique, quirky games found only in Japan, Arcade Mania is crammed full of interviews with game makers and star players, and packed with facts about the history, background and characteristics of each game, all lavishly illustrated with photographs and game graphics. This book is a must-have for gamers everywhere.
Stuff Matters: Exploring the Marvelous Materials That Shape Our Man-Made World
Mark Miodownik - 2013
Why is glass see-through? What makes elastic stretchy? Why does a paper clip bend? Why does any material look and behave the way it does? These are the sorts of questions that Mark Miodownik a globally-renowned materials scientist has spent his life exploring In this book he examines the materials he encounters in a typical morning, from the steel in his razor and the graphite in his pencil to the foam in his sneakers and the concrete in a nearby skyscraper.
Adventure Time: The Art of Ooo
Chris McDonnell - 2014
Packed to the seams with concept art and storyboards, this lavishly illustrated tome offers an all-access pass into the Emmy Award–winning show team’s creative process. The Art of Ooo traces series creator Pendleton Ward's early influences and work, then reveals how the writers, storyboarders, animators, and voice actors work in tandem to bring this wildly inventive series to life. Fans will pore over early character sketches, as well as background paintings and rare glimpses into the series' show bible. This visual treasure chest is gilded throughout with commentary from all the show's key creative talent. The Art of Ooo is the perfect companion to and celebration of this groundbreaking, award-winning series.
Guantanamo Voices: True Accounts from the World’s Most Infamous Prison
Sarah MirkMaki Naro - 2020
They were the first of roughly 780 prisoners who would be held there—and 40 inmates still remain. Eighteen years later, very few of them have been ever charged with a crime. In Guantánamo Voices, journalist Sarah Mirk and her team of diverse, talented graphic novel artists tell the stories of ten people whose lives have been shaped and affected by the prison, including former prisoners, lawyers, social workers, and service members. This collection of illustrated interviews explores the history of Guantánamo and the world post-9/11, presenting this complicated partisan issue through a new lens.
Guide to Troubled Birds
Matt Adrian - 2012
We are only just discovering the reality of our avian adversaries, with their reptilian brains, their appetites for mayhem and the fact that they fly mostly to spite us. To ignore the information found within this volume may be at the peril of your very life.
1,001 Facts that Will Scare the S#*t Out of You: The Ultimate Bathroom Reader
Cary McNeal - 2010
I wonder how many cats have died because of this confusion.Fact: The most germ-laden place on your toilet isn't the seat or even the bowl--it's the handle.The solution: Don't flush. Let the next guy worry about it.There are "just the facts"--and then there are just the facts that will frighten the bejeezus out of you. And thanks to this little gem of a bathroom book, you'll never look at the world the same way again, without, er, dry heaving a little bit.From the sneaky fish that can swim up our genitals to the E. coli bacteria lurking in the very water we drink, disturbing phenomena are everywhere we turn. Educational, entertaining, and undeniably horrifying, this book isn't guaranteed to help you, um, go to the bathroom, but it's certain to make your time there more...informed.
The 99% Invisible City: A Field Guide to the Hidden World of Everyday Design
Roman Mars - 2020
The show celebrates design and architecture in all of its functional glory and accidental absurdity, with intriguing tales of both designers and the people impacted by their designs.Now, in The 99% Invisible City: A Field Guide to Hidden World of Everyday Design, host Roman Mars and coauthor Kurt Kohlstedt zoom in on the various elements that make our cities work, exploring the origins and other fascinating stories behind everything from power grids and fire escapes to drinking fountains and street signs. With deeply researched entries and beautiful line drawings throughout, The 99% Invisible City will captivate devoted fans of the show and anyone curious about design, urban environments, and the unsung marvels of the world around them.
Marvel Comics: The Untold Story
Sean Howe - 2012
Spider-Man, the Fantastic Four, Captain America, the Incredible Hulk, the Avengers, Iron Man, Thor, the X-Men, Daredevil—these superheroes quickly won children's hearts and sparked the imaginations of pop artists, public intellectuals, and campus radicals. Over the course of a half century, Marvel's epic universe would become the most elaborate fictional narrative in history and serve as a modern American mythology for millions of readers.Throughout this decades-long journey to becoming a multibillion-dollar enterprise, Marvel's identity has continually shifted, careening between scrappy underdog and corporate behemoth. As the company has weathered Wall Street machinations, Hollywood failures, and the collapse of the comic book market, its characters have been passed along among generations of editors, artists, and writers—also known as the celebrated Marvel "Bullpen." Entrusted to carry on tradition, Marvel's contributors—impoverished child prodigies, hallucinating peaceniks, and mercenary careerists among them—struggled with commercial mandates, a fickle audience, and, over matters of credit and control, one another.For the first time, Marvel Comics reveals the outsized personalities behind the scenes, including Martin Goodman, the self-made publisher who forayed into comics after a get-rich-quick tip in 1939; Stan Lee, the energetic editor who would shepherd the company through thick and thin for decades; and Jack Kirby, the World War II veteran who'd co-created Captain America in 1940 and, twenty years later, developed with Lee the bulk of the company's marquee characters in a three-year frenzy of creativity that would be the grounds for future legal battles and endless debates.Drawing on more than one hundred original interviews with Marvel insiders then and now, Marvel Comics is a story of fertile imaginations, lifelong friendships, action-packed fistfights, reformed criminals, unlikely alliances, and third-act betrayals— a narrative of one of the most extraordinary, beloved, and beleaguered pop cultural entities in America's history.
Art of McSweeney's
McSweeney's Publishing - 2010
Literary journals bound by magnets, or designed to look like junk mail. The sharp wit, gorgeous design, and playful why not invention of independent literary publisher McSweeney's have earned it a large and loyal following and made its journals, books, The Believer magazine, and Wholphin DVDs collectible favorites of readers and graphic designers alike. Created by the McSweeney's staff to commemorate their 11th (or 12th) anniversary, this book showcases their award-winning art and design across all the company's activities. It features hundreds of images, interviews with collaborators such as Chris Ware and Michael Chabon, and dozens of insights into McSweeney's quirky creative process and the visual experience of reading.
Transformers Vault: The Complete Transformers Universe - Showcasing Rare Collectibles and Memorabilia
Pablo Hidalgo - 2011
Loaded with never-before-seen images, this book is a guide to the epic battle between the Autobots and Decepticons, as it began with toys and television, and continued to comics, film, games, and other media. There's something here for all generations, from classic toys that have become sought-after collectibles to the amazing, high-tech visuals of the three live-action films.Hasbro has opened its official archives, gathering more than 250 images and several featured pieces of memorabilia. Look inside for a sheet of Generation One tech specs with a secret revealer, a rare pencil sketch from comics artist Casey Coller, an unseen character profile for Hot Rod from the 1986 film, an animation cel, and much more. Exclusive photos of Japanese Transformer prototypes, archival development art, and brand-new information about the future of the Transformers make this the ultimate package for every fan.
Through the Eyes of Leonardo da Vinci: Selected Drawings
Barrington Barber - 2005
Each work is accompanied by a detailed description to enhance the appreciation of the artist's creation.
The Caped Crusade: Batman and the Rise of Nerd Culture
Glen Weldon - 2016
For more than three quarters of a century, he has cycled from a figure of darkness to one of lightness and back again; he’s a bat-shaped Rorschach inkblot who takes on the various meanings our changing culture projects onto him. How we perceive Batman’s character, whether he’s delivering dire threats in a raspy Christian Bale growl or trading blithely homoerotic double-entendres with partner Robin on the comics page, speaks to who we are and how we wish to be seen by the world. It’s this endlessly mutable quality that has made him so enduring.And it’s Batman’s fundamental nerdiness—his gadgets, his obsession, his oath, even his lack of superpowers—that uniquely resonates with his fans who feel a fiercely protective love for the character. Today, fueled by the internet, that breed of passion for elements of popular culture is everywhere. Which is what makes Batman the perfect lens through which to understand geek culture, its current popularity, and social significance.In The Caped Crusade, with humor and insight, Glen Weldon, book critic for NPR and author of Superman: The Unauthorized Biography, lays out Batman’s seventy-eight-year cultural history and shows how he has helped make us who we are today and why his legacy remains so strong.
Trigger Happy: Videogames and the Entertainment Revolution
Steven Poole - 2000
Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.
99 Ways to Tell a Story: Exercises in Style
Matt Madden - 2005
99 Ways to Tell a Story is a series of engrossing one page comics that tell the same story ninety nine different ways Inspired by Raymond Queneau s 1947 Exercises in Style a mainstay of creative writing courses Madden s project demonstrates the expansive range of possibilities available to all storytellers Readers are taken on an enlightening tour sometimes amusing always surprising through the world of the story Writers and artists in every media will find Madden s collection especially useful even revelatory Here is a chance to see the full scope of opportunities available to the storyteller each applied to a single scenario varying points of view visual and verbal parodies formal reimaginings and radical shuffling of the basic components of the story Madden s amazing series of approaches will inspire storytellers to think through and around obstacles that might otherwise prevent them from getting good ideas onto the page 99 Ways to Tell a Story provides a model that will spark productive conversations among all types of creative people novelists screenwriters graphic designers and cartoonists