Norman Rockwell


Thomas S. Buechner - 1970
    A study of the artist and illustrator, Norman Rockwell, which reproduces 600 of his best illustrations, providing a panorama of nearly 60 years of American social history.

Fables: Covers


James Jean - 2008
    Also included is a afterword by celebrated Fables writer/creator Bill Willingham. Designed and annotated by the artist, this deluxe, oversized hardcover includes ten vellum sleeve inserts, an embossed case and other fine art details that make Fables: Covers by James Jean as elegant and unique as the Fables covers themselves.

The Art of Halo


Eric Trautmann - 2004
    This action-packed science fiction—military combat game, set on a distant, war-torn, artificial planet, became an instant triumph with gamers–and scored numerous awards for its innovations, irresistibility, and sheer thrills. The Art of Halo is a showcase of its stunning visual style, a fascinating guided tour through the making of the phenomenon–from bright idea to brilliant result–and a testament to the creativity of the artists at Bungie Studios.• Meet the brains behind Bungie, the birthplace of Halo• Feast your eyes on a panorama of all-new artwork from its spectacular sequel Halo 2–one of the most eagerly-awaited games of 2004• Discover the art of game design from the inside out, in interviews with–and illustrations by–the Halo creative team• Learn the secrets of designing gear from the artists themselves• Follow the construction of a crucial sequence from storyboard to completion, along with pages from the actual script• Thrill to a gallery of glorious Halo artwork, including action figure designs, game packaging, cartoon strips, posters, T-shirts, and moreIt’s all here–the story behind the sensation that GamePro declares “above and beyond what console gamers have come to expect”–in one virtuoso volume!

Face Paint: The Story of Makeup


Lisa Eldridge - 2015
    In Face Paint, Lisa Eldridge reveals the entire history of the art form, from Egyptian and Classical times up through the Victorian age and golden era of Hollywood, and also surveys the cutting-edge makeup science of today and tomorrow. Face Paint explores the practical and idiosyncratic reasons behind makeup’s use, the actual materials employed over generations, and the glamorous icons that people emulate and how they achieved their effects. An engaging history of style, it is also a social history of women and the ways in which we can understand their lives through the prism and impact of makeup.

Pulp Art: Original Cover Paintings for the Great American Pulp Magazines


Robert LesserJim Steranko - 1997
    The first book to feature the original paintings created for American pulp magazine covers, this unique reference offers an authoritative text, historical surveys, vintage letters, 125 full-page images, and much more.

1001 Video Games You Must Play Before You Die


Tony MottMitch Krpata - 2010
    The video game has arrived as entertainment and as an art form. This is the first serious critical evaluation ever published of the best video games and is a testament to the medium’s innovativeness and increasing emphasis on aesthetics. Organized chronologically and for all platforms (PC, Xbox, PlayStation, etc.) and covering all genres from the bold (Grand Theft Auto and Halo) and dark (Resident Evil and Silent Hill) to the spiritual (Final Fantasy) and whimsical (Legend of Zelda), the book traces the video game from the rough early days of Pong to the latest visual fantasia.

Timekeepers: How the World Became Obsessed With Time


Simon Garfield - 2016
    The Beatles learn to be brilliant in an hour and a half. An Englishman arrives back from Calcutta but refuses to adjust his watch. Beethoven has his symphonic wishes ignored. A US Senator begins a speech that will last for 25 hours. The horrors of war are frozen at the click of a camera. A woman designs a ten-hour clock and reinvents the calendar. Roger Bannister lives out the same four minutes over a lifetime. And a prince attempts to stop time in its tracks.Timekeepers is a book about our obsession with time and our desire to measure it, control it, sell it, film it, perform it, immortalise it and make it meaningful. It has two simple intentions: to tell some illuminating stories, and to ask whether we have all gone completely nuts.

Monet: Itinerant of Light


Salva Rubio - 2017
    From the Salon des Refuses (“Salon of the Rejected”) and many struggling years without recognition, money, and yet a family to raise, all the way to great success, critically and financially, Monet pursued insistently one vision: catching the light in painting, refusing to compromise on this ethereal pursuit. It cost him dearly but he was a beacon for his contemporaries. We discover in this comics biography how he came to this vision as well as his turbulent life pursuing it.

The Art of Neil Gaiman


Hayley Campbell - 2014
    This tells the full story of his amazing creative life. Never-before-seen manuscripts, notes, cartoons, drawings and personal photographs from Neil's own archive are complemented by artwork and sketches from all of his major works, and his own intimate recollections. Each project is examined from genesis to fruition, and positioned in the wider narrative of Gaiman's crative life, affording unparalleled access to the inner workings of the writers mind

The Art of Video Games: From Pac-Man to Mass Effect


Chris Melissinos - 2012
    Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March. Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games. Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke. The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction. *After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg

Graffiti World: Street Art from Five Continents


Nicholas Ganz - 2004
    Offering a unique insight into the very essence of graffiti and its creative explosion over the past thirty-five years, it takes us on an adventure throughout the Americas and Europe to almost every corner of the globe." With over 2,000 pictures of artworks from more than 180 international artists, no other book is remotely so comprehensive or up to date. Nicholas Ganz combines his own first-hand experiences with quotes from the artists themselves to offer a true insider's perspective to the key trends and style developments that have made graffiti what it is today: a global phenomenon.

Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It


David M. Ewalt - 2013
    Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.

The Art of Overwatch


Blizzard - 2017
    Now, in this beautiful hardcover, Blizzard Entertainment reveals the creative process behind one of the most popular FPS games of all time! Filled with never-before-seen art as well as commentary provided by the game's development team, this book is sure to please any Overwatch fan.- Never-before-seen artwork!- Essential companion to the international best-selling game Overwatch!- Introduction and commentary provided by the game's development team!- Overwatch is a global phenomenon with 30 million players!- Produced in close partnership with Blizzard Entertainment!- Behind-the-scenes look at your favorite characters!- Overwatch creation revealed!

Stay Awhile and Listen : How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire


David L. Craddock - 2013
    Two opposing cultures. One multi-billion-dollar video-game empire. Stay Awhile and Listen: How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire - Book 1 invites readers to discover the origin of Blizzard North, a studio built by gamers, for gamers, and Blizzard Entertainment, a convergence of designers driven to rule their industry. Composed from exhaustive research and hundreds of personal interviews, the Stay Awhile and Listen series divulges the fated meeting that brought the two Blizzards together, the clashes that tore them apart, and their transformation from grassroots democracy to corporate empire. At the center of it all—Diablo, a hack-and-slash adventure through the darkest recesses of Hell that changed online gaming forever.

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.