Shadowline: The Art of Iain McCaig


Iain Mccaig - 2007
    It is, to me, the most interesting place to hunt for stories." So begins this stunningly realized and beautifully rendered new work from master storyteller and artist Iain McCaig. McCaig is best known for his work as a principal designer on the three Star Wars prequels, including the iconic characters Queen Amidala and Darth Maul, as well as his work on many major motion pictures, television, and video games. His work can be seen in such acclaimed films as Terminator 2, Hook, Francis Ford Coppola's Dracula, Interview with a Vampire, and Harry Potter and the Goblet of Fire. Shadowline presents a stunning portfolio of more than two decades of McCaig's masterful concept designs and storyboards, cover art and illustrations, as well as his private sketchbooks and personal paintings, all woven together within the confines of an engrossing, otherworldly tale.

The Art of Horizon Zero Dawn


Paul Davies - 2017
    The Art of Horizon Zero Dawn is the ultimate gallery of the hotly anticipated new IP from Guerrilla Games (Killzone series). It focuses on the stunning artwork used to develop the game, and includes over 300 images, sketches, and concept art, commentary throughout from the artists and creators. This is an in-depth insight into a world as beautiful as it is dangerous. Over 1000 years ago a cataclysm destroyed life as we know it, forcing humans to the brink of extinction. In our place machines rose, and nature took back our cities, until all that was left of our world was the rumours of the old ones and the ruins of a civilisation long past. The tribes of the new world live scattered, some small and humble, some as powerful as kings. If Aloy, an outcast and hunter, is to find her true place in this world she must combat the great robotic creatures of the land and uncover the mysteries of a lost civilisation.

The Art of Ray Harryhausen


Ray Harryhausen - 2005
    The fighting skeletons of Jason and the Argonauts. And, of course, the angry T. Rex of Island of the Gwangi. All these creations and many more, seared into our collective consciousness, are the work of one man—Ray Harryhausen. The father of special effects, Ray Harryhausen is revered among film historians, animators, special-effects designers, and everyone who’s ever seen his inspired stop-motion creations. In 2004, Watson-Guptill published Ray Harryhausen: An Animated Life to critical acclaim and sales of over 20,000 copies. Now WG is pleased to present a companion book: The Art of Ray Harryhausen. Concise essays and lavish illustrations look at each of Harryhausen’s many specialties, including aliens, prehistoric creatures, mythological monsters, and much more. At last, fans of Harryhausen can see the progression of his work over time, in a visual celebration of his art and artistry.

Rebels in Paradise: The Los Angeles Art Scene and the 1960s


Hunter Drohojowska-Philp - 2011
    Freedom from an established way of seeing, making, and marketing art fueled their creativity, which in turn inspired the city. Today Los Angeles has four museums dedicated to contemporary art, around one hundred galleries, and thousands of artists. Here, at last, is the book that tells the saga of how the scene came into being, why a prevailing Los Angeles permissiveness, 1960s-style, spawned countless innovations, including Andy Warhol's first exhibition, Marcel Duchamp's first retrospective, Frank Gehry's mind-bending architecture, Rudi Gernreich's topless bathing suit, Dennis Hopper's Easy Rider, even the Beach Boys, the Byrds, the Doors, and other purveyors of a California style. In the 1960s, Los Angeles was the epicenter of cool.

All My Life for Sale


John D. Freyer - 2002
    He invited his friends over to tag all the possessions in his apartment, and he systematically put them up for sale on eBay. An unopened box of taco shells, half a bottle of mouthwash, almost all of his clothes, his favorite records, his sideburns (in a plastic bag), his family's Christmas presents (not yet given), furniture: John didn't let sentiment or utility stand in his way. Soon his belongings were sold all over the world, with a bag of Porky's BBQ Pork Skins making its way to Japan, and a chair ending up in the Museum of Modern Art. With almost all the objects in his life now gone, he started the second phase of his journey: to go visit his one-time possessions in their new surroundings.All My Life for Sale is an extraordinary book that functions as an autobiography, a travel narrative, and a meditation on what the objects we surround ourselves with actually mean to us and what happens when we set them free. Designed by the author himself, it is visually striking, surprisingly moving, and will change the way you look at the things that surround you.

Encyclopedia of Things That Never Were: Creatures, Places, and People


Michael F. Page - 1985
    Here--culled from mythology, literature, and folk tales--is the mystical realm that has populated humanity's imagination for centuries. Over 400 entries, engagingly written and organized by type of entity, make this a complete source of information and a visual feast. Among the entries are: from "The Cosmos," Quetzalcoatl and Scorpio; from "The Ground and Underground," centaurs, elves, and unicorns; from "Wonderland," Atlantis and El Dorado; from "Magic, Science, and Invention," flying carpets and the Trojan horse; from "Water, Sky, and Air," Pegasus and Moby-Dick; and from "The Night," a host of shuddersome creatures from vampires to the golem. This is a wild and wondrous gift for any visionary.

Shall Not Perish


Richard Tongue - 2018
    Her crew a patchwork of veterans near retirement and rookies too green for the rest of the fleet, her commanding officer passed-over twice for her first star. A place where careers go to die. Until, early one morning, she finds herself on the front lines of her third interstellar war, the only ship standing between victory and defeat. Caught in a strange, hostile universe, Old Abe and her crew must fight the battle of their lives, or see freedom and liberty extinguished throughout the galaxy forever...

Scatterling of Africa: My Early Years


Johnny Clegg - 2021
    Suspended for a few seconds, they float in their own space and time with their own hidden prospects. For want of a better term, we call these moments “magical” and when we remember them they are cloaked in a halo of special meaning.’For 14-year-old Johnny Clegg, hearing Zulu street music as plucked on the strings of a guitar by Charlie Mzila one evening outside a corner café in Bellevue, Johannesburg, was one such ‘magical’ moment. The success story of Juluka and later Savuka, and the cross-cultural celebration of music, language, story, dance and song that stirred the hearts of millions across the world, is well documented. Their music was the soundtrack to many South Africans’ lives during the turbulent 70s and 80s as the country moved from legislated oppression to democratic freedom. It crossed borders, boundaries and generations, resonating around the world and back again. Less known is the story of how it all began and developed. Scatterling of Africa is that origin story, as Johnny Clegg wrote it and wanted it told. It is the story of how the son of an unconventional mother, grandson of Jewish immigrants, came to realise that identity can be a choice, and home is a place you leave and return to as surely as the seasons change.

Press Start to Play


Daniel H. WilsonSeanan McGuire - 2015
    The humble, pixelated games of the ‘70s and ‘80s have evolved into the vivid, realistic, and immersive form of entertainment that now rivals all other forms of media for dominance in the consumer marketplace. For many, video games have become the cultural icons around which pop culture revolves.PRESS START TO PLAY is an anthology of stories inspired by video games: stories that attempt to recreate the feel of a video game in prose form; stories that play with the concepts common (or exclusive) to video games; and stories about the creation of video games and/or about the video games—or the gamers—themselves.These stories will appeal to anyone who has interacted with games, from hardcore teenaged fanatics, to men and women who game after their children have gone to bed, to your well-meaning aunt who won’t stop inviting you to join her farm-based Facebook games.At the helm of this project are Daniel H. Wilson—bestselling novelist and expert in artificial intelligence—and John Joseph Adams—bestselling, Hugo Award-nominated editor of more than a dozen science fiction/fantasy anthologies and series editor of Best American Science Fiction & Fantasy (volume one forthcoming from Houghton Mifflin in 2015). Together, they have drawn on their wide-ranging contacts to assemble an incredibly talented group of authors who are eager to attack the topic of video games from startling and fascinating angles.Under the direction of an A.I. specialist and a veteran editor, the anthology will expose readers to a strategically chosen mix of stories that explore novel video game concepts in prose narratives, such as save points, kill screens, gold-farming, respawning, first-person shooters, unlocking achievements, and getting “pwned.” Likewise, each of our authors is an accomplished specialist in areas such as science fiction, fantasy, and techno-thrillers, and many have experience writing for video games professionally.Combining unique viewpoints and exacting realism, this anthology promises to thrill generations of readers, from those who grew up with Atari 2600s to the console and PC gamers of today.

But Darling, I'm Your Auntie Mame!: The Amazing History of the World's Favorite Madcap Aunt


Richard Tyler Jordan - 1998
    The subsequent stage play became one of Broadway's longest-running comdies and the 1958 film was nominated for six Oscars. This volume charts the success of Auntie Mame.

500 Cups: Ceramic Explorations of Utility and Grace


Suzanne J.E. Tourtillott - 2005
    The exciting pieces come from an international array of artists, each with a unique perspective. The stylishly varied collection has a little bit of everything: the cups range from handbuilt to wheel-thrown, practical to sculptural, round to square. Benjamin Schulman's "Stacked Teacup Set" takes a strictly functional approach, while Heather O'Brien's "Dessert Cups on Stand" focuses on aesthetic form rather than usefulness. Annette Gates' "Espresso Shot Cups with Rubies" has a surface design of simple abstract lines and dots of glaze and jewels. Some are whimsical, others starkly conceptual. Every one is a treat for the eye.

Hunger Games Companion


Lois H. Gresh - 2011
    When sixteen-year-old Katniss learns that her little sister has been chosen, she steps up to fight in her place and the games begin.The Hunger Games Companion takes readers behind the scenes and includes fascinating background facts about the action in all three books, a revealing biography of the author, and amazing insights into the series' main themes and features - from the nature of evil, to weaponry and rebellions, to surviving the end of the world. It's everything fans have been hungering for since the very first book!This book is not authorized by Suzanne Collins, Scholastic Press or anyone involved in the Hunger Games movie.

The Silent History


Eli Horowitz - 2012
    The story is presented in two forms: Testimonials and Field Reports.Testimonials are presented in the form of oral histories told by characters directly affected by the condition — parents, teachers, doctors, cult leaders, faith healers, and government officials, with unexpected intersections and unifying narratives. A new Testimonial will be revealed to subscribers daily.The Field Reports are short, site-specific accounts that deepen and expand the central narrative, written and edited in collaboration with the readers of the Testimonials. To access and comprehend a Field Report, the reader must be physically present in the location where the Report is set. Reports are deeply entwined with the particularities of their specific physical environments — the stains on the sidewalk, the view between the branches, a strangely ornate bannister, etc — so that the text and the actual setting support and enhance each other. Each of these reports can be read on its own, but they all interrelate and cohere within the larger narrative.

Star Trek: Deep Space Nine Companion


Terry J. Erdmann - 2000
    Erdmann was given unprecedented access to every aspect of the production of Star Trek Deep Space Nine in order to compile this book which is considered, by some, the ultimate guide to Star Trek's grittiest and most complex series.

Geek Wisdom: The Sacred Teachings of Nerd Culture


Stephen H. Segal - 2011
    Clearly, geeks know something about life in the 21st century that other folks don’t—something we all can learn from. Geek Wisdom takes as gospel some 200 of the most powerful and oft-cited quotes from movies (“Where we’re going, we don’t need roads”), television (“Now we know—and knowing is half the battle”), literature (“All that is gold does not glitter”), games, science, the Internet, and more. Now these beloved pearls of modern-day culture have been painstakingly interpreted by a diverse team of hardcore nerds with their imaginations turned up to 11. Yes, this collection of mini-essays is by, for, and about geeks—but it’s just so surprisingly profound, the rest of us would have to be dorks not to read it. So say we all.