The Art Of Horizon Zero Dawn

Author: Paul Davies
Publisher: Titan Books (UK)
ISBN: 9781785653636
Size: 23.98 MB
Format: PDF
View: 3400
Download
"The Art of Horizon Zero Dawn takes you through the vast and vibrant world of Guerrilla Games' newest title, featuring detailed sketches and gorgeous concept artwork as well as insight from the artists and creators. From magnificent cities and lush plains, to the diverse cultures of the tribes and the amazing machines that roam the lands, this stunning visual companion is the ultimate guide to the creation of a world as beautiful as it is dangerous."--Back cover.

Marvel Contest Of Champions The Art Of The Battlerealm

Author: Paul Davies
Publisher: Titan Books
ISBN: 9781785659553
Size: 36.21 MB
Format: PDF, Docs
View: 1950
Download
Over the years, Marvel Contest of Champions has become more epic, the heroes more powerful, and the enemies more cunning--but the game has retained its core: the greatest battles in Marvel history! You have been summoned to the Battlerealm for the greatest Super Hero showdowns! Who will conquer the Contest? Marvel Contest of Champions: The Art of the Battlerealm is the ultimate visual companion for a true collector. Capturing the intensity of Kabam's extraordinary game, this book features incredible concept art, sketches, and storyboards. Discover more about Marvel's vast Battlerealm--the cosmic arena for the Contest of Champions--and your favorite Super Heroes and Villains, with exclusive commentary from the creators and fascinating insights into the creative process. This incredible collection of art will take you on an exciting journey through the dangerous and mysterious world of Marvel Contest of Champions.

Shadow Of The Tomb Raider

Author: Paul Davies
Publisher: Titan Books
ISBN: 9781785659492
Size: 42.22 MB
Format: PDF, ePub, Docs
View: 3427
Download
Experience Lara Croft's defining moment as she becomes the Tomb Raider. In Shadow of the Tomb Raider, Lara must master a deadly jungle, overcome terrifying tombs, and persevere through her darkest hour. As she races to save the world from a Maya apocalypse, Lara will ultimately be forged into the Tomb Raider she is destined to be. The Shadow of The Tomb Raider Official Art Book features exclusive concept art and developer interviews detailing the climactic conclusion of Lara Croft's origin story where she will experience her defining moment in becoming the Tomb Raider. Game is due to release on 9/14/18 across all major platforms

Cyberpunk In A Transnational Context

Author: Takayuki Tatsumi
Publisher: MDPI
ISBN: 3039214217
Size: 11.56 MB
Format: PDF
View: 4090
Download
Mike Mosher’s “Some Aspects of Californian Cyberpunk” vividly reminds us of the influence of West Coast counterculture on cyberpunks, with special emphasis on 1960s theoretical gurus such as Timothy Leary and Marshall McLuhan, who explored the frontiers of inner space as well as the global village. Frenchy Lunning’s “Cyberpunk Redux: Dérives in the Rich Sight of Post-Anthropocentric Visuality” examines how the heritage of Ridley Scott’s techno-noir film Blade Runner (1982) that preceded Gibson’s Neuromancer (1984) keeps revolutionizing the art of visuality, even in the age of the Anthropocene. If you read Lunning’s essay along with Lidia Meras’s “European Cyberpunk Cinema,” which closely analyzes major European cyberpunkish dystopian films Renaissance (2006) and Metropia (2009) and Elana Gomel’s “Recycled Dystopias: Cyberpunk and the End of History,” your understanding of the cinematic and post-utopian possibility of cyberpunk will become more comprehensive. For a cutting-edge critique of cyberpunk manga, let me recommend Martin de la Iglesia’s “Has Akira Always Been a Cyberpunk Comic?” which radically redefines the status of Akira (1982–1993) as trans-generic, paying attention to the genre consciousness of the contemporary readers of its Euro-American editions. Next, Denis Taillandier’s “New Spaces for Old Motifs? The Virtual Worlds of Japanese Cyberpunk” interprets the significance of Japanese hardcore cyberpunk novels such as Goro Masaki’s Venus City (1995) and Hirotaka Tobi’s Grandes Vacances (2002; translated as The Thousand Year Beach, 2018) and Ragged Girl (2006), paying special attention to how the authors created their virtual landscape in a Japanese way. For a full discussion of William Gibson’s works, please read Janine Tobek and Donald Jellerson’s “Caring About the Past, Present, and Future in William Gibson’s Pattern Recognition and Guerilla Games’ Horizon: Zero Dawn” along with my own “Transpacific Cyberpunk: Transgeneric Interactions between Prose, Cinema, and Manga”. The former reconsiders the first novel of Gibson’s new trilogy in the 21st century not as realistic but as participatory, whereas the latter relocates Gibson’s essence not in cyberspace but in a junkyard, making the most of his post-Dada/Surrealistic aesthetics and “Lo-Tek” way of life, as is clear in the 1990s “Bridge” trilogy.

Badass Braids

Author: Shannon Burns
Publisher:
ISBN: 163106438X
Size: 78.42 MB
Format: PDF, Mobi
View: 4104
Download
When she’s not studying for her PhD in social neuroscience, Silvousplaits (a.k.a. Shannon Burns) is creating and posting weekly instructional videos on her YouTube channel of DIY hair art that mimics the hairstyles of valiant men and women in the best historical, sci-fi, and fantasy shows and movies. Game of Thrones, Lord of the Rings, Vikings, and The Hunger Games--oh yeah, she's done them all. In Badass Braids she shows you how to transform your hair step-by-step. You'll look just like your favorite heroes and heroines in no time. With an introduction to the styling techniques for different kinds of basic braids, interviews with behind-the-scenes stylists and actors, and original styles inspired by fan-favorites.The perfect gift for geeky men and women of all ages!

The Video Games Textbook

Author: Brian J. Wardyga
Publisher: CRC Press
ISBN: 1351172344
Size: 63.54 MB
Format: PDF, ePub, Mobi
View: 629
Download
The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles.

Architectural Approach To Level Design

Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1351116282
Size: 40.62 MB
Format: PDF, Mobi
View: 2538
Download
Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.

The Art Of The Snowflake

Author: Kenneth Libbrecht
Publisher: Voyageur Press
ISBN: 1616731249
Size: 32.43 MB
Format: PDF, ePub, Docs
View: 3846
Download
The perfect geometry and exquisite beauty of nature is nowhere so clear to us as in the snowflake. But how have we been able to appreciate this infinitesimal wonder in all its crystalline glory? This book, as much a work of art as a testament to science, reveals how one of the snowflake’s most inspired photographers came to such intimate knowledge of his craft and its fleeting focus. Beautiful pictures illustrate Kenneth Libbrecht’s story of the microphotography of snow crystals, from the pioneering work of Wilson Bentley in the 1890s right up to Ken’s own innovations in our age of digital images. A breathtaking look at the works of art that melt in an instant, this is a book to page through and savor, season after season.

Gpu Pro 7

Author: Wolfgang Engel
Publisher: CRC Press
ISBN: 1498742548
Size: 15.59 MB
Format: PDF, ePub
View: 590
Download
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanc