Computer game art Books
Udon Entertainment Corp Devil May Cry 5: Official Artworks
Book SynopsisDevil May Cry 5 showcases stylish mayhem against fiendish foes at the hands of Devil Hunters with demon blood in their veins. Series mainstay Dante, his nephew Nero, and mysterious newcomer V join forces to hack and slash their way through enemies on a mission to stop the destruction of the human world at the hands of the Demon King Urizen. Devil May Cry 5: Official Artworks collect the fantasy artwork behind this landmark installment in the fan-favorite franchise. Inside you’ll find character artwork, weapon designs, creatures, locations, storyboards, and plenty of creative commentary.
£40.49
Udon Entertainment Corp Elden Ring: Official Art Book Volume II
Book SynopsisReturn to the Lands Between… reunite the fractured world… reforge the Elden Ring! The two-volume Elden Ring: Official Art Book contains a plethora of artworks from the game’s ‘Lands Between’ and its inhabitants in stunning oversized hardcover editions. Volume II includes stunning art of the foes great and small that threaten to end the player’s journey, the weapons used to slay them, and even a list of the many items found within the game… very useful for dedicated fans! This translated English art book contains the same content found in the Japanese edition.
£48.59
Udon Entertainment Corp Atelier Ryza 2: Official Visual Collection
Book SynopsisThe alchemist Ryza and her friends had gone their separate ways, but by chance they have found each other once again. Atelier Ryza 2: Lost Legends & The Secret Fairy explores new regions from mythical ruins to deep dungeons in an all-new JRPG adventure. Atelier Ryza 2: Official Visual Collection gathers the wonderful artwork behind this new entry in the Atelier series. Included are key illustrations, character concepts, and weapon & monster designs. Also, no JRPG fan will want to miss exclusive interviews with the game’s developers.
£35.99
Anthem Press Digital Art in Ireland: New Media and Irish
Book SynopsisThis collection of essays explores digital art in Ireland. Comprising contributions from EL Putnam, Anne Karhio, Ken Keating, Conor McGarrigle, Kieran Nolan, Claire Fitch, Kirstie North and Chris Clarke, it examines how new media technologies are shaping the island’s contemporary artistic practices. As one of the first dedicated culture-specific treatments of Irish digital art, it fills a major gap in the national media archaeology of Ireland, engaging with a range of topics, including electronic literature, video games and the data-city.Trade ReviewThe nine essays in the collection each offer a different vantage on the emerging realm of digital art in a country that both takes tradition seriously and understands tradition as (to quote Joyce) a nightmare from which we are trying to awake.[…] Digital Art in Ireland is an indispensable contribution to our appreciation of digital art in an Irish context. - James Joyce Quarterly“Digital Art in Ireland is a bracing and eminently readable investigation into the born-digital poetry, visual art, music, and performance that have emerged in Ireland in recent decades. Experimental art is alive and well, and this essay collection presents a lucid meditation on the cultural and material specifics of new media art. In spite of its technological circulation among data assemblages, born-digital artwork is no less a medium for site-specific cultural expression; Digital Art in Ireland explores the profound ways in which Irish culture and history leave their impression in and on new media art. It, thus, offers a major contribution to the emerging global field of digital art.” — Jonathan P. Eburne, Professor of Comparative Literature, English, and French and Francophone Studies; Director of Undergraduate Studies, Comparative Literature, Pennsylvania State University“Digital Art in Ireland offers a fascinating insight into Ireland’s emerging digital arts scene with perspectives from scholars, practitioners, and curators. It is essential reading for anyone interested in both digital aesthetics and how contemporary Irish artists engage with a rich cultural heritage through digital media.” — Stephen Joyce, Associate Professor in Literature, Media, and Culture, Department of English, Aarhus University, DenmarkTable of ContentsList of Illustrations; Acknowledgements; Notes on Contributors; Chapter 1. Introduction: Digital Art in Ireland, James O’Sullivan; Chapter 2. Strange Mothers: The Maternal and Contemporary Media Art in Ireland, EL Putnam; Chapter 3. Between Aesthetics and Institutions: Irish Electronic Poetry, Anne Karhio; Chapter 4. ‘to shine upon the original all the more fully’: Contemporary New Media Adaptations of James Joyce, Kenneth Keating; Chapter 5. Art in the Data-City: Critical Data Art in the Age of Surveillance Capitalism, Conor McGarrigle; Chapter 6. Experimental Arcade Video Games as Self-Reflexive Media Art, Kieran Nolan; Chapter 7. Folding, Unfolding, Refolding Sound, Claire Fitch; Chapter 8. Treacherous Images and Animal Gazes: Ailbhe Ní Bhriain’s Reports to an Academy, 2015, Kirstie North; Chapter 9. Pressing Send: Distribution and Curation in Irish New Media Art, Chris Clarke; Index.
£72.00
Titan Books Ltd Shadow of the Tomb Raider The Official Art Book
Book SynopsisExperience 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.Trade Review“The artifact designs pictured are fantastic, the Maya ruins seem to come to life, and Lara Croft brings the tension of a skilled survivor on a perilous quest” - Borg.com “an excellent coffee table book with tons of great information” - Adventures in Poor Taste
£28.49
Titan Books Ltd The Art of Spyro: Reignited Trilogy
Book SynopsisThe definitive art book for the remastered Spyro Reignited Trilogy, for fans young and old. In 2018 Toys for Bob Studios thrilled fans world wide by releasing Spyro Reignited Trilogy, a faithful remaster encompassing all three titles from the beloved Spyro trilogy introduced in 1998. The Art of Spyro is a meticulously crafted compendium filled with in-depth behind-the-scenes content, insightful quotes from top illustrators in the industry, anecdotes from the game developers, and a dazzling assortment of incredible concept art, some of which has never been seen by the public. It is a must-have for art lovers, games, fans... and the fun-loving adventurer in all of us.
£999.99
3DTotal Publishing Ltd Beginner's Guide to Creating Characters in
Book SynopsisBlender is the world's premier open source 3D software, created by some of the best digital artists working in creative industries around the globe. This book will give those interested in this versatile and expansive tool all the information they will need as they start their journey into 3D. Beginning with the fundamentals of working with 3D, this thorough tutorial book will help you piece together a skill set that will have you creating stunning 3D character in no time at all. Four complete projects will walk you through the creation of multiple characters, covering topics such as modeling, sculpting, and rendering.
£31.00
Ablaze, LLC Indie Games: The Origins of Minecraft, Journey,
Book SynopsisVideo games have grown exponentially in recent years and have captured the hearts of millions thanks to the success of titles such as Minecraft, Journey, Limbo, Dead Cells, The Banner Saga or Firewatch. To compete with the blockbusters, the independents have had to be massively creative and come up with innovative gameplay, top-notch writing, original graphic universes, and sumptuous soundtracks. INDIE GAMES pays homage to some of the greatest success stories in the world of independent video games. Superbly illustrated, INDIE GAMES contains more than three hundred images from titles that revolutionized the gaming industry. Full of anecdotes and interviews with personalities like industry veteran Eric Chahi and young designers like Ian Dallas. You will see behind the scenes at Indie studios, revealing the creators, designs and marketing. This exploration will give you a better understanding on what is an “Indie” game. Official and authorized, with the participation of studios around the world, including over 50 interviews highlighting over 70 games, INDIE GAMES is the most complete and up-to-date overview of indie video gaming. With exclusive behind the scenes content provided by the studios, it serves as a fitting tribute to the audacity of these developers, who have elevated video games into an art.Trade Review"As gorgeous to look at as it is fascinating to read, Indie Games complements its insightful commentary and fun anecdotes with hundreds of screenshots, pieces of concept artwork, draft sketches, and behind the scenes photos. Overall the book is presented beautifully to showcase every image in exquisite detail. The way images are laid out and formatted within the text is very well done. The spreads and chapter pages are especially stunning." --VgBlogger
£28.79
Peter Lang AG Communication Forms and Communicative Practices:
Book SynopsisThis volume reflects the discussion that emerged around the controversial concepts «communication form», «communicative practice», «medium» and «genre». It provides a comprehensive overview of the history and current state-of-affairs of these concepts, and combines theoretical contributions from various perspectives with thorough empirical studies of current communication forms, media, and practices. The contributions deal with fields ranging from public signage in cities, video games and self-tracking to historical accounts of changing communicative potentials and practices concerning the «National Geographic Magazine» and the personal blog. Due to its interdisciplinary character, the volume points out various new directions for future research.Table of ContentsCommunication forms and communicative practices – Affordances and genres – History of the concepts and new suggestions – Shortening processes in video gaming – Public signage in cities – MMORPGs as hybrids – Self-tracking and the quantified self movement – Changing communicative potentials and their use: blogs and popular science journalism
£50.00
Amsterdam University Press Minor Platforms in Videogame History
Book SynopsisVideogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial success or recognition of their major counterparts. In Minor Platforms in Videogame History, Benjamin Nicoll argues that 'minor' videogame histories are anything but insignificant. Through an analysis of transitional, decolonial, imaginary, residual, and minor videogame platforms, Nicoll highlights moments of difference and discontinuity in videogame history. From the domestication of vector graphics in the early years of videogame consoles to the 'cloning' of Japanese computer games in South Korea in the 1980s, this book explores case studies that challenge taken-for-granted approaches to videogames, platforms, and their histories.Trade Review"Benjamin Nicoll sets up his epistemic (work)shop for an inspiring minor game history that aims to make game studies strange again. From cultural studies to media analysis, the book’s contribution is not only about past game platforms but it also offers strong methodological insights. The result is a magnificent contribution both to game studies and media archaeology." - Professor Jussi Parikka, University of Southampton, author of *What is Media Archaeology?*Table of ContentsAcknowledgements Table of Contents List of Tables and Figures Introduction - Failed, forgotten, or overlooked? Methods for historicizing minor platforms 1. Ways of seeing game history: The Vectrex as a transitional platform 2. Articulations of videogame piracy: The Zemmix as a decolonial platform 3. Domesticating the arcade: The Neo Geo as an imaginary platform 4. A dialectic of obsolescence? The Sega Saturn as a residual platform 5. 'How history arrives': Twine as a minor platform Conclusion - 'Something new in the old' Notes Bibliography Index
£101.65
BookBaby Shall Make, Shall Be: The Bill of Rights at Play
Book Synopsis
£15.29