Author: Selma Blair
Publisher: Vintage
ISBN: 059308277X
Category : Biography & Autobiography
Languages : en
Pages : 321
Book Description
Selma Blair has played many roles: Ingenue in Cruel Intentions. Preppy ice queen in Legally Blonde. Muse to Karl Lagerfeld. Advocate for the multiple sclerosis community. But before all of that, Selma was known best as … a mean baby. In a memoir that is as wildly funny as it is emotionally shattering, Blair tells the captivating story of growing up and finding her truth. "Blair is a rebel, an artist, and it turns out: a writer."—Glennon Doyle, Author of the #1 New York Times Bestseller Untamed and Founder of Together Rising The first story Selma Blair Beitner ever heard about herself is that she was a mean, mean baby. With her mouth pulled in a perpetual snarl and a head so furry it had to be rubbed to make way for her forehead, Selma spent years living up to her terrible reputation: biting her sisters, lying spontaneously, getting drunk from Passover wine at the age of seven, and behaving dramatically so that she would be the center of attention. Although Selma went on to become a celebrated Hollywood actress and model, she could never quite shake the periods of darkness that overtook her, the certainty that there was a great mystery at the heart of her life. She often felt like her arms might be on fire, a sensation not unlike electric shocks, and she secretly drank to escape. Over the course of this beautiful and, at times, devasting memoir, Selma lays bare her addiction to alcohol, her devotion to her brilliant and complicated mother, and the moments she flirted with death. There is brutal violence, passionate love, true friendship, the gift of motherhood, and, finally, the surprising salvation of a multiple sclerosis diagnosis. In a voice that is powerfully original, fiercely intelligent, and full of hard-won wisdom, Selma Blair’s Mean Baby is a deeply human memoir and a true literary achievement.
Mean Baby
Ramsay in 10
Author: Gordon Ramsay
Publisher: Grand Central Publishing
ISBN: 1538707829
Category : Cooking
Languages : en
Pages : 453
Book Description
Packed with recipes that are max 10 minutes to prep and 10 minutes to cook, RAMSAY IN 10 is your new everyday cookbook. In Ramsay in 10, superstar chef, Gordon Ramsay, returns with 100 new and delicious recipes inspired by his YouTube series watched by millions across the globe – you’ll be challenged to get creative in the kitchen and learn how to cook incredible, flavorsome dishes in just ten minutes. Whether you need something super quick to assemble, like his Microwave Sticky Toffee Pudding, or you’re looking to impress the whole family, with a tasty One Pan Pumpkin Pasta or some Chicken Souvlaki – these are recipes guaranteed to become instant classics and with each time you cook, you'll get faster and faster with Gordon's shortcuts to speed up your cooking, reduce your prep times and get the very best from simple, fresh ingredients. 'When I'm shooting Ramsay in 10, I'm genuinely full of excitement and energy because I get to show everyone how to really cook with confidence. It doesn't matter if it takes you 10 minutes, 12 minutes or even 15 minutes, to me, it's about sharing my 25 years’ of knowledge, expertise and hands-on experience, to make everyone feel like better, happier cooks.' -- Gordon Ramsay This is fine food at its fastest and fast food at its finest.
Publisher: Grand Central Publishing
ISBN: 1538707829
Category : Cooking
Languages : en
Pages : 453
Book Description
Packed with recipes that are max 10 minutes to prep and 10 minutes to cook, RAMSAY IN 10 is your new everyday cookbook. In Ramsay in 10, superstar chef, Gordon Ramsay, returns with 100 new and delicious recipes inspired by his YouTube series watched by millions across the globe – you’ll be challenged to get creative in the kitchen and learn how to cook incredible, flavorsome dishes in just ten minutes. Whether you need something super quick to assemble, like his Microwave Sticky Toffee Pudding, or you’re looking to impress the whole family, with a tasty One Pan Pumpkin Pasta or some Chicken Souvlaki – these are recipes guaranteed to become instant classics and with each time you cook, you'll get faster and faster with Gordon's shortcuts to speed up your cooking, reduce your prep times and get the very best from simple, fresh ingredients. 'When I'm shooting Ramsay in 10, I'm genuinely full of excitement and energy because I get to show everyone how to really cook with confidence. It doesn't matter if it takes you 10 minutes, 12 minutes or even 15 minutes, to me, it's about sharing my 25 years’ of knowledge, expertise and hands-on experience, to make everyone feel like better, happier cooks.' -- Gordon Ramsay This is fine food at its fastest and fast food at its finest.
Beyond Texting
Author: Debra Fine
Publisher:
ISBN: 9780988969605
Category : Conversation
Languages : en
Pages : 0
Book Description
Describes how to develop the ability to have in-person conversations, offering practical advice on balancing real-world and online relationships and gaining confidence to speak up in personal, educational, and professional atmospheres.
Publisher:
ISBN: 9780988969605
Category : Conversation
Languages : en
Pages : 0
Book Description
Describes how to develop the ability to have in-person conversations, offering practical advice on balancing real-world and online relationships and gaining confidence to speak up in personal, educational, and professional atmospheres.
Players Making Decisions
Author: Zack Hiwiller
Publisher: New Riders
ISBN: 013439464X
Category : Computers
Languages : en
Pages : 646
Book Description
Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it
Publisher: New Riders
ISBN: 013439464X
Category : Computers
Languages : en
Pages : 646
Book Description
Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it
Atlas of the Earth
Author: Jean-Pierre Verdet
Publisher:
ISBN: 9780590962117
Category : Juvenile Nonfiction
Languages : en
Pages : 24
Book Description
Introduces the formation of the earth, vegetation, the seas, landforms, and related topics.
Publisher:
ISBN: 9780590962117
Category : Juvenile Nonfiction
Languages : en
Pages : 24
Book Description
Introduces the formation of the earth, vegetation, the seas, landforms, and related topics.
The Happy Birthday of Death
Author: Gregory Corso
Publisher: New Directions Publishing
ISBN: 9780811200271
Category : Poetry
Languages : en
Pages : 102
Book Description
Publisher: New Directions Publishing
ISBN: 9780811200271
Category : Poetry
Languages : en
Pages : 102
Book Description
Gordon Ramsay Bread Street Kitchen
Author: Gordon Ramsay
Publisher: Hodder & Stoughton
ISBN: 1473651425
Category : Cooking
Languages : en
Pages : 472
Book Description
'If you think you can't eat as well at home as you do in a restaurant - think again. I'm going to show you how to cook stunning recipes from Bread Street Kitchen at home.' GORDON RAMSAY From breakfast to dinner and everything in between, this is a collection of 100 fresh new recipes from Gordon Ramsay and the award-winning team at Bread Street Kitchen. Like the restaurant itself, the book is all about relaxed and sociable eating, using fresh ingredients, simple techniques all delivered with the signature Gordon Ramsay stamp so that you know it's going to be good. Recipes include Ricotta Hotcakes with Honeycomb Butter - perfect for a weekend brunch, Sea Trout with Clams or a Crispy Duck Salad for a weekday supper. For a weekend get together, get things off to a good start with a Bread Street Kitchen Rum Punch and Slow Roast Pork Belly with Apple & Cinnamon Sauce, followed by Pineapple Carpaccio with Coconut Sorbet or a super indulgent Coconut Strawberry Trifle. Learn how to cook incredible, flavoursome dishes in just ten minutes with Ramsay in 10, the new book out 14/10/21.
Publisher: Hodder & Stoughton
ISBN: 1473651425
Category : Cooking
Languages : en
Pages : 472
Book Description
'If you think you can't eat as well at home as you do in a restaurant - think again. I'm going to show you how to cook stunning recipes from Bread Street Kitchen at home.' GORDON RAMSAY From breakfast to dinner and everything in between, this is a collection of 100 fresh new recipes from Gordon Ramsay and the award-winning team at Bread Street Kitchen. Like the restaurant itself, the book is all about relaxed and sociable eating, using fresh ingredients, simple techniques all delivered with the signature Gordon Ramsay stamp so that you know it's going to be good. Recipes include Ricotta Hotcakes with Honeycomb Butter - perfect for a weekend brunch, Sea Trout with Clams or a Crispy Duck Salad for a weekday supper. For a weekend get together, get things off to a good start with a Bread Street Kitchen Rum Punch and Slow Roast Pork Belly with Apple & Cinnamon Sauce, followed by Pineapple Carpaccio with Coconut Sorbet or a super indulgent Coconut Strawberry Trifle. Learn how to cook incredible, flavoursome dishes in just ten minutes with Ramsay in 10, the new book out 14/10/21.
DOWNRIGHT BIZARRE GAMES
Author: Michael Thomasson
Publisher: Blurb
ISBN: 9781366908575
Category : Performing Arts
Languages : en
Pages : 224
Book Description
Downright Bizarre Games pokes fun at the video game industry, an entertainment business that often takes itself much too seriously. This is a hilarious look at the odd side of the industry, from games outside of the norm to bad art and outlandish dialogue. Also featured are unfortunate headlines, marketing fiascos and publicity stunts gone awry. All these eccentric and strange events are documented within this book which gaming professionals wish had never seen print.
Publisher: Blurb
ISBN: 9781366908575
Category : Performing Arts
Languages : en
Pages : 224
Book Description
Downright Bizarre Games pokes fun at the video game industry, an entertainment business that often takes itself much too seriously. This is a hilarious look at the odd side of the industry, from games outside of the norm to bad art and outlandish dialogue. Also featured are unfortunate headlines, marketing fiascos and publicity stunts gone awry. All these eccentric and strange events are documented within this book which gaming professionals wish had never seen print.
Fundamentals of Game Design
Author: Ernest Adams
Publisher: New Riders
ISBN: 013210475X
Category : Computers
Languages : en
Pages : 697
Book Description
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
Publisher: New Riders
ISBN: 013210475X
Category : Computers
Languages : en
Pages : 697
Book Description
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
Steam Coffin
Author: John Laurence Busch
Publisher:
ISBN: 9781893616004
Category : Paddle steamers
Languages : en
Pages : 0
Book Description
For millennia, humans well-knew that there was a force far more powerful than they upon the Earth, and that was Nature itself. They could only dream of overcoming its power, or try to believe in the myths and fables of others who supposedly had done so. Then, at the dawn of the 19th century, along came a brilliant, creative, controversial American by the name of Robert Fulton. In the late summer of 1807, he ran his experimental "steamboat" from New York City to Albany, not once, but repeatedly. With these continuing commercial trips, Fulton showed that it was possible to alter artificially both a person's location and the amount of time it took to change it. In so doing, he also broke through an enormous psychological barrier that had existed in people's minds; it was, in fact, possible to overcome Nature to practical effect. But running these steamboats on rivers, lakes and bays was one thing. Taking such a vessel on a voyage across the ocean was a different proposition altogether. Experienced mariners didn't think it could be done. These early steamboats were just too flimsy and unwieldy to withstand the dangers of the deep. Yet there was at least one man who believed otherwise. His name was Captain Moses Rogers. He set out to design a steam vessel that was capable of overcoming the vicissitudes of the sea. This craft would be not a steamboat, but a steamship, the first of its kind. Finding a crew for such a new-fangled contraption proved to be exceedingly difficult. Mariners--conditioned as they were to "knowing the ropes" of a sailing ship--looked upon this new vessel, and its unnatural means of propulsion, with the greatest suspicion. To them, it was not a "Steam Ship"--instead, it was a "Steam Coffin."
Publisher:
ISBN: 9781893616004
Category : Paddle steamers
Languages : en
Pages : 0
Book Description
For millennia, humans well-knew that there was a force far more powerful than they upon the Earth, and that was Nature itself. They could only dream of overcoming its power, or try to believe in the myths and fables of others who supposedly had done so. Then, at the dawn of the 19th century, along came a brilliant, creative, controversial American by the name of Robert Fulton. In the late summer of 1807, he ran his experimental "steamboat" from New York City to Albany, not once, but repeatedly. With these continuing commercial trips, Fulton showed that it was possible to alter artificially both a person's location and the amount of time it took to change it. In so doing, he also broke through an enormous psychological barrier that had existed in people's minds; it was, in fact, possible to overcome Nature to practical effect. But running these steamboats on rivers, lakes and bays was one thing. Taking such a vessel on a voyage across the ocean was a different proposition altogether. Experienced mariners didn't think it could be done. These early steamboats were just too flimsy and unwieldy to withstand the dangers of the deep. Yet there was at least one man who believed otherwise. His name was Captain Moses Rogers. He set out to design a steam vessel that was capable of overcoming the vicissitudes of the sea. This craft would be not a steamboat, but a steamship, the first of its kind. Finding a crew for such a new-fangled contraption proved to be exceedingly difficult. Mariners--conditioned as they were to "knowing the ropes" of a sailing ship--looked upon this new vessel, and its unnatural means of propulsion, with the greatest suspicion. To them, it was not a "Steam Ship"--instead, it was a "Steam Coffin."