Author: Luis Hermida González
Publisher: Springer Nature
ISBN: 3031575830
Category :
Languages : en
Pages : 428
Book Description
Virtual Cities
Author: Konstantinos Dimopoulos
Publisher: Unbound Publishing
ISBN: 1783528508
Category : Games & Activities
Languages : en
Pages : 257
Book Description
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
Publisher: Unbound Publishing
ISBN: 1783528508
Category : Games & Activities
Languages : en
Pages : 257
Book Description
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
Cloud Atlas (20th Anniversary Edition)
Author: David Mitchell
Publisher: Vintage Canada
ISBN: 0307373576
Category : Fiction
Languages : en
Pages : 541
Book Description
#1 INTERNATIONAL BESTSELLER • A timeless, structure-bending classic that explores how actions of individual lives impact the past, present and future—from a postmodern visionary and one of the leading voices in fiction Featuring a new afterword by David Mitchell and a new introduction by Gabrielle Zevin, author of Tomorrow, and Tomorrow, and Tomorrow One of the New York Times’s 100 Best Books of the 21st Century • Shortlisted for the International Booker Prize Cloud Atlas begins in 1850 with Adam Ewing, an American notary voyaging from the Chatham Isles to his home in California. Ewing is befriended by a physician, Dr. Goose, who begins to treat him for a rare species of brain parasite. The novel careens, with dazzling virtuosity, to Belgium in 1931, to the West Coast in the 1970s, to an inglorious present-day England, to a Korean superstate of the near future where neocapitalism has run amok, and, finally, to a postapocalyptic Iron Age Hawaii in the last days of history. But the story doesn’t end even there. The novel boomerangs back through centuries and space, returning by the same route, in reverse, to its starting point. Along the way, David Mitchell reveals how his disparate characters connect, how their fates intertwine, and how their souls drift across time like clouds across the sky. As wild as a video game, as mysterious as a Zen koan, Cloud Atlas is an unforgettable tour de force that, like its incomparable author, has transcended its cult classic status to become a worldwide phenomenon.
Publisher: Vintage Canada
ISBN: 0307373576
Category : Fiction
Languages : en
Pages : 541
Book Description
#1 INTERNATIONAL BESTSELLER • A timeless, structure-bending classic that explores how actions of individual lives impact the past, present and future—from a postmodern visionary and one of the leading voices in fiction Featuring a new afterword by David Mitchell and a new introduction by Gabrielle Zevin, author of Tomorrow, and Tomorrow, and Tomorrow One of the New York Times’s 100 Best Books of the 21st Century • Shortlisted for the International Booker Prize Cloud Atlas begins in 1850 with Adam Ewing, an American notary voyaging from the Chatham Isles to his home in California. Ewing is befriended by a physician, Dr. Goose, who begins to treat him for a rare species of brain parasite. The novel careens, with dazzling virtuosity, to Belgium in 1931, to the West Coast in the 1970s, to an inglorious present-day England, to a Korean superstate of the near future where neocapitalism has run amok, and, finally, to a postapocalyptic Iron Age Hawaii in the last days of history. But the story doesn’t end even there. The novel boomerangs back through centuries and space, returning by the same route, in reverse, to its starting point. Along the way, David Mitchell reveals how his disparate characters connect, how their fates intertwine, and how their souls drift across time like clouds across the sky. As wild as a video game, as mysterious as a Zen koan, Cloud Atlas is an unforgettable tour de force that, like its incomparable author, has transcended its cult classic status to become a worldwide phenomenon.
Graphic Horizons
Author: Luis Hermida González
Publisher: Springer Nature
ISBN: 3031575830
Category :
Languages : en
Pages : 428
Book Description
Publisher: Springer Nature
ISBN: 3031575830
Category :
Languages : en
Pages : 428
Book Description
Making Videogames
Author: Duncan Harris
Publisher: National Geographic Books
ISBN: 050002314X
Category : Games & Activities
Languages : en
Pages : 0
Book Description
An in-depth visual guide presenting the detailed creative journeys behind the development of the world’s leading videogames. Making Videogames is an extraordinary snapshot of modern interactive entertainment, with insight from pioneers about the most important games in the industry. Illustrated with some of the most arresting in-game images ever seen in print, this book explores the unique alchemy of a technical and artistic endeavor striking a captivating balance between insider insight and accessibility. Across twelve chapters, each focusing on a specific game from AAA blockbusters such as Control and Half-Life: Alyx to cult breakthrough games including No Man’s Sky and Return of the Obra Dinn, this volume documents the incredible craft of videogame worldbuilding. These chapters present masterful visual storytelling via the world’s most popular, but seldom fully understood, entertainment medium. Demonstrating the magic and method behind each studio’s work, the book includes enlightening text by Alex Wiltshire complementing specially created imagery “photographed” in-engine by screen capture artist Duncan Harris. A book for die-hard videogame fanatics, aspiring designer-creatives, video game developers, and the visually curious alike, Making Videogames will showcase the boundless creativity of this thrilling industry.
Publisher: National Geographic Books
ISBN: 050002314X
Category : Games & Activities
Languages : en
Pages : 0
Book Description
An in-depth visual guide presenting the detailed creative journeys behind the development of the world’s leading videogames. Making Videogames is an extraordinary snapshot of modern interactive entertainment, with insight from pioneers about the most important games in the industry. Illustrated with some of the most arresting in-game images ever seen in print, this book explores the unique alchemy of a technical and artistic endeavor striking a captivating balance between insider insight and accessibility. Across twelve chapters, each focusing on a specific game from AAA blockbusters such as Control and Half-Life: Alyx to cult breakthrough games including No Man’s Sky and Return of the Obra Dinn, this volume documents the incredible craft of videogame worldbuilding. These chapters present masterful visual storytelling via the world’s most popular, but seldom fully understood, entertainment medium. Demonstrating the magic and method behind each studio’s work, the book includes enlightening text by Alex Wiltshire complementing specially created imagery “photographed” in-engine by screen capture artist Duncan Harris. A book for die-hard videogame fanatics, aspiring designer-creatives, video game developers, and the visually curious alike, Making Videogames will showcase the boundless creativity of this thrilling industry.
Videogame Sciences and Arts
Author: Inês Barbedo
Publisher: Springer Nature
ISBN: 303095305X
Category : Computers
Languages : en
Pages : 153
Book Description
This book constitutes the refereed proceedings of the 12th International Conference on Videogame Sciences and Arts, VJ 2020, held in Mirandela, Portugal, in November 2020.* The 10 full papers presented were carefully reviewed and selected from 46 submissions. *The conference was held online due to the COVID-19 pandemic.
Publisher: Springer Nature
ISBN: 303095305X
Category : Computers
Languages : en
Pages : 153
Book Description
This book constitutes the refereed proceedings of the 12th International Conference on Videogame Sciences and Arts, VJ 2020, held in Mirandela, Portugal, in November 2020.* The 10 full papers presented were carefully reviewed and selected from 46 submissions. *The conference was held online due to the COVID-19 pandemic.
Atlas of Imagined Places
Author: Matt Brown
Publisher: Batsford Books
ISBN: 1849947422
Category : Social Science
Languages : en
Pages : 507
Book Description
WINNER, Edward Stanford Travel Writing Awards 2022: Illustrated Travel Book of the Year. HIGHLY COMMENDED, British Cartographic Society Awards 2022. From Stephen King's Salem's Lot to the superhero land of Wakanda, from Lilliput of Gulliver's Travels to Springfield in The Simpsons, this is a wondrous atlas of imagined places around the world. Locations from film, tv, literature, myths, comics and video games are plotted in a series of beautiful vintage-looking maps. The maps feature fictional buildings, towns, cities and countries plus mountains and rivers, oceans and seas. Ever wondered where the Bates Motel was based? Or Bedford Falls in It's a Wonderful Life? The authors have taken years to research the likely geography of thousands of popular culture locations that have become almost real to us. Sometimes these are easy to work out, but other times a bit of detective work is needed and the authors have been those detectives. By looking at the maps, you'll find that the revolution at Animal Farm happened next to Winnie the Pooh's home. Each location has an an extended index entry plus coordinates so you can find it on the maps. Illuminating essays accompanying the maps give a great insight into the stories behind the imaginary places, from Harry Potter's wizardry to Stone Age Bedrock in the Flintstones. A stunning map collection of invented geography and topography drawn from the world's imagination. Fascinating and beautiful, this is an essential book for any popular culture fan and map enthusiast.
Publisher: Batsford Books
ISBN: 1849947422
Category : Social Science
Languages : en
Pages : 507
Book Description
WINNER, Edward Stanford Travel Writing Awards 2022: Illustrated Travel Book of the Year. HIGHLY COMMENDED, British Cartographic Society Awards 2022. From Stephen King's Salem's Lot to the superhero land of Wakanda, from Lilliput of Gulliver's Travels to Springfield in The Simpsons, this is a wondrous atlas of imagined places around the world. Locations from film, tv, literature, myths, comics and video games are plotted in a series of beautiful vintage-looking maps. The maps feature fictional buildings, towns, cities and countries plus mountains and rivers, oceans and seas. Ever wondered where the Bates Motel was based? Or Bedford Falls in It's a Wonderful Life? The authors have taken years to research the likely geography of thousands of popular culture locations that have become almost real to us. Sometimes these are easy to work out, but other times a bit of detective work is needed and the authors have been those detectives. By looking at the maps, you'll find that the revolution at Animal Farm happened next to Winnie the Pooh's home. Each location has an an extended index entry plus coordinates so you can find it on the maps. Illuminating essays accompanying the maps give a great insight into the stories behind the imaginary places, from Harry Potter's wizardry to Stone Age Bedrock in the Flintstones. A stunning map collection of invented geography and topography drawn from the world's imagination. Fascinating and beautiful, this is an essential book for any popular culture fan and map enthusiast.
Encyclopedia of Video Games [2 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 991
Book Description
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 991
Book Description
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.
Gamescenes
Author: Matteo Bittanti
Publisher: Johan & Levi Editore
ISBN:
Category : Art
Languages : it
Pages : 468
Book Description
Illustrates artistic expressions made with an emphasis on videogames. Text in English and Italian.
Publisher: Johan & Levi Editore
ISBN:
Category : Art
Languages : it
Pages : 468
Book Description
Illustrates artistic expressions made with an emphasis on videogames. Text in English and Italian.
Atlas' Revenge
Author: Robyn DiTocco
Publisher: Brainstorm Publications
ISBN: 9780972342926
Category : Mythology, Greek
Languages : en
Pages : 0
Book Description
Four years have passed, and the California lifestyle suits PJ Allen. But its not meant to last. PJ must return to the mythological world to complete Hercules' Twelve Labors while the strongman is forced to hold up heavens for Atlas - who has mysteriously disappeared.
Publisher: Brainstorm Publications
ISBN: 9780972342926
Category : Mythology, Greek
Languages : en
Pages : 0
Book Description
Four years have passed, and the California lifestyle suits PJ Allen. But its not meant to last. PJ must return to the mythological world to complete Hercules' Twelve Labors while the strongman is forced to hold up heavens for Atlas - who has mysteriously disappeared.
The Routledge Companion to Video Game Studies
Author: Mark J.P. Wolf
Publisher: Taylor & Francis
ISBN: 1000886026
Category : Games & Activities
Languages : en
Pages : 832
Book Description
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
Publisher: Taylor & Francis
ISBN: 1000886026
Category : Games & Activities
Languages : en
Pages : 832
Book Description
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.