World of Warcraft Tribute

World of Warcraft Tribute PDF Author: UDON
Publisher: Udon Entertainment
ISBN: 9781926778877
Category : Computer games
Languages : en
Pages : 0

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Book Description
Featuring hundreds of artists from around the globe, World of Warcraft Tribute showcases professionals and fan artists alike, each paying homage to the most popular MMORPG of all time.

World of Warcraft Tribute

World of Warcraft Tribute PDF Author: UDON
Publisher: Udon Entertainment
ISBN: 9781926778877
Category : Computer games
Languages : en
Pages : 0

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Book Description
Featuring hundreds of artists from around the globe, World of Warcraft Tribute showcases professionals and fan artists alike, each paying homage to the most popular MMORPG of all time.

The Art of World of Warcraft

The Art of World of Warcraft PDF Author: . Blizzard Entertainment
Publisher: Insight Editions
ISBN: 9781608874491
Category : Games & Activities
Languages : en
Pages : 0

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Book Description
Timed to the twentieth anniversary of the blockbuster Warcraft franchise, The Art of World of Warcraft celebrates the groundbreaking art of the complete series to date. In the ten years since its inception, World of Warcraft® has revolutionized the role-playing genre, creating the immense world of Azeroth and filling it with iconic characters and legendary weapons and environments. Featuring interviews with key developers and telling the complete story of the game’s evolution, this fully illustrated book vibrantly displays the renowned artwork at the heart of the franchise. Including never-before-seen art from the latest World of Warcraft expansion, Warlords of Draenor, The Art of World of Warcraft will contain hundreds of drawings and concept art, forming the ultimate tribute to the epic gaming franchise.

Capcom Fighting Tribute

Capcom Fighting Tribute PDF Author: UDON
Publisher: Udon Entertainment Incorporated
ISBN: 9781927925522
Category :
Languages : en
Pages : 272

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Book Description
Capcom Fighting Tribute is a collaborative celebration of the Golden Age of fighting games and beat-em-ups! Inside, hundreds of artists from across the globe join forces in paying homage to over a dozen classic Capcom franchises. Street Fighter, Darkstalkers, Rival Schools, Power Stone, Final Fight, Star Gladiator, Captain Commando, and many more combat-fueled classics are featured in a cornucopia of artistic styles. With fists clenched, claws out, swords drawn, and lasers targeted, it s an all-out Capcom brawl in UDON s biggest Tribute project ever!"

World of Warcraft: Grimoire of the Shadowlands and Beyond

World of Warcraft: Grimoire of the Shadowlands and Beyond PDF Author: Copeland
Publisher:
ISBN: 9781950366507
Category : Art
Languages : en
Pages : 208

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Book Description
The afterlives await in this sprawling compendium, lovingly crafted by the World of Warcraft game team and official Blizzard Entertainment historian Sean Copeland. What lies beyond the veil of death? Journey past this mortal coil and discover the secrets of the afterlives. Study the practices around death and dying on Azeroth, then follow a Broker through the groves of Ardenweald, over the gleaming towers of Bastion, and into the depths of the Maw for a detailed voyage unlike any other. Featuring gorgeous artwork never glimpsed by mortal eyes, a stunning fold-out map, and fresh secrets straight from the game team, Grimoire of the Shadowlands and Beyond is made to be treasured for eternity. In his authorial debut, Blizzard Entertainment historian Sean Copeland opens the vaults of both World of Warcraft and his years of hidden knowledge for all curious souls.

WarCraft War of the Ancients Archive

WarCraft War of the Ancients Archive PDF Author: Richard A. Knaak
Publisher: Simon and Schuster
ISBN: 1416552030
Category : Fiction
Languages : en
Pages : 741

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Book Description
A collection of the complete War of the Ancients trilogy by "New York Times" bestselling author Knaak--based on the record-shattering computer game.

Fantasy Freaks and Gaming Geeks

Fantasy Freaks and Gaming Geeks PDF Author: Ethan Gilsdorf
Publisher: Rowman & Littlefield
ISBN: 0762766786
Category : Social Science
Languages : en
Pages : 335

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Book Description
An amazing journey through the thriving worlds of fantasy and gaming What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds—from Boston to New Zealand, and Planet Earth to the realm of Aggramar. “For anyone who has ever spent time within imaginary realms, the book will speak volumes. For those who have not, it will educate and enlighten.” —Wired.com “Gandalf’s got nothing on Ethan Gilsdorf, except for maybe the monster white beard. In his new book, Fantasy Freaks and Gaming Geeks, Gilsdorf . . . offers an epic quest for reality within a realm of magic.” —Boston Globe “Imagine this: Lord of the Rings meets Jack Kerouac’s On the Road.” —National Public Radio’s “Around and About” “What does it mean to be a geek? . . . Fantasy Freaks andGaming Geeks tackles that question with strength and dexterity. . . . part personal odyssey, part medieval mid-life crisis, and part wide-ranging survey of all things freaky and geeky . . . playful . . . funny and poignant. . . . It’s a fun ride and it poses a question that goes to the very heart of fantasy, namely: What does the urge to become someone else tell us about ourselves?” —Huffington Post

The Art of Blizzard Entertainment

The Art of Blizzard Entertainment PDF Author: Nick Carpenter
Publisher:
ISBN: 9781608871384
Category : Art
Languages : en
Pages : 0

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Book Description
Blizzard Entertainment changed gaming forever. From its humble beginnings as a three-person console-game development studio in 1991 to the creation of the blockbuster Warcraft®, StarCraft®, and Diablo® series, Blizzard has crafted stunning worlds of science fiction and fantasy for more than two decades. An epic volume of visuals and behind-the-scenes insights, The Art of Blizzard Entertainment celebrates the genesis. This collection showcases nearly 700 pieces of concept art, paintings, and sketches accompanied by commentary from the Blizzard game development teams, including Nick Carpenter, Samwise Didier, and Chris Metzen. All three were essential in shaping Blizzard’s game universes over the years, and along with a team of international artists, revolutionized gameplay and storytelling. Artists such as Roman Kenny, Peter Lee, Bill Petras, Glenn Rane, and Wei Wang helped develop and expand Blizzard’s unique vision, and their contributions are featured here along with work by Brom, who offers a foreword to the collection. Millions of people around the globe play Blizzard games every day—The Art of Blizzard Entertainment is an opportunity to explore the core of what makes the experience so transporting. This deluxe edition is bound in saifu cloth and accompanied by a portfolio of collector art prints, all housed in a finely crafted double-slot slipcase with foil stamping. Each deluxe edition also includes a card of authenticity hand-signed by Brom, Samwise Didier, and Wei Wang. The Art of Blizzard © 2012 and All rights reserved. Blizzard Entertainment, World of Warcraft, Warcraft, StarCraft, Diablo, and Blizzard are trademarks or registered trademarks of Blizzard Entertainment, Inc., in the U.S. and/or other countries.

The WoW Diary: A Journal of Computer Game Development [Second Edition]

The WoW Diary: A Journal of Computer Game Development [Second Edition] PDF Author: John Staats
Publisher: Source Point Press
ISBN:
Category : Games & Activities
Languages : en
Pages : 0

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Book Description
The WoW (World of Warcraft) Diary offers a rare, unfiltered look inside the gaming industry written by the game's first level designer, John Staats. The World of Warcraft Diary offers a rare, unfiltered look inside the gaming industry. It was written by the game's first level designer, John Staats, from notes he took during WoW's creation. The WoW Diary explains why developers do things and debunks popular myths about the games industry. In great detail he covers the what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard's formula for success. The author includes anecdotes about the industry, the company, the dev team; how they worked together, and the philosophy behind their decisions. The WoW Diary is a story made from notes taken during the dev team’s four-year journey. It is a timeline of Vanilla WoW’s development cycle, a time-capsule with an exhausting amount of details that also looks at the anatomy of computer game studio. In order to illustrate how all the parts of computer game company work together, he interviewed everyone from the company’s founders to his former teammates; and the supporting departments who helped make WoW a reality.

Runescape: The First 20 Years--An Illustrated History

Runescape: The First 20 Years--An Illustrated History PDF Author: Alex Calvin
Publisher: Dark Horse Comics
ISBN: 1506721265
Category : Games & Activities
Languages : en
Pages : 232

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Book Description
A full-colour hardcover companion tome that offers a look behind the scenes as the iconic online fantasy RPG celebrates its 20th birthday! In 2001, RuneScape transformed the world of MMORPGs with a magical world that was free-to-play in your browser. Assuming any number of fantasy roles, players carved their own adventures in a fantasy land filled with vibrant characters, daring adventure and mystery. In an industry where success can often be short lived, RuneScape has defied the odds by not just surviving, but thriving over an incredible two decades. Now you can get an insider's look at the tremendous talent and enormous effort that went into creating the land of Gielinor and the magical races who inhabit it. Jagex and Dark Horse present a guide to the history of the RuneScape franchise, exploring the detailed tapestry of RuneScape and Old School RuneScape through exciting and exclusive art and behind the scenes interviews!

The Making of Second Life

The Making of Second Life PDF Author: Wagner James Au
Publisher: Harper Collins
ISBN: 0061747246
Category : Business & Economics
Languages : en
Pages : 306

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Book Description
The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own—very real—economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content. What sets Second Life apart from other online worlds, and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it, the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world, and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchases—currently, the Second Life economy averages more than one million U.S. dollars in transactions every day, while dozens of real-world companies and projects have evolved and developed around content originated in Second Life. Wagner James Au explores the long, implausible road behind that success, and looks at the road ahead, where many believe that user-created worlds like Second Life will become the Net's next generation and the fulcrum for a revolution in the way we shop, work, and interact. Au's story is narrated from both within the corporate offices of Linden Lab, Second Life's creator, and from within Second Life itself, revealing all the fascinating, outrageous, brilliant, and aggravating personalities who make Second Life a very real place­—and an illuminating mirror on the real (physical) world. Au writes about the wars they fought (sometimes literally), the transformations they underwent, the empires of land and commerce they developed, and above all, the collaborative creativity that makes their society an imperfect utopia, better in some ways than the one beyond their computer screens.