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An in-depth, 152-page art book that ventures into the challenges recorded throughout the production of the critically acclaimed, fan-adored Resident Evil 7: Biohazard! Relive the terror of Resident Evil 7: Biohazard, the expertly crafted first-person survival horror game that altered the paradigm of Resident Evil titles. This art book includes undisclosed concept art and CG visuals closely arranged and coupled with detailed passages of the development team's progress on the game. Explore interviews, photo albums, a storyboard collection of in-game event scenes from opening to ending, and more in this succinctly packed chronicle of Resident Evil 7's development. Dark Horse Books and Capcom present Resident Evil 7: Biohazard Document Files, a perfect companion for fans of Resident Evil, and fully translated to English for the first time!
Experience SEKIRO's unique take on the blood-soaked history of Japan's Sengoku Period with over 300 pages of storyboards, character designs, and concept art!
"From visionary filmmakers James Cameron (Avatar) and Robert Rodriguez (Sin City), comes Alita: Battle Angel, an epic adventure of hope and empowerment. When Alita (Rosa Salazar) awakens with no memory of who she is in a future world she does not recognize, she is taken in by Ido (Christoph Waltz), a compassionate doctor who realizes that somewhere in this abandoned cyborg shell is the heart and soul of a young woman with an extraordinary past. As Alita learns to navigate her new life and the treacherous streets of Iron City, Ido tries to shield her from her mysterious history while her street-smart new friend Hugo (Keean Johnson) offers instead to help trigger her memories. But it is only when the deadly and corrupt forces that run the city come after Alita that she discovers a clue to her past - she has unique fighting abilities that those in power will stop at nothing to control. If she can stay out of their grasp, she could be the key to saving her friends, her family and the world she's grown to love. Delve into the world of Alita in this lavish hardback packed with concept art, character and production designs, stills and behind-the-scenes photos, and interviews with director Robert Rodriguez, producers James Cameron and Jon Landau, and key creative talent."--Page [2] of cover.
Snowpiercer: The Art and the Making of the Film is the official companion to Oscar®-winning Bong Joon Ho’s English-language debut film – one of the most acclaimed sci-fi movies of the century so far. Before 2019’s four-time Oscar®-winning Parasite came Bong Joon Ho’s iconic English-language debut, Snowpiercer. The dystopian sci-fi thriller is set seventeen years after the world has frozen over and what’s left of humanity lives on a train that travels the globe on a continuous loop. The story follows one man, played by Chris Evans, as he risks everything to lead a revolt to defy his preordained place in society and take control of the engine.
A study of the gruesome game characters we love to beat—and what they tell us about ourselves. Since the early days of video games, monsters have played pivotal roles as dangers to be avoided, level bosses to be defeated, or targets to be destroyed for extra points. But why is the figure of the monster so important in gaming, and how have video games come to shape our culture’s conceptions of monstrosity? To answer these questions, Player vs. Monster explores the past half-century of monsters in games, from the dragons of early tabletop role-playing games and the pixelated aliens of Space Invaders to the malformed mutants of The Last of Us and the bizarre beasts of Bloodborne, and reveals the common threads among them. Covering examples from aliens to zombies, Jaroslav Švelch explores the art of monster design and traces its influences from mythology, visual arts, popular culture, and tabletop role-playing games. At the same time, he shows that video games follow the Cold War–era notion of clearly defined, calculable enemies, portraying monsters as figures that are irredeemably evil yet invariably vulnerable to defeat. He explains the appeal of such simplistic video game monsters, but also explores how the medium could evolve to present more nuanced depictions of monstrosity.
THE ULTIMATE COLLECTION OF GIG POSTERS FROM TODAY’S TOP ROCK AND INDIE BANDS Launched in 2007, OMGPosters.com has become one of the world’s favorite art blogs, showcasing thousands of handmade prints by independent artists and printmakers. OMG Posters: A Decade of Rock Art features works by forty different artists who have sparked the explosive growth of the gig poster scene—creating stunning works of art to commemorate local appearances by touring bands. As you look through these pages, you’ll get to know each artist, learn about their creative processes, and see some of their greatest masterpieces—along with other works from their celebrated portfolios. Mitch Putnam showcases more than three hundred examples of artwork from the most beautiful concert posters and limited edition prints of the last ten years in a meticulously curated collection that covers the entire scope of today’s gig poster scene. Most of these pieces have only ever been available in extremely limited editions, making OMG Posters an indispensable document of a remarkable period in art history.
On sale date subject to change. A beautifully realized tome inspired by traditional Japanese aesthetics and featuring art from the delicately crafted video game from Sucker Punch Productions. Dark Horse Books and Sucker Punch Productions are honored to present The Art of Ghost of Tsushima. Explore a unique and intimate look at the Tsushima Islands--all collected into a gorgeous, ornately designed art book. Step into the role of Tsushima Island's last samurai, instilling fear and fighting back against the Mongolian invasion of Japan in the open-world adventure, Ghost of Tsushima. This volume vividly showcases every detail of the vast and exotic locale, featuring elegant illustrations of dynamic characters, spirited landscapes, and diagrams of Samurai sword-fighting techniques, along with a look at storyboards and renders from the most intense, eloquent, and expressive cinematic moments of the game.
The designer of Unreal and Gears of War offers an eye-opening personal account of the video game industry as it grew from niche hobby to hundred-billion-dollar enterprise. Video games are dominating the planet. In 2020, they brought in $180 billion dollars globally—nearly $34 billion in the United States alone. So who are the brilliant designers who create these stunning virtual worlds? Cliff Bleszinski—or CliffyB as he is known to gamers—is one of the few who’ve reached mythical, rock star status. In Control Freak, he gives an unvarnished, all-access tour of the business. Toiling away in his bedroom, Bleszinski created and shipped his first game before graduating high school, and at just seventeen joined a fledgling company called Epic Games. He describes the grueling hours, obscene amounts of Mountain Dew and obsessive focus necessary to achieve his singular creative visions. He details Epic’s rise to industry leader, thanks largely to his work on bestselling franchises Unreal and Gears of War (and, later, his input on a little game called Fortnite), as well as his own awkward ascent from shy, acne-riddled introvert to sports car-driving celebrity rubbing shoulders with Bill Gates. As he writes, “No one is weirder than a nerd with money.” While the book is laced with such self-deprecating humor, Bleszinski also bluntly addresses the challenges that have long-faced the gaming community, including sexism and a lack of representation among both designers and the characters they create. Control Freak is a hilarious, thoughtful, and inspiring memoir. Even if you don’t play games, you’ll walk away from this book recognizing them as a true art form and appreciating the genius of their creators.
"Diving into Amalur can be daunting; learn how to control your destiny. The world is vast, the combat is brutal and your potential choices are almost infinite. This encyclopedic ... guide aims to make everything clear; to show you how every element of the game fits together and let you take advantage of each of them to get the experience you want"--Sheet affixed to p. [4] of cover.