Ender's Game

Ender's Game

Author: Jed Alger

Publisher: Insight Editions

Published: 2013-10-15

Total Pages: 0

ISBN-13: 9781608872770

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Based on the best-selling novel, Ender’s Game tells the thrilling story of the fight to save the world from a devastating future. Now, in this official companion volume, the behind-the-scenes world of the film is brought into stunning focus. Following an attack by an alien race known as the Formics—narrowly countered thanks only to the efforts of legendary war hero Mazer Rackham (Ben Kingsley)—Earth has been preparing itself for the next wave in the conflict. The fate of humanity lies in finding the next Mazer from a crop of the brightest young minds on the planet. Under the watchful eye of the International Fleet, the venerated Colonel Hyrum Graff (Harrison Ford) has been tasked with overseeing their training. Before long, a standout emerges among them: Ender Wiggin (Asa Butterfield), a shy but prodigiously talented misfit. His potential discovered, Ender is promoted to Command School, where he will soon find the war with the Formics to be more complex than he could have ever imagined. Packed with in-depth interviews, removable posters and army badges, stunning concept art, unparalleled access to the visual effects archives at Digital Domain, and countless full-color images, this insightful insider’s view of the making of Ender’s Game will bring fans closer into the world of the movie, following cast and crew as it is brought to dazzling life. Also featuring Hailee Steinfeld (True Grit) as Petra Arkanian, Viola Davis (The Help) as Major Gwen Anderson, and Abigail Breslin (Little Miss Sunshine) as Ender’s brilliant older sister, Valentine.


Gaming Film

Gaming Film

Author: Jasmina Kallay

Publisher: Springer

Published: 2013-09-24

Total Pages: 142

ISBN-13: 1137262931

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Gaming Film explores the growing influence of computer games on contemporary cinema. From the type of stories told to their complex structural patterns, from the changing modes of reception to innovative visual aesthetics, computer games are re-shaping the cinematic landscape in exciting directions.


Lights, Camera, Game Over!

Lights, Camera, Game Over!

Author: Luke Owen

Publisher:

Published: 2017

Total Pages: 320

ISBN-13: 9780764353178

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"Since 1993, Hollywood has been rendering popular video games on the silver screen, mainly to critical derision and box office failure. While a few a of these films have succeeded, many have been hailed as the "worst movie ever" and left gamers asking: How did that get made? Super Mario fans expecting plumbers jumping on Goombas got an inter-dimensional battle between humans and evolved dinosaurs. Gamers expecting to see Ryu, Ken, and the rest of the World Warriors compete in the Street Fighter Tournament instead got a live-action GI Joe. This in-depth and entertaining work recounts the production histories of many of these movies, revealing the sometimes convoluted, sometimes inspired path Hollywood took to turn pixels into living flesh. More than 40 indsutry insiders, including film directions Paul W. S. Anderson (Resident Evil), Simon West (Tomb Raider), and Steven de Souza (Street Fighter), share their insights on the process." --publisher description.


Best. Movie. Year. Ever.

Best. Movie. Year. Ever.

Author: Brian Raftery

Publisher: Simon & Schuster

Published: 2020-03-31

Total Pages: 416

ISBN-13: 1501175394

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From a veteran culture writer and modern movie expert, a celebration and analysis of the movies of 1999—“a terrifically fun snapshot of American film culture on the brink of the Millennium….An absolute must for any movie-lover or pop-culture nut” (Gillian Flynn). In 1999, Hollywood as we know it exploded: Fight Club. The Matrix. Office Space. Election. The Blair Witch Project. The Sixth Sense. Being John Malkovich. Star Wars: The Phantom Menace. American Beauty. The Virgin Suicides. Boys Don’t Cry. The Best Man. Three Kings. Magnolia. Those are just some of the landmark titles released in a dizzying movie year, one in which a group of daring filmmakers and performers pushed cinema to new limits—and took audiences along for the ride. Freed from the restraints of budget, technology, or even taste, they produced a slew of classics that took on every topic imaginable, from sex to violence to the end of the world. The result was a highly unruly, deeply influential set of films that would not only change filmmaking, but also give us our first glimpse of the coming twenty-first century. It was a watershed moment that also produced The Sopranos; Apple’s AirPort; Wi-Fi; and Netflix’s unlimited DVD rentals. “A spirited celebration of the year’s movies” (Kirkus Reviews), Best. Movie. Year. Ever. is the story of not just how these movies were made, but how they re-made our own vision of the world. It features more than 130 new and exclusive interviews with such directors and actors as Reese Witherspoon, Edward Norton, Steven Soderbergh, Sofia Coppola, David Fincher, Nia Long, Matthew Broderick, Taye Diggs, M. Night Shyamalan, David O. Russell, James Van Der Beek, Kirsten Dunst, the Blair Witch kids, the Office Space dudes, the guy who played Jar-Jar Binks, and dozens more. It’s “the complete portrait of what it was like to spend a year inside a movie theater at the best possible moment in time” (Chuck Klosterman).


The Mind-Game Film

The Mind-Game Film

Author: Thomas Elsaesser

Publisher: Routledge

Published: 2021-03-28

Total Pages: 290

ISBN-13: 1135884048

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This book represents the culmination of Thomas Elsaesser’s intense and passionate thinking about the Hollywood mind-game film from the previous two decades. In order to answer what the mind-game film is, why they exist, and how they function, Elsaesser maps the industrial-institutional challenges and constraints facing Hollywood, and the broader philosophic horizon within which American cinema thrives today. He demonstrates how the ‘Persistence of Hollywood’ continues as it has adapted to include new twists and turns, as well as revisions of past concerns, as film moves through the 21st century. Through examples such as Minority Report, Mulholland Drive, Source Code, and Back to the Future, Elsaesser explores how mind-game films challenge us and play games with our perception of reality, creating skepticism and (self-) doubt. He also highlights the mind-game film's tendency to intervene in a complex fashion in the political moment by questioning the dominant power’s intent to program both body and mind alike. Prescient and compelling, The Mind-Game Film will appeal to students, scholars, and enthusiasts of media studies, film studies, philosophy, and politics.


Photoshop for Games

Photoshop for Games

Author: Shawn Nelson

Publisher: Pearson Education

Published: 2015

Total Pages: 305

ISBN-13: 032199020X

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Most game artists use Photoshop to work out idea as much as to create a final product that can be used in a game. There are many ways to work efficiently in the program that can be tapped for a workflow that keeps artists productive and sane. This book takes an approach to creating assets in Photoshop that both beginners and intermediates will find refreshing. Where other books focus on Photoshop lessons or on the basics of drawing, Photoshop for Games gives you many hands-on lessons for developing artwork that can be adapted for many purposes. Full of inspiring projects, readers will find examples from comic, realistic, graphic styles, and more. Downloadable project files and videos accompany some of the tutorials so that readers can dive deeper on topics. Whether they are developing games for consoles, mobile devices, or the Web, game artists from all backgrounds will learn the best practices to game art creation in Photoshop.


Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]

Author: Mark J. P. Wolf

Publisher: Bloomsbury Publishing USA

Published: 2021-05-24

Total Pages: 1365

ISBN-13: 1440870209

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.


Contemporary Research on Intertextuality in Video Games

Contemporary Research on Intertextuality in Video Games

Author: Duret, Christophe

Publisher: IGI Global

Published: 2016-06-16

Total Pages: 390

ISBN-13: 1522504788

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Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.


Mastering the Game:

Mastering the Game:

Author: World Intellectual Property Organization

Publisher: WIPO

Published:

Total Pages: 378

ISBN-13:

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“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.


Literary Cultures and Digital Humanities in India

Literary Cultures and Digital Humanities in India

Author: Nishat Zaidi

Publisher: Taylor & Francis

Published: 2022-12-29

Total Pages: 396

ISBN-13: 100081470X

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This book explores the use of digital humanities (DH) to understand, interpret, and annotate the poetics of Indian literary and cultural texts, which circulate in digital forms — in manuscripts — and as oral or musical performance. Drawing on the linguistic, cultural, historical, social, and geographic diversity of Indian texts and contexts, it foregrounds the use of digital technologies — including minimal computing, novel digital humanities research and teaching methodologies, critical archive generation and maintenance — for explicating poetics of Indian literatures and generating scholarly digital resources which will facilitate comparative readings. With contributions from DH scholars and practitioners from across India, the United States, the United Kingdom, and more, this book will be a key intervention for scholars and researchers of literature and literary theory, DH, media studies, and South Asian Studies.