L.A. cops chase drug runners. Shoot out in Hawaii. Confrontation with Yardie pushers and eventual defeat. Tour of California and the island of Oahu. The 'good-guys' win sometimes.
In the early days of motion pictures—before superstars, before studio conglomerates, before even the advent of sound—there was a woman named Pearl White (1889–1938). A quintessential beauty of the time, with her perfectly tousled bob and come-hither stare, White's rise to stardom was swift; her assumption of the title of queen of American motion picture serials equally deserved. Born the youngest of five children in a small, rural Missouri farm town, White first began performing in high school. She would eventually make the decision to cut her education short, dropping out to go on the Trousdale Stock Company. A bit player in the early years of her career, she was eventually spotted by the Powers Film Company in New York. She made her film debut in 1910 and soon set herself apart from her female colleagues with her reputation for fearless performances that often involved her own stunt work. It was that same daring attitude that would put her on the map internationally as an actress. From flying airplanes to swimming across rapid rivers, to racing cars in serials like The Perils of Pauline (1914), White was undaunted by the demands of her onscreen career. She went on to star in popular serial classics such as The New Exploits of Elaine (1915), The Iron Claw (1916), The Fatal Ring (1917), and The Lightning Raider (1919). As active socially as she was professionally, White would also lend her audacious spirit to activism as she took part in the early feminist movement. Her bravery and mastery of her craft made her a positive role model for suffragettes who battled for women's rights in the United States. The Woman Who Dared: The Life and Times of Pearl White, Queen of the Serials, is the first full-length biography of this pioneering star. In this study of film history and female agency, Drew delves into the cultural impact of White's work and how it evolved along a concurrent trajectory with the social upheavals of the Progressive Era.
(Applause Books). Talking Funny for Money is a two-CD voice-over workshop (with demonstrations by professional voice-over performers), accompanied by an exercise manual and companion text. If you're a person who's been gifted with vocal variety, a hard working actor who wants to expand your casting potential, or just someone who's been told, "You have an interesting sound," you may wish to consider a career in the cartoon/character/looping area of voice-overs. Pamela Lewis, an accomplished voice-over artist and coach, has developed a CD workshop for people who are curious about breaking into the exciting world of "talking funny for money." In this workshop, you will learn: how to assemble a competitive cartoon/character voice-over demo; shortcuts to mastering the most requested dialects, age groups and celebrity impersonations; film looping/dubbing technique and terminology; and the varied employment opportunities in the cartoon/character/looping world. This workshop is an excellent introduction to a creative and lucrative area of voice-overs. As Ms. Lewis puts it, "What could be better than making funny noises for a living?"
A newlywed couple on their honeymoon in Hawaii find themselves targeted for murder and discover the Mormon faith in the course of their efforts to escape from a vengeful killer.
A collection of entertaining word puzzles, with answers. Word Games II is the second book of word puzzles by Jason Zimba, author of Word Puzzles for the Seriously Smart.
Despite its significant growth over the past five years, the mobile and social videogame industry is still maturing at a rapid rate. Due to various storage and visual and sound asset restrictions, mobile and social gaming must have innovative storytelling techniques. Narrative Tactics grants readers practical advice for improving narrative design and game writing for mobile and social games, and helps them rise to the challenge of mobile game storytelling. The first half of the book covers general storytelling techniques, including worldbuilding, character design, dialogue, and quests. In the second half, leading experts in the field explore various genres and types of mobile and social games, including educational games, licensed IP, games for specific demographics, branding games, and free to play (F2P). Key Features The only book dedicated to narrative design and game writing in social and mobile games, an explosive market overtaking the console gaming market. Provides tips for narrative design and writing tailored specifically for mobile and social game markets. Guides readers along with conclusions that include questions to help the reader in narrative design and/or writing. Explores real games to illustrate theory and best practices with analyses of game case studies per chapter, covering indie, social/mobile, and AAA games. Includes checklists to help readers critique their own narrative design/writing.