Monstrous Design

Monstrous Design

Author: Kat Dunn

Publisher: Zephyr

Published: 2021-06-10

Total Pages: 0

ISBN-13: 9781789543681

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With swashbuckling, super-fast paced action and own voices queer romance, The Battalion of the Dead return in a dazzling new adventure, set amid the opulence and squalor of 18th-century London and Paris. 1794, London: where luxury and squalor rub shoulders and men of science conspire to raise the dead and make monsters. From the glamorous excesses of the Vauxhall Pleasure Gardens to the city's seedy underbelly, Camille continues her search for Olympe de l'Aubespine - the girl born of magic and mayhem. But with half the battalion trapped in Paris and a new enemy lying in wait in London, time is running out. Camille must decide how much she's willing to risk. To get what you want, how far is too far? Perfect for fans of Netflix's Shadow and Bone series.


Dangerous Remedy

Dangerous Remedy

Author: Kat Dunn

Publisher: Zephyr

Published: 2021-02-04

Total Pages: 432

ISBN-13: 9781789543667

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The first in a historical adventure series set in the extravagant and deadly world of the French Revolution. A whirlwind of action, science and magic reveals, with a diverse cast of fearless heroines, a band of rebels like no other.


The Art of Monster, Inc.

The Art of Monster, Inc.

Author:

Publisher: Chronicle Books

Published: 2015-11-03

Total Pages: 146

ISBN-13: 1452147515

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The Art of Monsters, Inc. opens the door into Pixar's colorful archives of concept art and to the endearing story of Monsters, Inc. Since the very first bedtime, children around the world have known that once their parents tuck them into bed and shut off the light, monsters lie waiting behind closet doors, ready to emerge. But what they don't realize is that these monsters scare children because they have to. It's their job. This superb film from Pixar Studios, the people who brought you Toy Story, A Bug's Life, and Toy Story 2, reveals the truth about monsters with the brilliant techniques that have earned them their reputation as a ground-breaking animation studio. This incredible body of artwork was commissioned from the top artists, illustrators, and animators in the industry and from it the ultimate visual approach of the film was defined. From sketches scribbled on napkins and quickly inked marker drawings, to finished oil paintings and fabulous pastel color scripts, this behind-the-scenes artwork reveals the elaborate creative process behind a blockbuster film.


Advances in Affective and Pleasurable Design

Advances in Affective and Pleasurable Design

Author: WonJoon Chung

Publisher: Springer

Published: 2016-07-26

Total Pages: 686

ISBN-13: 3319416618

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This book discusses the latest advances in affective and pleasurable design. It reports on important theoretical and practical issues, covering a wealth of topics, including aesthetics in product and system design, design-driven innovation, affective computing, evaluation tools for emotion, Kansei engineering for products and services, and many more. This timely survey addresses experts and industry practitioners with different backgrounds, such as industrial designers, emotion designers, ethnographers, human-computer interaction researchers, human factors engineers, interaction designers, mobile product designers, and vehicle system designers. Based on the AHFE 2016 International Conference on Affective and Pleasurable Design, held on July 27-31, 2016, in Walt Disney World®, Florida, USA, the book represents an inspiring guide for all researchers and professionals in the field of design.


It Came from 1957

It Came from 1957

Author: Rob Craig

Publisher: McFarland

Published: 2013-09-21

Total Pages: 256

ISBN-13: 1476612439

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America in the 1950s was a cauldron of contradictions. Advances in technology chafed against a grimly conservative political landscape; the military-industrial complex ceaselessly promoted the "Communist menace"; young marrieds fled crumbling cities for artificial communities known as suburbs; and the corporate cipher known as "The Organization Man" was created, along with stifling images of women. The decade, huddled under the fear of nuclear holocaust, was also dedicated to all things futuristic. Science fiction was in its salad days, in magazines and novels and in motion pictures, trying every trick in the book to lure customers back from television, including reliance on monster movies. All of these forces collided in 1957, when an astounding 57 movies of the science fiction, horror and fantasy variety were shown in the United States--a record unmatched to this day. Reflecting some of the socio-political topics of the day, several are exceptional examples of their genres. This book critically discusses each of the films.


Player vs. Monster

Player vs. Monster

Author: Jaroslav Svelch

Publisher: MIT Press

Published: 2023-02-07

Total Pages: 235

ISBN-13: 0262047756

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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.


HCI International 2022 – Late Breaking Posters

HCI International 2022 – Late Breaking Posters

Author: Constantine Stephanidis

Publisher: Springer Nature

Published: 2022-11-24

Total Pages: 736

ISBN-13: 3031196791

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Volume CCIS 1654 is part of the refereed proceedings of the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually during June 26 to July 1, 2022. A total of 5583 individuals from academia, research institutes, industry, and governmental agencies from 88 countries submitted contributions, and 1276 papers and 275 posters were included in the proceedings that were published just before the start of the conference. Additionally, 296 papers and 181 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.


Age Past: The Incian Sphere

Age Past: The Incian Sphere

Author: Jeff Mechlinski

Publisher: Strangelet Machine Games

Published: 2013-10-01

Total Pages: 400

ISBN-13: 1628902906

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Age Past is a fantasy RPG that incorporates a novel character creation and dice rolling mechanic. Age Past: The Incian Sphere was written to provide you a completely customized gaming experience. Characters are built using an archetype system that is only limited by your imagination. Cast from over 150 spells without restriction and select from over 140 powers. Most powers can be taken 4 times as your character levels so no two characters will ever be the same. The system encourages player balance so your character will be successful regarding her purpose and all characters will be equally important. The game's world is unique and open enough for a GM to tailor his own adventure yet has guidelines to keep expectations in check. Age Past also has many optional rules that allow you to further customize your gaming experience. Choose to use pulp gaming rules or high lethality... or both! Build your perfect hero and conquer the world. Incia awaits!


LogoLounge 3

LogoLounge 3

Author: Catharine Fishel

Publisher: Rockport Publishers

Published: 2009-02-01

Total Pages: 378

ISBN-13: 1616738863

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Now in a new "mini" edition, this third volume in the best-selling LogoLounge series provides 2,000 totally new logos from designers worldwide. This book, like the previous titles in the series, is compiled in association with LogoLounge.com, the largest database of logo designs in the world. The first portion of the book features high-profile projects from nine top designers and firms, including Lippincott, FutureBrand, Wolff Olins, Turner Duckworth, Werner Design Werks, Carbone Smolan, Desgrippes Gobé, and Michael Osborne Design. The second part of the book contains 2,000 logos organized by category (typography, people, mythology, nature, sports, etc.), as well as many shorter articles on projects by Miles Newlyn, Haley Johnson Design, and Cato Purnell.