(Book). This is an engaging account of some of the most memorable moments in New York's recording history, as seen through the eyes (and ears) of the many producers, engineers, songwriters, and recording artists who helped make them happen. It explores the explosive 30 years between 1950 and 1980 and the numerous ingredients that made them unique artists performing live in large, vibrant recording spaces, producers and engineers spontaneously creating new effects and techniques; composers writing parts on demand in the studio; and, most important, recording studios that had life, character, and their own fingerprint sound.
When artist Lauren Rader begins inviting women into her studio for classes in creativity, she has no idea what she is about to unleash. Drawn by a common yearning to express themselves through art, the women soon find that the path to creativity leads deep within'to hidden thoughts, buried memories, and dramatic life changes. Here, Rader relates their intensely personal journeys, along with insights from a lifetime of teaching and artistry, and from her daily walks along the river with her sweet dog Wiley.
Featuring new techniques and a collection of sewing projects. This is a craft and lifestyle book all in one. Detailed instructions for the hand-sewing, quilting, embroidery, beading and stencilling techniques required to create the featured projects. Over 20 extraordinary couture fashion and home projects.
This stunningly beautiful picture book from New York Times bestselling author-illustrator Eliza Wheeler is based on her grandmother's childhood and pays homage to a family's fortitude as they discover the meaning of home. Eliza Wheeler's gorgeously illustrated book tells the story of what happens when six-year-old Marvel, her seven siblings, and their mom must start all over again after their father has died. Deep in the woods of Wisconsin they find a tar-paper shack. It doesn't seem like much of a home, but they soon start seeing what it could be. During their first year it's a struggle to maintain the shack and make sure they have enough to eat. But each season also brings its own delights and blessings--and the children always find a way to have fun. Most importantly, the family finds immense joy in being together, surrounded by nature. And slowly, their little shack starts feeling like a true home--warm, bright, and filled up with love.
Isabella is a smart and funny seven-year-old girl who dreams of becoming a famous shoe designer. She talks all about her artistic family while showing her absolute love for shoes. But that’s not all; Isabella invites young artists not only to read the story, but also to doodle tons of fun stuff and create their own art. With a list of “Cool New Words” and a list of resources for places where readers can donate shoes and help people in need, this book is a perfect fit for girls with artistic dreams and charitable goals. Combining a fun and quirky narrative with creative doodles and activities, this interactive storybook is sure to keep stylish little artists busy for hours.
Shares memories of Ken Scott's days working as a producer with the Beatles, David Bowie, Elton John, Pink Floyd, Jeff Beck, Duran Duran, The Rolling Stones, Lou Reed, America, Devo, Kansas, The Tubes, Missing Persons, Mahavishnu Orchestra, Billy Cobham, Dixie Dregs and Stanley Clarke.
Disney Stories: Getting to Digital explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in Video Games and on the Internet. Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, Disney Stories: Getting to Digital explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences. Through an insider’s perspective of Disney’s legendary creation process, the book closely examines how the Disney Company moved its stories into the digital world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games, including The Lion King Animated Story Book, Disney Blast and Toontown. Disney Stories: Getting to Digital is intended for Disney fans and current practitioners looking to study the creation process of one of the most famous animation studios in existence. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset.
The second edition of Disney Stories: Getting to Digital will be of interest to lovers of Disney history and also to lovers of Hollywood history in general. The first edition was planned as a short history of the companies evolution from analog storytelling to a digital online presence that closed the chapter on early Disney films with the release of the groundbreaking Snow White. The purpose of the new edition is to bring to readers a more complete view of the analog-digital story by including three new chapters on film that cover key developments from the live-animation hybrids of the 1940s to CAPS and CGI in the 1990s and VR in the 2010s. It also includes in the discussion of cross-media storytelling the acquisition of the exceptional story property, Star Wars, and discusses how Disney has brought the epic into the Disney Master Narrative by creating Galaxy’s Edge in its US theme parks. Krystina Madej’s engaging portrayal of the long history of Disney’s love affair with storytelling and technology brings to life the larger focus of innovation in creating characters and stories that captivate an audience, and together with Newton Lee’s detailed experience of Disney during the crucial 1995-2005 era when digital innovation in online and games was at its height in the company, makes for a fast-paced captivating read. Disney Stories first edition explored the history of Disney, both analog and digital. It described in detail how Walt Disney used inventive and often ground-breaking approaches in the use of sound, color, depth, and the psychology of characters to move the animation genre from short visual gags to feature-length films with meaningful stories that engaged audience's hearts as well as tickled their funny bones. It showed Walt’s comprehensive approach to engaging the public across all media as he built the Disney Master Narrative by using products, books, comics, public engagements, fan groups such as the Mickey Mouse club, TV, and, of course, Disneyland, his theme park. Finally it showed how, after his passing, the company continued to embrace Walt’s enthusiasm for using new technology to engage audiences through their commitment to innovation in digital worlds. It describes in detail the innovative storybook CD-ROMs, their extensive online presence, the software they used and created for MMORGs such as Toontown, and the use of production methods such as agile methodology. This new edition provides insight on major developments in Disney films that moved them into the digital world.
Iron Maiden are without one of heavy metal's most successful indie bands. From their first album in 1980 they have led the way in the New Wave of British Heavy Metal with Billboard pointing out they have 'always been an underground attraction'. Though other pioneering peers like Metallica have been around on the scene just as long provided their own innovations metal and advanced the genre to a mainstream level, it was Iron Maiden who have been the fans' favourites. Their crossover to chart success showed many bands how it could be done. They were key in getting heavy metal to be accepted as a credible genre. With an impressive catalogue of 15 studio albums spread over 20 years including Iron Maiden (1980), The Number of the Beast (1982), Seventh Son of a Seventh Son and The Final Frontier (2010), their influence speaks for itself. For the first time ever, the writing and recording of such iconic hits as 'The Number of the Beast', 'Flight of Icarus', 'Two Minutes to Midnight', 'Wasted Years', 'Can I Play with Madness' and 'Hallowed Be Thy Name' are explored in-depth. This book takes you into the studio with a band who show no sign of slowing down and whose influence can still be heard in a thousand metal bands today.