The Art of Cuphead

The Art of Cuphead
Author: Studio MDHR
Publsiher: Dark Horse Comics
Total Pages: 272
Release: 2020-03-17
Genre: Art
ISBN: 1506713203

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Get transported back to the golden age of 1930s animation with an art book celebrating the acclaimed run & gun game, Cuphead! Each page of this curated collection of artwork is designed to capture the vintage look and feel of the 1930's. Take a gander at the game's traditional hand-drawn frame-by-frame animation. Peek at the early concepts, production work, and early ideas that went into the making of Cuphead's characters, bosses, stages and more including never-before-seen content from the upcoming DLC! Relive the most cherished and challenging moments of Cuphead and Mugman's adventure to reclaim their souls from The Devil, all in a way you've never seen before! Guided by personal insights from game directors Chad and Jared Moldenhauer, take a one-of-a-kind trip through the Inkwell Isles and discover an all-new appreciation for Cuphead's animation style and challenging retro gameplay. Dark Horse Books and Studio MDHR are thrilled to present The Art of Cuphead! This vintage-style art extravaganza is the perfect book for fans of Cuphead!

The Art of Cuphead Limited Edition

The Art of Cuphead Limited Edition
Author: Studio Studio MDHR
Publsiher: Dark Horse Books
Total Pages: 264
Release: 2020-03-17
Genre:
ISBN: 9781506713519

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Take a gander at the game's traditional hand-drawn frame-by-frame animation. Peek at the early concepts, production work, and early ideas that went into the making of Cuphead's characters, bosses, stages and more. Relive the most cherished and challenging moments of Cuphead and Mugman's adventure to reclaim their souls from The Devil, all in a way you've never seen before! Guided by personal insights from game directors Chad and Jared Moldenhauer, take a one-of-a-kind trip through the Inkwell Isles and discover an all-new appreciation for Cuphead's animation style and challenging retro gameplay.

Cuphead in A Mountain of Trouble

Cuphead in A Mountain of Trouble
Author: Ron Bates
Publsiher: Hachette UK
Total Pages: 304
Release: 2020-12-08
Genre: Juvenile Fiction
ISBN: 0316495883

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Gather 'round the campfire for s'more Cuphead adventures! An original novel based on the award-winning and visually stunning Cuphead video game, featuring twenty original illustrations and an interactive treasure hunt. School's out, which can only mean one thing: camp! Cuphead has been looking forward to going to Camp Hootenholler for ages. He can't wait to shoot some archery, swim in the lake, and sit around and do nuthin' at all. When he and his best buds, Mugman and Ms. Chalice, arrive, they learn about the camp's bitter rivalry with their neighbors, Camp Punchafink, and discover that a menacing mountain, Glumstone the Giant, is watching over both camps, ready to bring down a fierce punishment upon whichever camp gets on its bad side! Before long, the two camps go head-to-head in an all-out prank war. But one night, after a midnight raid on the Punchafinks, Cuphead and his friends wake the grumpy and powerful Glumstone. Yikes! Glumstone the Giant, amused, tells them that he's never heard of any "curse," but that it gives him an idea. Glumstone is tired of being disturbed by the camps' high jinks, so he decides that whichever camp loses the annual Camp-etition will have to shut down. Can the Hootenhollers rally together to take down the Punchafinks, or will the campers be sent packing? Includes over twenty never-before-seen illustrations that feature hidden items for an interactive treasure hunt! Cuphead in a Mountain of Trouble is the second book in an original series and perfect for players of Cuphead and readers of Hello Neighbor, Bendy and the Ink Machine, and Five Nights at Freddy's. © 2020 StudioMDHR Entertainment Inc. All Rights Reserved. Cuphead(TM), the Cuphead(TM) logo, StudioMDHR(TM) and the StudioMDHR(TM) logo are trademarks and/or registered trademarks of StudioMDHR Entertainment Inc. throughout the world.

Encyclopedia of Video Games The Culture Technology and Art of Gaming 2nd Edition 3 volumes

Encyclopedia of Video Games  The Culture  Technology  and Art of Gaming  2nd Edition  3 volumes
Author: Mark J. P. Wolf
Publsiher: ABC-CLIO
Total Pages: 1288
Release: 2021-05-24
Genre: Games & Activities
ISBN: 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. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games

The Art of the Cuphead Show

The Art of the Cuphead Show
Author: Deeki Deke
Publsiher: Dark Horse Comics
Total Pages: 0
Release: 2023-06-27
Genre: Art
ISBN: 1506732992

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Holy smokes! It’s the art of The Cuphead Show! If you’re one of the many people who have fallen in love with the Cuphead video games and Netflix animated series, this book is for you! Join writers, artists, designers, and other staff from The Cuphead Show as they take you on a deep dive of the development and production of one of the hottest animated series around! Never-before-seen production art, animatics, character designs, and more await in The Art of The Cuphead Show! It’s a stellar collection that true fans won’t want to miss.

The Practical Woodworker A Complete Guide to the Art and Practice of Woodworking Volume I

The Practical Woodworker   A Complete Guide to the Art and Practice of Woodworking   Volume I
Author: Bernard E. Jones
Publsiher: Read Books Ltd
Total Pages: 430
Release: 2020-07-14
Genre: Crafts & Hobbies
ISBN: 1528765842

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A fabulous introduction for the amateur carpenter to the world of woodworking, including chapters on, types of timber, arranging a workshop and tools and how to use them. Including an introductory essay on woodwork.

Persona Studies

Persona Studies
Author: P. David Marshall
Publsiher: John Wiley & Sons
Total Pages: 272
Release: 2019-04-16
Genre: Social Science
ISBN: 1118935055

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The definitive and first major text on personas in contemporary culture Modern social media and communication technologies have reshaped our identities and transformed contemporary culture, revealing an expanded and intensified reforming of our collective online behavior. Billions of people worldwide are increasingly engaged in the production, presentation, and modification of their public selves—curating personas through various social media and fundamentally altering how we interact in the twenty-first century. The study of persona is essential to understanding contemporary culture, yet literature in this emerging field is scarce. Filling a gap in current knowledge, Persona Studies: An Introduction is the first major work to examine the construction, delivery, and curation of public identities in contemporary online culture. This timely book helps readers navigate the changing cultural landscape while laying the groundwork for further research and application of persona studies. Three case studies are included—examining personas of the artist, gamer, and professional­—to illustrate how personas continue to transform identity and reshape contemporary culture. From the historical precursors of the current iteration of persona to emerging configurations of public self, this unique work offers readers a broad introduction to the evolving theories and concepts of how persona defines the contemporary condition and its relation to technology and collective identity. To summarize, the book: Analyzes how identities linked to data are cultivated, curated and mined for various purposes Discusses the mediated blending of media and different types of interpersonal communication Explores tools for the investigation and analysis of persona, including Prosopographic field studies and information visualization Translates new research, concept, theories, methods, and approaches into clear case studies and applications Examines the personalization of public, private, and intimate information in the building of new personas Persona Studies: An Introduction is an innovative resource for students, academics, researchers, and professionals in fields covering digital and social media, technology and culture, mass media and communications, social and media psychology and sociology, and professional studies.

Your Career in Animation 2nd Edition

Your Career in Animation  2nd Edition
Author: David B. Levy
Publsiher: Simon and Schuster
Total Pages: 312
Release: 2021-03-02
Genre: Performing Arts
ISBN: 1621537498

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A Newly Revised Edition of the Comprehensive Go-To Guide for Any Animation Artist! “Your Career in Animation is the most comprehensive and valuable book on animation careers that you’ll ever need.” —Bill Plympton, Animator / Producer Whether you want to break into the animation industry or “toon up” to a better career, this comprehensive guide will show you how. A leading animation professional surveys the field and shares the advice of more than one hundred and fifty top talents in the business of making toons— including Brooke Keesling, head of animation talent development at Bento Box, Mike Hollingsworth, supervising director of BoJack Horseman; Andrea Fernandez, art director on The Cuphead Show! PES, Oscar-nominated stop-motion director of Fresh Guacamole; Linda Simensky, head of content for PBS Kids; Minty Lewis, co-creator of The Great North; Ross Bollinger, YouTube sensation with his Pencilmation channel, and executives from Nickelodeon, Disney TVA, Titmouse, Inc., Frederator, PBS Kids, Netflix, 9 Story Media Group, Cartoon Network; and dozens of others. Learn how to: • Get the most out of your animation education • Build a portfolio, reel, and resume • Keep your skills marketable for years to come • Network effectively • Learn from on-the-job criticism • Cope with unemployment • Start your own studio or build an indie brand online • Pitch and sell a show of your own • And more! Also included are invaluable resources such as animation schools, societies, film festivals, events, Web sites, and publications. Allworth Press, an imprint of Skyhorse Publishing, publishes a broad range of books on the visual and performing arts, with emphasis on the business of art. Our titles cover subjects such as graphic design, theater, branding, fine art, photography, interior design, writing, acting, film, how to start careers, business and legal forms, business practices, and more. While we don't aspire to publish a New York Times bestseller or a national bestseller, we are deeply committed to quality books that help creative professionals succeed and thrive. We often publish in areas overlooked by other publishers and welcome the author whose expertise can help our audience of readers.

The Animation Studies Reader

The Animation Studies Reader
Author: Nichola Dobson
Publsiher: Bloomsbury Publishing USA
Total Pages: 352
Release: 2018-10-18
Genre: Performing Arts
ISBN: 1501332635

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The Animation Studies Reader brings together both key writings within animation studies and new material in emerging areas of the field. The collection provides readers with seminal texts that ground animation studies within the contexts of theory and aesthetics, form and genre, and issues of representation. The first section collates key readings on animation theory, on how we might conceptualise animation, and on some of the fundamental qualities of animation. New material is also introduced in this section specifically addressing questions raised by the nature, style and materiality of animation. The second section outlines some of the main forms that animation takes, which includes discussions of genre. Although this section cannot be exhaustive, the material chosen is particularly useful as it provides samples of analysis that can illuminate some of the issues the first section of the book raises. The third section focuses on issues of representation and how the medium of animation might have an impact on how bodies, gender, sexuality, race and ethnicity are represented. These representations can only be read through an understanding of the questions that the first two sections of the book raise; we can only decode these representations if we take into account form and genre, and theoretical conceptualisations such as visual pleasure, spectacle, the uncanny, realism etc.

Hands On Game Development without Coding

Hands On Game Development without Coding
Author: Lucas Bertolini
Publsiher: Packt Publishing Ltd
Total Pages: 430
Release: 2018-11-30
Genre: Computers
ISBN: 1789537983

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Develop your own games with Unity 2D/3D Game Kit and use it for your presentations, kids education, level design, game design, proofs of concept, or even just for fun! Key FeaturesBuild your first ever video game using Unity 2D/3D Game kitLearn how to create game levels, adding props, giving behaviours to objects and working on gameplayStep by step instructions on creating your own AI enemy and interacting with itBook Description Hands-On Game Development without Coding is the first Visual Scripting book in the market. It was tailor made for a non programing audience who are wondering how a videogame is made. After reading this book you will be able to develop your own 2d and 3d videogames and use it on your presentations, to speed up your level design deliveries, test your game design ideas, work on your proofs of concept, or even doing it just for fun. The best thing about Hands-On Game Development without Coding is that you don’t need any previous knowledge to read and understand the process of creating a videogame. It is our main focus to provide you with the opportunity to create a videogame as easy and fast as possible. Once you go through the book, you will be able to create player input interaction, levels, object behaviours, enemy AI, creating your own UI and finally giving life to your game by building it. It’s Alive! What you will learnUnderstanding the Interface and kit flow. Comprehend the virtual space and its rules.Learning the behaviours and roles each component must have in order to make a videogame.Learn about videogame developmentCreating a videogame without the need of learning any programming languageCreate your own gameplay HUD to display player and Enemy informationWho this book is for This book is for anyone who is interested in becoming a game developer but do not posses any coding experience or programming skills. All you need is a computer and basic software interface knowledge.

Virtual Music

Virtual Music
Author: Shara Rambarran
Publsiher: Bloomsbury Publishing USA
Total Pages: 256
Release: 2021-04-08
Genre: Social Science
ISBN: 1501333615

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Virtuality has entered our lives making anything we desire possible. We are, as Gorillaz once sang, in an exciting age where 'the digital won't let [us] go...' Technology has revolutionized music, especially in the 21st century where the traditional rules and conventions of music creation, consumption, distribution, promotion, and performance have been erased and substituted with unthinkable and exciting methods in which absolutely anyone can explore, enjoy, and participate in creating and listening to music. Virtual Music explores the interactive relationship of sound, music, and image, and its users (creators/musicians/performers/audience/consumers). Areas involving the historical, technological, and creative practices of virtual music are surveyed including its connection with creators, musicians, performers, audience, and consumers. Shara Rambarran looks at the fascination and innovations surrounding virtual music, and illustrates key artists (such as Grace Jones, The Weeknd), creators (such as King Tubby, Kraftwerk, MadVillain, Danger Mouse), audiovisuals in video games and performances (such as Cuphead and Gorillaz), audiences, and consumers that contribute in making this musical experience a phenomenon. Whether it is interrogating the (un)realness of performers, modified identities of artists, technological manipulation of the Internet, music industry and music production, or accessible opportunities in creativity, the book offers a fresh understanding of virtual music and appeals to readers who have an interest in this digital revolution.

Video Games as Art

Video Games as Art
Author: Frank G. Bosman
Publsiher: Walter de Gruyter GmbH & Co KG
Total Pages: 124
Release: 2022-11-07
Genre: History
ISBN: 3110731010

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Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.

The Art of Supercell 10th Anniversary Edition

The Art of Supercell  10th Anniversary Edition
Author: Supercell
Publsiher: Dark Horse Comics
Total Pages: 212
Release: 2021-03-02
Genre: Games & Activities
ISBN: 1506715567

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A first-of-a-kind tome that includes a plethora of art along with commentary showcasing the development of all the Supercell games!! Chronicling each in release order, this volume is a must own for any fan of Clash of Clans, Brawl Stars, Hay Day, Clash Royale, and Boom Beach. Explore each aspect of these games, from developmental concept pieces, to finished, fully rendered environmental shots. This book also gives a one of a kind looks into the games that have never been released, as well as commentary from the Supercell team! Dark Horse Books and Supercell proudly present The Art of Supercell: 10th Anniversary Edition. A perfect retrospective for your collection!

Cuphead Volume 2 Cartoon Chronicles Calamities

Cuphead Volume 2  Cartoon Chronicles   Calamities
Author: Zack Keller
Publsiher: Dark Horse Comics
Total Pages: 74
Release: 2021-09-21
Genre: Juvenile Fiction
ISBN: 1506712495

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Our plucky heroes return in this brand-new collection of adventures starring Cuphead, Mugman, and now Ms. Chalice! The trio can't seem to catch a break as they find themselves in a plethora of peculiar positions and side stories in the all-cartoon magical wonderworld of the Inkwell Isles! This original graphic novel features fresh new tales, all authentically drawn to match the glorious, award-winning vintage animation style of Cuphead! Don't pass up this chance to see Cuphead, Mugman, and Ms. Chalice in their second collection of adventures wonderfully realized by the returning team of writer Zack Keller and artist Shawn Dickinson!

The Art of the Potter

The Art of the Potter
Author: Dora M. Billington
Publsiher:
Total Pages: 158
Release: 1937
Genre: Pottery
ISBN:

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Popular Music in the Nostalgia Video Game

Popular Music in the Nostalgia Video Game
Author: Andra Ivănescu
Publsiher: Springer
Total Pages: 165
Release: 2019-01-11
Genre: Performing Arts
ISBN: 3030042812

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This book looks at the uses of popular music in the newly-redefined category of the nostalgia game, exploring the relationship between video games, popular music, nostalgia, and socio-cultural contexts. History, gender, race, and media all make significant appearances in this interdisciplinary work, as it explores what some of the most critically acclaimed games of the past two decades (including both AAA titles like Fallout and BioShock, and more cult releases like Gone Home and Evoland) tell us about our relationship to our past and our future. Appropriated music is the common thread throughout these chapters, engaging these broader discourses in heterogeneous ways. This volume offers new perspectives on how the intersection between popular music, nostalgia, and video games, can be examined, revealing much about our relationship to the past and our hopes for the future.

The Economics of Taste The art market in the 1960 s

The Economics of Taste  The art market in the 1960 s
Author: Gerald Reitlinger
Publsiher:
Total Pages: 712
Release: 1970
Genre: Art
ISBN:

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