Bethesda and Machine Games offer up the secrets behind Wolfenstein: The New Order, a game set in a post-WWII world where the Nazis have won and only you can rewrite history. Featuring concept art, character designs, and astonishing settings, landscapes, and technology, this book provides a unique look at one of the gaming industry's most intriguing games. * Incredible full color artwork from the game! * Commentary direct from the creators!
Immerse yourself in a world brought to life by unforgettable characters in a 1960s America flipped upside down by Nazi occupation! Overflowing with concept art, production material, and exclusive commentary from the creators of the newest entry in the epochal action franchise, this beautiful hardcover belongs in the collection of freedom fighters, gamers, and art fans everywhere! Dark Horse Books, Machine Games, and Bethesda Softworks are proud to present the perfect companion to Wolfenstein II: The New Colossus.
On the Art, Technology and Theory of Digital Games. Proceedings of the 6th and 7th Conference
Author: Clash of Realities
Publisher: transcript Verlag
Category: Social Science
Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.
Essays on Communication, History and Theory in America
Author: Hanno Hardt
Category: Social Science
The development of communication studies has been a lively process of adoption and integration of theoretical constructs from Pragmatism, Critical Theory and Cultural Studies. Critical Communication Studies describes the intellectual and professional forces that have shaped research interests and formed alliances in the pursuit of particular goals. Hanno Hardt reflects on the need to come to terms with the role of history in academic work and locates the intellectual history within the context of competing social theories. The book provides a substantive foundation for understanding the field and will be a major text in all courses dealing with communication history and theory.
Analyzes aspects of designing and building a successful videogame, from initial concepts, sketches, and storylines, through early prototypes built for testing gameplay, to the full-scale production of the component elements--script, storyboards, screenplay, graphics, video, music, sound effects, and code. Original. (Beginner)
Ethan Mordden has been hailed as "a sharp-eared listener and a discerning critic," by Opera News, which compares his books to "dinner with a knowledgeable, garrulous companion." The "preeminent historian of the American musical" (New York Times), he "brings boundless energy and enthusiasm buttressed by an arsenal of smart anecdotes" (Wall Street Journal). Now Mordden offers an entirely fresh and infectiously delightful history of American musical theatre. Anything Goes stages a grand revue of the musical from the 1700s through to the present day, narrated in Mordden's famously witty, scholarly, and conversational style. He places us in a bare rehearsal room as the cast of Oklahoma! changes history by psychoanalyzing the plot in the greatest of the musical's many Dream Ballets. And he gives us tickets for orchestra seats on opening night-raising the curtain on the pleasures of Victor Herbert's The Red Mill and the thrill of Porgy and Bess. Mordden examines the music, of course, but also more neglected elements. Dance was once considered as crucial as song; he follows it from the nineteenth century's zany hoofing to tap "combinations" of the 1920s, from the injection of ballet and modern dance in the 1930s and '40s to the innovations of Bob Fosse. He also explores the changing structure of musical comedy and operetta, and the evolution of the role of the star. Fred Stone, the avuncular Scarecrow in the Wizard of Oz, seldom varied his acting from part to part; but the versatile Ethel Merman turned the headlining role inside out in Gypsy, playing a character who was selfish, fierce, and destructive. From "ballad opera" to burlesque, from Fiddler on the Roof to Rent, the history and lore of the musical unfolds here in a performance worthy of a standing ovation.