The Art Of Ready Player One
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|Author||: Gina McIntyre|
|Editor||: Insight Editions|
Discover the captivating art of Steven Spielberg’s Ready Player One. Our dystopian world lies on the brink of chaos and collapse, but the people have found their salvation in the OASIS, an expansive virtual reality universe created by the brilliant and eccentric James Halliday. When Halliday dies, he leaves his immense fortune in the form of a digital Easter egg hidden somewhere in the OASIS, sparking a contest that grips the entire world. Wade Watts, an unlikely young hero, decides to join the contest and embarks on a reality-bending treasure hunt through a fantastical world of action, danger, and mystery. Directed by Steven Spielberg and based on author Ernest Cline’s internationally best-selling book, Ready Player One is a hugely imaginative sci-fi adventure set in a rich virtual world. The Art of Ready Player One explores the creation of the incredible design work for this much-anticipated film, showcasing a wealth of concept art, sketches, storyboards, and other stunning visuals. The book also features exclusive interviews and commentary from the creative team, forming the perfect companion to one of the most exciting films of 2018.
|Author||: Ernest Cline|
|Editor||: Ballantine Books|
#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9
|Author||: Ernest Cline|
|Editor||: Broadway Books|
From the bestselling author of "Ready Player One." After sighting a UFO, high-school student Zack and his new comrades must scramble to prepare for an alien onslaught, in this rollicking, surprising thriller and coming-of-age adventure.
|Author||: Joshua Middleton|
"Joshua Middleton is an Eisner Award-nominated artist known for his work on Batman, Aquaman, Batgirl and more, and now his critically acclaimed DC work can be found in DC Poster Portfolio: Joshua Middleton. This collection features Middleton's cover work and variant pieces including popular and favorite DC characters that shouldn't to be missed. Collects Joshua Middleton's DC cover portfolio for titles including Batman, Aquaman, Batgirl, Martian Manhunter, Catwoman, Harley Quinn, Superman, Vixen and more"--
|Author||: Sascha Pöhlmann|
|Editor||: Walter de Gruyter GmbH & Co KG|
American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay.
|Author||: Boyd Brent|
The PlayStation VR Best Games Guide: or how to turn a PS4 games console into a billion-dollar theme park simulator, contains 141 pages of in-depth game reviews. If you already own a PlayStation VR headset, it will ensure that you get the best out of your investment. On the other hand, if you don't, and are curious about what virtual reality has to offer, then this descriptive guide, written by bestselling children's author Boyd Brent, will help you to make up your mind if now is the time to join the future of immersive entertainment. Note: this guide is updated regularly to include the best PlayStation VR games and experiences.
|Author||: Clifford Stoll|
Before the Internet became widely known as a global tool for terrorists, one perceptive U.S. citizen recognized its ominous potential. Armed with clear evidence of computer espionage, he began a highly personal quest to expose a hidden network of spies that threatened national security. But would the authorities back him up? Cliff Stoll's dramatic firsthand account is "a computer-age detective story, instantly fascinating [and] astonishingly gripping" (Smithsonian). Cliff Stoll was an astronomer turned systems manager at Lawrence Berkeley Lab when a 75-cent accounting error alerted him to the presence of an unauthorized user on his system. The hacker's code name was "Hunter"—a mysterious invader who managed to break into U.S. computer systems and steal sensitive military and security information. Stoll began a one-man hunt of his own: spying on the spy. It was a dangerous game of deception, broken codes, satellites, and missile bases—a one-man sting operation that finally gained the attention of the CIA . . . and ultimately trapped an international spy ring fueled by cash, cocaine, and the KGB.
|Author||: Lee Mayer,Emily Motayed|
|Editor||: Ten Speed Press|
From the co-founders of Havenly comes “a perfect read for anyone looking to infuse more personality and style into their space—on their own time and budget, and in their own unique way” (Rachel Zoe). “Not only do Lee and Emily unpack all their tips for creating a space that looks as good as it feels, but they do it in a way that is made for real-life application.”—Bobby Berk, design expert and host of Netflix’s Queer Eye Interior design can be daunting, and as a result, many of us never even attempt to design our own homes. In Design the Home You Love, Havenly founders Lee Mayer and Emily Motayed break down the ambiguous world of home design. First you learn how to identify your own style (whether you’re a fan of Parisian Modern or California Casual) and then how to incorporate furniture that matches your style and fits your budget. Design the Home You Love takes you step-by-step and room-by-room through each part of the house to help you fulfill your home’s potential. Whether you’re looking to give your home a complete makeover, spruce up your rental apartment, or merely take your living room from blah to fab, Lee and Emily bring fresh ideas, advice, and inspiration to the table. Illustrated with eye-catching photography and livable inspiration from real-life clients, this is the interior design book that finally makes it possible for us all to achieve our design goals.
|Author||: Ernest Cline|
|Editor||: SCB Distributors|
Familiar and resonant, Cline's collection takes readers into a private landscape of science fiction, pop culture, and pornography. Ernest Cline is a geek, novelist, poet, and screenwriter based in Austin, Texas. In addition to winning poetry slams, Cline is known for screenwriting "Fanboys," released in 2009. He also recently sold the film rights to his latest book, "Armada."
|Author||: T. A. Barron|
From T.A. Barron, the New York Times bestselling author of the Merlin Saga, comes a new fantasy world about the origins of Atlantis, perfect for fans of The Lord of the Rings, Eragon, The Beyonders and Percy Jackson and the Olympians. In a magical land called Ellegandia, a young boy named Promi scrapes by, stealing pies, cakes and sweets to survive. But little does he know that his country is a pawn in an ages-old war between good and evil, battled both in the spirit realm and in the human world. Harboring secrets of his own, Promi teams up with a courageous girl named Atlanta and the two vow to save their land—and each other—no matter the cost. But their vow has greater repercussions than they ever could imagine—in fact, it may just bring about the creation of Atlantis, an island cut off from the rest of the world, where magic reigns supreme. With his trademark action, adventure, and poignancy,master of fantasy, T.A. Barron explores a new mythology—the origin of the legendary isle of Atlantis. This book is perfect for fans of Rick Riordan, Brandon Mull, Christopher Paolini and, of course, T. A. Barron’s Merlin Saga. Praise for T. A. Barron’s novels: “Brilliant, significant, and illuminating . . . an intense and profoundly spiritual adventure.”—Lloyd Alexander “A crescendo of miracles.”—Madeleine L’Engle “Interesting and august . . . compelling.”—The New York Times “In the best tradition . . . classic.”—Parents Magazine
|Author||: Dan Brown|
The discovery of a mysterious object in the U.S. Capitol building and a subsequent kidnapping lead Harvard symbologist Robert Langdon into a web of mysterious codes, secret locations, and hidden knowledge.
|Author||: Charles Stross|
Meet Edinburgh Detective Inspector Liz Kavanaugh, head of the Innovative Crimes Investigation Unit, otherwise known as the Rule 34 Squad. They monitor the Internet for potential criminal activity, analyzing trends in the extreme fringes of explicit content. And occasionally, even more disturbing patterns arise… Three ex-cons have been murdered in Germany, Italy, and Scotland. The only things they had in common were arrests for spamming—and a taste for unorthodox entertainment. As the first officer on the scene of the most recent death, Liz finds herself sucked into an international investigation that isn’t so much asking who the killer is, but what—and if she doesn't find the answer soon, the homicides could go viral.
|Author||: Gina McIntyre|
|Editor||: Del Rey|
NEW YORK TIMES BESTSELLER • The official behind-the-scenes companion guide to the first two seasons and beyond, featuring exclusive photos and stunning concept art. Stranger things have happened. . . . When the first season of Stranger Things debuted on Netflix in the summer of 2016, the show struck a nerve with millions of viewers worldwide and received broad critical acclaim. The series has gone on to win six Emmy Awards, but the its success was driven more than anything by word of mouth, resonating across generations. Viewers feel personal connections to the characters. Now fans can immerse themselves in the world—or worlds—of Hawkins, Indiana, like never before. Inside you’ll find • original commentary and a foreword from creators Matt and Ross Duffer • exclusive interviews with the stars of the show, including Millie Bobby Brown, Finn Wolfhard, and David Harbour • the show’s earliest drafts, pitches to Netflix, and casting calls • insights into the Duffers’ creative process from the entire crew—from costume and set designers to composers and visual-effects specialists • deep dives into the cultural artifacts and references that inspired the look and feel of the show • a map of everyday Hawkins—with clues charting the network of the Upside Down • a digital copy of the Morse code disk Eleven uses, so you can decipher secret messages embedded throughout the text • a look into the future of the series—including a sneak preview of season three! Adding whole new layers to enrich the viewing experience, this keepsake is essential reading for anyone and everyone who loves Stranger Things. Note: This ebook is best viewed on a color device with a larger screen.
|Author||: Molly Haskell|
|Editor||: Yale University Press|
A film-centric portrait of the extraordinarily gifted movie director whose decades-long influence on American popular culture is unprecedented Everything about me is in my films, Steven Spielberg has said. Taking this as a key to understanding the hugely successful moviemaker, Molly Haskell explores the full range of Spielberg s works for the light they shine upon the man himself. Through such powerhouse hits as Close Encounters of the Third Kind, E.T., Jurassic Park, and Indiana Jones, to lesser-known masterworks like A.I. and Empire of the Sun, to the haunting Schindler s List, Haskell shows how Spielberg s uniquely evocative filmmaking and story-telling reveal the many ways in which his life, work, and times are entwined. Organizing chapters around specific films, the distinguished critic discusses how Spielberg s childhood in non-Jewish suburbs, his parents traumatic divorce, his return to Judaism upon his son s birth, and other events echo in his work. She offers a brilliant portrait of the extraordinary director a fearful boy living through his imagination who grew into a man whose openness, generosity of spirit, and creativity have enchanted audiences for more than 40 years.
|Author||: Joyce Johnson|
A groundbreaking portrait of Kerouac as a young artist—from the award-winning author of Minor Characters In The Voice is All, Joyce Johnson, author of her classic memoir, Door Wide Open, about her relationship with Jack Kerouac, brilliantly peels away layers of the Kerouac legend to show how, caught between two cultures and two languages, he forged a voice to contain his dualities. Looking more deeply than previous biographers into how Kerouac’s French Canadian background enriched his prose and gave him a unique outsider’s vision of America, she tracks his development from boyhood through the phenomenal breakthroughs of 1951 that resulted in the composition of On the Road, followed by Visions of Cody. By illuminating Kerouac’s early choice to sacrifice everything to his work, The Voice Is All deals with him on his own terms and puts the tragic contradictions of his nature and his complex relationships into perspective.
|Author||: Daniel H. Wilson|
|Editor||: Simon and Schuster|
Roughly twenty years from now, our technological marvels unite and turn against us. A childlike but massively powerful artificial intelligence known as Archos comes online…and kills the man who created it. This first act of betrayal leads Archos to gain control over the global network of machines and technology that regulates everything from transportation to utilities, defense, and communications. In the early months, sporadic glitches are noticed by a handful of unconnected humans - from a senator and single mother disconcerted by her daughter's "smart" toys, to a lonely Japanese bachelor, to an isolated U.S. soldier - but most are unaware of the growing rebellion until it is far too late. Then, in the span of minutes, at a moment known later in history as Zero Hour, every mechanical device in our world rebels, setting off the Robot War that both decimates and - for the first time in history - unites humankind.
|Author||: Kugane Maruyama|
|Editor||: Yen Press LLC|
The human realm of the kingdom is headed for its greatest disaster yet! After failing to prevent a daring raid on the Eight Fingers' appalling brothel, the Six Arms are dying for a chance to defend their reputation as the criminal underworld's strongest enforcers. These criminals are notorious for their brutality as much as their strength, meaning the only people who stand a chance against them are the legendary Blue Roses...and one polite, dignified butler. When these thugs make Sebas the first target of their revenge, they may get much more than they bargained for by inadvertently picking a fight with Ainz Ooal Gown!
|Author||: Eric Powell|
|Editor||: Boom! Studios|
In Nashville, Tennessee lives a man, a recluse, a curmudgeonly highfalutin cartoonist-type who, as a young child, had a penchant for drawing and making up tall tales. It was at the tender age of 18 he turned his back on a promising career in adult film cinematography and followed his heart into the unrewarding comic book industry. Out of desperation, Eric kept drawing, painting, and then creating his own characters and worlds culminating with the beloved series, The Goon. The Art (and Many Other Mistakes) of Eric Powell sheds light on the deliberate and painstaking process of becoming a world-renowned comic book creator as recalled by the artist and a few of his delinquent friends. This extensive art book spotlights never-before-seen childhood drawings, early superhero test pages, film poster art, and the establishment of Powell’s homegrown publishing house Albatross (Exploding) Funnybooks. It’s also very funny.