The Cinematic Art Of World Of Warcraft
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📒The Cinematic Art Of World Of Warcraft ✍ Blizzard Entertainment
✏The Cinematic Art of World of Warcraft Book Summary : Gaming fans have been waiting for this reprint of The Wrath of the Lich King, with cinematic art from World of Warcraft that offers a rare, behind-the-series look for collectors. Fans can experience Northrends icy steppes and uncharted mountains through the art and imagination of the creative team behind this epic game.
📒The Cinematic Art Of World Of Warcraft ✍ Gregory Solano
✏The Cinematic Art of World of Warcraft Book Summary : With never-before-seen concept art and accounts of the creative and technical process, this is the definitive visual gallery of how countless artists brought the world of Azeroth to life in incredible detail and motion.
📒Cinematic Art Of World Of Warcraft ✍ Insight Editions
✏Cinematic Art of World of Warcraft Book Summary : Gaming fans have been waiting more than two years for WRATH OF THE LICH KING the latest addition to World of Warcraft. Now, they can experience Northrend’s icy steppes and uncharted mountains through the art and imagination of the creative team behind this epic game. Containing more than 150 drawings, concept art pieces, and final renders, as well as secrets of game mythology and development stories, this mesmerizing book reveals how Blizzard Entertainment’s acclaimed series gets made. In addition to a behind-the-scenes technical look at the game cinematics and developmental art, Fans learn how Blizzard updated Arthas the Death Knight to be even more evil than in Warcraft III and how a new central character, Sindragosa the Frost Wyrm, was developed. Other features explore technical dimensions and Blizzard’s influence on the game world and beyond. EACH BOOK COMES WITH: Two 8” x 10” original art cards in vellum sleeve and a 12-page illustrated storybook on the creation of the frostwyrm Sindragosa, that make this a must-have for any WoW fan.
📒Cinematic Art Of World Of Warcraft ✍ Gregory Solano
✏Cinematic Art of World of Warcraft Book Summary : The drums of war thunder once again... World of Warcraft redefined online gaming for millions and millions of people, and in the fifteen years since its launch, each new chapter in the game's story has been bolstered through the Blizzard Entertainment's incredible cinematics. The Cinematic Art of World of Warcraft goes behind the scenes with the team who built the game's stunning movies. With never-before-seen concept art and accounts of the creative and technical process, this is the definitive visual gallery of how countless artists brought the world of Azeroth to life in incredible detail and motion. The first instalment in a new series, The Cinematic Art of World of Warcraft: Volume 1 is a visual chronicle covering the cinematics from the beginning of World of Warcraft through to the Warlords of Draenor expansion
📒Cinematic Art Of Starcraft ✍ Robert Brooks
✏Cinematic Art of StarCraft Book Summary : For more than two decades, players have led the zerg, protoss, and terrans into battle for galactic dominance in StarCraft, StarCraft II, and multiple campaign expansions. The Cinematic Art of StarCraft offers a detailed view into the history and philosophy of Blizzard's revolutionary cinematics team. Focusing on the craft and storytelling of cinematics and filled with anecdotes from the creators, The Cinematic Art of StarCraft gives fans a unique peek into the cinematics that have wowed millions of fans across the Koprulu sector.
📒The Art Of Diablo ✍ Jake Gerli
✏The Art of Diablo Book Summary : For more than twenty years, the artists behind Diablo have conjured new visions of the heavens and the hells, built nightmarish corridors filled with monsters and demons, and unleashed swarms of malevolent creatures upon tens of millions of players worldwide. Featuring never before seen content, The Art of Diablo plunges into the concept, design, and environmental art that has defined the world of Sanctuary and the Eternal Conflict at the core of Blizzard Entertainment's action-packed dungeon-crawling game.
📒The Art Of Blizzard Entertainment ✍ Nick Carpenter
✏The Art of Blizzard Entertainment Book Summary : Over the past two decades, Blizzard Entertainment has had a tremendous impact on the world of games and global pop culture. From its humble beginnings as a three-person console-game development studio in 1991 to the creation of the blockbuster Warcraft®, StarCraft®, and Diablo® series, Blizzard has a history of crafting stunning worlds of science fiction and fantasy. The company’s distinctive gameplay and storytelling styles have captivated an international audience numbering in the tens of millions whose passion cannot be quelled. Twenty years after Blizzard opened its doors, the company’s World of Warcraft® boasts the title of the world’s most popular subscription-based massively multiplayer online role-playing game, and the studio is widely recognized as one of the leaders in creatively driven game development. An epic volume of art and behind-the-scenes insights, The Art of Blizzard® celebrates the studio’s genesis by examining the creative forces behind these games and showcasing their artistry through more than 700 pieces of concept art, paintings, and sketches. Commentary on the art is provided by Blizzard Entertainment’s own Nick Carpenter, Sam Didier, and Chris Metzen, who’ve each played important roles in shaping Blizzard’s game universes over the years.
📒Transmediations ✍ Niklas Salmose
✏Transmediations Book Summary : This collection offers a multi-faceted exploration of transmediations, the processes of transfer and transformation that occur when communicative acts in one medium are mediated again through another. While previous research has explored these processes from a broader perspective, Salmose and Elleström argue that a better understanding is needed of the extent to which the outcomes of communicative acts are modified when transferred across multimodal media toward fostering a better understanding of our knowledge of communication more generally. Building on this imperative as a point of departure, the book details a variety of transmediations, viewed through three different lenses. The first part of the volume looks at narrative transmediations, building on existing work done by Marie-Laure Ryan on transmedia storytelling. The second section focuses less on narratological instances and more on the spatial dynamics of transmediation and the role of embodiment in the process. The final third of the book explores the challenges of transmediating scientific data into narrative format in the context of environmental issues. Taken together, these sections highlight a range of case studies of transmediations and in turn, the complexity and variety of the process, informed by the different methodologies of the different disciplines to which these transmediations belong. This innovative volume will be of particular interest to students and scholars in multimodality, communication, intermediality, semiotics, and adaptation studies.
📒Games Game Design Game Studies ✍ Gundolf S. Freyermuth
✏Games Game Design Game Studies Book Summary : How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies. With contributions by André Czauderna, Nathalie Pozzi and Eric Zimmerman.
📒Machinima ✍ Phylis Johnson
✏Machinima Book Summary : Unlike traditional animation techniques that use specialized 3D animation software, machinima—a term derived from the words “machine” and “cinema”—records the action in real-time interactive 3D environments, such as those found in video games, to create a cinematic production. No longer solely the province of hard-core gamers, machinima has become central to the convergence between animation, television, and film, but retains its own identity as a unique media format. It has evolved quickly within massive multi-player gaming and virtual platforms such as Second Life, The Sims, World of Warcraft, and virtual worlds under development. These interviews, essays, and discussions with leading machinima producers, reviewers, performers, and advocates discuss scripting basics, character development, and set design, as well as tips on crafting machinima through creative use of sound, lighting, and post-production.