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Warhammer Total War
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Book Synopsis Total War: Warhammer - The Art of the Games by : Paul Davies
Download or read book Total War: Warhammer - The Art of the Games written by Paul Davies and published by Titan Books (US, CA). This book was released on 2022-04-12 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explore the world of all three Total War: WARHAMMER games in this stunning compendium, packed with concept art, final designs, storyboards, and artist commentary. Total War: WARHAMMER is the award-winning PC strategy game trilogy from Creative Assembly. Set in the world of Warhammer Fantasy Battles, it combines grand campaigns of epic empire-building with battles of breathtaking scale, brimming with the warriors, wizards, and monsters that fans know and love. Delve into the rich lore of Games Workshop’s world of Warhammer Fantasy Battles, as viewed through the Total War lens. Total War: WARHAMMER – The Art of the Games offers Creative Assembly’s insights into the development of the series. Pore over concept sketches, texture studies, character art, and fully rendered paintings, accompanied by commentary from the artists themselves. Featuring artwork of iconic characters and scenes from parts I and II, as well as never-before-seen art from the trilogy’s thundering grand finale, this coffee-table tome is an essential collector’s item for any Warhammer or Total War fan.
Download or read book Grudge Bearer written by Gav Thorpe and published by . This book was released on 2005 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: King Barundin, the new dwarf lord of Zhufbar, must fulfill an oath of vengeance for his father, betrayed and killed on the field of battle. Original.
Book Synopsis Liber Necris by : Marijan Von Staufer
Download or read book Liber Necris written by Marijan Von Staufer and published by Gower Publishing Company, Limited. This book was released on 2006-06 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This full-colour background book takes the form of an ancient tome, investigating the creatures of the undead that haunt the dark and gothic fantasy land, the Old World. With characterful text and fantastic art, the terrible truth of what can happen after death is revealed in all its gory detail!
Book Synopsis The Vampire Genevieve by : Jack Yeovil
Download or read book The Vampire Genevieve written by Jack Yeovil and published by Games Workshop(uk). This book was released on 2008-09-30 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Back by popular demand! The omnibus edition of Jack Yeovil's four classic Vampire Genevieve novels: Drachenfels, Genevieve Undead, Beasts in Velvet and Silver Nails.
Download or read book Wulfrik written by C. L. Werner and published by . This book was released on 2010 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: Wulfrik the Wanderer brings destruction and death everywhere he treads. Cursed by the Ruinous Powers, the champion must travel across the Old World and seek prizes to appease the forces of Chaos. But now dark forces plot against Wulfrik, and he must discover the enemy within or else his soul will be lost to the Dark Gods.
Download or read book Lord of Chaos written by Rob Sanders and published by Black Library. This book was released on 2016-04 with total page 960 pages. Available in PDF, EPUB and Kindle. Book excerpt: Archaon faces unimaginable perils and devastating betrayals in his quest to assume the mantle of Lord of Chaos, the harbinger of the End Times.
Download or read book Neferata written by Josh Reynolds and published by Black Library. This book was released on 2013-01-01 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: The vampire queen Neferata plots to create a new empire. Neferata is a queen without a kingdom. Lahmia has fallen, her vampire children have scattered and she is reduced to draining blood from the beasts of the mountains. After a chance encounter with a party of dwarfs, she sets her sights on a capital for her new empire - the stronghold of Silver Pinnacle. She calls her allies to battle - but can she truly trust Ushoran, Lord of Masks, and his bestial Strigoi vampires?
Book Synopsis War Without Bodies by : Martin Danahay
Download or read book War Without Bodies written by Martin Danahay and published by Rutgers University Press. This book was released on 2022-03-18 with total page 155 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction: Two photographs -- Sacrificial bodies : Fenton, Tennyson and the Charge of the Light Brigade -- The soldier's body and sites of mourning -- War games -- Trauma and the soldier's body -- Sophie Ristelhueber : landscape as body -- Conclusion: Future war without bodies.
Book Synopsis Translation and Interdisciplinarity by : Faruk Yücel
Download or read book Translation and Interdisciplinarity written by Faruk Yücel and published by Logos Verlag Berlin GmbH. This book was released on 2022-12-12 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interdisciplinarity is significant in the age of globalization and digitalization. It creates new opportunities through comparison and analysis of different findings and methods. Furthermore, it expands the boundaries of each discipline: each topic or phenomenon can be viewed under a whole new light. Instead of conventional or traditional methods, interdisciplinary cooperation can lead to innovative approaches that can contribute to the value of each discipline involved. It also requires respect and recognition between disciplines: their independent positions could be questioned or justified based on their interrelationship. Moreover, interdisciplinary work brings together diverse experts who cooperate and share their findings with each other. In this sense, interdisciplinarity can be seen as a dialogue between disciplines. In this complex interaction, a 'third' field may emerge that transcends the boundaries of each independent discipline. Since relatively young Translation Studies has long been influenced by other disciplines, its boundaries could be defined through interdisciplinarity. In this book, numerous translation scholars engage with the relationship between translation and other disciplines. Translation here is not only to be understood as a transmission of texts, but in a broader sense, as denoting a transformation of different phenomena that could be studied both as a product and as a process.
Book Synopsis Ancient Violence in the Modern Imagination by : Irene Berti
Download or read book Ancient Violence in the Modern Imagination written by Irene Berti and published by Bloomsbury Publishing. This book was released on 2020-10-15 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: The collected essays in this volume focus on the presentation, representation and interpretation of ancient violence – from war to slavery, rape and murder – in the modern visual and performing arts, with special attention to videogames and dance as well as the more usual media of film, literature and theatre. Violence, fury and the dread that they provoke are factors that appear frequently in the ancient sources. The dark side of antiquity, so distant from the ideal of purity and harmony that the classical heritage until recently usually called forth, has repeatedly struck the imagination of artists, writers and scholars across ages and cultures. A global assembly of contributors, from Europe to Brazil and from the US to New Zealand, consider historical and mythical violence in Stanley Kubrick's Spartacus and the 2010 TV series of the same name, in Ridley Scott's Gladiator, in the work of Lars von Trier, and in Soviet ballet and the choreography of Martha Graham and Anita Berber. Representations of Roman warfare appear in videogames such as Ryse: Son of Rome and Total War, as well as recent comics, and examples from both these media are analysed in the volume. Finally, interviews with two artists offer insight into the ways in which practitioners understand and engage with the complex reception of these themes.
Book Synopsis ECGBL 2018 12th European Conference on Game-Based Learning by : Dr Melanie Ciussi
Download or read book ECGBL 2018 12th European Conference on Game-Based Learning written by Dr Melanie Ciussi and published by Academic Conferences and publishing limited. This book was released on 2018-10-04 with total page 962 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The Magic of Games written by UWK and published by Edition Donau-Universität Krems. This book was released on 2022-10-25 with total page 425 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 15th Vienna Gamens Conference "The Future and Reality of Gaming" (FROG) 2021 has explored how magic and games seem almost inextricably intertwined. This volume collects 17 contributions that have emerged from the conference, and which together form a multi-faceted examination of the "Magic of Games".
Book Synopsis Level Up 2024: An AFK Book by : Catalysed Productions
Download or read book Level Up 2024: An AFK Book written by Catalysed Productions and published by Scholastic Inc.. This book was released on 2023-09-05 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get ready for the ultimate annual video game guide from Scholastic AFK! Level Up 2024 is brimming with tips, tricks, and info on the years hottest games! Get set for crazy year of gaming with this mega guide to all the year's best games, not to mention a sneak peak at what's coming in 2024! Level Up 2024 is your one-stop-shop guide to all the best games, consoles, and hidden gems - you absolutely won't want to miss it! All games featured in AFK's Level Up 2024 are rated T for Teen or younger -- perfect for young gamers.
Book Synopsis The Middle Ages in Computer Games by : Robert Houghton
Download or read book The Middle Ages in Computer Games written by Robert Houghton and published by Boydell & Brewer. This book was released on 2024-11-05 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.
Book Synopsis Pattern Language for Game Design by : Christopher Barney
Download or read book Pattern Language for Game Design written by Christopher Barney and published by CRC Press. This book was released on 2020-12-08 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: Chris Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design. From an in-depth look at Alexander’s work, to a critique of pattern theory in various fields, to a new approach that will challenge your knowledge and put it to work, this book seeks to transform how we look at building the interactive experiences that shape us. Key Features: Background on the architectural concepts of patterns and a Pattern Language as defined in the work of Christopher Alexander, including his later work on the Fifteen Properties of Wholeness and Generative Codes. Analysis of other uses of Alexander’s work in computer science and game design, and the limitations of those efforts. A comprehensive set of example exercises to help the reader develop their own patterns that can be used in practical day-to-day game design tasks. Exercises that are useful to designers at all levels of experience and can be completed in any order, allowing students to select exercises that match their coursework and allowing professionals to select exercises that address their real-world challenges. Discussion of common pitfalls and difficulties with the pattern derivation process. A guide for game design teachers, studio leaders, and university departments for curating and maintaining institutional Pattern Languages. An Interactive Pattern Language website where you can share patterns with developers throughout the world (patternlanguageforgamedesign.com). Comprehensive games reference for all games discussed in this book. Author Chris Barney is an industry veteran with more than a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences, including GDC, DevCom, and PAX, on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Barney built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, live-action role-playing game (LARP) design, board games, and tabletop role-playing games (RPGs). An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com.
Book Synopsis Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond by : Karen Schrier
Download or read book Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond written by Karen Schrier and published by Lulu.com. This book was released on 2019-11-14 with total page 584 pages. Available in PDF, EPUB and Kindle. Book excerpt: Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.
Book Synopsis Encyclopedia of Video Games [3 volumes] by : Mark J. P. Wolf
Download or read book Encyclopedia of Video Games [3 volumes] written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1365 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.