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The Art Of Assassin S Creed Syndicate

Author : Paul Davies
ISBN : 9781783295760
Genre : Games & Activities
File Size : 89. 17 MB
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With 91 million units sold worldwide, Ubisoft’s Assassin’s Creed franchise is established as one of the best-selling game series ever. Recognized for having some of the richest, most-engrossing art and storytelling in the industry, Assassin’s Creed transcends video games, branching into other entertainment experiences including comic books, novels, short films and an impressive merchandise line-up. The recently announced Assassin’s Creed Syndicate takes players into the underbelly of Victorian London at a time when the Industrial Revolution is in full swing. The depth and attention to detail in the artwork brings London to life around you. This volume contains hundreds of never-before-seen concept arts, including sketches, final paintings, 3D renders and texture studies, all sitting alongside insightful and comprehensive commentary from the artists and developers. Highlights in the book include a close look at the London Boroughs, each realized in extraordinary detail, staying true to both the historical roots of the area and giving each their own visual identity and population. Intricately rendered buildings tower over slums and iconic thoroughfares while Jacob Frye, our newest Assassin, fights for control of the gangs roaming the streets of London. © 2015 Ubisoft Entertainment. All Rights Reserved. Assassin’s Creed, Ubisoft and the Ubisoft logo are trademarks of Ubisoft in the U.S. and/or other countries.

Assassin S Creed R The Art Of Assassins Creed R Syndicate

Author : Paul Davies
ISBN : 3842022964
Genre :
File Size : 68. 32 MB
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Women In Historical And Archaeological Video Games

Author : Jane Draycott
ISBN : 9783110724271
Genre : History
File Size : 30. 72 MB
Format : PDF, Kindle
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This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.

A New Perspective Of Cultural Dna

Author : Ji-Hyun Lee
ISBN : 9789811577079
Genre : Technology & Engineering
File Size : 85. 96 MB
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This book presents selected papers from the 3rd Cultural DNA Workshop. Contributed by prominent computational design experts in the fields of mechanical engineering and architectural design, they mainly focus on the design process; shape grammars as a valuable tool; and the analysis of cultural values. The book offers readers fresh viewpoints on computational design. and helps researchers in academy and practitioners in industry to learn more evolved cultural DNA knowledge which is newly interpreted and conceptually reinforced in areas of mechanical engineering and architectural engineering.

Research And Education In Urban History In The Age Of Digital Libraries

Author : Florian Niebling
ISBN : 9783030931865
Genre : Computers
File Size : 55. 11 MB
Format : PDF
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This book constitutes selected and revised papers from the Second International Conference on Research and Education in Urban History in the Age of Digital Libraries, UHDL 2019, held in Dresden, Germany, in October 2021. The 11 full papers presented in this volume were thoroughly reviewed and selected from 41 submissions. They are organized in the topical sections on ​theory, methods and systematization; visualization and presentation; machine learning and artificial intelligence.- policies, legislation and standards.

The Art Of Assassin S Creed Origins

Author : Paul Davies
ISBN : 9781785655166
Genre : Art
File Size : 20. 12 MB
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Having taken players all the way to the gateway to the modern world in Syndicate, Assassin’s Creed once again takes fans on an adventure through history. The Art of Assassin’s Creed 7 collates hundreds of concept arts, including sketches, final paintings, and 3D Renders, alongside in-depth commentary from the artists and developers, representing the ultimate insight into the design processes behind the game.

1000 Facts About Video Games Vol 2

Author : James Egan
ISBN : 9781326829384
Genre :
File Size : 57. 12 MB
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Assassin S Creed Syndicate Official Collector S Guide

Author : Tim Bogenn
ISBN : 074401638X
Genre :
File Size : 45. 80 MB
Format : PDF
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The Assassin's Creed Syndicate Collector's Edition Strategy Guide includes... Bonus In-Game Weapon - Exclusive Angel Knuckles! Bonus - 16 pages of Concept Art! One-of-a-Kind Wall Clings - Decorate your walls with an exclusive skyline of Victorian London, complete with a cadre of Assassins. Complete Campaign Walkthrough - We lead you step-by-step through the entire game from start to finish--experience every Memory and claim every Full Synch Bonus for 100% completion! Secrets of London, Associate Activities, and More - Don't miss anything as you fully experience Victorian London and beyond! Highly Detailed Maps - From its highest peak to its seediest underbelly, navigate the dangerous warren of London's streets. Find every Secret and Collectible! Unique Map Poster - Beautifully printed, two-sided map poster featuring the Frye twins and a full map of London and its environs! That's Not All! - Skills, Perks, and Challenges! - Weapons, Equipment, and Enemies! - Achievements and Trophies! FREE eGuide with Interactive Maps - Unlock the enhanced eGuide for access to the complete digital guide with interactive maps. These limited edition guides will only be printed once. When they are sold out, they will be gone forever!

3000 Facts About Video Games

Author : James Egan
ISBN : 9781326818869
Genre :
File Size : 65. 5 MB
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Storytelling In Video Games

Author : Amy M. Green
ISBN : 9781476630922
Genre : Games & Activities
File Size : 57. 30 MB
Format : PDF
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Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused “visual novel” genre is discussed as a form of interactive fiction.

Classical Antiquity In Video Games

Author : Christian Rollinger
ISBN : 9781350066649
Genre : History
File Size : 23. 90 MB
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From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.

Return Of The Hustle

Author : Eric Sheinkop
ISBN : 9781137582027
Genre : Business & Economics
File Size : 55. 88 MB
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Has a commercial ever brought you to tears? Has a movie ever inspired you so much you change your way of life? Has the series finale of a television show ever broken your heart? Has a video game ever altered your perception of reality? If you're like most consumers, you answered 'yes' to at least one of those questions. Whether you remember it or not, the music of that ad, film, show or game probably played a big role in influencing your emotional response during that experience. In fact, music is included in media specifically for the purpose of connecting with audiences on a deeper level that visuals alone cannot access. A strong music strategy is fundamental to the success of television, film, brands and video games. Because of higher expectations for audiovisual content, it will take more than clever animation or a celebrity cameo to connect with consumers in an authentic, organic way. By providing audiences with a genuine music experience, whether with an exclusive song through an artist partnership or by featuring new music from an emerging band, you can build a bond that extends far beyond product experience. Music touches us emotionally in a way that words seldom do. We feel it – we remember it. In Return of The Hustle, a leading music and marketing industry insider discusses the diverse audio touchpoints for four key industries and shows how marketers, storytellers, and advertisers can use music to effectively guide audiences along the customer journey from passive consumers to brand advocates. Return of The Hustle provides readers with a blueprint for music strategy that professionals at any level in any industry can use to attract consumers, immerse them into the content, and extend relationships between them and the brand long after the commercial ends or the credits roll. With detailed case studies, exhaustive interviews, and thorough research, Return of the Hustle gives readers the playbook to use the marketing power of music to drive business results.

Interactive Stories And Video Game Art

Author : Chris Solarski
ISBN : 9781315401201
Genre : Computers
File Size : 42. 43 MB
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The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.

Assassin S Creed A Walk Through History 1189 1868

Author : Rick Barba
ISBN : 9781338099157
Genre : Juvenile Nonfiction
File Size : 24. 74 MB
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An in-depth, non-fiction look at the worlds from Assassin's Creed using a screen grabs from the game and actual historical artifacts! The characters and places from the Assassin's Creed videogames come to life in this unique non-fiction guide to the historical time periods of the games. It's a perfect-and age appropriate-- book for middle grade and YA fans of the Assassin's Creed franchise, exploring how the game's characters figure into their various time periods and then diving into the real history of each. Illustrated with screen grabs from the games as well as historical illustrations and photographs, time periods include the Crusades, Italian Renaissance, Colonial Americas, French Revolution, and Victorian England.

Reading Dickens Differently

Author : Leon Litvack
ISBN : 9781119602224
Genre : Literary Criticism
File Size : 35. 94 MB
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A collection of original essays and innovative reading strategies—provides examples of reading Dickens in creative and challenging ways Reading Dickens Differently features contributions from many of the field’s leading scholars, offering creative ways of reading Dickens and enriching understanding of the most celebrated author of his time. A diverse range of innovative reading strategies—archival, historical, textual, and digital—representing new and exciting approaches to contemporary literary and cultural studies. This groundbreaking volume brings together literature, history, politics, painting, illustration, social media, video games, and other topics to reveal new opportunities to engage with the author's life and work. This unique book includes a re-evaluation of Dickens’ death and burial, new research data drawn from legal records and newspapers, assessments of well-known paintings and lesser-known illustrations, experimental readings of Dickens’ texts in digital form, and more. Much of the evidence presented has never been seen before, such as Dickens' funeral fee account from Westminster Abbey, Dickens' death certificate, and a telegram from Dickens' son asking for urgent assistance for his dying father. Revising and refreshing the critical strategies of traditional Dickens studies, this important volume: Features new research data on aspects of Dickens's life Discusses a range of innovative reading strategies (including physiological novel theory) for clarifying aspects of Dickens' work Examines the presence of Dickens in popular media and technology, such as Assassin’s Creed video game and A Christmas Carol iPad app Features rare illustrations, including documents and images relating to Dickens's death and funeral Edited by world authorities on Dickens and his manuscripts Authoritative, yet accessible, Reading Dickens Differently is a must-have book for Dickens specialists, instructors and students in Victorian fiction and Dickens courses, as well as general readers lookingfor innovative reading strategies of the author's work.

Badass Braids

Author : Shannon Burns
ISBN : 9781631064388
Genre : Health & Fitness
File Size : 28. 14 MB
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When she’s not studying for her PhD in social neuroscience, Silvousplaits (a.k.a. Shannon Burns) is creating and posting weekly instructional videos on her YouTube channel of DIY hair art that mimics the hairstyles of valiant men and women in the best historical, sci-fi, and fantasy shows and movies. Game of Thrones, Lord of the Rings, Vikings, and The Hunger Games--oh yeah, she's done them all. In Badass Braids she shows you how to transform your hair step-by-step. You'll look just like your favorite heroes and heroines in no time. With an introduction to the styling techniques for different kinds of basic braids, interviews with behind-the-scenes stylists and actors, and original styles inspired by fan-favorites.The perfect gift for geeky men and women of all ages!

Create To Learn

Author : Renee Hobbs
ISBN : 9781118968369
Genre : Social Science
File Size : 49. 92 MB
Format : PDF, ePub
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Want to learn something well? Make media to advance knowledge and gain new ideas. You don’t have to be a communication professional to create to learn. Today, with free and low-cost digital tools, everyone can compose videos, blogs and websites, remixes, podcasts, screencasts, infographics, animation, remixes and more. By creating to learn, people internalize ideas and express information creatively in ways that may inspire others. Create to Learn is a ground-breaking book that helps learners create multimedia texts as they develop both critical thinking and communication skills. Written by Renee Hobbs, one of the foremost experts in media literacy, this book introduces a wide range of conceptual principles at the heart of multimedia composition and digital pedagogy. Its approach is useful for anyone who sees the profound educational value of creating multimedia projects in an increasingly digital and connected world. Students will become skilled multimedia communicators by learning how to gather information, generate ideas, and develop media projects using contemporary digital tools and platforms. Illustrative examples from a variety of student-produced multimedia projects along with helpful online materials offer support and boost confidence. Create to Learn will help anyone make informed and strategic communication decisions as they create media for any academic, personal or professional project.

Phantasmal Spaces

Author : Mathias Fuchs
ISBN : 9781501332944
Genre : Social Science
File Size : 25. 86 MB
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Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.

Women In Gaming 100 Professionals Of Play

Author : Meagan Marie
ISBN : 9780241395066
Genre : History
File Size : 42. 18 MB
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Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.

Hci International 2021 Posters

Author : Constantine Stephanidis
ISBN : 9783030786458
Genre : Computers
File Size : 85. 25 MB
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The three-volume set CCIS 1419, CCIS 1420, and CCIS 1421 contains the extended abstracts of the posters presented during the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held virtually in July 2021. HCII 2021 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for publication in the pre-conference proceedings after a careful reviewing process. The 238 poster papers presented in these three volumes are organized in topical sections as follows: Part I: ​HCI theory and methods; perceptual, cognitive and psychophisiological aspects of interaction; designing for children; designing for older people; design case studies; dimensions of user experience; information, language, culture and media. Part II: ​interaction methods and techniques; eye-tracking and facial expressions recognition; human-robot interaction; virtual, augmented and mixed reality; sand privacy issues in HCI; AI and machine learning in HCI. Part III: ​interacting and learning; interacting and playing; interacting and driving; digital wellbeing, eHealth and mHealth; interacting and shopping; HCI, safety and sustainability; HCI in the time of pandemic.

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