Discusses the nineteenth-century French art movement known as Impressionism, focusing on the works of Monet, Renoir, Degas, Cassatt, Cezanne, Gauguin, and Seurat. Includes related projects and activities.
Game Changers have the skills, courage and power to change the world! Join us on a journey with some game-changing explorers! You will travel with Christopher Columbus, who set out on a voyage and accidentally arrived in the Americas, Amelia Earhart, the first woman to fly solo across the Atlantic and Mae C. Jemison, the first black woman to travel into space. Learn about the places they discovered and the exciting adventures they had along the way. Game Changers: Intrepid Explorers is part of the Reading Planet range of books for Stars (Lime) to Supernova (Red+) band. Children aged 7-11 will be inspired to love reading through the gripping stories and fascinating information books created by top authors. Reading Planet books have been carefully levelled to support children in becoming fluent and confident readers. Each book features useful notes and questions to support reading at home and develop comprehension skills. Reading age: 8-10 years
A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers, At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.
Release on 2007-03-01 | by Grethe Mitchell,Andy Clarke
Author: Grethe Mitchell,Andy Clarke
Pubpsher: Intellect Books
Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry. The book details specialized areas of the subject such as machinima and games console artwork and includes a series of individual interviews with both established and emerging videogame artists. In addition to the aesthetic design and production of this area of digital art, contributors examine works of politically-orientated videogame art which depict a critical engagement with the social or cultural issues of its time. Following this review of the genre’s artistic elements, the book diverts into a broader critical appraisal of the commercial games industry, posing several polemical pieces upon the present quality and originality of video games in general. The book provides a thorough yet accessible introduction to those interested and involved in the academic study of videogame art.