How to Draw Donkey Kong Friends

How to Draw Donkey Kong   Friends
Author: Michael Teitelbaum
Publsiher: Unknown
Total Pages: 31
Release: 1997
Genre: Donkey Kong (Game)
ISBN: OCLC:1149483658

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An illustrated guide for children to drawing characters from Donkey Kong.

How to Draw Donkey Kong Friends

How to Draw Donkey Kong   Friends
Author: Michael Teitelbaum,Teitelbaum
Publsiher: Troll Communications
Total Pages: 38
Release: 1999-09-07
Genre: Art
ISBN: 0816742359

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An illustrated guide for children to drawing characters from Donkey Kong.

The RoutledgeFalmer Reader in Language and Literacy

The RoutledgeFalmer Reader in Language and Literacy
Author: Teresa Grainger
Publsiher: Psychology Press
Total Pages: 324
Release: 2004
Genre: Education
ISBN: 0415327660

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For this essential collection of readings on literacy and language, Teresa Grainger has carefully chosen journal articles and book chapters which offer significant and serious insights into the world of literacy in the twenty-first century.

Beyond Donkey Kong

Beyond Donkey Kong
Author: Ken Horowitz
Publsiher: McFarland
Total Pages: 274
Release: 2020-07-30
Genre: Games & Activities
ISBN: 9781476641768

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Before the enormously successful NES console changed the video game landscape in the 1980s, Nintendo became famous for producing legendary arcade machines like Donkey Kong and Mario Bros. Drawing on original interviews, news reports and other documents, this book traces Nintendo's rise from a small business that made playing cards to the top name in the arcade industry. Twenty-eight game titles are examined in-depth, along with the people and events that defined the company for more than four decades.

The Minds Behind Shooter Games

The Minds Behind Shooter Games
Author: Patrick Hickey, Jr.
Publsiher: McFarland
Total Pages: 274
Release: 2021-03-12
Genre: Games & Activities
ISBN: 9781476641782

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Featuring interviews with the creators of 39 popular video games--including Halo 3, Call of Duty: Modern Warfare, Medal of Honor and Metroid Prime--this book gives a behind-the-scenes look at the origins of some of the most iconic shooter games. Interviewees recount endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the genre and the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.

Illustrator CS Most Wanted

Illustrator CS Most Wanted
Author: Matt Kloskowski
Publsiher: Apress
Total Pages: 351
Release: 2013-11-11
Genre: Computers
ISBN: 9781430253723

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* The author is closely tied to the community; the content and format is produced in direct response to real world experience and feedback from Illustrator users The skill level appeals to both industry professionals and hobbyists looking to hone their skills

How to Draw Nintendo Heroes and Villains

How to Draw Nintendo Heroes and Villains
Author: Michael Teitelbaum
Publsiher: Troll Communications
Total Pages: 36
Release: 1999-12-31
Genre: Juvenile Nonfiction
ISBN: 0816769893

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A step-by-step guide to drawing your favorite Nintendo characters.

From Barbie to Mortal Kombat

From Barbie   to Mortal Kombat
Author: Justine Cassell,Henry Jenkins
Publsiher: MIT Press
Total Pages: 400
Release: 2000-02-28
Genre: Social Science
ISBN: 0262531682

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Girls and computer games—and the movement to overcome the stereotyping that dominates the toy aisles. Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. Although many people associate video games mainly with boys, the girls games' movement has emerged from an unusual alliance between feminist activists (who want to change the "gendering" of digital technology) and industry leaders (who want to create a girls' market for their games). The contributors to From Barbie® to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today's leading games, industry insiders, and girl gamers. Contributors Aurora, Dorothy Bennett, Stephanie Bergman, Cornelia Brunner, Mary Bryson, Lee McEnany Caraher, Justine Cassell, Suzanne de Castell, Nikki Douglas, Theresa Duncan, Monica Gesue, Michelle Goulet, Patricia Greenfield, Margaret Honey, Henry Jenkins, Cal Jones, Yasmin Kafai, Heather Kelley, Marsha Kinder, Brenda Laurel, Nancie Martin, Aliza Sherman, Kaveri Subrahmanyam