The Floating Castle

The Floating Castle
Author: Craig Mills
Publsiher: Boulevard
Total Pages: 297
Release: 1995
Genre: Fiction
ISBN: 157297009X

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The peaceful world of Danventry is shattered by a vicious storm that precedes the arrival of an evil mage who steals the king's soul, prompting Prince Alexander to banish the evil forces from the kingdom and save his father. Original.

Emperor Yutian War

Emperor Yutian War
Author: Zhang Cheng
Publsiher: Publicationsbooks
Total Pages: 3561
Release: 2024
Genre: Art
ISBN: 9781304467492

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Fortunately, he learned a soul-sending method, and he can stay in do or die and stay in heaven and earth. As long as the fighters are not strangled, even if the body is annihilated, they can be born again.

Worlds of Wonder

Worlds of Wonder
Author: Johanna Basford
Publsiher: Penguin
Total Pages: 82
Release: 2021-03-30
Genre: Games & Activities
ISBN: 9780143136064

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From the creator of the worldwide bestsellers World of Flowers and Lost Ocean, a beautiful new coloring book that takes you on a captivating journey through imagined and fantastical realms. This isn't just a book; rather, it is a magical portal to many wondrous worlds. Within these pages you'll find tree-top castles, floating islands, and fairytale villages, all waiting to be brought to life in your colors. Go on an adventure and let your imagination roam from world to world, discovering enchanted sea turtles, curious cats, and lost song birds along the way. In this new coloring book, Johanna Basford lends her signature style of inky illustration to a series of brand new inkscapes and themes, all with a sprinkling of her much-loved botanicals. Get ready to discover whole new worlds of colors!

Castle In The Sky

Castle In The Sky
Author: Hayao Miyazaki
Publsiher: VIZ Media LLC
Total Pages: 164
Release: 2003-07-16
Genre: Comics & Graphic Novels
ISBN: 159116172X

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Phenomenology of the Gameworld A Philosophical Toolbox for Video Game Developers

Phenomenology of the Gameworld  A Philosophical Toolbox for Video Game Developers
Author: Matthew E. Gladden
Publsiher: Defragmenter Media
Total Pages: 364
Release: 2019-12-24
Genre: Computers
ISBN: 9781944373733

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The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.

SAVIOR

SAVIOR
Author: Jimmy Santoso
Publsiher: uwais inspirasi indonesia
Total Pages: 390
Release: 2024
Genre: Comics & Graphic Novels
ISBN: 9786232278073

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This story begins with the story of the feud and rivalry between Archon and Sword angel with his allies in fighting for the job as Savior angel who will be chosen by God to bring about world peace for mankind on earth. After God determines which angel will be chosen as the Savior angel, the angel who is not chosen to be the Savior angel becomes hurt and has a grudge against the Savior angel. When the Savior angel is sent by God to come down to earth, his rival angels try to thwart his mission to bring world peace on earth by provoking, inciting and pitting the world's leaders on earth between North Korea, Russia, United States, Britain and China to war against each other and trigger the World War 3 on earth. Can the Savior angel prevent a World War 3 from happening on earth ? Can Savior angel prevent nuclear wars from happening on earth ?. This story gets even more interesting, when the Savior angel is carrying out his mission on earth it turns out that he also has a weakness, namely he is unable to resist his human desire for the temptation of beautiful women. He becomes a superstar singer and has many fans. The Savior angel's fame on earth make his rival angels even more jealous and envious of him. What is interesting in this story is that this story not only shows physical muscle fight between the Savior angel and his rival-evil angels but also delivers great and vicious tricks and intrigue between them. In the end, these rival-evil angels decide to come down to earth in order to kill the Savior angel and invade the world. Some of them have transformed themselves into a giant red five-headed dragon and godzilla. In addition to destroy the earth, the giant red five-headed dragon also attack the heaven and has great battle against the millions of angels there. Can the Savior angel save the earth from the invasion of evil angels and the deadly attack of the giant red five-headed dragon ?. Can the Savior angel save humanity from extinction ? The scenery view of setting places, the great epic battle and the touching story of this story would deliver great fantasy world which people around the world never ever seen and imagined before.

Castle in the Air

Castle in the Air
Author: Diana Wynne Jones
Publsiher: Harper Collins
Total Pages: 407
Release: 2012-09-25
Genre: Juvenile Fiction
ISBN: 9780062244550

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In this stunning sequel to Howl's Moving Castle, Diana Wynne Jones has again created a large-scale, fast-paced fantasy in which people and things are never quite what they seem. There are good and bad djinns, a genie in a bottle, wizards, witches, cats and dogs (but are they cats and dogs?), and a mysterious floating castle filled with kidnapped princesses, as well as two puzzling prophecies. The story speeds along with tantalizing twists and turns until the prophecies are fulfilled, true identities are revealed, and all is resolved in a totally satisfying, breathtaking, surprise-filled ending. Abdullah was a young and not very prosperous carpet dealer. His father, who had been disappointed in him, had left him only enough money to open a modest booth in the Bazaar. When he was not selling carpets, Abdullah spent his time daydreaming. In his dreams he was not the son of his father, but the long-lost son of a prince. There was also a princess who had been betrothed to him at birth. He was content with his life and his daydreams until, one day, a stranger sold him a magic carpet. All fans of classic fantasy books deserve the pleasure of reading those by Diana Wynne Jones, whose acclaim included the World Fantasy Award for Life Achievement. As Neil Gaiman stated, she was "quite simply the best writer for children of her generation." The three books in the World of Howl are: Howl's Moving Castle Castle in the Air House of Many Ways Other beloved series from Dianna Wynne Jones include the Chronicles of Chrestomanci and the Dalemark Quartet.

Animation in Context

Animation in Context
Author: Mark Collington
Publsiher: Bloomsbury Publishing
Total Pages: 248
Release: 2017-02-09
Genre: Performing Arts
ISBN: 9781350033894

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Animation in Context is an illustrated introduction to cultural theory, contextual research and critical analysis. By making academic language more accessible, it empowers animators with the confidence and enthusiasm to engage with theory as a fun, integral, and applied part of the creative process. Interviews with contemporary industry professionals and academics, student case studies and a range of practical research exercises, combine to encourage a more versatile approach to animation practice – from creating storyboards to set designs and soundtracks; as well as developing virals, 3D zoetropes and projection mapping visuals. Mark Collington focuses on a core selection of theoretical approaches that shape animation narrative, supported by a broader set of shared theoretical principles from the worlds of art, design, film and media studies. This discussion is underpinned by cross-disciplinary thinking on a range of topics including genre, humour, montage and propaganda. These are applied to the analysis of a range of animated films and projects from Disney and Animé, to independent artist-filmmakers such as Wendy Tilby, Amanda Forbis and Jerzy Kucia. These ideas are also applied to other uses of animation such as advertising, sitcom, gaming and animated documentary.