Design for total war


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No detailed description available for "Design for total war".




Design for Total War


Book Description




Total War: Warhammer - The Art of the Games


Book Description

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.




Total War


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An authoritative illustrated history of World War II complemented by artifacts and stories of those who lived through it from across the globe. Total War is an illustrated examination of the most significant historical episode of the twentieth century: World War II. This immersive account of a conflict that permanently reshaped the geopolitical landscape is told not only through compelling photographs, maps, and infographics produced specifically for the book, but also through a series of artifacts that convey the real-life stories of some of the millions worldwide—from the United States to Europe, Asia, and Africa—who were affected by the war. Published to coincide with the much-anticipated opening of the new Second World War and Holocaust galleries at the Imperial War Museums (IWM), London, in 2021, Total War is an essential volume for anyone interested in the everyday realities of one of the most brutal and far-reaching wars in modern history. Numerous images from the IWM’s unique Second World War and Holocaust collection are included, many of which have rarely been published. From a doll belonging to a Jewish child refugee to a kamikaze pilot’s final letter, and from Molotov cocktails to a US airman’s bomber jacket, the book delves into the significance behind the deeply moving objects reproduced on its pages. With precision, sensitivity, and a truly global approach, Total War offers a strikingly original visual perspective on an emotive and often controversial subject whose implications are still being felt today.




The First Total War


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The author maintains that modern attitudes toward total war were conceived during the Napoleonic era; and argues that all the elements of total war were evident including conscription, unconditional surrender, disregard for basic rules of war, mobilization of civilians, and guerrilla warfare.




Imperial Designs


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Since the age of Alexander the Great, waves of foreign armies have invaded the Middle East and South Asia to plunder their vast treasures. In Imperial Designs, Deepak Tripathi offers a powerful and unique analysis of how this volatile region has endured the manipulation and humiliation of war, especially since World War I and the fall of the Ottoman Empire. He argues that these foreign invasions and the consequent ignominy of the defeated peoples of the regions have had far reaching consequences. Over the centuries, again and again, the conquered peoples have been left helpless, their shame on display. The victims' collective frustration has strengthened their will to resist and avenge the wrongs done to themOCoall according to their own values and in their own time. Displaying a keen awareness of Middle Eastern and South Asian cultures, Tripathi argues that this enduring theme resonates throughout the region's history and informs the present. Referring to declassified official documents and scholarly works, this book should be read by scholars, policymakers, and concerned citizens, for it tells us how the shame of defeat radicalizes nations and societies and often makes future conflict inevitable."




Design for Victory


Book Description

The poster - inexpensive, colorful, and immediate - was an ideal medium for delivering messages about Americans' duties on the home front during World War II. Design for Victory presents more than 150 of these stunning images - many never reproduced since their first issue - culled from the collections of the National Museum of American History, Smithsonian Institution. William L. Bird, Jr. and Harry R. Rubenstein delve beneath the surface of these colorful graphics, telling the stories behind their production and revealing how posters fulfilled the goals and needs of their creators. The authors describe the history of how specific posters were conceived and received, focusing on the workings of the wartime advertising profession and demonstrating how posters often reflected uneasy relations between labor and management.




The Gamer's Brain


Book Description

Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.




Guernica and Total War


Book Description

Patterson explores how modern men and women respond to the threat of new warfare with new capacities for imagining aggression and death. This is an unflinching history of the locationless terror that so many people feel today.




Chance and Design


Book Description

Alan Hodgkin believes that - contrary to popular conviction - chance plays quite as large a role as design in scientific discovery. This engaging autobiography charts the balance of the two in his own life. Beginning starts with an account of his childhood in an extended Quaker family. Not a great success at school, he nevertheless won a scholarship to Trinity College, Cambridge, and he writes informatively of the climate of university opinion in the thirties when he was an undergraduate and came to abandon the pacifist ideals of his upbringing. A chance observation on frog nerve led to a Trinity Fellowship and a year at the Rockefeller Institute in New York (where he met his future wife), to the Nobel Prize in 1963, and ultimately to the Presidency of the Royal Society. His experiments on nerve conduction seemed almost at the point of success when everything had to be abandoned on the outbreak of war in 1939, and for six years Hodgkin worked on the concept and design of airborne radar, described in the central section of the book as Flight Trials and Tribulations. The account of his return to civilian life and the resumption of experimentation includes two chapters of solid detail of Starting Again - for this is a book for any reader interested in the origin and development of a dedicated scientist.