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Dream It Screw It

Dream It  Screw It Author Geoffrey Golden
ISBN-10 1942099126
Release 2016-09-28
Pages 68
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Disney theme park Imagineers think up hundreds of ideas for rides and attractions that never get used. But no Imagineer has created more terrible and rejected ideas than Dipp Disney. Walt s cousin was a sloppy drunk, a complete idiot, and a lovable showman, whose 7000 attraction ideas never saw the light of day... until now. This mock homage to Disney Imagineering contains Dipp s most ridiculous concepts, like the Haunted Mansons, the Hindenburg Sky Resort, and Judge Doom s Toon Execution Room. Includes concept art, photos and stories spanning decades."

Power and Paradise in Walt Disney s World

Power and Paradise in Walt Disney s World Author Cher Krause Knight
ISBN-10 0813049121
Release 2014
Pages 231
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The book focuses on Disney World as a locus for understanding Walt Disney's vision and goal to transport visitors to a different world.

The Devastator Cartoons

The Devastator  Cartoons Author Geoffrey Golden
ISBN-10 0984583807
Release 2010-06
Pages 52
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The Devastator is a new anthology series containing hilarious written satire and original comics, from both renowned and upcoming writers and artists. Book One is all about cartoons!

Down and Out in the Magic Kingdom

Down and Out in the Magic Kingdom Author Cory Doctorow
ISBN-10 1429972548
Release 2003-02-01
Pages 208
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Bursting with cutting-edge speculation and human insight, Cory Doctorow's Down and Out in the Magic Kingdom is a coming-of-age romantic comedy and a kick-butt cybernetic tour de force Jules is a young man barely a century old. He's lived long enough to see the cure for death and the end of scarcity, to learn ten languages and compose three symphonies...and to realize his boyhood dream of taking up residence in Disney World. Disney World! The greatest artistic achievement of the long-ago twentieth century. Now in the care of a network of volunteer "ad-hocs" who keep the classic attractions running as they always have, enhanced with only the smallest high-tech touches. Now, though, it seems the "ad hocs" are under attack. A new group has taken over the Hall of the Presidents and is replacing its venerable audioanimatronics with new, immersive direct-to-brain interfaces that give guests the illusion of being Washington, Lincoln, and all the others. For Jules, this is an attack on the artistic purity of Disney World itself. Worse: it appears this new group has had Jules killed. This upsets him. (It's only his fourth death and revival, after all.) Now it's war: war for the soul of the Magic Kingdom, a war of ever-shifting reputations, technical wizardry, and entirely unpredictable outcomes. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.


BEST AMER EMAILS Author Amanda Meadows
ISBN-10 1942099231
Release 2017-06-06
Pages 80
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A collection of the greatest writing in the American literary canon: email correspondences. From the eerily foreboding chain letters forwarded from your aunt, to the slyly persuasive emails of Russian black market pharmacists, we scoured your inbox for this satire of literary collections and flagged these threads as timeless gems. The messages selected for Best American Emails are the platonic ideals of "I'm running late" messages, vet appointments, freelance gigs queries, awkward breakups, and impotent death threats. This collection is edited by author and renowned email receiver Amanda Meadows.

The D A D D Y Complex

The D  A  D  D  Y  Complex Author Ryan Sandoval
ISBN-10 1942099134
Release 2016-11-16
Pages 200
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Adventure and comedy collide like a MQ-9 Reaper drone and a clown car in this edge-of-your seat thriller that makes Jason Bourne and Jack Reacher look like a pair of poodle ovaries. Plus the poodle is in menopause.This hilarious parody of bestselling page-turners your dad reads on the toilet finds hero maverick Theo Sultan - an ex-sharpshooter and former Navy SEAL lawyer - battling his greatest foe yet: a foreign business man who wants to rid the world of true American mavericks... forever. It's the week before Father's Day, and one-by-one, the nation's greatest dads have been mysteriously kidnapped. With the help of a sassy girl-hacker and support from a high-ranking military official, hero Theo Sultan - a patriot who plays by his own rules - embarks on an unclassified mission where everything is as it doesn't seem. A mission that may reveal the location of his own estranged father, a no-good deadbeat who abandoned Sultan and his mom at a young age.From Langely to Rio to Switzerland to even off-the-Grid, this seasoned maverick is in a race against time to stop a diabolical (and did we mention foreign) mad man from unleashing his evil plot. Can Sultan battle his way to victory and take down all the dirty politicians, secret occultists, and family demons that stand in his way? Only a trip into The D.A.D.D.Y Complex will reveal the truth...(But yes, the hero this franchise is named after has a good chance of succeeding.)

A Reader in Themed and Immersive Spaces

A Reader in Themed and Immersive Spaces Author Scott A. Lukas
ISBN-10 9781365318146
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A Reader in Themed and Immersive Spaces has been writing in one form or another for most of life. You can find so many inspiration from A Reader in Themed and Immersive Spaces also informative, and entertaining. Click DOWNLOAD or Read Online button to get full A Reader in Themed and Immersive Spaces book for free.

Designing Games

Designing Games Author Tynan Sylvester
ISBN-10 9781449338022
Release 2013-01-03
Pages 416
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Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other’s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game’s market positioning will affect your design

mBot for Makers

mBot for Makers Author Andrew Carle
ISBN-10 9781680452921
Release 2017-11-27
Pages 310
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The mBot robotics platform is a hugely popular kit because of the quality of components and price. With hundreds of thousands of these kits out there in homes, schools and makerspaces, there is much untapped potential. Getting Started with mBots is for non-technical parents, kids and teachers who want to start with a robust robotics platform and then take it to the next level. The heart of the mBot, the mCore is a powerful Arduino based microcontroller that can do many things without soldering or breadboarding.

The Tattoo Project

The Tattoo Project Author Vince Hemingson
ISBN-10 0764342452
Release 2012
Pages 240
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Here are the final results of The Tattoo Project, works by 11 fine art photographers with a variety of styles who shot portraits of 100 heavily tattooed individuals. The brainchild of photographer Vince Hemingson, the event sequestered models and photographers in Vancouver's Photo Workshop for a multiple-day shoot. Thousands of portraits were produced that aimed to explore who each of the subjects was through their ink and the photographic process. This volume features more than 200 images from the event and truly reflects not only who the subjects are, but who the photographers are as well. From differing approaches to lighting, mood, and color to different methods for engaging the subjects, each of the artists clearly has a unique vision. This is an ideal book for photography and tattoo art students, teachers, and enthusiasts.

Tinker Belles and Evil Queens

Tinker Belles and Evil Queens Author Sean P. Griffin
ISBN-10 9780814738702
Release 2000-02-01
Pages 292
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From its Magic Kingdom theme parks to its udderless cows, the Walt Disney Company has successfully maintained itself as the brand name of conservative American family values. But the Walt Disney Company has also had a long and complex relationship to the gay and lesbian community that is only now becoming visible. In Tinker Belles and Evil Queens, Sean Griffin traces the evolution of this interaction between the company and gay communities, from the 1930s use of Mickey Mouse as a code phrase for gay to the 1990s "Gay Nights" at the Magic Kingdom. Armed with first-person accounts from Disney audiences, Griffin demonstrates how Disney animation, live-action films, television series, theme parks, and merchandise provide varied motifs and characteristics that readily lend themselves to use by gay culture. But Griffin delves further to explore the role of gays and lesbians within the company, through an examination of the background of early studio personnel, an account of sexual activism within the firm, and the story of the company's own concrete efforts to give recognition to gay voices and desires. The first book to address the history of the gay community and Disney, Tinker Belles and Evil Queens broadly examines the ambiguous legacy of how modern consumerism and advertising have affected the ways lesbians and gay men have expressed their sexuality. Disney itself is shown as sensitive to gay and lesbian audiences, while exploiting those same audiences as a niche market with strong buying power. Finally, Griffin demonstrates how queer audiences have co-opted Disney products for themselves-and in turn how Disney's corporate strategies have influenced our very definitions of sexuality.

Moving Innovation

Moving Innovation Author Tom Sito
ISBN-10 9780262314312
Release 2013-04-19
Pages 376
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Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: "Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons." This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito -- himself an animator and industry insider for more than thirty years -- describes the evolution of CG. His story features a memorable cast of characters -- math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible."Books"


TechGnosis Author Erik Davis
ISBN-10 9781583949313
Release 2015-03-17
Pages 456
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How does our fascination with technology intersect with the religious imagination? In TechGnosis—a cult classic now updated and reissued with a new afterword—Erik Davis argues that while the realms of the digital and the spiritual may seem worlds apart, esoteric and religious impulses have in fact always permeated (and sometimes inspired) technological communication. Davis uncovers startling connections between such seemingly disparate topics as electricity and alchemy; online roleplaying games and religious and occult practices; virtual reality and gnostic mythology; programming languages and Kabbalah. The final chapters address the apocalyptic dreams that haunt technology, providing vital historical context as well as new ways to think about a future defined by the mutant intermingling of mind and machine, nightmare and fantasy. From the Trade Paperback edition.


Fragment Author Warren Fahy
ISBN-10 9780440338574
Release 2009-06-16
Pages 384
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Aboard a long-range research vessel, in the vast reaches of the South Pacific, the cast and crew of the reality show Sealife believe they have found a ratings bonanza. For a director dying for drama, a distress call from Henders Island—a mere blip on any radar—might be just the ticket. Until the first scientist sets foot on Henders—and the ultimate test of survival begins. For when they reach the island’s shores, the scientists are utterly unprepared for what they find—creatures unlike any ever recorded in natural history. This is not a lost world frozen in time; this is Earth as it might have looked after evolving on a separate path for half a billion years—a fragment of a lost continent, with an ecosystem that could topple ours like a house of cards.

Walt Disney Uncle Scrooge and Donald Duck Treasure Under Glass The Don Rosa Library

Walt Disney Uncle Scrooge and Donald Duck   Treasure Under Glass   The Don Rosa Library Author Don Rosa
ISBN-10 1606998366
Release 2015-06-06
Pages 192
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In the latest volume of Don Rosa s Duck stories, Uncle Scrooge and the gang have undersea adventures."

Star Wars

Star Wars Author DK Publishing
ISBN-10 0756666929
Release 2010
Pages 32
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Describes the different characters of the Star Wars films, including Luke Skywalker, R2-D2, Yoda, Han Solo, and Darth Vader.

The E Ticket Life

The E Ticket Life Author Kyle Burbank
ISBN-10 0692471170
Release 2015-07-09
Pages 196
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A Disney vacation is more than just a vacation. As author Kyle Burbank found out, the magic of the Disney Parks can follow you long after you've left the gates. From traveling around the world to meeting the woman who would be his bride, The Walt Disney Company has had an undeniable effect on the course of his life. The E-Ticket Life: Stories, Essays, and Lessons Learned from My Decidedly Disney Travels celebrates this and takes you along for over a decade of adventures than can all be pinpointed back to Disney-made memories. Throughout your travels, you'll be treated to tales of villainous run-ins, humorous observations from a Disney local's point of view, and gorgeous illustrations that bring the stories to life. Whether you've never been to the Disney Parks or you're an Annual Passholder, The E-Ticket Life has something for you. Fans of "the Mouse," seasoned travelers, or just about anyone who has ever fallen in love will be able to relate to the stories contained in this collection. If you want to plan your next visit to the Disney Parks, pick up a guidebook. But, if you want to go on a journey now, join Kyle Burbank on this exciting and entertaining E-Ticket ride.