Download Free Fantasy Worlds Book in PDF and EPUB Free Download. You can read online Fantasy Worlds and write the review.

"Cheval's palace is one of many works of architectural fantasy in this book, the result of over 20 years' research by architectural photographer Deidi von Schaewen. Like Cheval, the creators of these extraordinary worlds simply started building, with no rules to guide them and, in most cases, no previous artistic experience."--Global Books in Print.
Fantasy! The very word conjures images of escape from reality, from the mundaneness of ordinary daily life. Fantasy Worlds combines a look at the psychology and power of fantasy with profiles of a dozen groups of individuals exploring different types of fantasy. While some play with fantasy as an occasional release, others turn fantasy into an ongoing lifestyle that adds spice to their everyday routines. The groups featured include those with members who enjoy role-playing and other games, participate in fantasy parties, travel into past and future eras, explore offbeat adventures, and experiment with erotic fantasy games. It concludes with a discussion of how many individuals use fantasy for personal growth on their own or in role-playing groups. Besides illustrating some popular fantasies, the book shows how we all need some fantasy in our lives; how we are all fantasy seekers.
Imaginary Worlds by Lin Carter is a nonfiction book that explores the history and development of fantasy literature. Published in 1973, it discusses the evolution of the genre, from the early myths and legends that inspired it to the works of modern fantasy authors. Carter delves into the imaginative worlds created by authors like J.R.R. Tolkien, H.P. Lovecraft, Lord Dunsany, and many others, analyzing their techniques and approaches to world-building.Carter, who was an editor for the Ballantine Adult Fantasy series at the time of its publication, had a deep knowledge of the genre, and Imaginary Worlds reflects his love and expertise in fantasy literature. It's often considered a significant work for understanding the roots and mechanics of world-building in fantasy.
When artists and designers explore or create a fictional setting, the milieu must be completely fleshed out, explained, and designed. In this book, comic and gaming art veteran Mark A. Nelson explores and demonstrates his methods for fashioning visually stunning, believable environments for fantasy creatures and characters. Scores of images and step-by-step examples illustrate how variation and experimentation lead to fresh, original designs for otherworldly beings, their environments, and their stories. Nelson discusses how to find ideas and borrow from history to add the strength of realism to a fantasy world. In describing the best ways to establish a habitat, he offers specifics about climate, terrain, flora, and wildlife. He shares insights into founding societies in terms of their means of survival, manner of warfare, spiritual practices, style of dress, and levels of technology. All visual creatives who work with imaginative material — illustrators, comic artists, and writers — will take a lively interest in this source of inspiration and practical knowledge. "In sixteen breezy-yet-surprisingly-concise chapters he covers everything from visual problem solving to spirituality to warfare to transportation, not with the idea of giving the reader lessons to copy by rote but rather as prompts to develop their own original concepts. If I were suggesting three books every budding artist should have at their fingertips they would be Figure Drawing for All It's Worth by Andrew Loomis, Imaginative Realism: How to Paint What Doesn't Exist by James Gurney, and, most definitely, Mark's Fantasy World-Building." — Muddy Colors
From wondrous fairy-lands to nightmarish hellscapes, the elements that make fantasy worlds come alive also invite their exploration. This first book-length study of critically acclaimed novelist Patricia A. McKillip's lyrical other-worlds analyzes her characters, environments and legends and their interplay with genre expectations. The author gives long overdue critical attention to McKillip's work and demonstrates how a broader understanding of world-building enables a deeper appreciation of her fantasies.
A guide to drawing fantasy worlds that covers barbarians, Vikings, the Medieval world, wild creatures, faerie realms, and gothic characters.
Twenty-four hours ago Gil MacDonald and his men had been fighting off an ambush in a Vietnam jungle. Now, thanks to some kin of spell, they were in the middle of this Fantasy Land filled with flying dragons, wizards, crazy castles and dispossessed princes.
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
Worlds can exist without stories, but fantasy stories cannot exist without a vibrant and enthralling world. But what makes a good fantasy world? Be you a top-down planner, a bottom-up pantser, or a fantasy fan experiencing the worldbuilding from the inside-out, this comprehensive guide has you covered. Adopting a "tools not rules" approach, you will discover dozens of worldbuilding strategies, including: Ineffective, effective, and inspired worldbuilding. Designing comprehensive magic systems. The four Cs of worldbuilding and how to use them. The ins and outs of immersion. Enhancing the audience experience with fantasy conceits. Also featuring: Case studies from famous worldbuilders. Map design 101. Survey results showing what audiences want. Answers to these questions and more were once scattered throughout the realms, but have finally been compiled and synthesized for fantasy fans and authors alike.
There is only one Final Fantasy. Through more than a dozen wildly diverse adventures, from the release of the first game in 1987 to the most recent expansion on the story, the international influence of the game is legendary both inside the video-game industry and throughout popular culture. It is a tale of bold heroes and heroines, breathtaking landscapes and terrifying creatures. Through Final Fantasy, names like Luneth, Refia, Rosa Farrell, Cecil Harvey, and many others have become household names to millions of players across the globe.