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With the stolen centrum recovered, Raven’s adventure with Zander is over. Or is it? Raven’s lingering fever worries the Dwellers, and Zander is set on returning her to Silver Glen, pushing her out of their plans to rescue Princess Rosaria. But even when the Hammel Forest seems quiet, a dangerous automaton is always around the next tree. After Raven finds herself in the midst of another rebel caravan, she has a choice to make. Will she return to life underground, find her way back to Zander and the mission, or get swept away on an exciting new journey?
Nathan and his sister Lennie are on holiday in Greece with their parents. Nathan finds a small Colossus figure, which legends tell him is made from the melted-down metal of the great Colossus of Rhodes. He feels it brings him luck. When he subsequently loses it, he is bereft, but a local boyhe meets, Stefan, helps him to find it again. Stefan then encourages him to complete a series of daring feats, including an epic swim across the harbour. Although Nathan doesn't know it, Stefan is putting him through three mythical tests. The blend of mythology and adventure leads to an upliftingending, with the overall message that we can all make our own luck.* Lesley Howarth has won the Smarties Book Prize and the Guardian Children's Fiction Award. Her first novel was shortlisted for the Whitbread Award.
“The world burned. Our home drowned. I fell into twilight. I dreamed of a tiny ripple born in the heart of a storm. Resonating in the rage of an ancient enemy returned from exile, it became a wave. Echoing misery suffered by alienation, it gained tidal strength and lapped against the walls of an island sanctum, heralding both threat and blessing. Tall, strong and singular in purpose, the once tiny ripple grew into a tsunami, rolling quietly across the ocean like a rogue continent towards a peaceful coastline. Unheeded, unexpected, the mighty surge collided against the will of an indomitable foe. The devastation left in its wake was a small price to pay for the calm that followed. The meek could inherit, at least for a short while, the earth." - Usher Ravenscrawl, Archivist of Twilenos. Raised and educated in a realm far removed from civilization, Nicholas finds himself forced into exile and pursued by a misanthropic entity. Venturing to remote corners of the world in an effort to avoid capture, he learns more of past events that shaped the fate of humanity over millennia. Armed only with an odd assortment of birthday gifts, which lack any kind of resemblance to a weapon, Nicholas is, nevertheless, forced into conflict far earlier than his benefactors intended. Artfully rendered into an impromptu adventure around the ancient world, this historical fiction/fantasy weaves a genesis myth about a folklore icon's youthful struggle. Despite his fears, Nicholas draws inexorably towards a confrontation he has little chance of surviving.
In this collision between art and science, history and pop culture, the acclaimed art historian Angus Trumble examines the finger from every possible angle. His inquiries into its representation in art take us from Buddhist statues in Kyoto to the ceiling of the Sistine Chapel, from cave art to Picasso's Guernica, from Van Dyck's and Rubens's winning ways with gloves to the longstanding French taste for tapering digits. But Trumble also asks intriguing questions about the finger in general: How do fingers work, and why do most of us have five on each hand? Why do we bite our nails? This witty, odd, and fascinating book is filled with diverse anecdotes about cow-milking, the fingerprint of a grave robber in King Tut's tomb, and a woman in Trumble's local bank whose immensely long, coiled fingernails do not prevent her from signing a check. Side by side with historical discussions of rings and gloves and nail varnish are meditations on the finger's essential role in writing, speech, sports, crime, law, sex, and, of course, the eponymous show of contempt.
All the majesty and mayhem of Greek mythology springs to life once more in the powerful second novel based on the bestselling and critically acclaimed God of War® franchise. Once the mighty warrior Kratos was a slave to the gods, bound to do their savage bidding. After destroying Ares, the God of War, Kratos was granted his freedom by Zeus—and even given the ousted god’s throne on Olympus. But the other gods of the pantheon didn’t take kindly to Kratos’s ascension and, in turn, conspired against him. Banished, Kratos must ally himself with the despised Titans, ancient enemies of the Olympians, in order to take revenge and silence the nightmares that haunt him. God of War II takes the videogame’s action to electrifying new heights, and adds ever more fascinating layers to the larger-than-life tale of Kratos.
The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.
Citare in Italian means both to cite and to quote. Citazione means both citation and quotation. This volume, with many discussions of annotations or marginal notes (postils), aims to tease out one of the principal threads of the over-arching theme of what might be termed 'Lost and Found in Translation' with regard to Early Modern Architecture. Citation of texts in relation to Early Modern architectural design, treatise writing and theory, has long been studied, but mostly in ways which have never clearly distinguished between three important but different terms: mindset, citation and quotation. This volume charts citation from Filarete and ancient descriptions of Near Eastern Architecture, to difficulties in understanding Vitruvius, and Lost and found in Fra Giocondo's Vitruvius. The investigation then broadens to Tracing Renaissance Italian Architectural Books in colonial Mexico and an examination of reverse ekphrasis and Early Modern Architecture. It then turns to twisted words and borrowed wisdom: misleading citation in Scamozzi's Idea dell'architettura universale (1615), before heading East to discuss formats and functions of large-scale calligraphy in late-Ming and Qing-period China and the reconstruction of architectural spaces. Turning to Quotation, the investigation begins with Pirro Ligorio, the 'Megala' ship and the Cortile del Belvedere, and invention, imitation and reiteration: the case of Bramante's Palazzo Caprini and its progeny. Then follows Quoting from memory: centralized models and basilica systems in early counter-reformation Venice, followed by 'Borrominismo' in eighteenth century Lisbon, and old form with new function: Villa Emo-Amtshaus Wörlitz, and concludes with found and reshaped in translation: architectural models between centre and periphery. An important reading for anybody interested in Early Modern Architecture.