Designers & Dragons: The 90s
Designers & Dragons: The 90s is a documentary that takes a look at the decade of the 1990s through the lens of the world's leading designers. The film features interviews with such luminaries as...
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Create A New AccountDesigners & Dragons: The 00s
Designers & Dragons: The 00s is a 224-page hardcover book that celebrates the most important and influential fantasy roleplaying game designers of the decade, and their contributions to the art, craft, and history of tabletop roleplaying games.
Designers & Dragons: The 00s is a 336-page hardcover book from Goodman Games. It focuses on the origins of popular D&D monsters like pirates, orcs, and beholders, as well as historical designers and artists like Larry Elmore, Keith Parkinson, Jeff Easley, Clyde Caldwell, and others.
Designers & Dragons is a 160-page coffee-table book about design work created in the 2000s, including monsters and heroes, dragons and diabolical warlords. Combining D&D stats with great concept art, or marrying evocative art with brand new character designs, this book is full of ideas you can drop right into your next adventure.
A decade-by-decade chronicle of the people and personalities that made RPG history. Beautifully illustrated with hundreds of images from the pages of Dragon magazine, this is a must-have collection for anyone looking to remember the games that made us all fans in the first place, or wishing to know more about what came before them.
There are hundreds of role-playing games out there, but no matter which you play, their art and design share common roots. Role-playing game books have been produced by fan communities since the beginning of the genre. In this book, we take a look at how production practices have changed over time, from the diverse approaches to pirates and gothic horror in the early days through manga-influenced fantasy in the late 00s
From 2008 to 2010, Chris Sims had a daunting task—to take over the award winning 3.5 edition of Dungeons & Dragons and design its fourth edition as the lead designer. Now you can find out why this proved to be one of the most difficult challenges for the head of a roleplaying game company since Gary Gygax himself. This lavish 300-page hardcover art book will feature a foreword by Dungeons & Dragons "face" (and original RPG artist) Dave Trampier, an afterword by industry veteran Jeff Grub, commentary from other key designers in the RPG business, and personal stories from Sims
The decade that changed everything. In this final volume of the series, Jeremy Jarvis, the former Magic: The Gathering creative guru, examines the current role of the concept artist in video games. How has the industry changed? What kind of future does it face? What will it look like in 2020?