Bradley W. Schenck
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Bradley W. Schenck
Bradley W. Schenck is an American artist and game designer. Schenck's art is widely recognized for its strong themes and rigorous structure applied to Fantastic art, fantastic subjects that is reminiscent of the work of members of the Pre-Raphaelite Brotherhood. His work has been strongly influenced by traditional Celtic art and the Art Nouveau style. Nonetheless, while his style contains elements and motifs from these styles, Schenck has developed a style which includes a wide range of elements from art both classic and modern which he executes with his own strong sense of line and space. Early work Schenck began his work as an artist at an early age, as a result of moving out of his parents' home to live on his own at the age of 14. He had a strong network of friends that assisted him through his connections in the Society for Creative Anachronism and the role playing game community. He also had a strong work ethic and was stubbornly self-reliant. Some of Schenck's earliest p ...
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Artist
An artist is a person engaged in an activity related to creating art, practicing the arts, or demonstrating an art. The common usage in both everyday speech and academic discourse refers to a practitioner in the visual arts only. However, the term is also often used in the entertainment business, especially in a business context, for musicians and other performers (although less often for actors). "Artiste" (French for artist) is a variant used in English in this context, but this use has become rare. Use of the term "artist" to describe writers is valid, but less common, and mostly restricted to contexts like used in criticism. Dictionary definitions The ''Oxford English Dictionary'' defines the older broad meanings of the term "artist": * A learned person or Master of Arts. * One who pursues a practical science, traditionally medicine, astrology, alchemy, chemistry. * A follower of a pursuit in which skill comes by study or practice. * A follower of a manual art, such a ...
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Jay Witcher
A jay is a member of a number of species of medium-sized, usually colorful and noisy, passerine birds in the Crow family, Corvidae. The evolutionary relationships between the jays and the magpies are rather complex. For example, the Eurasian magpie seems more closely related to the Eurasian jay than to the East Asian blue and green magpies, whereas the blue jay is not closely related to either. Systematics and species Jays are not a monophyletic group. Anatomical and molecular evidence indicates they can be divided into an American and an Old World lineage (the latter including the ground jays and the piapiac), while the grey jays of the genus ''Perisoreus'' form a group of their own.http://www.nrm.se/download/18.4e32c81078a8d9249800021299/Corvidae%5B1%5D.pdf PDF fulltext The black magpies, formerly believed to be related to jays, are classified as treepies. Old World ("brown") jays Grey jays American jays In culture Slang The word ''jay'' has an ...
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Cinemaware
Cinemaware was a video game developer and publisher that released several titles in the 1980s based on various film themes. The company was resurrected in 2000, before being acquired by eGames in 2005. Cinemaware Corp. (1986–1991) The company was founded in January 1986 by Phyllis and Robert “Bob” Jacob. Cinemaware's first title was ''Defender of the Crown'', a strategy computer game originally released for the Commodore Amiga. Bob Jacob was a film buff, and Cinemaware released other popular games based on classic film genres that emphasized action, graphics, and ease of play. Its games generally debuted on the most graphically powerful home computers of the era, the Amiga, Apple IIGS, and Atari ST, and then ported to others, such as the Commodore 64, PC (running under MS-DOS), and the Nintendo Entertainment System. ''Defender of the Crown'' is the most ported Cinemaware game. Cinemaware expanded to sports games, with its "TV Sports" line, which featured elements ...
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Retro-futurism
Retrofuturism (adjective ''retrofuturistic'' or ''retrofuture'') is a movement in the creative arts showing the influence of depictions of the future produced in an earlier era. If futurism is sometimes called a "science" bent on anticipating what will come, retrofuturism is the remembering of that anticipation. Characterized by a blend of old-fashioned "retro styles" with futuristic technology, retrofuturism explores the themes of tension between past and future, and between the alienating and empowering effects of technology. Primarily reflected in artistic creations and modified technologies that realize the imagined artifacts of its parallel reality, retrofuturism can be seen as "an animating perspective on the world". Etymology The word retrofuturism is formed by the addition of the prefix "retro" from the Latin language, which gives the meaning of "backwards" to the word "future", a word also originating from Latin. According to the ''Oxford English Dictionary'', an ea ...
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Spirit Of Excalibur
''Spirit of Excalibur'' is a 1990 role-playing game developed by Synergistic Software and published by Virgin Mastertronic for MS-DOS, Amiga, Atari ST, Commodore CDTV, Apple IIGS and Macintosh. The player controls a host of characters with the goal of uniting Sub-Roman Britain under a single king and defending the kingdom. The game was followed by the sequel ''Vengeance of Excalibur'' in 1991. Gameplay The geographical setting for ''Spirit of Excalibur'' is a depiction of actual southern England with its cities, castles, villages, churches and other locations scattered throughout the land. The player starts by controlling a single character, Lord Constantine III of Britain, but as the game proceeds he will be able to control many other knights and the armies they lead, including King Arthur's best friend and magician Merlin. All action takes place at two different levels: a so-called "map level" and a "scene level". As its name implies, the "map level" shows a multi-screen over ...
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Return To Zork
''Return to Zork'' is a 1993 graphic adventure game in the ''Zork'' series. It was developed by Activision and was the final ''Zork'' game to be published under the Infocom label. Gameplay Unlike the previous games in the ''Zork'' franchise, which were text adventures, ''Return to Zork'' takes place from a first-person perspective and makes use of video-captured actors as well as detailed graphics and a musical score; a point-and-click interface replaced the text parser for the first time in a ''Zork'' game. The overall gameplay style was somewhat similar to ''Myst'', although ''Return to Zork'' predated ''Myst'' by a few months. Unlike ''Myst'', which had no extraspatial dimensions of functionality, ''Return to Zork'' features multiple ways of interacting with each object in the game world, as well as with several non-player characters also present in the world via a menu which appears on the left side of the screen. It also offers multiple ways to "complete" the game. It is pos ...
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I Have No Mouth, And I Must Scream (video Game)
''I Have No Mouth, and I Must Scream'' is a 1995 point-and-click adventure game developed by Cyberdreams and The Dreamers Guild, co-designed by Harlan Ellison and published by Cyberdreams. The game is based on Ellison's short story of the same title. It takes place in a dystopian world where a mastermind artificial intelligence named "AM" has destroyed all of humanity except for five people, whom he has been keeping alive and torturing for the past 109 years by constructing metaphorical adventures based on each character's fatal flaws. The player interacts with the game by making decisions through ethical dilemmas that deal with issues such as insanity, rape, paranoia, and genocide. Ellison wrote the 130-page script treatment himself alongside David Sears, who decided to divide each character's story with their own narrative. Producer David Mullich supervised The Dreamers Guild's work on the game's programming, art, and sound effects; he commissioned film composer John Ottman to ...
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Dinotopia (video Game)
''Dinotopia'' is a 1996 adventure game developed by The Dreamers Guild and published by Turner Interactive for MS-DOS. It is based on the ''Dinotopia'' book series by James Gurney. Gameplay ''Dinotopia'' features a young man, Nathan, searching for his sister Constance in a land inhabited by both humans and dinosaurs. Development and release ''Dinotopia'' was developed by The Dreamers Guild and published by Turner Interactive. The game features cutscenes with live actors, as well as animatronic dinosaurs created by Andre Freitas and his special effects company, AFX Studios. Turner gave Freitas a small budget of $85,000. ''Dinotopia'' was released in 1996. Reception Scorpia of ''Computer Gaming World'' found it too simplistic and wrote, "This isn't so much a game as a Dinotopia travelogue". ''Next Generation'' stated, "All told, this is only a slightly above-average adventure title. The story is nothing special, and the puzzles won't be a serious challenge to hard-core players. ...
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Faery Tale Adventure II
''The Faery Tale Adventure'' is a 1987 action role-playing video game designed by David Joiner and published by MicroIllusions for the Amiga, and later ported to the Commodore 64, MS-DOS, and Sega Genesis. The MS-DOS version is titled ''The Faery Tale Adventure: Book I''. Microillusions also released a "Book 1" version for the Amiga which was going to be the start of a series of games, according to Talin, but bankruptcy prevented it. The initial version was produced for the Amiga 1000 and featured the largest game world to that date. A sequel, '' Faery Tale Adventure II: Halls of the Dead'', was released in 1997. Gameplay The gameplay resembles that of ''Ultima VII'' (1992). It had the largest game world at the time of release, with over 17,000 screens. Each playable character has his strengths and weaknesses. Julian is a brave fighter, Phillip has luck and cleverness, and Kevin is gentle and kind. Each of these attributes affects vital game stats and the success of the que ...
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Starfleet Command III
''Star Trek: Starfleet Command III'' is a ''Star Trek'' video game published in 2002. It was the fourth entry in the '' Starfleet Command'' series, and one of the last ''Star Trek'' games to be released by Activision. The game involves the a story-driven series of missions for three factions, that is conducted by controlling starships that are developed with RPG elements. The game was released for Windows operating system, and received generally positive reviews. In September 2021, the game was one of six ''Star Trek'' titles re-released on GoG.com in celebration of the franchise's 55th anniversary. Synopsis Setting The game takes place in the Next Generation/Deep Space Nine/Voyager era, and was intended to tie into the then upcoming film '' Star Trek: Nemesis''. Plot The task of the player as the game progresses, is to begin in the service of the Klingon Empire, uncovering more and more of the plot line. This plot will take the player into the service of the Romulan Empire ...
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Patrick Ball
Patrick Ball (born June 26, 1965) is a scientist who has spent more than twenty years conducting quantitative analysis for truth commissions, non-governmental organizations, international criminal tribunals, and United Nations missions in El Salvador, Ethiopia, Guatemala, Haiti, South Africa, Chad, Sri Lanka, East Timor, Sierra Leone, South Africa, Kosovo, Liberia, Peru, Colombia, the Democratic Republic of Congo, and Syria. As executive director of Human Rights Data Analysis Group, he assists human rights defenders by conducting rigorous scientific and statistical analysis of large-scale human rights abuses. He received his bachelor of arts degree from Columbia University, and his doctorate from the University of Michigan. Human rights and cryptography export controls During the 1990s-era controversies over the export of strong cryptography by United States software developers, Ball's technical background and expertise in human rights conflicts led him to advocate for the w ...
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