The Steampunk Adventurer's Guide: Contraptions, Creations, and Curiosities Anyone Can Make

Author(s): Thomas Willeford

Art & Design

Thomas Willeford presents fascinatingly fun yet simple steampunk projects for enthusiasts of all ages-lavishly illustrated by award-winning cartoonist Phil Foglio. The Steampunk Adventurer's Guide: Contraptions, Creations, and Curiosities Anyone Can Make presents 10 easy-to-make projects for younger fans. Budding steampunk buffs will learn, step by step, how to make cool-looking steampunk goggles, a steampunk modified NERF gun, a signaling periscope, and much more. The projects are inspired by the story of Isaac and Amelia, a brother and sister who must create a series of devices to rescue their uncle from the clutches of an evil skyship captain and his minions. Each chapter features an installment of the story illustrated by award-winning cartoonist Phil Foglio (Girl Genius). Family-friendly crafts encourage parent/child interaction with an emphasis on fun Interactive storyline with which both boys and girls can identify Promotes "out-of-the-box" thinking and creativity Interactive project-making for children aged 7+ and their families Achieves beautiful results while remaining firmly within the realm of the affordable


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Thomas Willeford is the owner of Brute Force Studios and the author of Steampunk Gear, Gadgets, and Gizmos: A Maker's Guide to Creating Modern Artifacts (McGraw-Hill). His creations have been widely featured on television (BBC, MTV, Castle, Oddities), online (Wired, BoingBoing, Popular Mechanics), and in print (Art Donovan's The Art of Steampunk, Morgan Spurlock and Stan Lee's Comic Con Episode IV: A Fan's Hope, Engine, Gothic Beauty). Thomas' artwork has also been featured in numerous museum exhibitions worldwide, including Penn State's "STEAMpunk!", Dr. Grymm's "Steampunk Bizarre", the Charles River Museum of Industry and Innovation's "Steampunk: Form and Function", and the Ashmolean Museum of the History of Science at Oxford's "Steampunk".

Foreword Introduction Part the First: Before We Begin Chapter 1: What Is Steampunk? Chapter 2: Tools of the Trade Chapter 3: You'll Shoot Your Eye Out! (Safety: A Necessary Evil) Part the Second: The Story Chapter 4: Decoder Arm Guard: Wherein Our Heroes Get the Message Chapter 5: Signaling Periscope: Wherein Our Heroes Pass the Message Along Chapter 6: Goggles: Wherein Our Heroes Prepare for a Trip Chapter 7: Grappling Hook Gun: Wherein Our Heroes Get a Lift Chapter 8: Airship Harness: Wherein Our Heroes Fly by Night Chapter 9: Glider Wings: Wherein Our Heroes Get Separated Chapter 10: Rivet Gun (Modded NERF Blaster): Wherein Our Heroes Get Stranded Chapter 11: Power Armor and Magnetic Amplification Gauntlet: Wherein Our Heroes are Reunited Chapter 12: Jetpack: Wherein Our Heroes Visit their Uncle Chapter 13: Epilogue Part the Third: Appendices A. Further Research B. Dramatis Personae C. Conversion Charts Conclusions & Endnotes

General Fields

  • : 9780071827805
  • : McGraw-Hill Education - Europe
  • : TAB Books Inc
  • : November 2013
  • : United States
  • : December 2013
  • : books

Special Fields

  • : 745.5
  • : 304
  • : Thomas Willeford
  • : Paperback