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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
Simone Grunewald is a 3dtotal Publishing favorite as the designer of popular characters for Character Design Quarterly magazine, and the author of Sketch Every Day, a book packed with her much sought-after sketching techniques and character-design tips. This new title, The Art of Simone Grunewald, is a beautifully produced hardback that goes even further to delight existing fans, as well as aspiring character designers new to her work. Simone is an expert in the art of imbuing scenes and character with a depth of mood, emotion, and atmosphere. The resulting images are incredibly engaging and thoughtful, while still being accessible and commercial. This mix of talent and an understanding of creating work that has wide appeal is a professional approach that readers will be keen to learn and apply to their own art. In addition to fan-favorites from her portfolio and exciting new art commissioned especially for the book, Simone shares the digital and traditional tools and techniques she uses to acquire her results. Brand-new tutorials illustrate Simone's talent not just for drawing, but for teaching techniques in a fun and lively way.
Spanish Cinema of the New Millennium provides a new approach to the study of contemporary Spanish cinema between 2000 and 2015, by analysing films that represent both 'high' and 'popular' culture side by side. The two film cultures are represented by Goya-winning films and the biggest box-office successes. By analysing the chronological trajectory of the country's most important films over this period, Spanish Cinema of the New Millennium examines contemporary Spain's national identity, culture and film industry.
Absence has played a crucial role in the history of avant-garde aesthetics, from the blank canvases of Robert Rauschenberg to Yves Klein's invisible paintings, from the "silent" music of John Cage to Samuel Beckett's minimalist theater. Yet little attention has been given to the important role of absence in cinema. In the first book to focus on cinematic absence, Justin Remes demonstrates how omissions of expected elements can spur viewers to interpret and understand the nature of film in new ways. While most film criticism focuses on what is present, such as images on the screen and music and dialogue on the soundtrack, Remes contends that what is missing is an essential part of the cinematic experience. He examines films without images-such as Walter Ruttmann's Weekend (1930), a montage of sounds recorded in Berlin-and films without sound-such as Stan Brakhage's Window Water Baby Moving (1959), which documents the birth of the filmmaker's first child. He also examines found footage films that erase elements from preexisting films such as Naomi Uman's removed (1999), which uses nail polish and bleach to blot out all the women from a pornographic film, and Martin Arnold's Deanimated (2002), which digitally eliminates images and sounds from a Bela Lugosi B movie. Remes maps out the effects and significations of filmic voids while grappling with their implications for film theory. Through a careful analysis of a broad array of avant-garde works, Absence in Cinema reveals that films must be understood not only in terms of what they show but also what they withhold.
The provocative pop artist's on-screen experiments, newly brought to light in this essential reference work In the 1960s, Andy Warhol (1928-1987) produced hundreds of film and video works-short and long, silent and sound, scripted and improvised. This catalogue raisonne of the artist's films, a complement to 2006's Andy Warhol Screen Tests, focuses on works he produced from 1963 to 1965. Detailed cataloguing of each work is combined with orienting and enlightening essays that cover Warhol's influences, source material, working methods, and technical innovations, as well as his engagement with the people he filmed and how they came to life on the screen. In addition, rich entries offer detailed summaries and analysis of more than a hundred individual works. The vigorous illustration program includes countless stills and documentary images to further elucidate the film works, including many that have circulated only rarely. Warhol's dynamic and creative approach to filmmaking redefined the genre, drawing audiences and receiving positive attention along with deep criticism. In 1970, he placed his films in storage for the next 14 years, taking them out of public view and distribution. During that time, critics and audiences could only piece together information about these works from hearsay, verbal accounts, and reviews. Since then, the works have been studied, preserved, and catalogued, culminating in this volume, which illuminates the true significance of Warhol's radical experiments in film and his mastery of the medium. Distributed for the Whitney Museum of American Art
Photoshop is the tool of the modern artist and provides everything you need to succeed as a designer in the popular and growing video games and movie industries. Featuring thorough guidance from the point of installing Photoshop to the creation of your very first concept, this reboot of the definitive beginner's guide to digital painting is sure to both educate and inspire. Photoshop is an expansive and daunting piece of software, but in-depth tutorials and insightful exercises will help even a complete novice build up the skills they need to bring their own imagination to life as digital concepts. This second edition of Beginner's Guide to Digital Painting in Photoshop is a complete resource for any artist wanting to start their adventure into the world of digital art.
Learn everything you need to know about creating video using the single-camera format, from preproduction planning to setting up, rehearsing, shooting, striking, and pleasing your audience. Harness lighting, audio, editing, and aesthetic techniques that will enhance the quality of your video projects and keep your clients coming back for more. Simple, elegant, and easy to use, Single-Camera Video Production, Sixth Edition is a staple in any video artist's library. Whether you're just learning the basics of video production or you're a veteran who needs a refresher, this book provides you with a toolkit for understanding and implementing single-camera workflows, as well as how to use the single-camera format to its best advantage by emphasizing the importance of goals, audience analysis, and technology.This new edition has been updated to include: Expanded sections on digital workflows, field and studio production, preproduction planning, audio, lighting, distribution, and nonlinear editing techniques Detailed gear lists covering the latest camera, recorder, audio, lighting, and stabilization equipment used in the industry today Fresh tips on creating video for your target audience and exhibition platform and shooting for the editing process Insider career advice, including tips on how to get an internship, interviewing, finding a job, and earning a promotion A companion website (www.focalpress.com/cw/musburger) with video examples of the techniques discussed in the book as well as evolving updates on key technological shifts
In this unique book the author explores the history of pioneering computer art and its contribution to art history by way of examining Ernest Edmonds' art from the late 1960s to the present day. Edmonds' inventions of new concepts, tools and forms of art, along with his close involvement with the communities of computer artists, constructive artists and computer technologists, provides the context for discussion of the origins and implications of the relationship between art and technology. Drawing on interviews with Edmonds and primary research in archives of his work, the book offers a new contribution to the history of the development of digital art and places Edmonds' work in the context of contemporary art history.
The divide between the digital and the real world no longer exists: we are connected all the time. How do we find out who we are within this digital era? Where do we create the space to explore our identity? How can we come together and create solidarity? The glitch is often dismissed as an error, a faulty overlaying, but, as Legacy Russell shows, liberation can be found within the fissures between gender, technology and the body that it creates. The glitch offers the opportunity for us to perform and transform ourselves in an infinite variety of identities. In Glitch Feminism, Russell makes a series of radical demands through memoir, art and critical theory, and the work of contemporary artists who have travelled through the glitch in their work. Timely and provocative, Glitch Feminism shows how the error can be a revolution.
What is computer art? Do the concepts we usually employ to talk about art, such as meaning, form or expression apply to computer art? A Philosophy of Computer Art is the first book to explore these questions. Dominic Lopes argues that computer art challenges some of the basic tenets of traditional ways of thinking about and making art and that to understand computer art we need to place particular emphasis on terms such as interactivity and user . Drawing on a wealth of examples he also explains how the roles of the computer artist and computer art user distinguishes them from makers and spectators of traditional art forms and argues that computer art allows us to understand better the role of technology as an art medium.
Once consigned almost exclusively to Saturday morning fare for young viewers, television animation has evolved over the last several decades as a programming form to be reckoned with. While many animated shows continue to entertain tots, the form also reaches a much wider audience, engaging viewers of all ages. Whether aimed at toddlers, teens, or adults, animated shows reflect an evolving expression of sophisticated wit, adult humor, and a variety of artistic techniques and styles. The Encyclopedia of American Animated Television Series encompasses animated programs broadcast in the United States and Canada since 1948. From early cartoon series like Crusader Rabbit, Rocky and His Friends, and The Flintstones to 21st century stalwarts like The Simpsons, South Park, and Spongebob Squarepants, the wide range of shows can be found in this volume. Series from many networks-such as Comedy Central, the Disney Channel, Nickleodeon, and Cartoon Network- are included, representing both the diversity of programming and the broad spectrum of viewership. Each entry includes a list of cast and characters, credit information, a brief synopsis of the series, and a critical analysis. Additional details include network information and broadcast history. The volume also features one hundred images and an introduction containing an historical overview of animated programming since the inception of television. Highlighting an extensive array of shows from Animaniacs and Archer to The X-Men and Yogi Bear, The Encyclopedia of American Animated Television Series is an essential resource for anyone interested in the history and evolution of this constantly expanding art form.
Are artists, designers and musicians inventors? Or does the invention originate from scientific discovery alone? Ecologies of Invention is the first collection of essays that brings together writers and scholars of international standing from the University of Sydney and beyond to examine assumptions underlying notions of inventiveness. The writers explain how inventiveness borne out of aesthetic ambitions is impacting on and changing our culture and society. Ecologies of Invention describes the articulation of inventive capacities across disciplines and across multiple scales, from personal capacities to the social, spatial and network configurations that drive people to produce inventions. The book poses new questions for scholars, artists, architects, designers, historians, engineers, scientists, lawyers and economists about the nature, origins and processes of invention. "This is a challenging book which confronts traditional thinking around creativity and inventiveness, and raises issues that need serious debate." -- Barry Jones
How do epic tropes shape representations of the ancient world and determine contemporary understandings of historical events? What features of ancient epic persistently emerge in science fiction and fantasy narratives adapted to the screen, and why? How does the different scope of televisual versus cinematic media impact the representation of conventions derived from ancient epic? The international range of contributors to this volume respond to these questions by looking for features of epic outside the traditional realm of Greco-Roman antiquity, including historical films and series, fantasy, science fiction and documentary. By identifying epic conventions on the large and small screen, as well as within a range of speculative fictions in fantastical and futuristic settings, they consider the function of such conventions within their twenty-first-century production contexts.
The long-awaited sequel to Supercade: A Visual History of the Videogame Age 1971-1984, the first book to illustrate the videogame phenomenon... In the years since the original Supercade was first published, the next generation of gamers have come of age. Raised in the aftermath of the crash - the grand arcade palaces of the early 80s replaced by battered Neo Geo cabinets in laundromats and the few remaining game parlors begging for play - they are the children of the Nintendo Entertainment System, the home console that saved the US game industry after Atari effectively destroyed it. Over the past two decades they have expressed an intense love for the games of their youth including Super Mario, Space Harrier, and Street Fighter. This volume chronicles the next era of gaming history, beginning with the NES and including the release of the Sega Master System, SNES, Genesis, TurboGrafx-16, Amiga, Game Boy, Atari Jaguar, PlayStation, Dreamcast, Xbox and more, as well as the companies, creators, and technologies that drove us into the digital future. Earnestly written and designed by author and game historian Van Burnham, the second book is even more comprehensive than the first - featuring over 500 full-color pages - plus interviews with legendary game developers like Eugene Jarvis, John Romero, and Tim Schafer, as well as premium print upgrades including metallic inks, gatefold inserts, and so much more. Supercade was conceived to pay tribute to the technology, games, and visionaries who created one of the most influential mediums in the history of entertainment - one that profoundly shaped the modern technological landscape, and inspired generations of gamers. Contributors include Nathan Altice, Max Blackley, Ian Bogost, Chris Charla, Brian Crecente, Gabe Durham, Benj Edwards, Scott Fontana, Paul Ford, Darren Gladstone, Raiford Guins, Blake J Harris, Robin Hunicke, Roland Ingram, Alex Kane, Chris Kohler, Tim Lapetino, Kelsey Lewin, Henry Lowood, Chris Melissinos, Mike Mika, Jess Morrissette, Chris Moyse, Laine Nooney, Jeremy Parish, Chris Priestman, Chris Schilling, Brandon Sheffield, Dean Takahashi, Tony Temple, Tom Vanderbilt, Brittany Vincent, John Wills, and Erik Wolpaw.
The Art of Titanfall 2 is the ultimate guide to the development of Respawn Entertainment's fast-paced, visually stunning first-person shooter. Featuring an exclusive array of highly stylised concept art, sketches, 3D renders, maquette modelling, and commentary from key Respawn Entertainment team members, this is a must-have for any fan of the dynamic and destructive world of Titanfall 2.
Add seamless, interactive, user-controlled delivery to your Flash applications. This book builds upon your understanding of basic ActionScript (AS) syntax with the foundational skills that you need to use XML in Flash applications and AS2 or AS3 to migrate your existing applications. Beginning with an introduction to XML, XML parsing methods, and a short introduction to AS2 you learn how to create a universal XML load/onload Class as well as a universal XHTML parser. Then you learn how to use Components using XML as the data source, including the menu, menubar, datagrid and tree component. Finally, a tutorial project-the design and development of a Real Estate Web site that contains an XML search engine-pulls it all together with hands-on experience. All the applications use XML as the data source and are written as class files. Select parts of the Real Estate Web site are redeveloped in AS3 for purposes of illustration. The new XML class is presented and specific code examples demonstrate techniques to apply methods and use properties. Particular attention is paid to the differences between AS2 and AS3 and how to effectively transition from one AS version to the other. The downloadable resources contain code for all of the properties and methods of the AS2, AS3, and XML class examples. Components for the Real Estate Web site project are also provided.
In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.
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