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Books > Arts & Architecture > Art forms, treatments & subjects > Other graphic art forms > General
"Start making. Start being the change you want to see in this world." De Nichols From the psychedelic typography used in 'Make Love Not War' posters of the 60s, to the solitary raised fist, take a long, hard look at some of the most memorable and striking protest artwork from across the world and throughout history. With an emphasis on design, analyse each artwork to understand how colour, symbolism, technique, typography and much more play an important role in communication, and learn about some of the most influential historical movements. Tips and activities are also included to get you started on making some of your own protest art. Guided by activist, lecturer and speaker De Nichol's powerful own narrative and stunningly illustrated by a collaboration of young artists from around the world, including Diana Dagadita, Olivia Twist, Molly Mendoza, Raul Oprea and Diego Becas, Art of Protest is as inspiring as it is empowering.
Unlock the secrets to creating stylized animals that enchant and entertain their audience, resulting in characters that follow in the popular paw-prints of much-loved creatures from Disney, DreamWorks, Pixar, and other great studios. Creating Stylized Animals focuses on the art and craft of developing stylized characters from the animal kingdom, both real and imagined. Some of the best professional illustrators and animators dedicated to creating characters for video games, TV, and books, guide the reader through accessible step-by-step tutorials. These experts create specially commissioned animals, demonstrating their process from the all-important research stage and experimenting with thumbnails, to manipulating shape language, exploring gesture, and assessing color palettes. Animal-focused design fundamentals include anatomy and anthropomorphism, and how to imbue these animals with the personality and characteristics essential to capturing the attention of audiences of all ages. This book is perfect for artists of all mediums, ensuring newcomers to drawing the animal kingdom are equipped with the skills and knowledge they need to create their own eye-catching characters. Whether tasked with creating an adorable comedy critter to captivate the audience, or an imaginary creature to carry an adventure-packed narrative, this book is the artist's best friend from start to finish.
Eric Carle's life and work are explored in this comprehensive and updated portrait that includes: A brand-new and refreshed cover More than sixty full-colour illustrations from his books Full-colour art pieces showcasing his art style beyond his book work (New to this edition!) A moving autobiographical account of his life (updated for this edition) An insightful speech by Eric Carle originally given at the Children's Literature Center in the Library of Congress A photographic essay on how he creates his collages A full-colour illustrated bibliography of all of his books Anecdotal reflections by Ann Beneduce, his longtime friend and editor of The Very Hungry Caterpillar Essays on the power of his art by his German publisher, Dr. Viktor Christen, and Takeshi Matsumoto, curator at the Chihiro Iwasaki Museum in Tokyo. New for this edition, essays by Nicholas B. Clark, chief curator and founding director of The Eric Carle Museum of Picture Book Art, and Alexandra Kennedy, executive director of The Carle.
Do you have the eagle eyes necessary to make it in the enigmatic Brotherhood of Assassins? This classic search and find book will allow gamers to interact with their favourite characters in a new way! With beautiful, intricate, original illustrations spanning over 2000 years of history, search for 13 iconic assassins through the ages and across the world.
The Art of Titanfall will take readers on a no-holds barred look at Respawn Entertainment's hugely anticipated multiplayer shooter - featuring exclusive concept and development art, showcasing the all-out warfare between the agile pilots and lethal Titans of the Interstellar Manufacturing Corporation and the M-COR militia, as well as the war-torn battlefields found throughout the game.
An island colouring adventure from Sunday Times bestselling illustrator Millie Marotta. Millie Marotta whisks you away to an island adventure where you're invited to colour a world of wonderful wildlife. Immerse yourself in the beautiful and fascinating creatures found on islands such as Mauritius, Svalbard, Vancouver, Sri Lanka, the Caribbean and the Galapagos islands. Discover Cape Verde's spiny lobster, a Komodo dragon, a Formosan rock macaque and the Javan rhino. Lend your palette to colour the exotic greenery of pitcher plants, orchids, vines, and prickly pear trees. Discover the curious and beautiful creatures that grace our island wonderlands whether tropical or wind-blown. But, most of all, take time out of your day to indulge your creativity and let the timeless mindful activity of colouring relax mind and body.
If You Can Cut, You Can Collage is specially designed for people who feel like they can't make art. Want to know a secret? You can! You just need a little inspiration, instruction, and confidence. Collage is a wonderful creative outlet, particularly for people who want to make art, but don't feel they have the skills or confidence for other endeavors. You can still explore and experiment with color, composition, and various themes and end up with exciting and often unexpected results. If you Can Cut, You Can Collage takes some of the mystery out of collage through easy illustrated pages that show you the basic techniques of collecting and cutting imagery, composing and adhering compositions, and then provides a wealth of exercises that get readers going on their own creative projects. We'll get you started with simple, focused, projects like making a collage with only circles, where you'll learn important concepts like how to create a focal point, how to use repetition successfully, how to achieve contrast, balance, symmetry, and more. You'll be incorporating vintage ephemera, typography and lettering, and even urban and found materials in no time!
Gail Mallatratt says, 'I'm a colour person and the longer I live the more I love it and am motivated by it. Colour and stories are best. Colour gives me energy.' The vitality of Gail's colour printmaking is often startling and even surreal, making the familiar seem new. 'I hold a dialogue with the print coming off the woodcut', and there is always an element of surprise for her in the result, causing her to adapt colour and process as the work proceeds. 'One important thing about colour and living with it', Gail reflects, 'is that it is relative. It changes depending on what it is next to - a muddy ochre can zing out next to a blue or a black. Burnt Sienna can look bright next to a polished medium-tone oak wood. Water can be grey or brown or blue depending on how the light hits it.' 'I need to wear colour, lots of different ones, to feel right for the day. There is no underestimating its importance to the spirit.' Born in San Francisco, Gail came to London in 1972 with an English husband and her first child. She has an MA degree from Stanford University in teaching English, and Graphic Design and Information Design degrees from the University of the Arts. She studied printmaking at Camberwell and was awarded an MA degree. Before taking up printmaking full-time Gail worked in Corporate Identity design.
The worlds of Peter Parker and Spider-Man collide in the action-packed Marvel's Spider-Man videogame exclusively on the PS4. Marvel's Spider-Man: The Art of the Game is packed with hundreds of exclusive full-colour images of Spider-Man, his suit and equipment, the allies he relies on like MJ Watson and Aunt May, and the deadly villains he battles. This wealth of material is accompanied by exclusive insight into the creative process from the talented developers, artists, and designers responsible for bringing Spider-Man's world to vivid life.
Rachel Owen's hauntingly beautiful illustrations for Dante's Inferno take a radically new approach to representing the world of Dante's famous poem. The images combine the artist's deep cultural and historical understanding of 'The Divine Comedy' and its artistic legacy with her unique talent for collage and printmaking. These illustrations, casting the viewer as a first-person pilgrim through the underworld, prompt us to rethink Dante's poem through their novel perspective and visual language. Owen's work, held in the Bodleian Library and published here for the first time, illustrates the complete cycle of thirty-four cantos of the Inferno with one image per canto. The illustrations are accompanied by essays contextualising Owen's work and supplemented by six illustrations intended for the unfinished Purgatorio series. Fiona Whitehouse provides details of the techniques employed by the artist, Peter Hainsworth situates Owen's work in the field of modern Dante illustration and David Bowe offers a commentary on the illustrations as gateways to Dante's poem. Jamie McKendrick and Bernard O'Donoghue's translations of episodes from the 'Inferno' provide complementary artistic interpretations of Dante's poem, while reflections from colleagues and friends commemorate Owen's life and work as an artist, scholar and teacher. This stunning collection is an important contribution to both Dante scholarship and illustration.
Simon Moretti is known for his enigmatic exhibition works, presenting displays that engage with questions of agency, temporality, automatism, desire and masculinity. Incorporating appropriated images and archives as well as curatorial and publishing projects, often made in collaboration with other artists, his work addresses the role of 'curating as practice'. Presented as a non-chronological visual essay, this publication surveys 10 years of collage works by Moretti. It includes text contributions from writer Craig Burnett, curator and art historian Yuval Etgar, novelists Deborah Levy and Chloe Aridjis, and a conversation with Andrew Durbin, editor-in-chief of frieze magazine.
This volume accompanies the largest exhibition of contemporary art from Australia to be presented outside the continent. It's characterised by a surprising richness and variety, offering a combination of personal stories, languages, ethnic origins, religions and traditions. The artists belong to many Aboriginal cultures and First Nations and those that arrived from the Pacific, Europe, Asian countries and America. Curated by Eugenio Viola, this project encompasses a broad constellation of cultural, political and social practices and perspectives, and takes into consideration different means of expression such as painting, performance, installation, sculpture, video, drawings and photography. Artists: Vernon Ah Kee, Tony Albert, Khadim Ali, Brook Andrew, Richard Bell, Daniel Boyd, Maria Fernanda Cardoso, Barbara Cleveland, Destiny Deacon, Hayden Fowler, Marco Fusinato, Agatha Gothe-Snape, Julie Gough, Fiona Hall, Dale Harding, Nicholas Mangan, Angelica Mesiti, Archie Moore, Callum Morton, Tom Nicholson (with Greg Lehman), Jill Orr, Mike Parr, Patricia Piccinini, Stuart Ringholt, Khaled Sabsabi, Yhonnie Scarce, Soda Jerk, Dr Christian Thompson AO, James Tylor, Judy Watson, Jason Wing and Nyapanyapa Yunupingu. Text in English and Italian.
This critically acclaimed collection of very short stories about postwar Buffalo, New York - illustrated in colour with the author's own collages - is now available in paperback. It all began in Buffalo between World War II and the Korean Conflict, as it was called, when the guys would meet up late at night in a diner for their brand of fellowship. They were mostly high school graduates in their late teens and early twenties, the sons of immigrant families. It didn't matter; there was little trace of that showing. They didn't look or act alike, but they had a sense of who they were, sort of proud for some reason, without much to show for it. From the introduction, at the centre of the group was Arnie. He might have been selling real estate for the time being, but he always had his eye on the next thing - Christmas tree farming, perhaps, or uranium mining. Then there were Moe, who had a gas station and garage, and Barney, who drove a truck for Pop's Pies. Observing it all was an art student working odd jobs to afford his paints and brushes - Phil. In 110 vignettes about Arnie and the guys, Philip Sultz presents a fictionalised portrait of the working-class Buffalo of his youth. He also vividly sketches the downtown Manhattan of those days, where his protagonists are drawn to study and to work. These stories - by turns funny and poignant, perfectly told and full of telling details - evoke not only the life of two cities, but the atmosphere of postwar America. Even in shadow of McCarthyism and the atom bomb, it was a time emblematic of possibility and change. Lake Effect Days is illustrated with colour reproductions of Sultz's critically acclaimed collages, which echo the text in their formal perfection and add new layers of allusion.
Jump on a wild ride across the cosmos in Marvel's Guardians of the Galaxy, a story-driven action-adventure with a fresh take on everyone's favorite ragtag group of legendary heroes. When the Guardians accidentally set off a chain reaction of catastrophic events, Star-Lord must live up to his skills, resolve, and swagger to hold this combustible band of misfits together. With half the galaxy after them and some of the most powerful entities in the universe on the loose, what could go wrong? Embark on the epic journey behind the scenes of Marvel's Guardians of the Galaxy in this beautiful hardback book. Accompanied by fascinating insights from the talented artists and developers behind the game, Marvel's Guardians of the Galaxy: The Art of the Game features exclusive concept artwork and final designs of the characters, costumes, gear, ships, creatures, planets, and environments that make up its vast universe.
In his latest book, Michael Betancourt explores the nature and role of typography in motion graphics as a way to consider its distinction from static design using the concept of the 'reading-image' to model the ways that motion typography dramatizes the process of reading and audience recognition of language on-screen. Using both classic and contemporary title sequences-including The Man With the Golden Arm (1955), Alien (1979), Flubber (1998), Six Feet Under (2001), The Number 23 (2007) and Scott Pilgrim vs. The World (2010)-Betancourt develops an argument about what distinguishes motion graphics from graphic design. Moving beyond title sequences, Betancourt also analyzes moving or kinetic typography in logo designs, commercials, film trailers, and information graphics, offering a striking theoretical model for understanding typography in media.
Critical facsimile edition making crucial modernist texts available for the first time since 1931 Restores a rare but highly influential modernist anthology to print in a new critical facsimile edition Provides extensive scholarly commentary, analyses, and newly discovered biographical information, setting the anthology in its broader cultural context Offers the first collection of avant-garde writing designed to be read on a 'reading machine' invented by the American expatriate poet Bob Brown Includes both Craig Saper's new Introduction and a separate chapter on the Contributors and their readies. Saper is the leading scholar of Bob Brown's work as well as an important scholar of experimental writing, media, publishing, and art This new edition of Bob Brown's groundbreaking collection of modernist writing experiments has been out of print since 1931, when Brown's Roving Eye Press originally published it. Only a few copies exist in archives today. The contributors include major modernist writers such as Gertrude Stein, William Carlos Williams, F. T. Marinetti, Eugene Jolas and Ezra Pound, key social realists like Kay Boyle and James T. Farrell and daring queer novelists and artists including Charles Henri Ford and Sidney Hunt. Providing extensive scholarly commentary, analyses and newly discovered biographical information, this book sets the anthology in its broader cultural context. This is an essential resource for those interested in print and book history, the politics and culture of the expatriate avant-garde and the reading machine's impact on reading, writing and literacy.
In 1772, upon the death of her second husband, Mary Delany arose from her grief, picked up a pair of scissors, and, at the age of seventy-two, created a new art form: mixed-media collage. Over the next decade, Mrs. Delany produced an astonishing 985 botanically correct, breathtaking cut-paper flowers, now housed in the British Museum and referred to as the "Flora Delanica." As she tracks the extraordinary life of Delany--friend of George Frideric Handel and Jonathan Swift--internationally acclaimed poet Molly Peacock weaves in delicate parallels in her own life and, in doing so, creates a profound and beautiful examination of the nature of creativity and art. This gorgeously designed book, featuring thirty-five full-color illustrations, is to be devoured as voraciously as one of the court dinners it describes.
Whether you're thinking of getting a tattoo or just want to see to what lengths others have gone in decorating their bodies, this is the book to check out. 1000 Tattoos explores the history of the art worldwide via designs and photos-from 19th-century engravings to tribal body art, from circus ladies of the '20s to classic biker designs. About the series Bibliotheca Universalis - Compact cultural companions celebrating the eclectic TASCHEN universe! |
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