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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > General
Collage is one of the most popular and pervasive of all art-forms, yet this is the first historical survey book ever published on the subject. Featuring over 200 works, ranging from the 1500s to the present day, it offers an entirely new approach. Hitherto, collage has been presented as a twentieth-century phenomenon, linked in particular to Pablo Picasso and Cubism in the years just before the First World War. In Cut and Paste: 400 Years of Collage, we trace its origins back to books and prints of the 1500s, through to the boom in popularity of scrapbooks and do-it-yourself collage during the Victorian period, and then through Cubism, Futurism, Dada and Surrealism. Collage became the technique of choice in the 1960s and 1970s for anti-establishment protest, and in the present day is used by millions of us through digital devices. The definition of collage employed here is a broad one, encompassing cut-and-pasted paper, photography, patchwork, film and digital technology and ranging from work by professionals to unknown makers, amateurs and children. Published to accompany an exhibition at the National Gallery of Scotland, June-October 2019.
Time-travel through the Automobile Age with a collection that puts you in the driver's seat. 20th Century Classic Cars offers a lush visual history of the automobile, decade by decade, via 400-plus print advertisements from the Jim Heimann Collection. Using imagery culled from a century of auto advertising, this book traces the evolution of the auto from horseless carriage to rocket on wheels-and beyond. With an introduction and chapter text by former New York Times automotive writer Phil Patton, as well as an illustrated timeline, this volume highlights the technological innovations, major manufacturers and dealers, historical events, and influence of popular culture on car design. About the series Bibliotheca Universalis - Compact cultural companions celebrating the eclectic TASCHEN universe!
The Art of Destiny showcases the stunning art and design behind one of the most exciting franchises in gaming today. From the mysterious dunes of Mars to the jungles of Venus and the abandoned aerospace installations on the Moon, Destiny takes players across the ancient ruins of our solar system on their quest to defend Earth's last city and become legend. To build this expansive universe, the team at Bungie drew from a multitude of inspirations--from classic fantasy and science fiction worlds, the myth-meets-technology adventure of space operas, and the ornate design of medieval drapery juxtaposed with modern architecture--all of which combine to create a world uniquely imagined down to the smallest detail. The Art of Destiny is a celebration of the dynamic art at the heart of the game, featuring hundreds of pieces of concept illustrations, cinematic imagery, early sketches, and world-building graphic design. Covering the meticulous artistic development behind each class, vehicle, weapon, and environment, this lush and comprehensive overview explores the game's sweeping world, grand scope, and vibrant visuals. (c) 2014 Bungie, Inc. All rights reserved. Destiny, Bungie, and the Bungie logo are trademarks of Bungie, Inc. in the US and/or other countries.
The skull is one of the most recognizable symbols of today's contemporary visual culture. Since its 1970 s renaissance in the iconic album designs of bands such as the Grateful Dead, the skull has found its way into the visual vocabulary of urban life, adorning T-Shirts, badges and rock memorabilia as the ultimate symbol of anarchy and rebellion. Repurposed and recast by artists, illustrators and designers, it has become one of the most iconic cultural symbols of our time. In response to this cultural phenomenon, The Book of Skulls presents a cool visual guide to the skull, charting its rebirth through music and street fashion to become today s ultimate anti-establishment icon. From Black Sabbath to Cypress Hill, skater punk graffiti to Gothic tattoos, from high-couture to Hello Kitty and Dali to Damien Hirst, this book is the ultimate collection of cool and iconic skull motifs. Drawing together artwork from music, fashion, street art and graphic design The Book of Skulls is a celebration of one of today s most iconic cultural symbols.
Although advertising has a history that goes back thousands of years, it is the Americans who have made it into an art form. Advertisements were put on everything from pocket mirrors to memo pads, the sides of barns to the sides of carriages and buses. A history of advertising printed in the 1880s even show and advertisement on a tombstone. With the advent of color lithography in the late 1800s, some of the most beautiful and highly collectible items were created. Tin signs with colorful, strong images, often embossed, were made for stores, and often found their way into homes. Paper advertising in calendars, trade cards, and posters reached new levels of artistry in the latter years of the 19th century. This new book explores advertising in all its media, tin, paper, celluloid, and enamel. In full color it portrays the creativity of its makers, while at the same time bringing to life the styles of the past 120 years. Included are signs, three dimensional designs, smalls, and novelties. With some tin signs bringing in excess of $100,000 (a Campbell Soup sign included in this book), it is clear that this is an active and exciting area for collectors. At the same time, it is a good field for the new collector, who can find many pieces of advertising for under $50. Both ends of the spectrum are nicely covered in Antique advertising: America for Sale, making it an important book for all collectors.
This box of postcards representing Disney's modern classics collects concept art-many pieces never before published-and final frames from ten iconic films made since Disney's renaissance in the 1990s, spanning from The Little Mermaid in 1989 to Big Hero 6 in 2014. Copyright (c)2015 Disney Enterprises, Inc. All rights reserved.
From DreamWorks, the studio behind Shrek and Madagascar, comes a fun twist on the alien invasion story. Starring a friendly alien and a teenage girl, Home follows this unlikely pair on a globe-trotting adventure to save the world from a different race of invading aliens. This hilarious movie is based on the celebrated children's book by New York Times best-selling author Adam Rex.
Experience SEKIRO's unique take on the blood-soaked history of Japan's Sengoku Period with over 300 pages of storyboards, character designs, and concept art!
Noma Bar's innovative, playful style has made him one of the most sought-after illustrators working today, with a broad range of commissions from magazines and newspapers - including Empire, the New York Times, Wired, the Guardian and Time Out - and numerous private and advertising clients. His use of negative space and minimalist forms creates images with multiple readings that can delight and shock in equal measure. Each of Bar's illustrations tells a story that is hidden in the details, with the message revealing itself as you look more closely. Noma Bar has handpicked his most iconic illustrations and favourite works, each one displaying the distinctive style that has established his reputation. The works are organized into thematic chapters such as `Pretty Ugly' (portraits), `In Out' (sex), `Life Death' (conflict), and `Less More' (daily life). Alongside the images, Bar reveals his working methods and the stories behind his often idiosyncratic inspiration for different illustrations, and reflects on how his life experiences have shaped him as an artist. As a collection, the whole is much greater than the sum of these many, many-layered parts. It is destined to become a must-have reference source for all professionals in the worlds of graphic design and illustration, while also being an enthralling treasury for any follower of visual and popular culture. This limited, slipcased edition includes an exclusive screen print. One copy in this release of 1000 copies contains a one-of-a-kind gold-leaf print.
Part of a new series of beautiful gift art books, Art Deco Fashion: Masterpieces of Art highlights artworks from fashion illustrators of the era that was characterized by the allure of modernity, progression, women's liberation, and luxury - leading to the short hemlines and androgyny of the Flapper, the outdoorsy Sporty girl and Silver Screen goddesses. Beginning with a fresh and thoughtful introduction to the Art Deco movements and its influence upon fashion, the book features all the best known Art Deco fashion masterpieces, including works by renowned artists such as Georges Barbier, Paul Iribe and Erte.
"Velocity" is a stunning new visionary collection from the imagination of acclaimed illustrator Stephan Martiniere. The fantasy and SF artist has worked for numerous film studios, including Disney and Warner Bros., as well as video game companies. This book showcases his sci-fi book cover paintings, commercial and film art, video game designs, and other never before-seen artwork. This is an unmissable title.
Character Design Quarterly (CDQ) is a lively, creative magazine bringing inspiration, expert insights, and leading techniques from professional illustrators, artists, and character art enthusiasts worldwide. Each issue provides detailed tutorials on creating diverse characters, enabling you to explore the processes and decision making that go into creating amazing characters. Learn new ways to develop your own ideas, and discover from the artists what it is like to work for prolific animation studios such as Disney, Warner Bros., and DreamWorks.
The book provides an overview as well as a theoretical critique for all students of this new and thriving field. It includes a specially commissioned essay by Judy Attfield on feminist approaches to writing histories of design. fields to discuss the problems of defining design and writing about its history. In his examination of how design history has been approached in the absence of a theoretical framework, he considers the different methods that leading scholars employ and looks critically at a number of histories of design and architecture.
The period in film history between the regimentation of the Edison Trust and the vertical integration of the Studio System-roughly 1916 through 1920-was a time of structural and artistic experimentation for the American film industry. As the nature of the industry was evolving, society around it was changing as well; arts, politics and society were in a state of flux between old and new. Before the major studios dominated the industry, droves of smaller companies competed for the attention of the independent exhibitor, their gateway to the movie-goer. Their arena was in the pages of the trade press, and their weapons were their advertisements, often bold and eye-catching. The reporting of the trade journals, as they witnessed the evolution of the industry from its infancy towards the future, is the basis of this history. Pulled from the pages of the journals themselves as archived by the Media History Digital Library, the observations of the trade press writers are accompanied by cleaned and restored advertisements used in the battle among the young film companies. They offer a unique and vital look at this formative period of film history.
Vices or virtues: drinking and smoking provided marketers with products to be forged into visual feasts. In this lush compendium of advertisements, we explore how depictions of these commodities spanned from the elegant to the offbeat, revealing how manufacturers prodded their customers throughout the 20th century to imbibe and inhale. Each era's alcohol and tobacco trends are exuberantly captured page after page, with brand images woven into American popular culture so effectively that almost anyone could identify such icons as the Marlboro Man or Spuds MacKenzie, figures so familiar they could appear in ads without the product itself. Other advertisers devised clever and subliminal approaches to selling their wares, as the wildly successful Absolut campaign confirmed. Even doctors contributed to a perverse version of propaganda, testifying that smoking could calm your nerves and soothe your throat, while hailing liquor as an elixir capable of bringing social success. Whether you savor these visual delights, or enjoy inhaling and wallowing in forbidden pleasures, you will certainly be thrilled by this exploration of a decidedly vibrant-and sometimes controversial-chapter of advertising history. About the series TASCHEN is 40! Since we started our work as cultural archaeologists in 1980, TASCHEN has become synonymous with accessible publishing, helping bookworms around the world curate their own library of art, anthropology, and aphrodisia at an unbeatable price. Today we celebrate 40 years of incredible books by staying true to our company credo. The 40 series presents new editions of some of the stars of our program-now more compact, friendly in price, and still realized with the same commitment to impeccable production.
From The Lion King to Moose Murders and from Cat on a Hot Tin Roof to Agatha Christie's The Mousetrap, celebrate the Drama Desk Award-winning artwork of Frank "Fraver" Verlizzo with more than 250 of his theatre poster designs from Broadway, Off-Broadway, and around the globe. For the first time in his five-decade career, this monograph collection will take you behind-the-scenes into the world of theatrical advertising through a rare look at 40 unpublished poster sketches for some of Broadway's favorite shows, hilarious career anecdotes, and commentary from theatre icons, including Bernadette Peters, Dean Pitchford, and Jack Viertel. More than 20 of Fraver's poster designs for the works of Stephen Sondheim are spotlighted, as well as those created for Rodgers & Hammerstein, The Kennedy Center, and New York City Center's Encores! series. This is the perfect collection for students and fans of the theatre, graphic design and advertising, and the arts in general.
This second edition of Writing for Animation, Comics, and Games expounds on the previous edition with more information on how to construct narratives for these three forms of visual storytelling media. Christy Marx's book offers an in-depth look into scriptwriting and how to break into each of the featured industries. The text goes into detail on visual storytelling: how to compose exterior storytelling (animation, games) and interior/exterior storytelling (comics and graphic novels); as well as considerations for non-linear videogames. The advice within these pages can be used to build a transmedia career across animation, comics, graphic novels, and videogames. Key Features An insider's perspective on career rules of the road on writing for comics, videogames, and animation Written for beginners and professionals alike A nuts-and-bolts guide to script formats, terminology, networking, and valuable advice on writing for each medium Author Bio Based in Northern California, Christy Marx is an award-winning writer, story editor, TV series developer, game designer, and narrative designer. Her many credits include Babylon 5; Captain Power and Soldiers of the Future; The Twilight Zone; G.I. Joe; Jem and the Holograms; Spider-Man; He-Man; X-Men Evolution; Teenage Mutant Ninja Turtles; Conan the Adventurer; Birds of Prey; Amethyst; The Sisterhood of Steel; Sierra On-Line adventure games; PC, MMO, and console games; Zynga mobile games; and more. For full credits, visit www.christymarx.com.
Some of the best illustrators of children's books from the late 1880s to the 1920s are documented here. Drawing from an extensive variety of baby books, this volume showcases the highly collectible works of Anne Anderson, Frances Brundage, Clara Burd, Bertha Corbett, Fanny Cory, Melcema Denny, Bessie Pease Gutmann, Queen Holden, Maud Humphrey, Henrietta Le Mair, Jessie Wilcox Smith, Ida Waugh, and more. Over 400 color photos depict delightful babies and children as portrayed by these talented artists. Brief biographical sketches of the artists are provided, along with an alphabetical listing and price guide of illustrated baby books. Also included is a unique chapter identifying the actual children whose names are inscribed in many of the beautiful illustrations. A wonderful volume sure to please art aficionados, contemporary illustrators, historians, and children's book collectors.
Painter and illustrator Edward Bawden's five scrapbooks, assembled over a period of more than 55 years, contain everything from stamps, photographs, cigarette cards, Christmas cards and letters to newspaper cuttings, drawings and autographs, amongst other fascinating ephemera. Beautifully designed and illustrated with over 250 images taken from these books, Edward Bawden Scrapbooks reveals this wonderful and at times eccentric collection and provides a new insight into one of the most popular artists of 20th-century Britain. The pages illustrated provide an alternative window into Bawden's world, showing his very conscious awareness of both Surrealism and the work of other contemporary designers and typographers. But it is not only aficionados of Bawden who will be beguiled by these scrapbooks: perusing them is like trawling through an almanac of art, design and literature of the inter- and post-war years and the work of other key artists of the era such as Ben Nicholson, David Jones, Evelyn Dunbar, Eric Ravilious and Hugh Casson also appears. Some pages are beautiful, some instructive and others simply baffling but when taken in conjunction with Bawden's watercolours, prints, illustrations, murals and other designs, the scrapbooks are the closest thing we have to an autobiography of one of the 20th-century's most reclusive and English of artists. |
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