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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > General
This title was first published in 2000: John Petts (1914-1991) is one of the outstanding wood-engravers of the twentieth century. His stunning prints featuring Welsh mountains and the people who live amongst them reflect his deep concern for the history of the land and are distinguished by his profound understanding of the physical and psychological properties of light. Extensively illustrated, John Petts and the Caseg Press spans the entire career of this reclusive artist and offers the first account of the private press he founded in Snowdonia in 1937. In 1935, John Petts and Brenda Chamberlain abandoned their studentships at the Royal Academy Schools, London for a rundown farmhouse in the rugged terrain of Snowdonia. They started the Caseg Press in 1937 in the hope that it might finance their freedom to work. At first dedicated to saleable ephemera such as Christmas cards and bookplates, the press later became involved in the broader Welsh cultural scene, providing illustrations for the Welsh Review, a monthly literary periodical. In 1941, with the writer Alun Lewis, the Caseg press produced a series of broadsheets designed to express continuity and identification with the life of rural Wales in the face of social change precipitated by the second world war. John Petts and the Caseg Press is the first monograph on this artist. It covers both his work for the Caseg Press and for other publishers such as the Golden Cockerel Press. The volume offers a unique insight into an important chapter in the history of private presses in Britain and the development of neo-romanticism in art and literature during the inter-war period.
Acclaimed imaginary realist Woodroffe brings us a wonderful new collection featuring numerous new and never before seen images. A true master of fantasy, he creates paintings inspired by the mysteries of life and nature. This volume shows the artist's immense creativity with a fantastic collection of artwork, and he provides artist notes about context and inspiration. Long renowned for his book and album covers, Woodroffe's work has been also been highlighted in several recent fantasy collections including the immensely popular Dreamscape series. This book also covers the life of the artist from beginning till now.
Weinberg's work is so ground-breaking, his research so arduous, and his precursors in this field so generally unhelpful that we must regard this as charting virtually unexplored waters. There is nothing really to compare the book to, and there is not likely to be a more complete such book in the near future. Weinberg deserves the thanks of anyone seriously interested in what we might call the cultural history of SF, and his book belongs in any collection that purports to represent that history. "Science Fiction StudieS" While there have been numerous books published over the past few decades on the subject of science fiction and fantasy books and movies, almost no attention has been paid to science fiction and fantasy artists. Although a number of picture books emerged in recent years, only a limited number have provided any significant information. This comprehensive biographical dictionary represents one of the first research efforts in the field of science fiction art. It is not an art book, but rather a book about artists. As one of the first comprehensive biographical dictionaries, it was intended to serve as a catalyst to stimulate further scholarship.
An elegant and lavish coffee table book revealing the origins, processes, and brilliant final paintings produced for the award-winning fantasy novel Stardust written by Neil Gaiman. From the moment Gaiman asked Vess to join him on the project, through the layouts, concept illustrations, pen-and-ink drawings, and breath-taking paintings-printed in an oversized format and including works from before they were adjusted to fit the text. Includes work for all of the different editions, and even the ultra-rare portfolio A Fall of Stardust with contributions from many famous cartoonists and illustrators including Mike Mignola (Hellboy), William Stout, Stan Sakai (Usagi Yojimbo), and Sergio Aragones (Mad).
Revised edition: 20 additional methods, three new case studies and a new chapter to introduce life-centered design. This book introduces the reader to the changing role of design as a way of thinking and a framework for solving complex problems and achieving systemic change. This book introduces the reader to the changing role of design as a way of thinking and a framework for solving complex problems and achieving systemic change. It documents 80 methods that cover all stages of a design process, providing actionable guidance for applying the methods across a range of projects. The methods are complemented by seven case studies to demonstrate their application in different domains, from designing interfaces for autonomous vehicles to addressing health and wellbeing. Free templates and resources, available at designthinkmakebreakrepeat.com, make this a great resource for design educators as well as practitioners leading workshops in their organization or looking for inspiration to transform their practice. In this revised edition, the authors look beyond the human-centered design paradigm and provide an introduction to life-centered design. This extended focus is reinforced through design methods for considering the broader ecosystem in which products and services are used, including the use of natural resources, ethical concerns and the long-term impact of design decisions.
With more than 14,000 entries of nineteenth- and twentieth-century artists, this book is the most comprehensive international listing of artists as illustrators compiled to date. The entries include illustrators, sculptors, and fine art artists who have done illustrations for books, magazines, records, and posters. Biographical reference keys are provided with each entry. Approximately 4,000 of the listed artists are shown with a signature facsimile.
As McCarthyism swept across the United States and capitalism was king, white America enjoyed a feeling of pride and security that was reflected in advertising. Carelessly flooding society with dangerous misinformation, companies in the 50s promoted everything from vacations in Las Vegas, where guests could watch atomic bombs detonate, to cigarettes as healthy mood-enhancers, promoted by a baby who claims his mother feels better after she smokes a Marlboro. From "The World's Finest Automatic Washer" to the Cadillac which "Gives a Man a New Outlook," you'll find a colorful plethora of ads for just about anything the dollar could buy. Oh, and "Have you noticed how many of your neighbors are using Herman Miller furniture these days?" If only you could really travel back in time and pick up a few chairs for your collection...
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.
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 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.
This elegant, collectible book presents the powerful concept art created for Destiny, featuring breathtaking imagery that captures the cinematic feel of its universe. Covering everything from the earliest sketches of the Guardians' armor to dilapidated cities on distant planets, this exploration of the art behind the year's biggest new gaming franchise details the incredible artistic development of each class, vehicle, and planet. With hundreds of stunning sketches, character illustrations, pieces of concept art, environments, and more, The Art of Destiny will explore the game's sweeping world, grand scope, and vibrant visuals.
Having taken players all the way to the gateway to the modern world in Syndicate, Assassin's Creed once again takes fans on an adventure through history. The Art of Assassin's Creed Origins collates hundreds of concept arts, including sketches, final paintings, and 3D Renders, alongside in-depth commentary from the artists and developers, representing the ultimate insight into the design processes behind the game.
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.
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.
Kenneth Paul Block is one of the most influential fashion illustrators of the twentieth century. His childhood dream was "to draw glamorous ladies in beautiful clothes". After graduating from Parsons School of Design, his first job was at the powerful "Women's Wear Daily" in the 1950s, an association that lasted over thirty years and where Kenneth witnessed and recorded one of the most important periods in fashion history - the postwar shift as the exclusive world of couture transformed into pret-a-porter. Attending all the major fashion shows in Paris, London, and New York, Kenneth was the first one on the scene, drawing the latest style-setting clothes from such venerable houses as Balenciaga, Chanel, and Saint Laurent.He also documented the up and coming designers of the time, including Marc Jacobs, Perry Ellis, and Halston. He was well known in society, sketching Gloria Vanderbilt and the Duchess of Windsor. He reported on sensational parties in Palm Beach and New York attended by Babe Paley and Jackie Kennedy Onassis and created a unique archive of the era. "Drawing Fashion: The Art of Kenneth Paul Block" is the first monograph on the artist and brings together a lifetime of drawings, watercolours, and observations. Fashion illustration disappeared from publications as photography took over, giving added emphasis to this book as an important historical document. "Drawing Fashion", designed by Shahid & Company, captures a critical moment in time when fashion, art, and commerce coincided.
Experience the thrill and adventure of riding the surf through this wonderful compilation of graphics and collectibles from around the globe, including California, Hawaii, Australia, Britain, and Europe. Surf legend Rod Sumpter shares his memories of the unique culture that evolved in the mid-twentieth century -- one characterized by surf, sport, beach beat, and Friday night surf stomps echoing the joy of riding big, small, and hollow waves. Surf movies were in their heyday and colorful posters, now highly collectible, announced the date and time of local showings. Enjoy this fantastic assortment of movie posters and handbills, striking magazine covers, decals, patches, vintage photographs, advertising, trophies, surf-theme record albums, and much more. Current values are included in the captions. Surfing enthusiasts everywhere will crave this nostalgic and visually exciting look at one of the world's most exhilarating sports.
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.
Late in his life, confined to a chair or bed, Matisse transformed a simple technique into a medium for the creation of a major art. I have attained a form filtered to its essentials. Cutting dynamic shapes from painted paper, Matisse created his images. While producing pieces for Jazz, the artist used a large brush to write notes to himself on construction paper. The simple visual appearance of the words pleased Matisse, and he suggested using his reflective handwritten thoughts in juxtaposition with the images. The original edition of Jazz was an artist s book, printed in a limited quantity. This selection from the original is an exquisite suite of color plates and text that, like the music it was named for, was invented in a spirit of improvisation and spontaneity. These magnificent cut-outs of pure color celebrate the radiance and emotional intensity of the artist s oeuvre. "
Publishers of contemporary magazines invest more and more money in
developing innovative design for an increasingly design-literate
reader. Innovation, however, must always be grounded in the
underlying conventions of legibility to ensure loyal readership and
economic success.
"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.
The Art of Tom Clancy's The Division is the ultimate behind the scenes look at making of the latest game in the critically acclaimed Tom Clancy franchise. With over 300 images including sketches and concept art, and in-depth commentary throughout from the artists and creators, this volume will taken fans on a journey through the creation and visual development of the game.
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.
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