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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > 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.
Delve into the art of menswear illustration and learn what it takes
to create professional, praiseworthy fashion sketches. With over
300 color examples, illustrator and educator Lamont O'Neal uses a
mixture of watercolor, marker, pencil and digital tools to help you
master fundamentals such as anatomy and proportion. Later chapters
focus on garment drawing, the principles of balance and movement as
well classic poses and how they can highlight a design. There's
also a guide to the history of menswear illustration, with
introductions to some of the most influential practitioners and
discussion of how to develop your own individual style by using
hand drawing as an expression of individual style and creativity.
There are also reference photographs showing how sketches and
illustrations relate to the finished garment, making this the
ultimate guide to drawing and rendering the male fashion figure.
Profiles: Cody Cannon, Carlos Aponte, Mengjie Di, Brian Lane, Ryan
McMenamy, Emee Mathew, Francisco Cortes Key topics: Drawing the
Male Fashion Figure, Movement, Drawing the Clothed Figure, Drawing
the Garment, Rendering Techniques, Digital 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.
From posters to cars, design is everywhere. While we often discuss the aesthetics of design, we don't always dig deeper to unearth the ways design can overtly, and covertly, convince us of a certain way of thinking. How Design Makes Us Think collects hundreds of examples across graphic design, product design, industrial design, and architecture to illustrate how design can inspire, provoke, amuse, anger, or reassure us.
Graphic designer Sean Adams walks us through the power of design to attract attention and convey meaning. The book delves into the sociological, psychological, and historical reasons for our responses to design, offering practitioners and clients alike a new appreciation of their responsibility to create design with the best intentions. How Design Makes Us Think is an essential read for designers, advertisers, marketing professionals, and anyone who wants to understand how the design around us makes us think, feel, and do things.
40 beautiful designs by one of Victorian era's most influential designers. Modestly priced, copyright-free collection of richly detailed patterns, faithfully reproduced from rare 1890s publication. Superb designs for wallpapers, chintzes, velveteens, tapestries, tiles, carpets, more.
Charting the glorious decade that spans "Halo: Combat Evolved" to
"Halo: Reach," "Halo: The Great Journey" is a lavish and
spectacular review of ten years of groundbreaking game art brought
together in one place as never before.
"Halo: The Great Journey" is the ultimate gallery of the Halo
universe - from characters to weapons and much more; with sketches
and concept art by acclaimed artists such as Ashley Wood, the
detailed interiors and sweeping landscapes of Alex Chu, and Frank
Capezzuto's breathtaking spacescapes.
In addition there is art from "Halo: Legends" - the anime DVD -
book covers, comic pages, marketing images and more; plus an
introduction from "the face of Halo," Frank O'Connor.
A celebration of visual splendor - from the Spartans themselves to
the breathtaking vistas of dawn breaking on an alien world - "Halo:
The Great Journey" is dramatic, grandiose and utterly awesome.
Lara Croft returns, desperate for answers - and seeking a hidden
truth. The Art of Rise of the Tomb Raider takes readers on an
all-access journey for the latest instalment in the critically and
commercially acclaimed Tomb Raider franchise. Featuring concept
art, 3D renders, sketches and more, accompanied by detailed
developer commentary, this book showcases the amazing characters
and locations found on Lara's continuing adventures.
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.
This gorgeous, fully illustrated handbook tells the story of
sketchnotes--why and how you can use them to capture your thinking
visually, remember key information more clearly, and share what
you've captured with others. Author Mike Rohde shows you how to
incorporate sketchnoting techniques into your note-taking
process--regardless of your artistic abilities--to help you better
process the information that you are hearing and seeing through
drawing, and to actually have fun taking notes.
The Sketchnote Handbook explains and illustrates practical
sketchnote techniques for taking visual notes at your own pace as
well as in real time during meetings and events. Rohde also
addresses most people's fear of drawing by showing, step-by-step,
how to quickly draw people, faces, type, and simple objects for
effective and fast sketchnoting. The book looks like a peek into
the author's private sketchnote journal, but it functions like a
beginner's guide to sketchnoting with easy-to-follow instructions
for drawing out your notes that will leave you itching to attend a
meeting just so you can draw about it.
Paper Jewels is the story of postcards during the Raj, and covers
India, Pakistan, Sri Lanka and Burma. It is the first book on the
subject and contains some of the most beautiful and popular
postcards telling the stories of the first postcard publishers
between 1892 and 1947. The essays cover the major cities and
regions important to postcard publishing and the key themes-from
dancers to religion, to tea, soap, famines, fakirs, humour and
warfare. The volume uncovers such gems as the early postcards of
the great Indian painter M V Dhurandhar and the Ravi Varma Press,
the exceptional work of an early Austrian lithographer in Kolkata
and a German one in Mumbai. Many of the images in the book have
never been published since their first runs a century ago.
Published soon after his untimely death, this spirited memoir of
the artist and illustrator Randolph Caldecott (1846-1886) will
appeal as much for its value as a portrait composed by a close
acquaintance, as for the many drawings it contains. Written by
Henry Blackburn (the editor of the London Society, 'an illustrated
magazine of light and amusing literature' to which Caldecott
contributed a number of drawings), it uses a style similar to that
of Caldecott himself, who often peppered his papers, personal
letters to family and friends, and even official documents with
small sketches. These would take as their subject some humorous
remark, or simply illustrate the content of the text. Beyond
illustration (in which he was highly successful) Caldecott had a
varied career as a sculptor and oil painter (exhibiting at the
Royal Academy) and as a watercolourist, being elected to the Royal
Institute of Watercolour Painting in 1872.
A sumptuous, illustrated guide to the symbolism of heavy metal,
told through 300 of its greatest album covers Metal music has
consistently offered some of the most gnarly artwork to accompany
it's equally hardcore music, this book is a celebration of just
that! More than any other genre of music, metal is steeped in a
rich world of symbolism. From death and the devil to mythology and
fantasy, its record covers are awash with iconography that carries
a complex deeper meaning. In Codex Metallum, more than 80 of these
visual themes are explored and explained, accompanied by 300 of
metal's most incredible album covers, including Slipknot, Marilyn
Manson, Motoerhead, Black Sabbath, Rammstein and more. With bespoke
illustrations from Rammstein collaborators Fortifem, this unique
guide decodes the genre's imagery, ranging from serpents and demons
to sigils, castles, zombies, dragons and more. Packaged in a
stunning leather-effect case with foil finishes, Codex Metallum is
a beautiful object in its own right, and essential reading for any
metalhead.
Andrew Scrivani, food photographer for The New York Times, is one
of the most respected names in the business. He is also a teacher
of the craft, advising food porn obsessives, bloggers,
photographers ready for the next step and anyone who loves to shoot
and eat how to: see the light (craft and shape it the way you
want); embrace the maths (calculate ISO, aperture, shutter speed
and white balance); consider visual storytelling (single vs.
multiple image narratives); master tricks for shooting in
restaurants (window, bounce cards); be a control freak (shop, prep,
cook, style and shoot) and turn passion into profit (work and get
paid). Part straight-forward practical advice, part stories from
the field with many of Scrivani's signature pictures, this book
really will make you hungry.
This is a comprehensive, hands-on guide to learning the basic
drawing skills needed to successfully create video game art.
"Drawing Basics for Video Game Art" demonstrates how fine art
principles like drawing skills, anatomy, values and lighting and
colour all apply to the creation of artwork for video games. The
book features artwork from such hit video games as "Halo Reach",
"Zelda", "Super Mario Galaxy 2", "World of Warcraft", "Grand Theft
Auto", "Heavy Rain" and "Little Big Planet". Included are examples
of classic to contemporary fine art in order to further show the
reader the same basic principles still apply to all art forms and
that video game art is very much still art.
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New West
(Hardcover)
Wolfgang Wagener, Leslie Erganian
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R1,483
R1,170
Discovery Miles 11 700
Save R313 (21%)
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Ships in 10 - 15 working days
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"Stunning in its visual display of information, intuitive in its
navigation, and generous in every single way, the design of New
West rewards the reader page after page. The printing is absolutely
incredible, using the art of vintage linen postcards to create a
textured, color-saturated vision of the American West that is both
old and new at once. The harmony between the vision for the design
and the technical aspects of the production is a beautiful thing to
behold." -- GOLD winner of the PubWest Book Design Awards The
Mid-Century Linen Post Card, recognized for its color-saturated
hues and textured finish, evolved as a rare hybrid of the mediums
of photography, painting, and mass printing. New West, a
comprehensive publication of this popular artform, explores the
evolution of the American West through these vibrant and compelling
images. The American West is renowned for its unique and
spectacular natural scenery. While early images depicting vast
expanses of unsettled land still persist, today, contemporary
westerners are far more likely to live in cities than in the wild.
New West celebrates the pre-existing geography of the landscape, as
well as its high-speed transformation to suit man's need for
growth, commerce, transportation, entertainment, arts, education,
and public life. Examined through the lens of four waves of
innovation; steam, steel, oil, and information, this book also asks
the ultimate question of any exploration of history: what
innovation is next?
Published to celebrate the life of Mike Peyton, 'the world's
greatest yachting cartoonist', this second edition features
personal tributes from some 12 other successful and well-known
sailors (including Sir Robin Knox-Johnston, Sir Ben Ainslie and Tom
Cunliffe). They all recognise Mike's observational talent and
comment on how sailors see themselves (or their friends) in his
cartoons. Along with 80 of his incomparable cartoons, Mike Peyton
recounts how he became a yachting cartoonist and his fifty years of
sailing. So as well as chuckling at the cartoons themselves there
is the opportunity to learn from Peyton's 50 years of experience of
sailing different boats, meeting a variety of sailors, and getting
into - and out of - some truly hilarious situations.
The Art of Total War is a high-end art book based on the
bestselling Total War[trademark] franchise, including the latest
game in the series Total War[trademark]: ROME II. This volume will
include full colour concept and development art throughout, as well
as creator and artist commentaries. Total War is known for its
cinematic quality and phenomenal attention to detail, admired by
gamers and critics alike.
Malika Favre is one of the world's most celebrated illustrators,
known for her stunningly simple work, often utilising a handful of
perfectly refined vector shapes to convey her subject matter.
Whether working as a commercial illustrator in advertising,
editorial or publishing, or as an artist creating personal pieces,
Malika's artwork is imbued with both an iconic sense of style and
underlying meaning. Her images often tweak the intellect, sometimes
through the minimal forms she creates and the way they flow into
one another; while in others she conjures up optical illusions with
repeating lines and patterns. This revised and expanded edition of
her revealing monograph tells the story of an authentic artist, one
who's stunning output showcases a unique talent attuned to spotting
and appreciating the beauty in the simplest things.
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 face of issue 17 is Devin Elle
Kurtz, who crafted an enchanting narrative design especially for
this issue's cover. Alongside a breakdown of how the cover was
created, readers can discover more about the artist and her
creative story to date. Issue 17 also features an informative
interview with the team at Taiko Studios.
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