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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > General
In this visually captivating volume, a vibrant selection of loved and revered children's book illustrators reveals the secrets of their narrative techniques. Divided into a series of enchanting sections each created by individual illustrators, this unique and gift-worthy book tells the story of how to successfully depict narrative and compel an audience through visual art. Marvel at how composition and environment can create suspense, and how color, visual hierarchy, and symbolism can tell a story beyond just the action. Learn how to inject dynamism and emotion into your illustrations to tell a tale that isn't just engaging, but is memorable and one that transcends generations. Lavishly illustrated and with a luxurious finish, How to Be a Children's Book Illustrator is ideal for book lovers in general as well as anyone looking to unlock the secrets of children's book illustration.
Outdoor advertising is one of the oldest and purest forms of communication. Until now, however, it has remained largely undocumented. Advertising Outdoors looks at the creative ingenuity of art directors and copywriters who devise the artwork and ideas for outdoor advertising, to explore how their artistic input drives an industry that supplies large-scale frames, billboards, transit shelters, bus sides, taxis, airships and many other locations. David Bernstein also analyses the rise of commercial art and the development of advertising, with close reference to successful advertising campaigns. This book will be of enormous interest to designers, advertising professionals and clients, though no less accessible to any reader who is intrigued by the complex mechanics of the apparently simple world of advertising.
Rockwell's famous Saturday Evening Post covers, the four Freedoms he painted during the years of World War II, his depictions of American towns, families, and traditions are all represented in this enchanting volume. They offer a picture of America that we hold dear, representing a world of hope and humanity. Fred Bauer writes about Rockwell's message of optimism and the artist's faith in America and its people in a forthright and sympathetic text complemented by numerous Rockwell favorites in all their warmth and color. Bauer visits Stockbridge, Massachusetts, and Arlington, Vermont, talking to the people who lived with Rockwell and posed for his anecdotal pictures, the people about whom the artist said, "If you are interested in the characters you draw and understand them and love them, why, the people who see your pictures are bound to feel the same way." This lovely book enables us to partake once again of that unique love and understanding that Norman Rockwell still communicates to America.
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 Art of The Penguins of Madagascar takes a deep dive into the making of the animated film, featuring everything from concept art, character backstories, and design inspirations, to interviews with key animation talent. Offering an exclusive behind-the-scenes peek at the creation of the remarkable film, this must-have book tells the story behind The Penguins of Madagascar.
Following the success of the established titles in this popular series, Sketching from the Imagination: Storytelling brings to life the characters, worlds, and tales of traditional stories and modern tales alike. 50 professional storybook artists from around the globe take inspiration from folklore and fairytales, myths and legends, and modern books and novels. Many of these artists create their own narratives, exploring their storytelling skills through an extraordinary talent for transforming words into compelling visual concepts. Children eagerly turn the pages of illustrated storybooks - some of those illustrations would be enchanting and dream-like, others were menacing and ugly (but no less intriguing). Those images often linger into adulthood, when graphic novels and illustrated books take over to feed our adult curiosity and child-like sense of adventure. Each artist not only shares several pages of their original art, but also the story behind it - the narrative of the art itself, and their fascinating account of the artistic process. From traditional children's characters to the fantastical, surreal, and terrifying worlds, every genre imaginable is covered. Whether you're a beginner or experienced artist, no matter what your style and medium, this book will have you telling tales in no time.
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.
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.
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.
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.
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.
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.
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.
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.
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
In Graphic Storytelling and Visual Narrative, Will Eisner one of the most influential comic artists of the twentieth century lays out the fundamentals of storytelling and their application in the comic book and graphic novel. In a work that will prove invaluable for comic artists and filmmakers, Eisner reveals how to construct a story and the basics of crafting a visual narrative. Filled with examples from Eisner's work as well as that of artists like Art Spiegelman and R. Crumb, this essential work covers everything from the fine points of graphic storytelling to the big picture of the medium, including how to: Combine words and images into seamless storytelling. Wield images like narrative tools. Master different types of comic book stories. Write and illustrate effective dialogue. Develop ideas that can be turned into dynamic stories. "
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.
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 cover of issue 15 is graced by revered artist Bobby Chiu and features a fascinating interview with Bobby's award-winning concept art studio, Imaginism. Industry professionals such as Klaus lighting artist Raquel Villanueva, Disney TV animator, Justin Rodrigues, and Art Director Tim Probert, of Aardman Nathan Love, share their art and invaluable knowledge with readers. |
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