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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > General
The first book to provide an historical survey of images of black people in advertising during the colonial period. Analyses the various conflicting, and changing ideologies of colonialism and racism in British advertising. Reveals the historical and production context of many well known advertising icons, as well as the specific commercial interests that various companies' images projected. Provides a chronological understanding of changing colonial ideologies in relation to advertising, while each chapter explores images produced to sell specific products, such as soap, cocoa, tea and tobacco. -- .
The name 'Hey', is not only a moniker for the company, but an ethos - a smile, a surprise, a welcome shock to the system - and every form of communication that comes out of their studio adheres to this.
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 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.
Type Tricks: User Design is a dissemination of the author's research into typeface legibility. What to consider when choosing fonts in difficult reading situations including signage, small point sizes, glance-like reading or scanning? But also what to look out for when designing for struggling readers, for example people with low-vision, elderly, children and people with dyslexia. This kind of research is normally communicated in scientific papers, which takes a long time to read and understand. In this book, all findings are presented in an illustrative and easily accessible way. The book has a small amount of text and lots of illustrations presenting more than 140 tips from evidence-based research.
Drawing is not a crime! (TM) The bold and brash ARTtitude is back with another look at some of the most iconic and unusual artists of the moment. Representing countries as far-reaching and distinct as Colombia, Germany, Canada, Italy, France, and the U.S. (to name a few), the 36 international artists featured in this collection reveal the richness and diversity of contemporary graphic arts. The artists again pay tribute to the muses of their creativity, with appreciative nods to their predecessors and track lists of the music that inspires their work. ARTtitude 2 highlights some of the unique and diverse artists working today: Amanda Mocci, Jim Phillips, Conrad Roset, Cricket Press, Robert Proch, Ron Guyatt, T-Bone & Ajax, The Arcade Company, and many more.
Warriors and Heroes is a stunning display of incredible, contemporary fantasy artwork, a complement to its bestselling predecessor, Dragon Art. The first section covers 'Masters & Origins' and introduces some of the writers, characters and artists who helped to shape the fantasy world as we know it today - including James Allen St John, Roy G. Krenkel, the Hildebrandt Brothers and of course Frank Frazetta. A fascinating discussion of warriors and fantasy art follows on, running throughout the book, with a large selection of the best of the current crop of fantasy artists. Warriors & Heroes is interspersed with features on artists' works-in-progress, providing invaluable insight on technique and tools. Warriors & Heroes is a feast of visual imagination and a must for all fans of fantasy art.
The Art of Deus Ex Universe is the ultimate gallery of art From Deus Ex: Human Revolution and Deus Ex: Mankind Divided, featuring over 300 images, including sketches and concept art. With commentary throughout from the world-renowned art team, this extraordinary collection of groundbreaking game art depicts a dystopian future where mankind has evolved...at the cost at its humanity.
Representing countries as far-reaching and distinct as Italy, the Netherlands, Japan, Austria, Guatemala, and the United States (to name a few), the 34 international artists featured in this collection reveal the richness and diversity of contemporary graphic arts. In addition to more classical artistic mediums like painting, photography, illustration, graphic design, animation and sculpture, these artists have evolved to leave their mark on the world in bold, non-traditional, exciting ways: wood printing, visual branding, street art, music production, customized accessories, surf and skatewear design, tattoos, and more. The artists featured pay tribute to the muses of their creativity, with appreciative nods to their predecessors and track lists of the music that inspires their work. ARTtitude highlights some of the most iconic and unusual artists of the moment: Adam Rabalais, Olivier Coipel, Josh Brown, Supakitch, Tim Clark, Arnaud Pages, blarf, Chris Coppola, Diego Gravinese, and many more.
"The Art of ALIEN: ISOLATION "is a high-end art book featuring over 300 images from the latest game in the critically and commercially acclaimed Alien franchise. Taking players back to the survival horror atmosphere of the first film, "ALIEN: ISOLATION" features Amanda Ripley as the hero trying to survive on a decommissioned space station. "The Art of ALIEN: ISOLATION" is the ultimate gallery of the eagerly anticipated game, featuring extensive concept and development art, and creator and artist commentary throughout.
A highly-illustrated monograph on the life and work of Arthur Singer, an American wildlife artist specializing in birds. His work in reference books and U.S. stamps is internationally acclaimed. Arthur B. Singer was an American wildlife artist specializing in bird illustration. In a career spanning five decades, he illustrated more than 20 books, including his masterpiece, Birds of the World, as well as classic bird guides: Birds of North America, Birds of Europe, and The Hamlyn Guide to Birds of Britain and Europe. Singer joined the U.S. Army in 1942 and was assigned to Company C of the 603rd Camouflage Engineers.As a member of unit, known as the "Ghost Army," Singer along with other artists, created camouflage and other forms of deception on the battlefields of Europe. Upon his return to the U.S., he worked briefly in an advertising agency and became a full-time illustrator and artist in 1955. During the 1980s, assisted by his son, Alan, Singer's paintings of state birds were seen by millions when the U.S. Postal Service issued the State Birds & Flowerspostage stamps. The stamps became one of the largest selling commemoratives in U.S. Postal history. He received the Hal Borland Award in 1985 from the National Audubon Society. His paintings are represented in several public and private collections in the United States and Europe. Since his death in 1990, retrospectives of Singer's artwork have been presented in several museums and art galleries across the U.S. PAUL SINGER has focused on designs for zoos, museums, and botanic gardens. He has worked as an interpretive sign designer for the National Park Service and his illustrations are included inThe Knopf Nature Guide series for Audubon, The Audubon MasterGuides to Birding, The Knopf Collector Guides to American Antiques and other publications. ALAN SINGER is a graduate of The Cooper Union School of Art and worked with his father, Arthur, on painting revisions to both of Singer's field guides to birds, and helped illustrate the State Bird & Flower Stamps for the U.S. Postal Service. Since 1989, he has been a tenured professor at the Rochester Institute of Technology. A prolific printmaker, painter, andauthor, he has had 27 solo exhibits.
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!
You may know Bill Campbell's name, but chances are, you know his handiwork better, especially the Weird-Ohs models that burst on the pop culture scene in the 1960s. Enjoy looking back over the career of this colorful artist in over 700 brilliant photos and witty prose. From his early days painting model box tops for the Hawk Model Company to his invention of the iconic Weird-Ohs model kits, Bill has continued to create some of the most unique artwork the world has seen. Also discover his work for national ad campaigns, editorial cartoons, his box art, fine art, and the Weird-Ohs that never were. Now much of that work has been gathered into one volume that traces the entire arc of Bill's career, including his connection to the Manhattan Project, an initiative that may well have saved his life. Much of the art is presented here for the very first time.
A fully illustrated overview of the life and work of the universally loved Quentin Blake, released ahead of the artist's 90th birthday in December 2022. Quentin Blake is an artist who has charmed and inspired generations of readers. Tracing Blake's art and career from his very first drawings - published in Punch when he was 16 - through his collaborations with writers from Roald Dahl and John Yeoman to Russell Hoban and David Walliams, to his large-scale works for hospitals and public spaces and right up to his most recent passions and projects, acclaimed author Jenny Uglow here presents a fully illustrated overview of Quentin Blake's extraordinary body of work, with accompanying commentary by the artist himself. With unprecedented access to the artist's entire archive, The Quentin Blake Book reveals the stories behind some of Blake's most famous creations, while also providing readers with an intimate insight into the unceasing creativity of this remarkable artist.
We find ourselves square in the middle of one of the greatest periods in music packaging. Events such as Record Store Day have pushed collectible packaging back to the cultural forefront; millennials have started buying physical records; and hip clothing outlets devote massive amounts of space to record players and racks of LPs. The designers collected here are at the forefront of this movement. Some have been working in the music industry for decades, while others are fresh on the scene. They all share a desire to elevate the simple record cover and the wrapping that surrounds these products into something more, something special, something unique, something memorable. Lifelong music fans, they pour every ounce of creative energy into coming up with solutions worthy of the music inside. They also need to be inventive in how they accomplish this. Coming up with a great concept in a sketch during a meeting and actually seeing it to fruition and sitting on a shelf in a record store are two different things. As Paula Scher details in her interview, today's designers are faced with a very different task than the record sleeve designers of the past. Outside of the mega stars, budgets are more or less non-existent, yet the pressure to deliver something jaw-dropping and mind-blowing remains. Packed with innovative artworks by one-of-a-kind designers, this is the definitive guide to album cover design in the 21st century.
What is creature design? We all have a notion―mostly consisting of evocative images of otherworldly beings galloping, swimming, flying, and often attacking the hero of an epic film or story. But what makes a creature believable? In the follow-up to her bestseller, Animals Real and Imagined: The Fantasy of What Is and What Might Be, world-renowned artist Terryl Whitlatch reveals the secret behind believable creature design: anatomy. How anatomy applies practically to the natural history and story is the prime cornerstone on which successful creature design hangs, whether the creature is real or imaginary. Studying, understanding, drawing, and applying accurate anatomy to an imaginary creature will make viewers suspend their disbelief to welcome a new vision into their worlds. We invite you to immerse yourself in the intricate workings of numerous animal anatomies―and the beauty they possess―in the Science of Creature Design: Understanding Animal Anatomy. Whitlatch’s delightful and charismatic illustrations will inform and thrill readers with every turn of the page. She shares valuable techniques reaped from years working for Lucasfilm and Walt Disney Feature Animation, and on such films as Jumanji, Brother Bear, and The Polar Express. In addition, Whitlatch exemplifies an endless love for real animals that continues to inspire her fantastic imaginary creatures, which have captivated audiences around the world.
George Barbier (1882-1932) is one of the great French illustrators
of the early twentieth century. He is famous for his elegant art
deco works that were heavily influenced by orientalism and Parisian
couture. Born in Nantes, France in 1882, he skyrocketed to fame and
notoriety after his first exhibition in 1911. Known as one of "the
knights of the bracelet" for his luxurious and glamorous lifestyle
and work, George Barbier also received renown for costumes and set
designs he did for theater, film, and ballet. Even today, his
modern and stylish illustrations are popular all over the world.
‘The next time you are tempted to design a logo, take a look at this book. Chances are, it has already been done. By raising the bar, this wonderful resource will make better designers of all of us.’ – Michael Bierut of Pentagram Design, on the first edition of Logo This bestselling logo bible has provided graphic designers with an indispensable reference source for over a decade, and over 300 new logos have been added to this fully revised and updated edition. All the logos are grouped into categories such as crosses, stars, crowns, animals and people, and are shown in black and white to emphasize the visual form of the logos. This offers designers a ready resource to draw upon in the research phase of identity projects. Logos are also indexed alphabetically by name of designer and by industrial sector for ease of use.
In The Art of XCOM 2, readers get a behind-the-scenes look at the incredible concept art created for the new game and hear from key developers and artists about the challenges, secrets, and rewards of creating this landmark series. Also covered in the stunning book will be the game's five new classes of resistance fighters and their dynamic weapons, powerful new alien species and their vehicles, and the brave new world of XCOM 2.
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. "
Evolve is one of the most anticipated games of 2015, promising a groundbreaking multiplayer and boss-battle experience. The Art of Evolve chronicles each step in the creation of this highly innovative game, from character design to motion capture. This gorgeous coffee-table edition is a comprehensive behind-the-scenes look at 2K's exhilarating new game, with extensive concept and development art and in-depth creator commentary.
Towering billboards featuring photorealistic portraits of popular cinema stars and political leaders dominated the cityscape of Chennai, in the south Indian state of Tamil Nadu, throughout the second half of the twentieth century. Studying the manufacture and reception of these billboards known locally as banners and cutouts within the context of the entwined histories of the cinema industry and political parties in Tamil Nadu, Preminda Jacob reveals the broader significance of these fragments of visual culture beyond their immediate function as pretty pieces of advertising. Jacob analyzes the juxtaposition of cinematic and political imagery in the extra-cinematic terrain of Chennai's city streets and how this placement was pivotal to the elevation of regional celebrities to cult status. When interpreting these images and discussing their political and cultural resonance within the Tamil Nadu community, Jacob draws upon multiple perspectives to give appropriate context to this fascinating form of visual media." |
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