![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > General
‘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.
Arthur E. Waite and artist Pamela Colman Smith's Rider-Waite Tarot (1909) is the most popular Tarot in the world. Today, it is affectionately referred to as the Rider-Waite-Smith Tarot in recognition of the high quality of Smith's contributions. Waite and Smith's deck has become the gold standard for identifying, categorizing, and analyzing contemporary Tarot and other meditation decks based on archetypes. Developments in both visual and literary history and theory have influenced Tarot since its fifteenth-century invention as a game and subsequent adaptations for esotericism, cartomancy, and meditation. Updated for an evolving cultural context, this analysis considers Tarot in relation to conventional art movements, including Symbolism, Surrealism, and the modernist "grid." Tarot has a strong relationship with post-modern art concepts such as the dissolution of the modernist hierarchy, Pattern and Decoration art, and collage. This work also explores the close connection between Tarot and the invention of the literary novel and includes new material on the representation of Tarot in film and fiction and a new chapter on the growing interest in the archetypal "shadow" and "shadow work," particularly in deck design and its applications in the new millennium.
This book analyzes a wide range of Beardsley's most characteristic
work. It establishes his assumptions about the underlying nature of
his world, and clarifies why so many observers have considered
Beardsley's art indispensable to understanding fin-de-siecle
Victorian culture. Beardsley's pictures present a dialogue between
seemingly polarized impulses: a desire to scandalize and
destabilize the old order, and, equally strong, a need to affirm
traditional authority.
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.
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.
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.
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.
This book is dedicated to the Soviet Space Dogs, who played a crucial part in the Soviet Space program. These homeless dogs, plucked from the streets of Moscow, were selected because they fitted the program's criteria: female, weighing no more than 15 pounds, measuring no more than 14 inches in length, robust, photogenic and with a calm temperament. These characteristics enabled the dogs to withstand the extensive training that was needed to prepare them for suborbital, then for orbital, space fights. On 3 November 1957, the dog Laika was the first Earth-born creature to enter space, making her instantly famous around the world. She did not return. Her death, a few hours after launching, transformed her into a legendary symbol of sacrifice. Two further strays, Belka and Strelka, were the first beings to make it back from space, and were swiftly immortalized in children's books and cartoons. Images of the Space Dogs proliferated, reproduced on everyday goods across the Soviet Union: cigarette packets, tins of sweets, badges, stamps and postcards all bore their likenesses. "Soviet Space Dogs" uses these unique items to illustrate the story (in fact and fiction) of how they became fairytale heroines. The first book to document these items, it contains more than 350 images, almost all of which are previously unpublished, and many of which have never been seen before outside Russia. The rich and varied ephemera (from cigarette packets to sweet wrappers and children's toys) of Soviet graphics will have immense appeal to the art and design market, as well as appealing to dog-lovers everywhere.
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 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.
The highly anticipated follow up to best seller, Nuthin' But Mech, this title delivers outstanding artwork from 40 artist contributors to the Nuthin' but Mech blogspot. Founder of the blogspot, Lorin Wood is so passionate about Mecha design that he created a nook of cyberspace to dedicate to the talent that he found among his colleagues.
She was looking for wine. Instead she found friendship. (Okay, it was with three animals, but she really hadn't drunk any wine at that point, promise.) --- Come, dearest reader, and dive into this book. It's warm and safe in here, which you will have guessed already because it's about a human and three animals. You might not be able to remember the animals or the order they fall within the title, but that doesn't matter. The pictures will remind you that the story is about a woman, a mink, a salmon and a donkey. COD, not salmon, sorry - it's a cod. The woman is embarking on an important journey. She does not know her destination, but she knows what she'll find when she gets there: an open pub. It has been a long time since she has been in one due to a strange, sad region of yester-year called 'Lockdown'. On her travels she bumps into the mink, the cod and a donkey who inexplicably resembles Donald Trump, and together they discuss their most valued life lessons, such as the value of travel insurance, and why it's always important to wear breathable pants.
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.
The unique, dynamic learning system that has helped thousands of artists enhance their figure drawing abilities Dozens of updated illustrations and all-new content, exclusive to the 3rd edition Select pages can be scanned by your smartphone or other device to pull up bonus video content, enhancing the learning process
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.
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.
Featuring 236 drawings by more than 100 artists, this survey of America's most beloved illustrators includes contributions from Edwin Austin Abbey, Maxfield Parrish, Charles Dana Gibson, and Rockwell Kent.
The Chinese artist Liu Ye's meticulous, colorful canvases convey his love of literature in the first publication dedicated to his paintings of books. The Beijing-based artist Liu Ye is known for his precise, deftly rendered representational paintings. Drawn equally from contemporary culture and old master painting, Liu's wide-ranging visual touchstones include Piet Mondrian, Miffy the Bunny, and Prada advertisements. In this new publication devoted to his book paintings, the artist examines the book as both a physical object and cultural totem. Playing with geometry and perspective, Liu creates extraordinary and disorienting portraits of this most familiar subject. Liu's Book Painting series, begun in 2013, depicts close-up views of books that are turned open to reveal empty pages, an approach that emphasizes the object's form over its content. Rendering books' material structure-endpapers, binding, spine-in sensual detail, these paintings indicate an obsession with the book as an object and a lifelong love of literature. Liu's father was a children's book author who introduced him to Western writers at a young age, fueling his curiosity and imagination. Many of the books in Liu's father's collection were banned in Cultural Revolution-era China and the artist read them secretly throughout his childhood. This formative experience figures in his popular Banned Books series and in his book paintings in general. Published on the occasion of a solo exhibition presented at David Zwirner, New York, in 2020, this catalogue includes new writing by the acclaimed poet Zhu Zhu, who traces the evolution of the book form in Liu's work, as well as an interview with the artist by Hans Ulrich Obrist.
"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. Among this issue's highlights are budding professional illustrator Amelia Bothe cover art featuring an exclusive animal character, and we go behind the scenes at London animation studio Blinkink. "
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. |
You may like...
Virtual and Mobile Healthcare…
Information Reso Management Association
Hardcover
R10,915
Discovery Miles 109 150
Advanced Methodologies and Technologies…
D.B.A., Mehdi Khosrow-Pour,
Hardcover
R9,085
Discovery Miles 90 850
Proceedings of International Joint…
Mohammad Shorif Uddin, Jagdish Chand Bansal
Hardcover
R5,245
Discovery Miles 52 450
Securing Mobile Devices and Technology
Kutub Thakur, Al-Sakib Khan Pathan
Hardcover
R4,352
Discovery Miles 43 520
Design and Optimization of Sensors and…
Vinod Kumar Singh, Ratnesh Tiwari, …
Hardcover
R5,892
Discovery Miles 58 920
|