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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > General
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 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.
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.
“Scott McKowen is one of the great illustrators of our time.” — Milton Glaser. “McKowen’s mastery of line and texture, gift for arresting juxtapositions and perspectives, and fluency in drawing the human figure make for complex and breathtaking images that are at once old-fashioned and cutting edge. And he writes as crisply as he draws.” — Booklist. For many artists, drawing is both vocation and avocation. Drawing for pleasure keeps our skills sharp and allows us to expand our horizons by trying new materials and media — to say nothing of providing countless hours of enjoyment. Scott McKowen has enjoyed a four-decade career as an awardwinning illustrator and designer whose work is known across the world. Drawing is his livelihood, but he makes a constant practice of observational drawing from life. He always travels with a sketchbook — he draws everywhere from museums, restaurants, theatres and zoos, to cities, parks and on holiday. How I Draw provides an overview of Scott’s draftsmanship in various media, with insights and tips guaranteed to help anyone who shares his love of drawing. Sections in this book include: Some Basics; Travel Sketchbooks; Cabinet of Curiosities; Life Drawing; Portraiture; Animals, Vegetables and Minerals; Lucid Drawing; Ephemera. How I Draw is a delightful and inspiring tour through highlights of McKowen’s impressive drawing portfolio.
Graphis Poster Annual 2 Throughout history, posters have served as a beacon of hope and change as they've encouraged the world to take the time to consider better outcomes and new ways of thinking. What started as communications to draw attention to newsworthy issues has blossomed into a movement that has shaped the way we share concerns and express ourselves. In the decades since, posters have continued to shape generations, social and political movements, and popular culture.This book presents an extraordinary look through a global lens at key movements in current history that give us pause, a reason to act, and more. With over 250 pages of winning work, this beautiful print book features inspiring creatives that addresses some of the biggest international issues, from global warming to war. Honorees include Alireza Nosrati Studio, Andrew Sloan, Dogan Arslan Design, Katarzyna Zapart, Marlena Buczek Smith, Randy Clark, and Yossi Lemel, among more.
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.
The Art of Borderlands explores the creation and iconic design of Gearbox Software's award-winning hit video game series. The Art of Borderlands is a breathtaking celebration of Gearbox Software's critically acclaimed role-playing shooter video game series. Featuring hundreds of pieces of dynamic concept art, this book includes full-colour images that illustrate how the Borderlands team brought the game's larger-than-life characters, expansive world, and diverse array of weapons to life. Experience the danger and distinctive beauty of Pandora like never before with this comprehensive collection of sketches, paintings, character studies, and more. Featuring exclusive interviews with the artists and developers who created Pandora, The Art of Borderlands is a must-have collector's item for every Vault Hunter.
In Logomotive Ian Logan's photographs are assembled into chapters and picture essays recalling the great days of lines such as the Santa Fe, the Union Pacific, and the Kansas City Southern. Some of his journeys are presented as travelogues in which he meets the Fat Controller, gets to sound the horn, and wanders into freight yards to see the last generation of streamline locomotives rusting amid the weeds. Animal motifs, Native American allusions, advertising slogans, names of famous trains such as the Super Chief and the Wabash Cannonball provide the subject matter for other picture features.
This deeply informed and lavishly illustrated book is a comprehensive introduction to the modern study of Middle English manuscripts. It is intended for students and scholars who are familiar with some of the major Middle English literary works, such as The Canterbury Tales, Gawain and the Green Knight, Piers Plowman, and the romances, mystical works or cycle plays, but who may not know much about the surviving manuscripts. The book approaches these texts in a way that takes into account the whole manuscript or codex its textual and visual contents, physical state, readership, and cultural history. Opening Up Middle English Manuscripts also explores the function of illustrations in fashioning audience response to particular authors and their texts over the course of the fourteenth and fifteenth centuries Kathryn Kerby-Fulton, Linda Olson, and Maidie Hilmo scholars at the forefront of the modern study of Middle English manuscripts focus on the writers most often taught in Middle English courses, including Geoffrey Chaucer, William Langland, the Gawain Poet, Thomas Hoccleve, Julian of Norwich, and Margery Kempe, highlighting the specific issues that shaped literary production in late medieval England. Among the topics they address are the rise of the English language, literacy, social conditions of authorship, early instances of the "Alliterative Revival," women and book production, nuns' libraries, patronage, household books, religious and political trends, and attempts at revisionism and censorship. Inspired by the highly successful study of Latin manuscripts by Raymond Clemens and Timothy Graham, Introduction to Manuscript Studies (also published by Cornell), this book demonstrates how the field of Middle English manuscript studies, with its own unique literary and artistic environment, is changing modern approaches to the culture of the book."
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...
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.
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.
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.
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.
For artists, designers and craftworkers-125 copyright-free designs depicting birds, human figures, mythological creatures, interwoven patterns and more, all meticulously adapted from centuries-old rune stones, religious symbols, furniture, manuscripts, sword hilts, cooking utensils, and other artifacts. A wealth of dramatic ornamentation in a practical and inexpensive sourcebook.
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!
For hundreds of years, artists have been inspired by the imaginative potential of fantasy. Unlike science fiction, which is based on fact, fantasy presents an impossible reality - a universe where dragons breathe fire, angels battle demons, and magicians weave spells. Published to coincide with a major exhibition organised by the Norman Rockwell Museum, this handsome volume reveals how artists have brought to life mythology, fables, and fairy tales, as well as modern epics like The Lord of the Rings and Game of Thrones. The main text of Enchanted, by exhibition curator Jesse Kowalski, traces the emergence of the themes of fantasy in the world's civilisations, and the development of fantasy illustration from the Old Masters to the Victorian fairy painters, to Golden Age illustrators like Howard Pyle and Arthur Rackham, to classic cover artists like Frank Frazetta and Boris Vallejo, to emerging talents like Anna Dittmann and Victo Ngai. Additional essays by distinguished contributors address particular aspects of fantasy illustration, such as the relationship between science and fantasy in the19th century, and the illustrators of Robert E. Howard. Enchanted features more than 180 colour illustrations, including numerous stunning full-page reproductions. This handsome volume is a must-have reference for artists and illustrators, and a delight for all lovers of fantasy.
"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.
Assassin's Creed Syndicate takes players into the underbelly of Victorian London at a time when the Industrial Revolution is in full swing. This volume contains hundreds of never-before-seen concept arts, including sketches, final paintings, 3D renders and texture studies, all sitting alongside insightful and comprehensive commentary from the artists and developers. This volume goes deeper into Ubisoft's artistic process than any other art book!
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.
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.
One of the most prolific and successful artists of the Golden Age of American Illustration, J. C. Leyendecker captivated audiences throughout the first half of the 20th century. Leyendecker is best known for his creation of the archetype of the fashionable American male with his advertisements for Arrow Collar. These images sold to an eager public the idea of a glamorous lifestyle, the bedrock upon which modern advertising was built. He also was the creator instantly recognizable icons, such as the New Year's baby and Santa Claus, that are to this day an integral part of the lexicon of Americana and was commissioned to paint more "Saturday Evening Post" covers than any other artist. Leyendecker lived for most of his adult life with Charles Beach, the Arrow Collar Man, on whom the stylish men in his artwork were modeled. The first book about the artist in more than 30 years, "J. C. Leyendecker" features his masterworks, rare paintings, studies, and other artwork, including the 322 covers he did for the "Post. "With a revealing text that delves into both his artistic evolution and personal life, "J. C. Leyendecker" restores this iconic image maker's rightful position in the pantheon of great American artists.
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. |
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