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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > General
The Art of Ni no Kuni (TM)II: REVENANT KINGDOM is a lavish full-color book showcasing the best art from the highly anticipated roleplaying game. Developed by Level-5 and with collaboration from legendary Studio Ghibli animator Yoshiyuki Momose, Ni no Kuni (TM)II: REVENANT KINGDOM is a beautiful, characterful and exciting game. This book is the ultimate fan resource, showcasing the development of the amazing characters, monsters, vehicles and locations from initial concept sketches through to the finished artworks.
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.
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.
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.
This gorgeous compendium showcases new content from summer 2017 onward, including the development process around fan-favorite heroes, environments, and cinematics. Beyond new content, this all-encompassing showcase dives deeper, expanding on the construction of unique, event-driven game modes, NPC design, and more. Don't miss this stunning collection, painstakingly produced direct from the Overwatch game team!
Andy Warhol (1928–1987), a giant of twentieth century art, is known to most people for his iconic images of soup cans, Coke bottles, and Marilyn Monroe. Before his meteoric rise to fame in the early 1960s as a Pop Art superstar, Warhol was a highly successful commercial artist in New York.  The late Matt Wrbican, former chief archivist of the Warhol Museum in Pittsburgh, once said “there are very few stories left to tell about Warhol, but textiles is one of themâ€. This is the first book devoted to the commercial textile designs of this leading figure in the history of art. With stunning new photography throughout, including unpublished images of newly discovered textiles, the book sheds new light on a previously undocumented but important aspect of Warhol’s oeuvre. Featuring over 30 different textiles, from ice cream sundaes to acrobatic clowns, Warhol: The Textiles offers a unique record of the beginnings of one of the twentieth century’s greatest artists. Published in association with the Fashion and Textile Museum Exhibition Schedule: Fashion and Textile Museum, London (March 31–September 10, 2023)
Spanning a variety of approaches, styles, and subject matter, this book includes media from pen and ink, to miniature photography, to cutting-edge digital painting.
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.
From the late 1800s to the early 1960s, millions of bright and colorful, attention-getting paper labels were used by fruit growers to identify and advertise boxes of fresh produce. Today these true works of art are avidly sought by designers, collectors, and decorators. Over 1700 stunning color images of fruit labels are presented here alphabetically: stock and private labels from growers and associations ranging from Acme and All American to Yakima Valley and Zirkle. Many decorative motifs, including fruit still-lifes, anthropomorphized fruit, scenic vistas, and elaborate portraitures, are featured. Today they are clearly incorporated into interior design. The text includes histories of major fruit companies and the rise of fruit labels, useful collecting hints, values information and codes with every caption, and a detailed bibliography. This book is a must for anyone with a passion for beautiful graphic design.
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.
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.
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!
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.
"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. "
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.
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.
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.
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 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. -- . |
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