Art Through the Ages


Helen Gardner - 1926
    With this book in hand, thousands of students have watched the story of art unfold in its full historical, social, religious, economic, and cultural context, and thus deepened their understanding of art, architecture, painting, and sculpture. By virtue of its comprehensive coverage, strong emphasis on context, and rich, accurate art reproductions, GARDNER'S ART THROUGH THE AGES has earned and sustained a reputation of excellence and authority. So much so, that in 2001, the Text and Academic Authors Association awarded both the McGuffey and the "Texty" Book Prizes to the Eleventh Edition of the text. It is the first art history book to win either award and the only title ever to win both prizes in one year. The Twelfth Edition maintains and exceeds the richness of the Gardner legacy with updated research and scholarship and an even more beautiful art program featuring more color images than any other art history book available. The Twelfth Edition features such enhancements as more color photographs, a stunning new design, and the most current research and scholarship. What's more, the expanded ancillary package that accompanies GARDNER'S ART THROUGH THE AGES, features a wealth of tools to enhance your students' experience in the course. With each new copy of the book, students receive a copy of the ArtStudy 2.0 CD-ROM--an interactive electronic study aid that fully integrates with the Twelfth Edition and includes hundreds of high-quality digital images, plus maps, quizzes, and more.

The Art of Horizon Zero Dawn


Paul Davies - 2017
    The Art of Horizon Zero Dawn is the ultimate gallery of the hotly anticipated new IP from Guerrilla Games (Killzone series). It focuses on the stunning artwork used to develop the game, and includes over 300 images, sketches, and concept art, commentary throughout from the artists and creators. This is an in-depth insight into a world as beautiful as it is dangerous. Over 1000 years ago a cataclysm destroyed life as we know it, forcing humans to the brink of extinction. In our place machines rose, and nature took back our cities, until all that was left of our world was the rumours of the old ones and the ruins of a civilisation long past. The tribes of the new world live scattered, some small and humble, some as powerful as kings. If Aloy, an outcast and hunter, is to find her true place in this world she must combat the great robotic creatures of the land and uncover the mysteries of a lost civilisation.

Bowie: Stardust, Rayguns & Moonage Daydreams


Mike Allred - 2020
    In death, the cult of Bowie has only intensified. As a musician alone, Bowie’s legacy is remarkable, but his place in the popular imagination is due to so much more than his music. As a visual performer, he defied classification with his psychedelic aesthetics, his larger-than-life image, and his way of hovering on the border of the surreal. Bowie: Stardust, Rayguns, & Moonage Daydreams chronicles the rise of Bowie’s career from obscurity to fame; and paralleled by the rise and fall of his alter ego as well as the rise and fall of Ziggy Stardust. As the Spiders from Mars slowly implode, Bowie wrestles with his Ziggy persona. The outcome of this internal conflict will change not only David Bowie, but also, the world.

Art of Atari


Tim Lapetino - 2016
    Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced! "For me, revisiting the beautiful artwork presented in this book is almost as good as taking a trip in Doc Brown's time machine back to that halcyon era at the dawn of the digital age. But be warned, viewing these images may leave you with an overwhelming desire to revisit the ancient pixelated battlefields they each depict as well." -- from the Foreword by Ernest Cline, author of READY PLAYER ONE

Art Forms in Nature


Ernst Haeckel - 1974
    This volume highlights the research and findings of this natural scientist. Powerful modern microscopes have confirmed the accuracy of Haeckel's prints, which even in their day, became world famous. Haeckel's portfolio, first published between 1899 and 1904 in separate installments, is described in the opening essays. The plates illustrate Haeckel's fundamental monistic notion of the -unity of all living things- and the wide variety of forms are executed with utmost delicacy. Incipient microscopic organisms are juxtaposed with highly developed plants and animals. The pages, ordered according to geometric and -constructive- aspects, document the oness of the world in its most diversified forms. This collection of plates was not only well-received by scientists, but by artists and architects as well. Rene Binet, a pioneer of glass and iron constructions, Emile Galle, a renowned Art Nouveau designer, and the photographer Karl Blossfeld all make explicit reference to Haeckel in their work.

Design for the Real World: Human Ecology and Social Change


Victor Papanek - 1972
    Translated into twenty-three languages, it is one of the world's most widely read books on design. In this edition, Victor Papanek examines the attempts by designers to combat the tawdry, the unsafe, the frivolous, the useless product, once again providing a blueprint for sensible, responsible design in this world which is deficient in resources and energy.

Simple Times: Crafts for Poor People


Amy Sedaris - 2010
    According to Amy Sedaris, it's often been said that ugly people craft and attractive people have sex. In her new book, Simple Times, she sets the record straight. Demonstrating that crafting is one of life's more pleasurable and constructive leisure activities, Sedaris shows that anyone with a couple of hours to kill and access to pipe cleaners can join the elite society of crafters. You will discover how to make popular crafts, such as: crab-claw roach clips, tinfoil balls, and crepe-paper moccasins, and learn how to: get inspired (Spend time at a Renaissance Fair; Buy fruit, let it get old, and see what shapes it turns into); remember which kind of glue to use with which material (Tacky with Furry, Gummy with Gritty, Paste with Prickly, and always Gloppy with Sandy); create your own craft room and avoid the most common crafting accidents (sawdust fires, feather asphyxia, pine cone lodged in throat); and cook your own edible crafts, from a Crafty Candle Salad to Sugar Skulls, and many more recipes. PLUS whole chapters full of more crafting ideas (Pompom Ringworms! Seashell Toilet Seat Covers!) that will inspire you to create your own hastily constructed obscure d'arts; and much, much more!

Dream Worlds: Production Design for Animation


Hans Bacher - 2007
    A truly unique visual delight offering insight into the development of animation classics like Bambi, Beauty and the Beast, The Lion King, Lilo and Stitch as well as a tantalizing examination of unfinished Disney projects.

Dungeons & Dragons Art & Arcana: A Visual History


Michael Witwer - 2018
    It is a seminal RPG (role-playing game) and the inspiration for video games like World of Warcraft and Zelda, fantasy art, and countless other facets of "geek culture." This officially licensed illustrated history provides an unprecedented look at the visual evolution of the game, showing its continued influence on the worlds of pop culture and fantasy. It features more than 700 pieces of artwork--from each edition of the game's core books, supplements, and modules; decades of Dragon and Dungeon magazines; classic advertisements and merchandise; and never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with the game. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.

Comics and Sequential Art


Will Eisner - 1985
    Readers will learn the basic anatomy, fundamentals of storycraft and how the medium works as a means of expression.

The Pythons Autobiography by The Pythons


Graham Chapman - 2003
    Over thirty years ago, a group of five Englishmen - and one wayward American - rewrote the rules of comedy. Monty Python's Flying Circus, an unheralded, previously unseen half-hour show of sketches, hilarities, inanities and animations, first appeared on the BBC late one night in 1969. Its impact has been felt on the world ever since. From its humble beginnings, it blossomed into the most influential movement in modern comedy. THE PYTHONS' AUTOBIOGRAPHY OF THE PYTHONS is a unique look at arguably the most important comic team of the modern age, lavishly illustrated with 1000 photographs, many culled from the team's own personal collections, many more seen for the first time. This is the definitive word on all things Pythonesque.

Never Use Futura


Douglas Thomas - 2017
    Richard Nixon used it for his presidential campaign, as did Hillary Clinton. Indeed, Futura is one of the most used fonts in the world today—the typeface of modern design—more so even than Helvetica. This fascinating book explores the cultural history and uses of a face that's so common you might not notice, until you start looking, and then you can't escape it. Douglas Thomas traces Futura from its Bauhaus-inspired origin in Paul Renner's 1924 design, to its current role as the go-to choice for corporate work, logos, motion pictures, and advertisements. Never Use Futura is illuminating, sometimes playful, reading, not just for type nerds, but for anyone interested in how typefaces are used, take on meaning, and become a language of their own.

Secret Language of Color: Science, Nature, History, Culture, Beauty of Red, Orange, Yellow, Green, Blue, Violet


Joann Eckstut - 2013
    In these chapters we learn about how and why we see color, the nature of rainbows, animals with color vision far superior and far inferior to our own, how our language influences the colors we see, and much more. Between these chapters, authors Joann Eckstut and Ariele Eckstut turn their attention to the individual hues of the visible spectrum?red, orange, yellow, green, blue, and violet?presenting each in fascinating, in-depth detail.Including hundreds of stunning photographs and dozens of informative, often entertaining graphics, every page is a breathtaking demonstration of color and its role in the world around us. Whether  you see red, are a shrinking violet, or talk a blue streak, this is the perfect book for anyone interested in the history, science, culture, and beatuty of color in the natural and man-made world.

Make Good Art


Neil Gaiman - 2013
    He encouraged the fledgling painters, musicians, writers, and dreamers to break rules and think outside the box. Most of all, he encouraged them to make good art.The book Make Good Art, designed by renowned graphic artist Chip Kidd, contains the full text of Gaiman’s inspiring speech.

Street: The Nylon Book of Global Style


Nylon Magazine - 2006
    And if you ask them what magazine gives the best, most authoritative coverage of these outsider fashion incubators, chances are they'll say Nylon.Nylon here combines its street cred and international expertise (the magazine is read in major cities around the world, and has recently launched both Japanese and Australian editions) to reveal the iconic looks in the seven most fashion-forward cities today: London, Paris, Berlin, Tokyo, Melbourne, Copenhagen and New York. Led by acclaimed editor in chief Marvin Scott Jarrett, Nylon's editors, writers, and photographers cover these cities' trends with the same signature flair, enthusiasm, and eye for the cutting edge that has catapulted the magazine to the top of its demographic. Each chapter opens with an introduction describing the city's particular history, traits, and culture, followed by full-page pictures of each city's stylish residents, showing their creativity in full detail, from Tokyo's famous Goth Lolitas to Copenhagen's casual chic and everything in between. Quotes from each subject tell about who influences their personal style, what they love about their city, and their favorite local stores. Edgy, colorful, and fascinating to look at, Street is a chronicle of diverse urban style that you won't be able to put down.