Imaginative Realism: How to Paint What Doesn't Exist


James Gurney - 2009
    Renowned for his uncanny ability to incorporate amazing detail and imagination into stunningly realistic fantasy settings, James Gurney teaches budding artists and fans of fantasy art step-by-step the techniques that won him worldwide critical acclaim. This groundbreaking work examines the practical methods for creating believable pictures of imaginary subjects, such as dinosaurs, ancient Romans, alien creatures, and distant worlds.Beginning with a survey of imaginative paintings from the Renaissance to the golden Age of American illustration, the book then goes on to explain not just techniques like sketching and composition, but also the fundamentals of believable world building including archaeology, architecture, anatomy for creatures and aliens, and fantastic engineering. It concludes with details and valuable advice on careers in fantasy illustration, including video game and film concept art and toy design.More than an instruction book, this is the ultimate reference for fans of science fiction and fantasy illustration."Gurney's Imaginative Realism is a gold mine for artists who want to create images that sing with authority and delight the viewer with rich otherworldly visuals." --Erik Tiemens, concept artist, Star Wars: Episodes II and III"Imaginative Realism is an indispensable, flawless reference for vision makers in any discipline to create their own imaginative realms." --Frank M. Costantino, ASAI, SI, FSAI, JARA, cofounder, American Society of Architectural Illustrators

The Art of Video Games: From Pac-Man to Mass Effect


Chris Melissinos - 2012
    Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March. Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games. Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke. The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction. *After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg

The Art of the Dragon Prince


Aaron Ehasz - 2020
    The world behind The Dragon Prince is finally revealed!The Dragon Prince has enchanted and enthralled viewers since its initial release in September of 2018. Now, for the first time ever, dive into the world behind its creation with this all-new hardcover collection! Never-before-seen concept sketches, preliminary designs, and first impressions from the first three seasons of the animated Netflix series expand over nearly 200 pages of content, from storyboards and environments to the characters and creatures that fans across the world have come to love.Assembled in consultation with The Dragon Prince co-creators Aaron Ehasz and Justin Richmond and executive producer Justin Santistevan, this is the ultimate window into the work behind the show!

Traditional Oil Painting: Advanced Techniques and Concepts from the Renaissance to the Present


Virgil Elliott - 2007
    How did the Old Masters create their masterpieces? What kind of education allowed these great artists to create such beautiful work, and how can an artist learn these lessons today? Traditional Oil Painting answers those questions and many more. This comprehensive sourcebook explores the most advanced levels of oil painting, with full information on the latest scientific discoveries. Author and distinguished artist Virgil Elliott examines the many elements that let artists take the next step in their work: mental attitude, aesthetic considerations, the importance of drawing, principles of visual reality, materials, techniques, portraiture, photographic images versus visual reality, and color. Traditional Oil Painting helps artists master the secrets of realistic painting to create work that will rival that of the masters.

Looking in: Robert Frank's the Americans


Sarah Greenough - 2009
    Drawing on newly examined archival sources, it provides a fascinating in-depth examination of the making of the photographs and the book's construction, using vintage contact sheets, work prints and letters that literally chart Frank's journey around the country on a Guggenheim grant in 1955-56. Curator and editor Sarah Greenough and her colleagues also explore the roots of The Americans in Frank's earlier books, which are abundantly illustrated here, and in books by photographers Walker Evans, Bill Brandt and others. The 83 original photographs from The Americans are presented in sequence in as near vintage prints as possible. The catalogue concludes with an examination of Frank's later reinterpretations and deconstructions of The Americans, bringing full circle the history of this resounding entry in the annals of photography. This volume is a reprint of the 2009 edition.

When Art Really Works


Andy Pankhurst - 2012
    All are works of art that stand out from the ordinary because of their originality, their ability to convey powerful emotions, their technical brilliance--distinctive qualities that unmistakably touch them with intimations of immortality. Discussions focus on examples from across the millennia, and include-- The Lascaux cave paintings (circa. 15,000 B.C) Italian Renaissance masterpieces by Leonardo da Vinci and Michelangelo Paintings that demonstrate revolutionary use of color by J.M.W. Turner Impressionist masterworks by Monet and Degas The action painting of Jackson Pollock The Pop Art of Andy Warhol, and many other memorable artists and their works The book is filled with color illustrations

Best Movies of the 80's (Taschen 25)


Jürgen Müller - 2003
    Step right up and get your fill of 80s nostalgia with the movie bible to end all movie bibles. We’ve diligently compiled a list of 140 of the most influential movies of the 1980s that’s sure to please popcorn gobblers and highbrow chin-strokers alike. The 80s was a time for adventurers, an era of excess, pomp, and bravado. In the era when mullets and shoulder pads were all the rage, moviegoers got their kicks from flicks as wide-ranging as Blade Runner, When Harry Met Sally, and Blue Velvet. Without a doubt, sci-fi was the most important genre of the decade, with non-human characters like E.T. winning the hearts of millions while the slimy creatures from Aliens became the stuff of nightmares and movies like Ghostbusters and Back to the Future fused comedy and sci-fi to the delight of audiences everywhere. In fact, the 1980s saw the invention of a new reality, a movieworld so convincingly real - no matter now far-fetched - that spectators could not help but abandon hemselves to it. Now that’s entertainment, folks.