Collected Drawings of Aubrey Beardsley


Bruce S. Harris - 1967
    Book is an important work for those interested in the origins and development of modern art, and for those fascinated by a unique and splendid talent that flourished far too briefly.

Assassin's Creed Encyclopedia


Ubisoft Entertainment - 2011
    A must-have for fans new to the game world as well as those who have been fascinated with the series since day one.This encyclopedia features new information and amazing artwork, updated content from the upcoming monster Assassin’s Creed III game and upcoming graphic novel Assassin’s Creed: The Chain.Initially intended as an art book, the project gathered so much material that Ubiworkshop decided to expand it into an encyclopedia.Artists like Craig Mullins, Tavis Coburn, 123Klan, Gabz, James NG, David Alvarez and many others were given free reign to draw an Assassin from the period and style of their choice, of which the artworks were included in the Encyclopedia. There was also a "cartes blanches" section that featured artwork by other professional artists and fans of the series.A Black Edition was released with the Animus Edition of Assassin's Creed: Revelations.A White Edition was released through UbiWorkshop and with the Ultimate Edition of Assassin's Creed: Revelations.A Second Edition was released in October 2012 to coincide with the release of Assassin's Creed III. The Second Edition features 120 new pages of content that include information on Assassin's Creed III, Assassin's Creed III: Liberation and Assassin's Creed: The Chain along with new cartes blanches.A Third Edition was released in October 2013 to coincide with the release of Assassin's Creed IV: Black Flag. The Third Edition contains over 390 pages of content revised and updated with information from Assassin's Creed IV: Black Flag and Assassin's Creed: Brahman.The Assassin's Creed Encyclopedia is divided into four sections:1) Factions2) Story3) Characters4) Places

Boring Postcards USA


Martin Parr - 1999
    The book provides not only amusement, but a commentary on how America has changed, and a celebration of those places that have been forgotten by conventional history.

Beautiful Losers: Contemporary Art and Street Culture


Aaron Rose - 2004
    More often than not, these manifestations have been the result of a few like-minded people coming together to create something new and original for no other purpose than a common love of doing it. In the 1990s, a loose-knit group of American artists and creators, many just out of their teens, began their careers in just such a way. Influenced by the popular underground youth subcultures of the day, such as skateboarding, graffiti, street fashion and independent music, artists like Shepard Fairey, Mark Gonzales, Spike Jonze, Margaret Kilgallen, Mike Mills, Barry McGee, Phil Frost, Chris Johanson, Harmony Korine and Ed Templeton began to create art that reflected the lifestyles they led. Many had no formal training and almost no conception of the inner workings of the art world. They learned their crafts through practice, trial and error, and good old-fashioned innovation. Not since the Beat Generation have we seen a group of creative individuals with such a unified aesthetic sense and varied cultural facets. The world of art has been greatly affected by their accomplishments as have the worlds of fashion, music, literature, film, and, ironically, athletics. Beautiful Losers is a retrospective celebration of this spirit, with hundreds of artworks by over two dozen artists, from precursors like Jean-Michel Basquiat, Keith Haring and Larry Clark, to more recent adherents Ryan McGinness, KAWS and Geoff McFetridge. Work in all conceivable mediums is included, plus reproductions of reams of ephemera. The accompanying essays are contributed by a half-dozen writers who have championed these beautiful losers from the start. This paperback reprint includes more pages, more images, an exhibition checklist, installation shots from a variety of exhibitions and an interview with Beautiful Losers advocate Agnes B.

Installation Art


Claire Bishop - 2005
    Installation Art provides the first clear account of the rise of installation as a form while revisiting and, in some cases, reassessing many well-known names of post-1960 art. This lavishly produced volume also introduces the reader to a wider spectrum of younger artists yet to receive serious critical attention. Artists featured include Vito Acconci, Joseph Beuys, Christian Boltanski, Marcel Broodthaers, Judy Chicago, Olafur Eliasson, Group Material, Isaac Julien, Ilya Kabakov, Yayoi Kusama, Cildo Meireles, Robert Morris, Bruce Nauman, Claes Oldenburg, Robert Smithson, Bill Viola, and many others.

Experiencing Architecture


Steen Eiler Rasmussen - 1959
    From teacups, riding boots, golf balls, and underwater sculpture to the villas of Palladio and the fish-feeding pavilion of the Peking Winter Palace, the author ranges over the less-familiar byways of designing excellence.At one time, writes Rasmussen, "the entire community tool part in forming the dwellings and implements they used. The individual was in fruitful contact with these things; the anonymous houses were built with a natural feeling for place, materials and use and the result was a remarkably suitable comeliness. Today, in our highly civilized society, the houses which ordinary people are doomed to live in and gaze upon are on the whole without quality. We cannot, however, go back to the old method of personally supervised handicrafts. We must strive to advance by arousing interest in and understanding of the work the architect does. The basis of competent professionalism is a sympathetic and knowledgeable group of amateurs, of non-professional art lovers."

In the Blink of an Eye: A Perspective on Film Editing


Walter Murch - 1995
    

Languages of Art


Nelson Goodman - 1968
    . . . Unlike Dewey, he has provided detailed incisive argumentation, and has shown just where the dogmas and dualisms break down.” —Richard Rorty, The Yale Review

Mechanika: Creating the Art of Science Fiction with Doug Chiang


Doug Chiang - 2008
    For generations artists have created imagery destined for the entertainment of others, and now you can too.Revered science fiction artist and film designer, Doug Chiang, reveals the thought processes and techniques he used working on blockbusters such as the Star Wars prequels, War of the Worlds, Terminator, and Beowulf. You'll learn from Chiang's visionary experience as he shares his design processes, giving expert advice and showcasing the groundbreaking style that has earned his creations a spot in the Brooklyn Museum, Houston Museum of Fine Art and the Tokyo National Museum.Inside you'll discover:30+ lessons for creating out-of-this-world science fiction scenes in the style featured in films, books, comics, toys and games using both traditional and digital techniquesDetails and tips for using Adobe Photoshop to conceive, design, draw and enhance your creations25 step-by-step demonstrations of outrageous robots, vehicles, creatures and environments with finished color imagesForeword by film producer/director Robert Zemeckis (Monster House, The Polar Express, Back to the Future, Beowulf)With tips on everything from basic skills like blueline sketching and assembling a toolkit to conceptualization and painting for digital art, Mechanika has everything you need to get great results and make your science fiction worlds come alive!

The Russian Experiment in Art: 1863-1922


Camilla Gray - 1971
    Marian Burleigh-Motley. When the original edition of this book was published, John Russell hailed it as a massive contribution to our knowledge of one of the most fascinating and mysterious episodes in the history of modern art. It still remains the most compact, accurate and reasonably priced survey of sixty years of creative dynamic activity that profoundly influenced the progress of Western art and architecture.

The Art Teacher's Book of Lists


Helen D. Hume - 1997
    For easy use, the lists are organized into ten sections, given here with a sample from each: All About Art ("Elements of Art") ... Art History ("Timelines of Art History") ... For the Art Teacher ("The National Visual Arts Standards") ... Art Materials ("Things to Do with Collage") ... Painting, Drawing & Printmaking ("All About Color Pigment") ... Sculpture ("Master Sculptors & Their Work")... Architecture ("Great Architects of the World")... Fine Arts & Folk Art ("African American Crafts") ... Technology & Art ("The Evolution of Photography") ... Museums ("Museums Devoted to the Work of One Artist").

Siteless: 1001 Building Forms


François Blanciak - 2008
    Others may think of it as the last architectural treatise, for it provides a discursive container for ideas that would otherwise be lost. Whatever genre it belongs to, SITELESS is a new kind of architecture book that seems to have come out of nowhere. Its author, a young French architect practicing in Tokyo, admits he "didn't do this out of reverence toward architecture, but rather out of a profound boredom with the discipline, as a sort of compulsive reaction." What would happen if architects liberated their minds from the constraints of site, program, and budget? he asks. The result is a book that is saturated with forms, and as free of words as any architecture book the MIT Press has ever published.The 1001 building forms in SITELESS include structural parasites, chain link towers, ball bearing floors, corrugated corners, exponential balconies, radial facades, crawling frames, forensic housing--and other architectural ideas that may require construction techniques not yet developed and a relation to gravity not yet achieved. SITELESS presents an open-ended compendium of visual ideas for the architectural imagination to draw from. The forms, drawn freehand (to avoid software-specific shapes) but from a constant viewing angle, are presented twelve to a page, with no scale, order, or end to the series. After setting down 1001 forms in siteless conditions and embryonic stages, Blanciak takes one of the forms and performs a "scale test," showing what happens when one of these fantastic ideas is subjected to the actual constraints of a site in central Tokyo. The book ends by illustrating the potential of these shapes to morph into actual building proportions.

The Beauty of Everyday Things


Soetsu Yanagi - 2017
    These objects are our constant companions in life. As such, writes Soetsu Yanagi, they should be made with care and built to last, treated with respect and even affection. They should be natural and simple, sturdy and safe - the aesthetic result of wholeheartedly fulfilling utilitarian needs. They should, in short, be things of beauty.In an age of feeble and ugly machine-made things, these essays call for us to deepen and transform our relationship with the objects that surround us. Inspired by the work of the simple, humble craftsmen Yanagi encountered during his lifelong travels through Japan and Korea, they are an earnest defence of modest, honest, handcrafted things - from traditional teacups to jars to cloth and paper. Objects like these exemplify the enduring appeal of simplicity and function: the beauty of everyday things.

The Art of Destiny


Bungie - 2014
    To build this expansive universe, the team at Bungie drew from a multitude of inspirations—from classic fantasy and science fiction worlds, the myth-meets-technology adventure of space operas, and the ornate design of medieval drapery juxtaposed with modern architecture—all of which combine to create a world uniquely imagined down to the smallest detail. The Art of Destiny is a celebration of the dynamic art at the heart of the game, featuring hundreds of pieces of concept illustrations, cinematic imagery, early sketches, and world-building graphic design. Covering the meticulous artistic development behind each class, vehicle, weapon, and environment, this lush and comprehensive overview explores the game’s sweeping world, grand scope, and vibrant visuals. © 2014 Bungie, Inc. All rights reserved. Destiny, Bungie, and the Bungie logo are trademarks of Bungie, Inc. in the US and/or other countries.

The Art of Monsters, Inc.


John Lasseter - 2001
    opens the door into Pixar's colorful archives of concept art and to the endearing story of Monsters, Inc. Since the very first bedtime, children around the world have known that once their parents tuck them into bed and shut off the light, monsters lie waiting behind closet doors, ready to emerge. But what they don't realize is that these monsters scare children because they have to. It's their job.The newest film from Pizar Animation Studios, the people who brought you Toy Story, A Bug's Life, and Toy Story 2, reveals the truth about monsters with the brilliant techniques that have earned them their reputation as a groundbreaking animation studio. This incredible body of artwork was commissioned from the top artists, illustrators, and animators in the industry, and from it the ultimate visual approach of the film was defined. From sketches scribbled on napkins and quickly inked marker drawings to finished oil paintings and fabulous pastel color scripts, this behind-the-scenes artwork reveals the elaborate creative process behind a blockbuster film.