Keys to Drawing


Bert Dodson - 1985
    Anyone who can hold a pencil can learn to draw.In this book, Bert Dodson shares his complete drawing system--fifty-five "keys" that you can use to render any subject with confidence, even if you're a beginner.These keys, along with dozens of practice exercises, will help you draw like an artist in no time.You'll learn how to:Restore, focus, map, and intensifyFree your hand action, then learn to control itConvey the illusions of light, depth, and textureStimulate your imagination through "creative play"

Picture This: How Pictures Work


Molly Bang - 1991
    But what about the elements that make up a picture? Using the tale of Little Red Riding Hood as an example, Molly Bang uses boldly graphic artwork to explain how images -- and their individual components -- work to tell a story that engages the emotions: Why are diagonals dramatic? Why are curves calming? Why does red feel hot and blue feel cold?

Make Your Own Luck: A DIY Attitude to Graphic Design


Kate Moross - 2014
    But it hasn’t always been a smooth ride. In this informative memoir and guide Kate Moross offers true insider’s tips on how to make it in a highly competitive field. Written in an approachable, forthright and refreshingly honest tone, Make Your Own Luck features chapters on how to thrive in art school, developing your own style, how to self-promote, collaboration with other artists, how to deal with “copycats,” and when to consider working for free. Kate Moross also touches on the fine points of music packaging and videos, how to find an agent, and looks back on the touchstone moments that helped shape her career. Designed to mimic Moross’s signature bold, brightly coloured style, this book is filled with dozens of examples of her work for companies such as Google, Adidas, and Nokia, as well as musicians including Simian Mobile Disco, Jessie Ware, Zomby, and Pictureplane. Irreverent and packed with enormously helpful tips for designers of all stripes, Make Your Own Luck is certain to become an indispensable guide for anyone interested in graphic art as a vocation or hobby.

Japanese Graphics Now!


Julius Widemann - 2003
    With their unique perspective, the Japanese have a way of looking at the world that has long been a source of great interest for the Western mind. Here, Japan’s most talented creative professionals strut their stuff in the form of posters, advertisements, print media, visual identity, and print design. Divided into chapters by media type, this highly visual guide presents a diverse selection of graphics and includes an index of designers, complete with website addresses and contact information.

HTML and CSS: Design and Build Websites


Jon Duckett - 2011
    Joining the professional web designers and programmers are new audiences who need to know a little bit of code at work (update a content management system or e-commerce store) and those who want to make their personal blogs more attractive. Many books teaching HTML and CSS are dry and only written for those who want to become programmers, which is why this book takes an entirely new approach. • Introduces HTML and CSS in a way that makes them accessible to everyone—hobbyists, students, and professionals—and it’s full-color throughout • Utilizes information graphics and lifestyle photography to explain the topics in a simple way that is engaging • Boasts a unique structure that allows you to progress through the chapters from beginning to end or just dip into topics of particular interest at your leisureThis educational book is one that you will enjoy picking up, reading, then referring back to. It will make you wish other technical topics were presented in such a simple, attractive and engaging way!

Inside Paragraphs: typographic fundamentals


Cyrus Highsmith - 2012
    This book goes in depth on setting tracts of text for long reading, with a strong emphasis on print.

Graphic: Inside the Sketchbooks of the World's Great Graphic Designers


Steven Heller - 2010
    Yet only the finished article is presented. Rarely do we gain insight into how visual solutions have been reached or the exploration, experimentation, and ideas behind them. In this ambitious publication, some one hundred of the world’s leading graphic designers and illustrators open up their private sketchbooks to offer a privileged glimpse into their creative processes. The result is a visual tour de force.Among the many artists featured are Milton Glaser, an icon of American graphic design and creator of the seminal I Love New York logo, who was the first designer to receive the National Medal of Arts, in 2009. Michael Bierut, a partner of Pentagram Design, is known as an advocate of the power and influence of design and co-founded the online journal Design Observer; he has clients ranging from the Walt Disney Company to Princeton and Yale to the New York Jets. Ed Fella, a prolific photographer as well as an iconoclastic typographer and designer, is known for fusing high- and low-culture sources and began mixing, changing, and matching fonts long before it was possible—and popular—with desktop publishing. Bruce Mau is the designer of the seminal S,M,L,XL and now has a client list including MTV, Coca Cola, and Frank Gehry.Samples range from small, discrete typographical explorations to full-fledged illustrations, from a few scrappy scribbles and eccentric handwriting to photographic collages and other offbeat forms of visual inspiration. Concise and informative texts by Steven Heller and Lita Talarico—leading authorities on graphic design—provide invaluable commentary on the artists’ creative development, design philosophies, sketchbooking techniques, and visual influences. The combined effect of such high-level creativity is a treasure trove of design inspiration in a lively, engaging presentation that is a design object in itself.

Facial Expressions: A Visual Reference for Artists


Mark Simon - 2005
    For those artists (and their long-suffering friends), here is the best book ever. Facial Expressions includes more than 2,500 photographs of 50 faces—men and women of a variety of ages, shapes, sizes, and ethnicities—each demonstrating a wide range of emotions and shown from multiple angles. Who can use this book? Oh, only every artist on the planet, including art students, illustrators, fine artists, animators, storyboarders, and comic book artists. But wait, there’s more! Additional photos focus on people wearing hats and couples kissing, while illustrations show skull anatomy and facial musculature. Still not enough? How about a one-of-a-kind series of photos of lips pronouncing the phonemes used in human speech? Animators will swoon—and artists will show a range of facial expressions from happy to happiest to ecstatic.

M.C. Escher: The Graphic Work


M.C. Escher - 1954
    Escher was born in 1898 in Leeuwarden (Netherlands). He received his first drawing lessons during secondary school from F.W. van der Haagen, who also taught him the block printing, thus fostering Escher's innate graphic talents. From 1912 to 1922 he studied at the School of Architecture and Ornamental Design in Haarlem, where he was instructed in graphic techniques by S. Jessurun de Mesquita, who greatly influenced Escher's further artistic development. Between 1922 and 1934 the artist lived and worked in Italy. Afterwards Escher spent two years in Switzerland and five in Brussels before finally moving back to Barn in Holland, where he died in 1972. M.C. Escher is not a surrealist drawing us into his dream world, but an architect of perfectly impossible worlds who presents the structurally unthinkable as though it were a law of nature. The resulting dimensional and perspectival illusions bring us into confrontation with the limitations of our sensory perception. About the Series: Each book in TASCHEN's Basic Art series features:a detailed chronological summary of the life and oeuvre of the artist, covering his or her cultural and historical importance a concise biography approximately 100 illustrations with explanatory captions

The End of Print: The Graphic Design of David Carson


Lewis Blackwell - 1995
    His tortured typography prompted a vocal camp of critics to accuse him of being flippant and of destroying the communicative basis of design. But now the techniques of David Carson (and those of his countless imitators) dominate advertising, design, the Web, and even motion pictures. With 35,000 copies of the original sold, this revised edition of The End of Print includes a striking new cover and first chapter that puts Carson's work in context. The rest is vintage Carson—cutting edge and explosive. The End of Print tracks his career from skateboard and surf magazines, to the landmark Beach Culture magazine and his groundbreaking grid-breaking work for Ray Gun, and finally to handling major corporate identity accounts. The End of Print marks a turning point in design that ushered in the look of today.

Thoughts on Design


Paul Rand - 1947
    Writing at the height of his career, Rand articulated in his slender volume the pioneering vision that all design should seamlessly integrate form and function. This facsimile edition preserves Rand's original 1947 essay with the adjustments he made to its text and imagery for a revised printing in 1970, and adds only an informative and inspiring new foreword by design luminary Michael Bierut. As relevant today as it was when first published, this classic treatise is an indispensable addition to the library of every designer.

Drawn to Life: 20 Golden Years of Disney Master Classes: Volume 1: The Walt Stanchfield Lectures


Walt Stanchfield - 2009
    For over twenty years, Walt helped breathe life into the new golden age of animation with these teachings at the Walt Disney Animation Studios and influenced such talented artists as Tim Burton, Brad Bird, Glen Keane, and John Lasseter. These writings represent the quintessential refresher for fine artists and film professionals, and it is a vital tutorial for students who are now poised to be part of another new generation in the art form.Written by Walt Stanchfield (1919-2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films like Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan.Edited by Academy Award(R)-nominated producer Don Hahn, who has prduced such classic Disney films as Beauty and the Beast and The Lion King.

The Human Figure in Motion


Eadweard Muybridge - 1955
    Containing 4,789 photographs, it illustrates some 163 different types of action: elderly man lifting log, woman sweeping, woman climbing ladder, men boxing and wrestling, child crawling, man lifting weight, man jumping, and 155 other types of action, some of which are illustrated by as many as 62 different photographs. Taken at speeds ranging up to 1/6000th of a second, these photographs show bone and muscle positions against ruled backgrounds. Almost all subjects are undraped, and all actions are shown from three angles: front, rear, and three-quarter view. These historic photographs, one of the great monuments of nineteenth-century photography, are reproduced original size, with all the clarity and detail of the originals. As a complete thesaurus of human action, it has never been superseded. Muybridge was a genius of photography, who had unlimited financial, technical, and scientific backing at the University of Pennsylvania. This volume presents the final selection from more than 100,000 negatives made at an expenditure of more than $50,000. It has never been superseded as a sourcebook for artists, students, animators, and art directors. "An unparalleled dictionary of action for all artists, photographers." — American Artist."Impressive and valuable collection." — Scientific American.

Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design


Chris Solarski - 2012
    It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different.  Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook

Creative, Inc.: The Ultimate Guide to Running a Successful Freelance Business


Meg Mateo Ilasco - 2010
    did for crafters, this book will teach all types of creatives illustrators, photographers, graphic designers, animators, and more how to build a successful business doing what they love. Freelancing pros Meg Mateo Ilasco and Joy Deangdeelert Cho explain everything from creating a standout portfolio to navigating the legal issues of starting a business. Accessible, spunky, and packed with practical advice, Creative, Inc. is an essential for anyone ready to strike out on their own.