Understanding Exposure: How to Shoot Great Photographs with a Film or Digital Camera


Bryan Peterson - 1990
    Peterson stresses the importance of metering the subject for a starting exposure, and then explains how to use various exposure meters and different kinds of lighting. The book contains lessons on each element of the exposure-aperature, shutter speed, iso-and how it relates to the other two in terms of depth of field, freezing and blurring action, and shooting in low light or at night. A section on special techniques explores such options as deliberate under- and overexposures, how to produce double exposures, bracketing, shooting the moon, and the use of filters. Understanding Exposure demonstrates that there are always creative choices about how to expose a picture-and that the decision is up to the photographer, not the camera.

New Media Art


Mark Tribe - 2006
    In 1994, the advent of the Internet as a popular medium catalyzed a global art movement that began to explore the cultural, social, and aesthetic possibilities of such new communication technologies as the Web, video surveillance cameras, wireless phones, hand-held computers, and GPS devices. This book addresses New Media art as a specific art historical movement, focusing not only on technologies and forms but also on thematic content and conceptual strategies. New Media art often involves appropriation, collaboration, and the free sharing of ideas and expressions, and frequently addresses the political ramifications of technology around issues of identity, commercialization, privacy, and the public domain. Many New Media artists are profoundly aware of their art historical antecedents, making reference to Dada, Pop Art, Conceptual art, Performance art, and Fluxus. Artists featured: Cory Arcangel, Jonah Brucker-Cohen and Katherine Moriwaki, Young-Hae Chang Heavy Industries, Vuk Cosic, Mary Flanagan, Ken Goldberg, Paul Kaiser and Shelly Eshkar, Jennifer and Kevin McCoy, Mouchette, MTAA, Keith and Mendi Obadike, Radical Software Group, Raqs Media Collective, RTMark, and John F. Simon Jr.

The Art of Wreck-It Ralph


Jennifer Lee - 2012
    At the center of this hilarious and wildly original video-game-hopping adventure is Wreck-It Ralph, an arcade game bad guy who breaks all the rules when he sets off on a mission to prove he can be good. The Art of Wreck-It Ralph captures the fresh artistic vision of the film and the aesthetic journey of the filmmakers through interviews with the film's many artists, including a foreword by director Rich Moore and a preface by John Lasseter. Illustrated with character sketches, storyboards, visual development paintings, colorscripts, and more, this behind-the-scenes look at Disney's latest 3-D animated epic is a treat for video game and animation lovers alike.

The Medium is the Massage


Marshall McLuhan - 1967
    Using a layout style that was later copied by Wired, McLuhan and coauthor/designer Quentin Fiore combine word and image to illustrate and enact the ideas that were first put forward in the dense and poorly organized Understanding Media. McLuhan's ideas about the nature of media, the increasing speed of communication, and the technological basis for our understanding of who we are come to life in this slender volume. Although originally printed in 1967, the art and style in The Medium is the Massage seem as fresh today as in the summer of love, and the ideas are even more resonant now that computer interfaces are becoming gateways to the global village.

The DC Comics Guide to Digitally Drawing Comics


Freddie E. Williams II - 2009
    Author Freddie E Williams is one of DC Comics' hottest artists and a leader in digital penciling and inking–and here, in clear, step-by-step directions, he guides readers through every part of the digital process, from turning on the computer to finishing a digital file of fully inked comic art, ready for print. Creating a template, sketching on the computer, penciling, and finally inking digitally are all covered in depth, along with bold, timesaving shortcuts created by Williams, tested by years of trial and error. Step into the digital age, streamline the drawing process, and leap over the limitations of mere physical drawing materials with The DC Guide to Digitally Drawing Comics.

Film Isms...: Understanding Cinema


Ronald Bergan - 2011
    Following the success of Isms: Understanding Art and Isms: Understanding Architectural Styles, this guide sorts the great classic films and directors according to the significant movements that have shaped the development of cinema. Beginning with the early silent era, it spans the entire range of movie history up to the present wave of indie films and the growing fascination with international cinema. Each spread is devoted to a distinct movement and explains when it first emerged, the principal directors, themes, and representative films, and is illustrated with film stills, posters, and photos. Important international cinematic breakthroughs are also highlighted, as well as the careers of international auteurs like Kurosawa, Fellini, and Almodóvar. From prewar Expressionism to twenty-first-century Dystopianism, Film Isms… offers an engaging, new way of understanding movie history.

Figure Drawing: Design and Invention


Michael Hampton - 2009
    This book emphasizes a simplified understanding of surface anatomy, in order to clarify the mechanics of the figure, facilitate invention, and ultimately create a skill-set that can be successfully applied to other media. In addition, this book focuses very strongly on practical usage, making sure the artist is able to assimilate the steps presented here into a cohesive working process. (Fourth printing, September 2011)

The Secret Art of Dr. Seuss


Dr. Seuss - 1995
    Dr. Seuss) in a whole new light. Depicting outlandish creatures in otherworldly settings, the paintings use a dazzling rainbow of hues not seen in the primary-color palette of his books for children, and exhibit a sophisticated and often quite unrestrained side of the artist. 65 color illustrations.

Drawing Words and Writing Pictures


Jessica Abel - 2008
    Highly recommended.” — Scott McCloudDrawing Words and Writing Pictures is a course on comic creation – for college classes or for independent study – that centers on storytelling and concludes with making a finished comic. With chapters on lettering, story structure, and panel layout, the fifteen lessons offered – each complete with homework, extra credit activities and supplementary reading suggestions – provide a solid introduction for people interested in making their own comics. Additional resources, lessons, and after-class help are available on the DW-WP website.

The Pixar Touch: The Making of a Company


David A. Price - 2008
    With the help of visionary businessman Steve Jobs and animating genius John Lasseter, Pixar has become the gold standard of animated filmmaking, beginning with a short special effects shot made at Lucasfilm in 1982 all the way up through the landmark films Toy Story, Finding Nemo, Wall-E, and others. David A. Price goes behind the scenes of the corporate feuds between Lasseter and his former champion, Jeffrey Katzenberg, as well as between Steve Jobs and Michael Eisner. And finally he explores Pixar's complex relationship with the Walt Disney Company as it transformed itself into the $7.4 billion jewel in the Disney crown.

Building a Dream: The Art of Disney Architecture


Beth Dunlop - 1996
    With the aid of extensive interviews with architects, designers and executives, this book sets out to show how a range of architects, from leading professionals to theme-part designers originally trained as animators, have integrated spectacular buildings into the far-flung Disney empire of theme parks, film studios and resorts.

The Artist's Way: A Spiritual Path to Higher Creativity


Julia Cameron - 1992
    An international bestseller, millions of readers have found it to be an invaluable guide to living the artist’s life. Still as vital today—or perhaps even more so—than it was when it was first published one decade ago, it is a powerfully provocative and inspiring work. In a new introduction to the book, Julia Cameron reflects upon the impact of The Artist’s Way and describes the work she has done during the last decade and the new insights into the creative process that she has gained. Updated and expanded, this anniversary edition reframes The Artist’s Way for a new century.

The Art of How to Train Your Dragon


Tracey Miller-Zarneke - 2010
    There are also behind-the-scenes section on the bold cinematic techniques used in creating this strikingly original animated movie. With an exclusive preface by Cressida Crowell and forward by Craig Ferguson, How to Train Your Dragon will be a delight for all movie and animation lovers as well as dragon and Viking fans.

A History of Pictures: From the Cave to the Computer Screen


David Hockney - 2016
    Here, in a collaboration with art critic Martin Gayford, he explores the many ways that artists have pictured the world, sharing sparkling insights and ideas that will delight every art lover and art maker. Readers who thrilled to Hockney’s Secret Knowledge know that he has an uncanny ability to get into the minds of artists. In A History of Pictures he covers far more ground, getting at the roots of visual expression and technique through hundreds of images—from cave paintings to frames from movies—that are reproduced. It’s a joyful celebration of one of humanity’s oldest impulses.

The Animator's Workbook: Step-By-Step Techniques of Drawn Animation


Tony White - 1986
    Stressing that animation is a subtle and exacting art form which breathes life into inanimate drawings, Tony White, an award-winning animator, covers every aspect of the process. He provides technical information and explains in easy-to-follow text and step-by-step illustrations, how to capture movement, expression, and emotion. He shows you how to convncingly animate birds and animals and explores special effects - wind, water, fire, and solid objects - that can add realism, drama, and atmosphere to animation.This book takes the mystery out of the animation process and provides sound, reliable guidance and information. Topics include:ContentThe Process of AnimationThe Animator's ToolkitInbetweeningHead TurnsWalksRunsRealistic TouchesTechnical InformationExaggerated ActionThe Animal KingdomDialogueAnimated EffectsBackgrounds