100 Years of Leeds United: 1919-2019


Daniel Chapman - 2018
    Since its foundation in 1919, Leeds United Football Club has seen more ups and downs than most, rising to global fame through an inimitable and uncompromising style in the 70s, clinching the last Division One title of the pre-Sky Sports era in 1992, before becoming the epitome of financial mismanagement at the start of the 21st century. Despite this demise, United remains one of the best supported – and most divisive – clubs in football, with supporters’ clubs dotted across the globe. In 100 Years of Leeds United, Chapman delves deep into the archives to discover the lesser-known episodes, providing fresh context to the folkloric tales that have shaped the club we know today, painting the definitive picture of the West Yorkshire giants.

The Art of Urban Sketching: Drawing On Location Around The World


Gabriel Campanario - 2012
    The Art of Urban Sketching is both a comprehensive guide and a showcase of location drawings by artists around the world who draw the cities where they live and travel.

The Art of Dead Space


Martin Robinson - 2013
    Includes art from Dead Space, Dead Space: Extraction, Dead Space: Ignition, and Dead Space 2.

www HR Giger com


H.R. Giger - 1997
    However, he scored his breakthrough in applied art, and particularly in his high-profile movie work on Ridley Scott's Alien. In 1980, he received an Oscar for "Best Achievement for Visual Effects" for his designs of the film's title creature and its otherworldly environment. His other celebrated film projects include Poltergeist II, Alien 3 and Species, for which he designed a deadly but beautiful half-extraterrestrial female creature and a fantastic nightmare train. Giger's album covers for Debbie Harry and Emerson, Lake and Palmer were voted as being among the top hundred in music history by music journalists, while furniture designed by Giger graces a bar in Chur, Switzerland. This book was designed by the artist himself, and features detailed commentaries in which Giger describes his work from the early 1960s to the late 1990s; the authentic voice of the master.

The Human Figure


John H. Vanderpoel - 1958
    Every element of the body (such as the overhang of the upper lip; the puckering at the corners of the mouth; the characteristic proportions of the head, trunk, limbs, etc.; the tension between connected portions of the body; etc.) is carefully and concisely pointed out in the text. Even more helpful are the 430 pencil and charcoal drawings that illustrate each feature so that you are, in effect, shown what to look for by a master teacher. The result is the only art instruction book which not only illustrates details of the body but directs your attention at every stage to a host of subtle points of shading, curvature, proportion, foreshortening, muscular tension, variations due to extreme age or youth, and both major and minor differences in the structure and representation of the male and female figure. Comprehensive discussions and drawings cover the eyes; nose, mouth and chin; ear; head, trunk, back and hips; neck, throat, and shoulder; shoulder and arm; hand and wrist; leg; foot; the complete figure; and other interdependent groups of structures. This is the human figure as the artist, art student, and art teacher must know it in order to avoid many deceptive errors unfortunately common in much modern portraiture, painting, and illustrative art.

Ideaspotting: How to Find Your Next Great Idea


Sam Harrison - 2006
    Sam Harrison offers ways to generate creative business ideas, inspires observation-fuelled exploration to ignite the creative process, accelerates the occurences of spontaneity, serendipity and synchronicity, and encourage open eyes and ears in new places and familiar surroundings.

Joan Miro: I Work Like a Gardener


Joan Miró - 2017
    Their conversation, one of the most illuminating and insightful looks into MirO's philosophy and creative process, was first published in a limited edition of seventy five copies in 1964. Though long out of print, this bilingual "treasure," in the words of Maria Popova, "remains the most direct and comprehensive record of MirO's ideas on art." This beautiful new edition presents an updated English translation of MirO's invaluable text in an elegant and striking package. In addition to Taillandier's original foreword, a new preface by preeminent MirO scholar Robert Lubar provides wider context and insight. An appendix includes the original French text in its entirety. Joan MirO I Work Like a Gardener brings to life the words and work of one of the most beloved and influential artists of the twentieth century.

Strength Training Anatomy


Frédéric Delavier - 1998
    Strength Training Anatomy, with over 850,000 copies already sold, brings anatomy to life with more than 400 full-color illustrations. This detailed artwork showcases the muscles used during each exercise and delineates how these muscles interact with surrounding joints and skeletal structures. Like having an X-ray for each exercise, the information gives you a multilateral view of strength training not seen in any other resource.This bestseller also contains new information on common strength training injuries and preventive measures to help you exercise safely. Chapters are devoted to each major muscle group, with 115 total exercises for arms, shoulders, chest, back, legs, buttocks, and abdomen.

The Dispatch Rider (K Company Book 3)


Robert Broomall - 2013
    He's also the guy you want next to you when things go bad. While carrying dispatches, Link meets Prudence Wainwright, a pious Eastern woman whose husband has been murdered and whose daughter has been kidnapped by a gang of renegade Jayhawkers. Teaming up reluctantly, Link and Prudence must cross hundreds of miles of hostile territory and recapture Hope before her kidnappers sell her to the Comancheros and she is lost to them forever.

Perspective! for Comic Book Artists: How to Achieve a Professional Look in your Artwork


David Chelsea - 1997
    This clever book teaches artists the unique skill of drawing perspective for spectacular landscapes, fantastic interiors, and other wildly animated backgrounds to fit comic-strip panels.

The Screenwriter's Problem Solver: How to Recognize, Identify, and Define Screenwriting Problems


Syd Field - 1998
    But what do you change, and how do you change it? All screenplays have problems. They happened to Die Hard: With a Vengeance and Broken Arrow-and didn't get fixed, leaving the films flawed. They nearly shelved Platoon-until Oliver Stone rewrote the first ten pages and created a classic. They happen to every screenwriter. But good writers see their problems as a springboard to creativity. Now bestselling author Syd Field, who works on over 1,000 screenplays a year, tells you step-by-step how to identify and fix common screenwriting problems, providing the professional secrets that make movies brilliant-secrets that can make your screenplay one headed for success...or even Cannes. Learn how to:•Understand what makes great stories work•Make your screenplay work in the first ten pages, using Thelma & Louise and Dances With Wolves as models•Use a "dream assignment" to let your creative self break free overnight•Make action build character, the way Quentin Tarantino does•Recover when you hit the "wall"-and overcome writer's block forever

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

New Vintage Type: Classic Fonts for the Digital Age


Steven Heller - 2007
    Retro is the new modern. And nowhere is that fact more evident than in typography, which today uses vintage type in ads, book and magazine design, movies, and everywhere words convey meaning. Viewers may not even realize that the type itself conveys mood, information, and a sense of style, but graphic designers know the power of vintage type. Now the world’s foremost historian of graphic design presents New Vintage Type, a remarkable rethinking and rediscovery of old and classic typefaces for today’s modern needs. Hundreds of amazing, astounding, and obscure examples from around the world are gathered here, organized into five historically and stylistically grouped sections: the Victorian Age, the Woodtype Era, Art Deco Style, Modern Movement, and the Eccentric Movement. With hundreds of lively and one-of-a-kind examples, plus informed, intriguing tex, New Vintage Type is the graphic designer's guide to choosing and using vintage type for maximum impact.

Physically Based Rendering: From Theory to Implementation


Matt Pharr - 2004
    The result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery.This new edition greatly refines its best-selling predecessor by streamlining all obsolete code as well as adding sections on parallel rendering and system design; animating transformations; multispectral rendering; realistic lens systems; blue noise and adaptive sampling patterns and reconstruction; measured BRDFs; and instant global illumination, as well as subsurface and multiple-scattering integrators.These updates reflect the current state-of-the-art technology, and along with the lucid pairing of text and code, ensure the book's leading position as a reference text for those working with images, whether it is for film, video, photography, digital design, visualization, or gaming.

Crazy English


Richard Lederer - 1989
    You'll take a bird's-eye view of our beastly language, feast on a banquet of mushrooming food metaphors, and meet the self-reflecting Doctor Rotcod, destined to speak only in palindromes.