American Photobooth


Nakki Goranin - 2008
    The author documents the invention, technological evolution, and commercial history of the photobooth with illustrations culled from 25 years of collecting.

The Animator's Survival Kit


Richard Williams - 2001
    During his more than forty years in the business, Williams has been one of the true innovators, winning three Academy Awards and serving as the link between Disney's golden age of animation by hand and the new computer animation exemplified by Toy Story. Perhaps even more important, though, has been his dedication in passing along his knowledge to a new generation of animators so that they in turn could push the medium in new directions. In this book, based on his sold-out master classes in the United States and across Europe, Williams provides the underlying principles of animation that every animator--from beginner to expert, classic animator to computer animation whiz --needs. Urging his readers to "invent but be believable," he illustrates his points with hundreds of drawings, distilling the secrets of the masters into a working system in order to create a book that will become the standard work on all forms of animation for professionals, students, and fans.

20 Ways to Draw a Tulip and 44 Other Fabulous Flowers: A Sketchbook for Artists, Designers, and Doodlers


Lisa Congdon - 2013
    Each of the 20 interpretations provides a different, interesting approach to drawing a single item, providing loads of inspiration for your own drawing. Presented in the author’s uniquely creative style, this engaging and motivational practice book provides a new take on the world of sketching, doodling, and designing.Get out your favorite drawing tool, and remember, there are not just 20 Ways to Draw a Tulip!

Essential Dali (256 Art Books)


Kirsten Bradbury - 1999
    While many of these are among his most famous, others may be less well known, but they are all essential to the development of Dalis artistic philosophy.

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.

Mirror of the World: A New History of Art


Julian Bell - 2007
    He follows the changing trends in the making and significance of art in different cultures, and explains why the art of the day looked and functioned as it did. Key images and objects-some of them familiar works of art; others, less known but equally crucial to the story-act as landmarks on the journey, focal points around which the discussion always centers. Along the way, Bell answers fundamental questions such as "What is art and where does it start?" and "Why do humans make it and how does it serve them?"Previous histories tended to focus only on the masterpieces of Western art, in the process excluding the work of women or non-Western artists, or else considering developments around the world as separate, unrelated phenomena. Bell's achievement is to take a global perspective, bringing the distinct stories together in one convincing narrative. He draws insightful and inspired connections between different continents and cultures and across the millennia, which results in a rich and seamless introduction to the world of visual creativity.Hundreds of carefully selected illustrations show how artists from different ages and societies often shared the same formal, technical, and aesthetic concerns, while others took divergent paths when their vision dictated it.Julian Bell, himself a well-known painter, is the grandson of Vanessa and Clive Bell, key members of the celebrated Bloomsbury group of writers and artists. His books include What is Painting?.

Eye to Eye: Photographs by Vivian Maier


Richard Cahan - 2014
    Her story—thousands of photo negatives and prints found in a storage locker and sold for pennies at auction—has stirred millions around the world. Maier was a painfully private woman who now speaks powerfully through the photographs she took only for herself. This new collection offers readers a chance to follow Maier as she travels the world, including images of France, Italy, Malaysia, Yemen, Puerto Rico, and America. These eye-to-eye portraits, published for the first time, are the single constant in her lifetime of photographic work. Maier is often cast as a quirky, antisocial character, moving on the outskirts of real connection. But these photographs show something more. Printed with the latest technology, the book utilizes a modified four-color process that produces images akin to traditional silver gelatin prints. Combined with 15u stochastic screening, Maier's 96 photographs in this volume are spectacularly sharp, full-range black-and-white reproductions.

Yosemite and the Range of Light


Ansel Adams - 1979
    Full page B&W photos

Deco Devolution: The Art of BioShock 2


Jordan Thomas - 2010
    Contains concept art and models of the game's characters, locations, and weapons, as well as artists' comments on the work and the game.Note:The Rapture Edition Art book is a reduced version of the Special Edition Art book made to be a value against the Special Edition. It is reduced to 96 pages, and scaled down to the dimensions of the game case itself.The Special Edition Art book is the main version of BioShock 2's art book. It is 168 pages and is composed of 10 chapters.♢Chapter 1 - Citizens of Rapture♢Chapter 2 - Big Daddies♢Chapter 3 - Big Sisters♢Chapter 4 - Little Sisters♢Chapter 5 - Environments♢Chapter 6 - Weapons♢Chapter 7 - User Interface♢Chapter 8 - Advertisements♢Chapter 9 - Storyboards♢Chapter 10 - Credits

Remix: Making Art and Commerce Thrive in the Hybrid Economy


Lawrence Lessig - 2008
    Lessig reveals the solutions to this impasse offered by a collaborative yet profitable “hybrid economy”.Lawrence Lessig, the reigning authority on intellectual property in the Internet age, spotlights the newest and possibly the most harmful culture war—a war waged against our kids and others who create and consume art. America’s copyright laws have ceased to perform their original, beneficial role: protecting artists’ creations while allowing them to build on previous creative works. In fact, our system now criminalizes those very actions. For many, new technologies have made it irresistible to flout these unreasonable and ultimately untenable laws. Some of today’s most talented artists are felons, and so are our kids, who see no reason why they shouldn’t do what their computers and the Web let them do, from burning a copyrighted CD for a friend to “biting” riffs from films, videos, songs, etc and making new art from them.Criminalizing our children and others is exactly what our society should not do, and Lessig shows how we can and must end this conflict—a war as ill conceived and unwinnable as the war on drugs. By embracing “read-write culture,” which allows its users to create art as readily as they consume it, we can ensure that creators get the support—artistic, commercial, and ethical—that they deserve and need. Indeed, we can already see glimmers of a new hybrid economy that combines the profit motives of traditional business with the “sharing economy” evident in such Web sites as Wikipedia and YouTube. The hybrid economy will become ever more prominent in every creative realm—from news to music—and Lessig shows how we can and should use it to benefit those who make and consume culture.Remix is an urgent, eloquent plea to end a war that harms our children and other intrepid creative users of new technologies. It also offers an inspiring vision of the post-war world where enormous opportunities await those who view art as a resource to be shared openly rather than a commodity to be hoarded.

The Complete Pin-Ups


Gil Elvgren - 1999
    His technique-which earned him a reputation as "The Norman Rockwell of cheesecake"-involved photographing models and then painting them into gorgeous hyper-reality, with longer legs, more flamboyant hair and gravity-defying busts, and in the process making them the perfect moral-boosting eye-candy for every homesick private.

Being Digital


Nicholas Negroponte - 1995
    Negroponte's fans will want to get a copy of Being Digital, which is an edited version of the 18 articles he wrote for Wired about "being digital." Negroponte's text is mostly a history of media technology rather than a set of predictions for future technologies. In the beginning, he describes the evolution of CD-ROMs, multimedia, hypermedia, HDTV (high-definition television), and more. The section on interfaces is informative, offering an up-to-date history on visual interfaces, graphics, virtual reality (VR), holograms, teleconferencing hardware, the mouse and touch-sensitive interfaces, and speech recognition. In the last chapter and the epilogue, Negroponte offers visionary insight on what "being digital" means for our future. Negroponte praises computers for their educational value but recognizes certain dangers of technological advances, such as increased software and data piracy and huge shifts in our job market that will require workers to transfer their skills to the digital medium. Overall, Being Digital provides an informative history of the rise of technology and some interesting predictions for its future.

Hokusai


Rhiannon Paget - 2018
    Katsushika Hokusai (1760-1849) is not only one of the giants of Japanese art and a legend of the Edo period, but also a founding father of Western modernism, whose prolific gamut of prints, illustrations, paintings, and beyond forms one of the most comprehensive oeuvres of ukiyo-e art and a benchmark of japonisme. His influence spread through Impressionism, Art Nouveau, Jugendstil, and beyond, enrapturing the likes of Claude Monet (who bought 23 of his prints), Berthe Morisot, Edgar Degas, Mary Cassatt, and Vincent van Gogh. Hokusai was always a man on the move. He changed domicile more than 90 times during his lifetime and changed his own name through at least seven professional pseudonyms. In his art, he adopted the same restlessness, covering the complete spectrum of Japanese ukiyo-e ("pictures of the floating world") practice in painting and woodblock, from single-sheet prints of landscapes and actors to erotic books, album prints, illustrations for verse anthologies and historical novels, and surimono, which were privately issued prints for special occasions. Hokusai's print series Thirty-Six Views of Mount Fuji, published between 1826 and 1833 is the artist's most renowned work and, with its soaring peak through different seasons and from different vantage points, marked the towering summit of the Japanese landscape print. The series' The Great Wave off Kanagawa, also known simply as The Great Wave , is one of the most recognized images of Japanese art in the world. This TASCHEN introduction spans the length and breadth of Hokusai's career with key pieces from his far-reaching portfolio. Through these meticulous, majestic works and series, we trace the variety of Hokusai's subjects, from erotic books to historical novels, and the evolution of his vivid formalism and decisive delineation of space through color and line that would go on to liberate Western art from the constraints of its one-point perspective and unleash the modernist momentum.

Game Engine Architecture


Jason Gregory - 2009
    The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

Critical Play: Radical Game Design


Mary Flanagan - 2009
    Here, the author provides a lively historical context for critical play through 20th-century art movements, connecting subversive game design to subversive art.