Color Drawing: Design Drawing Skills and Techniques for Architects, Landscape Architects, and Interior Designers


Michael E. Doyle - 1993
    Design drawing is drawing used during the early part of the design process for the communication of ideas - from conception through to late schematics - before the design process is closed.

Zentangle 3: With Rubber Stamps


Suzanne McNeill - 2010
    If you are new to the Zentangle process, you will enjoy other books in this series: 'Zentangle Basics', 'Zentangle 2', and 'Totally Tangled'. These intriguing patterns all begin by following the Zen of tangle basics - start with simple lines and fill in the spaces, one step at a time. There are no mistakes, only opportunities. Like life, the designs develop into something unique and beautiful as they grow. This inspiring book is packed with plenty of ideas for combining tangles to create rich and delightful graphics.

MTIV Process, Inspiration and Practice for the New Media Designer


Hillman Curtis - 2002
    Divided into three parts, this book offers a methodology for artistic and professional work and also offers technical advice for translating this to the web.

Designers Don't Read


Austin Howe - 2009
    He believes “in the wonder and exuberance of someone who gets paid-by clients to do what he loves.” Howe places immense value on curiosity and passion to help designers develop a point of view, a strong voice. He explores the creative process and conceptualization, and delves into what to do when inspiration is lacking. If there’s a villain in these elegant, incisive, amusing, and inspiring essays, it’s ad agencies and marketing directors, but even villains serve a purpose and illustrate the strength of graphic design “as a system, as a way of thinking, as almost a life style.” Howe believes that advertising and design must merge, but merge with design in the leadership role. He says that designers should create for clients and not in the hope of winning awards. He believes designers should swear “a 10-year commitment to make everything we do for every client a gift.” If this sounds like the designer is the client’s factotum, not so. Howe also argues in favor of offering clients a single solution and being willing to defend a great design. Organized not only by topic, but also by how long it will take the average reader to complete each chapter, Designers Don’t Read is intended to function like a “daily devotional” for designers and busy professionals involved in branded communications at all levels. Begun as a series of weekly essays sent every Monday morning to top graphic designers, Designers Don’t Read quickly developed a passionate and widespread following. With the approximate time each chapter might take to read, Designers Don’t Read’s delight and provocation can be fit into the niches in the life of a time-challenged designer. Or it may be hard to resist reading the entire book in one sitting!

The Art of War Visualized: The Sun Tzu Classic in Charts and Graphs


Sun Tzu - 2015
    One, a general whose epigrammatic lessons on strategy offer timeless insight and wisdom. And the other, a visual thinker whose succinct diagrams and charts give readers a fresh way of looking at life’s challenges and opportunities. A Bronze Age/Information Age marriage of Sun Tzu and Jessica Hagy, The Art of War Visualized is an inspired mash-up, a work that completely reenergizes the perennial bestseller and makes it accessible to a new generation of students, entrepreneurs, business leaders, artists, seekers, lovers of games and game theory, and anyone else who knows the value of seeking guidance for the future in the teachings of the past. It’s as if Sun Tzu got a 21st-century do-over. Author and illustrator of How to Be Interesting, Jessica Hagy is a cutting-edge thinker whose language—comprising circles, arrows, and lines and the well-chosen word or two—makes her an ideal philosopher for our ever-more-visual culture. Her charts and diagrams are deceptively simple, often funny, and always thought-provoking. She knows how to communicate not only ideas but the complex process of thinking itself, complete with its twists and surprises. For The Art of War Visualized, she presents her vision in evocative ink-brush art and bold typography. The result is page after page in which each passage of the complete canonical text (in its best-known Lionel Giles translation) is visually interpreted in a singular diagram, chart, or other illustration—transforming, reenergizing, and making the classic dazzlingly accessible for a new generation of readers.

Machine Gun Kelly's Hotel Diablo


Eliot Rahal - 2021
    And it's Lydia Lopez's first night behind the front desk. Every guest's got a story to tell and a lesson to learn... Co-written by film and music superstar Machine Gun Kelly with Eliot Rahal (Archie Comics) and Ryan Cady (DC Comics). Art by Martin Morazzo (Ice Cream Man) and a host of talented illustrators.

Pictures Showing What Happens on Each Page of Thomas Pynchon's Novel Gravity's Rainbow


Zak Smith - 2006
    With Pictures Showing What Happens on Each Page of Thomas Pynchon's Novel Gravity's Rainbow, artist Zak Smith at once eases and expands readers’ experience of the book. A leading exponent of punk-based, DIY art, Smith here presents his most ambitious project to date — an art book exactly as long as the work it’s interpreting: 760 drawings, paintings, photos, and less definable images in 760 pages. Extraordinary tableaux of the detritus of war — a burned-out Königstiger tank, a melted machine gun — coexist alongside such phantasmagoric Pynchon inventions as the “stumbling bird” and “Girgori the octopus.” Smith has stated his aim to be “as literal as possible” in interpreting Gravity’s Rainbow, but his images are as imaginative and powerfully unique as the prose they honor.

Rendering in Pen and Ink: The Classic Book on Pen and Ink Techniques for Artists, Illustrators, Architects, and Designers


Arthur L. Guptill - 1976
    Guptill's classic Rendering in Pen and Ink has long been regarded as the most comprehensive book ever published on the subject of ink drawing. This is a book designed to delight and instruct anyone who draws with pen and ink, from the professional artist to the amateur and hobbyist. It is of particular interest to architects, interior designers, landscape architects, industrial designers, illustrators, and renderers. Contents include a review of materials and tools of rendering; handling the pen and building tones; value studies; kinds of outline and their uses; drawing objects in light and shade; handling groups of objects; basic principles of composition; using photographs, study of the work of well-known artists; on-the-spot sketching; representing trees and other landscape features; drawing architectural details; methods of architectural rendering; examination of outstanding examples of architectural rendering; solving perspective and other rendering problems; handling interiors and their accessories; and finally, special methods of working with pen including its use in combination with other media. The book is profusely illustrated with over 300 drawings that include the work of famous illustrators and renderers of architectural subjects such as Rockwell Kent, Charles Dana Gibson, James Montgomery Flagg, Willy Pogany, Reginald Birch, Harry Clarke, Edward Penfield, Joseph Clement Coll, F.L. Griggs, Samuel V. Chamberlain, Louis C. Rosenberg, John Floyd Yewell, Chester B. Price, Robert Lockwood, Ernest C. Peixotto, Harry C. Wilkinson, Bertram Grosvenor Goodhue, and Birch Burdette Long. Best of all, Arthur Guptill enriches the text with drawings of his own.

Dawn: The Worlds of Final Fantasy


Yoshitaka Amano - 2009
    "Dawn" collects the paintings, detailed line art, and preliminary sketches designed for the first four games.---From book cover:There is only one Final Fantasy.Through more than two dozen wildly diverse adventures since the first game was released in 1987, the international influence of the game is legendary both inside the video-game industry and throughout popular culture. It is a tale of bold heroes and heroines, breath-taking landscapes and terrifying creatures. Through Final Fantasy, characters such as Luneth, Refia, Rosa Farrell, Cecil Harvey, and many others have become household names to millions of players across the globe. And for many of the games, the epic landscapes have all been brought to life through the remarkable vision of one man: Yoshitaka Amano.Now, for the first time outside Japan, Amano and Square-Enix, Inc., have permitted the artwork that inspired the designs of the Final Fantasy games to be published. In Dawn, you will see the development of the first four games through Amano's paintings, detailed line art, and preliminary sketches.If you've taken this journey before, prepare to see the world you know through new eyes. If you're embarking on this quest for the first time, brace yourself. Your life will never be the same again.There's never been a game, a world, an adventure, like Final Fantasy.Cover design by Scott Cook

Art of Atari


Tim Lapetino - 2016
    Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced! "For me, revisiting the beautiful artwork presented in this book is almost as good as taking a trip in Doc Brown's time machine back to that halcyon era at the dawn of the digital age. But be warned, viewing these images may leave you with an overwhelming desire to revisit the ancient pixelated battlefields they each depict as well." -- from the Foreword by Ernest Cline, author of READY PLAYER ONE

Watchmen: The Official Film Companion


Peter AperloMalin Akerman - 2009
    The graphic novel that changed an industry is now a film from Warner Bros. and Paramount Pictures in association with Legendary Pictures, directed by Zack Snyder (300), and Watchmen: The Official Film Companion is the essential guide to this cinematic event. A complex, multi-layered mystery adventure, Watchmen is set in an alternate 1985 in which costumed super heroes are part of the fabric of everyday American society. When one of his former colleagues is murdered, the masked vigilante Rorschach sets out to uncover a plot to kill and discredit all past and present super heroes. Their mission is to watch over humanity… but who is watching the Watchmen?Featuring exclusive interviews with the cast and crew, and scores of photos, this is the comprehensive guide to the new movie event.

Ballad


Blexbolex - 2013
    The initial sequence consists of three images: beginning, middle and end of a journey. The following six sequences take up this same story, but with new details and extra images added each time. The story thus quickly becomes enormous as the number of new images doubles with each sequence.

Mechanical Vibrations (S. I. Units)


G.K. Grover - 1996
    

The Complete Idiot's Guide to Creating a Graphic Novel


Nat Gertler - 2004
    Now, here is the first book to provide a comprehensive and detailed look at the process involved in creating a successful graphic novel.

The Lazy Guru's Guide to Life: A Mindful Approach to Achieving More by Doing Less


Laurence Shorter - 2016
    The concept of being lazy goes back thousands of years. It's what the Chinese sages call Wu Wei or "no trying," a natural way of being -- a flow state -- where the body is relaxed and attention is focused. So if your world seems like it's spinning too fast and can't be stopped, the Lazy Guru is here to show you how anyone can be effortlessly creative and return themselves to flow without years of meditation or therapy. Through a series of games and activities, Shorter provides readers with practical problem-solving skills; down-to-earth means for restoring inspiration, relaxation and creativity; and, above all else, peace of mind.