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Jake Gerli
ID: 17919
Издательство: Blizzard Entertainment

For more than twenty years, the artists behind Diablo have conjured new visions of the heavens and the hells, built nightmarish corridors filled with monsters and demons, and unleashed swarms of malevolent creatures upon tens of millions of players worldwide.

Featuring never-before-seen content, The Art of Diablo plunges into the concept, design, and environmental art that has defined the world of Sanctuary and the Eternal Conflict at the core of Blizzard Entertainment’s action-packed dungeon-crawling game.

Features all-new art from the upcoming Diablo 4!

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Micky Neilson
ID: 17918
Издательство: Blizzard Entertainment

In Sanctuary, a new age of terror is unleashed…

Blizzard Entertainment’s Diablo® franchise was growing with a monstrous new slate: Diablo II: ResurrectedDiablo: Immortal, as well as the blood-chilling Diablo IV. With the success of the first three acclaimed Diablo dungeon-crawlers under their belt, artists had to innovate horror in unexpected ways for these next installments, from twisted monster ecologies to stomach-churning special effects, environments that looked real, yet hummed with ancient evil. Join the artists from each Diablo® title in conversation as they discuss the crafting of the games’ stunning key art, uncanny creatures, and masterfully executed effects and environments that give the universe its iconic aesthetic.

With over 500 pieces of concept art from Diablo Immortal, Diablo II: Resurrected and Diablo IV, this incomparable volume showcases the next collection of choice artwork developed to frighten and delight horror fans everywhere.

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Greg Solano
ID: 17920
Издательство: Blizzard Entertainment

The drums of war thunder once again . . .

World of Warcraft redefined online gaming for millions and millions of people, and in the fifteen years since its launch, each new chapter in the game’s story has been bolstered through the Blizzard Entertainment’s incredible cinematics. The Cinematic Art of World of Warcraft: Volume I goes behind the scenes with the team who built the game’s stunning movies. With never-before-seen concept art and accounts of the creative and technical process, this is the definitive visual gallery of how countless artists brought the world of Azeroth to life in incredible detail and motion.

The first installment in a new series, The Cinematic Art of World of Warcraft: Volume I is a visual chronicle covering the cinematics from the beginning of World of Warcraft through to the Warlords of Draenor expansion.

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Shaoqiang Wang
ID: 18023
Издательство: Hoaki

Typography for Screen features various creative typography projects for screens in different devices and applications, such as motion graphics, webpage design, and conceptual experiments and explores typographic application in visual and information hierarchies within the digital screen environment. Exclusive interviews with designers and studios integrate different knowledge and design philosophies constituting a true source of inspiration for designers and students. It includes QR codes with links to the designers' webpages showing the typefaces in use.

About the Author:

Wang Shaoqiang is a professor at the Guangzhou Academy of Fine Arts (China) and Doctoral Supervisor at the College of Arts and Humanities of the Macau University of Science and Technology. He is a prolific editor whose titles focus on design, art and lifestyle. He is also the editor of Design 360° magazine and Asia-Pacific Design yearbook. He has been invited to lecture at numerous universities, design academies and organizations, and he has been a jury member for China's most prestigious design and illustration awards.

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Jordan Minor, Foreword by Dan Ryckert
ID: 17126
Издательство: Abrams

Video Game of the Year breaks down the 40-year history of the world’s most popular art form — one game at a time.

PongThe Legend of ZeldaFinal Fantasy VIIRock BandFortniteAnimal Crossing: New Horizons. For each of the 40 years of video game history, there is a defining game, a game that captured the zeitgeist and left a legacy for all games that followed. Through a series of entertaining, informative, and opinionated critical essays, author and tech journalist Jordan Minor investigates, in chronological order, the most innovative, genre-bending, and earth-shattering games from 1977 through 2022.

Exploring development stories, critical reception, and legacy, Minor also looks at how gaming intersects with and eventually influences society at large while reveling in how uniquely and delightfully bizarre even the most famous games tend to be. From portly plumbers to armor-clad space marines and the speedy rodents in between, Video Game of the Year paints individual portraits that, as a whole, give readers a stronger appreciation for the vibrant variety and long-lasting impact of this fresh, exciting, and massively popular art form.

Illustrated throughout with retro-inspired imagery and featuring contributions from dozens of leading industry voices, including New York Times bestselling author Jason Schreier, Max Scoville, Rebekah Valentine, Blessing Adeoye Jr., and Devindra Hardawar, this year-by-year anthology is a loving reflection on the world’s most popular art form.

About the Authors:

Jordan Minor is an entertainment and technology journalist. For years he was senior editor at Geek.com, and he is currently an editor on the Apps and Gaming team at PCMag. He has also written freelance articles for multiple prominent gaming outlets, including Kotaku, The A.V. Club, Paste magazine, 148Apps, and The Escapist. He lives in New York City.

Dan Ryckert is creative director at Giant Bomb and cofounder of the Fire Escape Cast.

___________

Пролистать книгу Video Game of the Year: A Year-by-Year Guide to the Best, Boldest, and Most Bizarre Games from Every Year Since 1977 на Google Books.

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Luke Caspar Pearson, Sandra Youkhana, Marie Foulston
ID: 15187
Издательство: Thames & Hudson

A dazzling look at modern videogame worlds seen through an architectural lens, utilizing maps, diagrams and graphic illustrations to offer new perspectives on the art of virtual world building

Videogame Atlas presents a journey through twelve well-known videogame worlds via panoramic maps, intricate exploded diagrams and detailed illustrations. The book offers a playful new way of seeing these beloved virtual worlds using the practices and academic rigour that underpins real-world architectural theory.

Titles such as Minecraft, Assassin’s Creed Unity and Final Fantasy VII are explored in exhaustive detail through over 200 detailed illustrations of the micro and macro, each with supporting commentary and architectural theory. Taking influence from high-end architectural monographs, the book is carefully designed to the smallest of details and its production is intricately executed.

This book, printed in five colours, with neon ink throughout, is a culmination of Luke and Sandra’s work, which includes founding the Videogame Urbanism studio at the Bartlett School of Architecture, UCL that promotes the use of game technologies in architectural education.

Contents List:

Introduction
1. Stardew Valley, Nintendo 2016
2. Assassin’s Creed Unity, Ubisoft 2014
3. Cities: Skylines, Colossal Order 2015
4. Death Stranding, Kojima Productions 2019
5. Dwarf Fortress, Bay 12 Games 2006-
6. Final Fantasy VII + Remake, Square Enix 1997/2020
7. Fortnite, Epic Games 2017
8. Stardew Valley, Stardew Valley 2016
9. Katamari Damacy, Namco 2004
10. Minecraft, Mojang Studios 2009
11. Persona 5, Atlus 2016
12. Dark Souls, Nintendo 2011
Conclusion
Notes

About the Authors:

Sandra Youkhana and Luke Caspar Pearson are architectural designers who run their own studio, You + Pea. Their work explores the integration of videogame technologies into architectural design, leading conversations on how games can engage new participants in the design of cities.

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Duncan Harris, Ian Anderson
ID: 19036
Издательство: Thames & Hudson

The definitive illustrated history of the cult videogame – a heart-thumping fusion of groundbreaking graphic design, architectural futurism, electronic music and high-speed racing

WipEout crashed onto the scene in 1995, shifting games into the cultural fast lane with its unique 3D visual designs. It propelled a wondrous hit of anti-gravity, hyperspeed racing into the heart of the freshly released PlayStation console and, over time, the series – developed by Psygnosis, later known as Studio Liverpool – grew into a cult phenomenon amongst graphic designers and gamers alike. With its club-land branding – devised by cutting-edge Sheffield agency The Designers Republic, and its on-the-pulse collaborations with electronic artists, from The Chemical Brothers to Kraftwerk, WipEout was not only a racing game – it was a vehicle for art.

WipEout Futurism chronicles the iconic game’s vision, struggles and achievements – from first conception to future plans, in a distinctive union of trailblazing artwork and graphic design. The extraordinary, and rarely seen, concept art created for the game is beautifully reproduced throughout the book, while The Designers Republic’s peerless vision for an alternative future – with its roots planted in the rich earth of sci-fi iconography – weaves its way throughout the pages, making this publication a densely packed expansion to the beloved series.

About the Authors:

Duncan Harris is a gaming journalist, artist and author. His website DeadEndThrills offers in-depth features on gaming art and presents a regularly updated collection of breathtaking gaming ‘photographs’. Michael C. Place (build), graphics legend and former Designers Republic creative who designed the original Wipeout branding.

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Duncan Harris, Alex Wiltshire
ID: 15150
Издательство: Thames & Hudson

An in-depth visual guide presenting the captivating creative journeys behind the world’s leading videogames

Making Videogames is an unprecedented snapshot of modern interactive entertainment, with insight from true pioneers about the most important games in the world. Illustrated with some of the most arresting in-game images ever seen in print, the book explores the unique alchemy of technical and artistic endeavour that constitutes the magic of videogames, striking a captivating balance between insight and accessibility.

Across eleven chapters, each focusing on a specific game from AAA blockbusters such as Control and Half-Life: Alyx to cult breakthrough games including No Man’s Sky and Return of the Obra Dinn, the book documents the incredible craft of videogame worldbuilding and visual storytelling via the world’s most popular, but seldom fully understood, entertainment medium. The book’s text orbits breathtaking, specially created imagery ‘photographed’ in-engine by the author, demonstrating the magic and method behind each studio’s work.

A book not only for die-hard videogame fanatics, but also for designer-creatives and the visually curious, Making Videogames is a thrilling showcase of the boundless creativity of this amazing industry.

Contents List:

Introduction
1. Optimising Story
2. Lighting in Action
3. Building the Open World
4. Reinventing Virtual Reality
5. Faking Flight
6. A Theatre of Diplomacy
7. Procedural Worlds
8. Landscaping Joy
9. The Digital Actor
10. Fear Factory
11. The Soul of Simulation

About the Authors:

Duncan Harris is a screen capture artist for videogames, with over a decade of game industry experience. He has created official in-game imagery for titles such as Tomb RaiderHitmanCrysisMinecraftEVE Online and The Evil Within. His clients include EA, PlayStation, Crytek, the V&A and many more. Alex Wiltshire is a writer and consultant for videogames, design and technology. He is the author of the bestselling book Minecraft Blockopedia (2014), and the editor of Britsoft: An Oral History (2016). Previously editor of Edge, he has also written for Rock, Paper, ShotgunPC Gamer and Eurogamer.

Цена: 1700 грн
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Matt Leone
ID: 19035
Издательство: Thames & Hudson

A thrilling deep dive into the creation of the revered PlayStation RPG

Comprising over thirty interwoven voices, this beautifully produced book offers unprecedented insight into the craft and ambition behind the revered PlayStation RPG. An extended adaptation of Matt Leone’s celebrated 27,000 word history, published online by Polygon in January 2017, this physical version has been designed by Rachel Dalton and features sixteen specially commissioned illustrations by sparrows, eight new standalone interviews, and a foreword by series creator Hironobu Sakaguchi.

Contents List:

The Interviewees:

Shigeo Maruyama, Hironobu Sakaguchi, Motonori Sakakibara, Tomoyuki Takechi, Tatsuya Yoshinari, Kyoko Higo, Yoshihiro Maruyama, Hiroshi Kawai, Yoshinori Kitase, Tetsuya Nomura, Kazuyuki Hashimoto, Keith Boesky, Yoshitaka Amano, Shinichiro Kajitani, Darren Smith, Junichi Yanagihara, Shuhei Yoshida, Jun Iwasaki, George Harrison, Hiroki Chiba, Frank Hom, Nobuo Uematsu, Alexander O. Smith, Kazushige Nojima, Seth Luisi, David Bamberger, Elaine Di Iorio, William Chen, Rex Ishibashi, John Riccitiello, Yoichi Wada, Yusuke Naora

About the Author"

Twenty-five years ago, Matt Leone couldn’t think of anything better to pad out his birthday thank you notes, so he filled them with Mortal Kombat II facts and has been writing about games ever since. Currently, he’s an editor at Polygon, working with freelancers and reporting on behind the scenes aspects of the game industry.

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3dtotal Publishing
ID: 16907
Издательство: 3DTotal Publishing

Unleash the creative power of Procreate to bring outdoor scenes to life on your iPad, from thumbnail designs to final images. With an introduction by BAFTA-award-winning art director, Mike McCain.

In this book for newcomers to the software as well as more accomplished users, several renowned and experienced designers demonstrate plein air painting, sharing not only their professional tips and tricks, but also how the traditional painting process translates to Procreate.

You will become fluent in using Procreate for all stages of outdoor painting - capturing the spirit and essence of a landscape, subject, or building by incorporating natural light, color, and movement into your works. The thorough Getting Started section spotlights the specific Procreate tools, such as Brushes, Layers, and Adjustments, that bring your paintings to life. Perfecting color and nuance of sky, land, and human subjects outdoors is vital, and the Quick Tips section lets you quickly locate and manipulate the tools you need.

Take the opportunity to observe and practice the techniques as part of a real-world workflow, as professional artists demonstrate in seven step-by-step Projects how to use Procreate’s tools to successfully evolve a plein-air painting from initial idea to final masterpiece. Whether or not you have used Procreate before, A Guide to Digital Painting in Procreate: Landscapes & Plein Air ensures your passion for outdoor painting can be fully realized on the iPad screen.

• Contains 10 in-depth step-by-step projects to follow from rough sketch to final painting
• Written and illustrated by professional artists with a passion for environments, landscapes, and plein-air painting
• Explores the sophisticated Procreate features and useful techniques that every aspiring environment artists needs to know
• Easy to follow for developing artists and anyone trying to build up their Procreate or landscape-painting skills
• Downloadable resources include reference images to import onto your iPad

This book features an introduction by BAFTA award-winning Art Director (The Boy, the Mole, the Fox and the Horse) Mike McCain, fresh from working on Spider-Man: Across the Spider-Verse (2023).

__________

Посмотреть видео о книге A Guide to Digital Painting in Procreate: Landscapes & Plein Air

__________

Contents and contributors:

ARTISTS
Eric Elwell
Karin Brandenberg
Momo Sugimoto
Trevor Clare
JoJo Lu
Jennifer Wang
Nevena Nikolcheva
Ayan Nag
Gillian Galang
Sarah Buchholz
Mike McCain

CONTENTS
How to use this book
Introduction
Tutorials 
   Houghton Autumn
   Rocky Beach
   Sydney Street Corner
   Nova Scotia Docks
   Studio City At Night
   Malibu Sunset
   English Model Village
   Morning Fog in Pushkar
   Evening in Baguio
   Motel with a View
Downloadable Resources
Glossary
Tool Directory
Contributors
Index

Цена: 1800 грн
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Kallamity
ID: 18949
Издательство: Design Studio Press

Weingart Lieutenant Richard Mertzbow (aka “Mertz”) has been stuck on the mysterious Abakan Base in solitude for decades, while war raged on his home planet, Terra, between the ruling Weingart power, which put him on Abakan, and those rebelling against their oppressive rule. One day, a young woman suddenly appears at his door, revealing secrets that threaten to unravel his already fragile state of mind. 

ABAKAN 2301 picks up where 2011’s ABAKAN 2288, by renowned mecha artist Kallamity, left off. The sequel is an exciting exploration of mecha, narrated by the compelling, but strained voice of Mertz as he navigates a world he does not recognize, alongside Kallamity's, which shares his own complicated adventures in executing his mecha designs. Just as with the first installment, ABAKAN 2301 features Kallamity’s original story illustrations and images of his remarkable mech creations ― the Kastor, the Watchel, and Briegel II, to name a few ― in all their intricate and colorful glory, with detailed information about their builds, as well as a section featuring prominent artists reimagining Kallamity’s remarkable designs.

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Marco Spies, Katja Wenger
ID: 13952
Издательство: Thames & Hudson

An essential book for anyone involved or interested in the process of digital brand building and digital communication design

Digital design plays a crucial role in how customers experience a brand. However, corporate websites and online shops are now only part of interactive brand identity. Digital touchpoints are becoming more widespread and more complex in their design demands, embracing apps, chatbots, interactive billboards, virtual and augmented reality and more. The interface is now the brand, which means that conception, design and technology must go hand in hand at every stage, keeping the needs of users front and centre.

This extensively updated edition of Branded Interactions is an essential handbook for professional digital designers and those just starting out. It guides the reader through the process of digital brand design in five key phases: discovering a demographic, defining an action plan, designing an interface, delivering a quality product, and distributing the design to the market. Packed with real-world examples from brands like Google, Amazon and Lego, it incorporates a wealth of practical design advice and diagrams to help build a solid framework for any project – incorporating brand strategy at every stage while remaining flexible enough to let creativity shine.

About the Author:

Marco Spies and Katja Wenger are partners at think moto, a Berlin-based design consultancy, and co-founders of two highly successful tech start-ups.

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Daniel Hahn
ID: 17285
Издательство: Design Studio Press

Daytoner: Enslaving Humanity in Style is a complete compilation of the concept art Daniel Hahn created over the past few years under his alias Daytoner, short DTNR.

Robots, mechs and character designs are Daniel's big passions and DTNR, is his outlet and home for this obsession. In this book he pairs his creations with short stories that look back at a possible future. The project started as a small blog in 2012 when Daniel moved to Los Angeles and is a journey through the depths of his unhinged creative mind and the world of his robots.

About the Author:

Daniel Hahn is the Creative Director for Automotive Design at BMW Group DesignworksUSA. When he's not designing cars, he is producing concept art for the gaming and film industries under his alias Daytoner (DTNR). Originally from Germany, Daniel now calls LA home and loves the creative vibe of the city.The main focus of his work is robots, which combine both the expressions of a character/person and shape design. Daniel's robots are the perfect combination of both with his background in Car Design and his passion for character development.

Daniel's technique has been described as chaotic; a mix of 3-D modeling, digital painting and photo bashing. What isn't chaotic are his amazing, sought after, futuristic human machine hybrid designs.

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Wang Shaoqiang
ID: 11725
Издательство: Promopress

What constitutes a great on-screen graphic design?

The relationship between fonts, colours, shape and graphic visual effects is essential to achieve a balance between the flow of information and user experience.

This book discusses in detail how to exploit these elements to achieve functionality and elegance for both websites and mobile applications.

Structured in four sections:

 - Colour Scheme,
 - Grids and Layouts,
 - Icon Application,
 - Text and Typography,

Design for Screen offers an excellent selection of around a hundred stunning designs from around the world, as well as interviews with influential designers working today in this field.

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Deckard Cain, Blizzard Entertainment
ID: 17921
Издательство: Blizzard Entertainment

Since the dawn of time, the Eternal Conflict has raged between the High Heavens and the Burning Hells. 

Delve into this trove of lost knowledge, where renowned scholar Deckard Cain has combined excerpts, illustrations, and firsthand knowledge to pen a history of the world of Sanctuary.

His writings depict the insidious Prime Evils, shed light on Tyrael and the archangels of the Angiris Council, and illuminate humanity’s hope and enduring heroism in the face of overwhelming terror. Revealed also are untold mysteries, from the origins of mortals and the secrets of the nephalem to the gathering darkness of the End of Days.

So take heed, dear reader, and bear witness to the truths that lie within the dark world of Blizzard Entertainment’s Diablo®.

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