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3DTotal Publishing
ID: 10086
Издательство: 3DTotal Publishing

Digital Art Masters: Volume 6 delves into the working practices of some of the world’s best digital artists to reveal the creation processes behind their breathtaking images.

Originally launched in 2005, the annual Digital Art Masters series continues to showcase the work of some of the finest 2D and 3D artists from around the world. The latest volume, Digital Art Masters: Volume 6, welcomes another 50 up-and-coming and veteran artists, and follows the tradition of taking readers beyond the breathtaking images with detailed breakdowns of the techniques and tricks each artist employed while creating their stunning imagery. Inspirational and instructive, this is more than just a gallery or coffee table book.

Digital Art Masters: Volume 6 is a valuable learning tool with the added bonus of video tutorials from selected artists who specifically detail an aspect of their gallery image from start to finish, offering further technical insight into the creative process.

Цена: 1700 грн
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3DTotal Publishing
ID: 10087
Издательство: 3DTotal Publishing

Now in its seventh year, the Digital Art Masters series presents another scintillating collection of work from 50 world-class digital artists.

Over the last seven years, the Digital Art Masters series has brought together over 300 fantastic examples of the world’s best 2D and 3D digital art. Digital Art Masters: Volume 7 continues this tradition by ushering in a new elite group of talented artists whose images are sure to inspire and astound in equal measure. But this book doesn’t just showcase beautiful art; it also offers up details of the creation process behind each image, penned by the artists themselves, presenting a unique opportunity for readers to follow in the footsteps of the masters.

Covering topics ranging from fantasy and characters to scenes and cartoons, Digital Art Masters: Volume 7 has something for everyone and is sure to get those creative juices flowing.

Цена: 1700 грн
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3DTotal Publishing
ID: 10088
Издательство: 3DTotal Publishing

The classic Digital Art Masters series returns with another volume chocked full of brilliant digital art, image breakdown tutorials and unique, never-before-seen images.

Digital Art Masters: Volume 8 is not your typical digital art gallery book. While it does showcase stunning work from 50 of the best international artists, it also includes detailed tutorials explaining how each image was created. Each artist offers insight into their workflow and the methods they employ when it comes to creating a professional piece, from the early concept stage through to the final product. In addition, this year's volume boasts a selection of unique, never-before-seen images for your viewing pleasure. If you're looking to be inspired and learn something at the same time then Digital Art Masters: Volume 8 ticks all of the boxes.

Цена: 1980 грн
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John Romero
ID: 18313
Издательство: Abrams

The inspiring, long-awaited autobiography of video-game designer and DOOM cocreator John Romero ― “a highly entertaining and thoughtful memoir” (Wall Street Journal)

​After years in the gaming spotlight, Romero is now telling his story — the whole story — shedding new light on the development of his games and his business partnerships, from the highest highs to the lowest lows, sharing insights about design, code, the industry, and his career right up to today. Sharing gratitude for a lifetime in games, Romero reveals the twists and turns that led him, ultimately, to be called DOOM Guy.

John Romero, gaming’s original rock star, is the cocreator of DOOMQuake, and Wolfenstein 3-D, some of the biggest video games of all time. Considered the godfather of the first-person shooter, a genre that continues to dominate the market today, he holds a unique place in gaming history.

In DOOM Guy: Life in First Person, Romero chronicles, for the first time, his difficult childhood and storied career, beginning with his early days submitting Apple II game code to computer magazines and sneaking computers out the back door of his day job to write code at night.

Industry-redefining breakthroughs in design and tech during Romero’s time at id Software made DOOM

About the Author:

Computer and video game legend John Romero has designed and published more than 130 games since his first sale as a teenage programming prodigy at the age of sixteen. His major achievements include coinventing a series of revolutionary computer games that launched the industry’s most popular genre, the first-person shooter. He lives in Galway, Ireland.

Цена: 980 грн
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3DTotal Publishing
ID: 15264
Издательство: 3DTotal Publishing

Why do the characters in our favorite books, animations, and games stay with us long after the final scene? The heroic protagonist, evil villain, comedic sidekick - even the supporting cast – have been crafted by clever character designers with incredible skills at their fingertips. This comprehensive character-design toolkit, written by industry professionals, includes everything you need to design successful and compelling characters.

What is it about the characters we see in our favorite books, animated films, and games that make us laugh, cry, and respond to them? How do character designers develop ideas that are unique, memorable, and captivate us as an audience? This book answers these questions and more, taking a comprehensive, visual, and analytical approach to discover just what it is that makes a character appealing. Understand key principles like shape language, proportion, and exaggeration, and learn from talented professionals who share industry secrets for getting the most out of anatomy, gesture, expression, and costume. Uncover ways to convey relationships and interaction between multiple characters, and how narrative fuels authentic and engaging characterization.

With hundreds of lively illustrations to inspire and study, and tricks of the trade from celebrated artists, this thorough and insightful volume is an essential library addition for anyone interested in character design.

• Understand the role of the character designer and how they help to tell a story
• Embark on targeted research and ideation to establish your character right from the start
• Master and implement key character-design principles with guidance by industry experts
• Explore extensive reference libraries packed with inspiration for poses, expressions, costumes, and props
• Create multiple characters who interact to capture special story moments with a series of case-studies
• Infuse your creations with the unique, memorable characteristics that engage and enchant an audience

Contributing artists and topics covered:

Introduction
How to use this book
What is character design?
Research & ideation
Key design principles
Figure basics
Pose, movement & gesture
The face
Age
Accessories
Putting it all together
Working with multiple characters
Working in character design
Ideas grid
Contributors
Index

________

Посмотреть видео о книге Fundamentals of Character Design: How to Create Engaging Characters for Illustration, Animation & Visual Development

Цена: 1980 грн
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Gordon McComb
ID: 15263
Издательство: Union Square & Co.

Learn one of today’s most important skills — coding — while creating your own games!

With this illustrated, interactive guide to coding, readers will discover how to create, test, and play fun 2D computer games. No prior programming knowledge is required to become proficient: just follow the easy step-by-step examples to program and share games on an Apple or Windows PC, Android device, or Apple iOS tablet. With code instruction in JavaScript — a user-friendly programming language used in millions of websites — this book is the perfect springboard for mastering any coding skill, from website creation to business processes, computer engineering, and professional-level game development.

About the Author:

Gordon McComb has written over 65 books and several thousand magazine and newspaper articles. A programmer by trade, for 13 years he wrote a weekly syndicated newspaper column on computers that reached several million readers. His specialty is teaching young minds about new technology.

Цена: 1300 грн
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Design 360º Magazine
ID: 13293
Издательство: Flamant

Mobile web use overtook desktop use in 2016, with the rise in the former doubling the fall in the latter. This increase in mobile traffic has made the mobile user experience one of the most important factors in the success of a product or website. Providing great user experience is essential from the first second. More than 60% of users will not return to a mobile site that they had trouble accessing, and this means that content, navigation and visual design elements must be twice as intuitive as they are on a desktop. In the face of these trends, designers must constantly keep in mind the point that little screens have very little room for error.

Interactive Design for Screen is the result of extensive research centred on the latest designs optimized for the screens of mobile devices. Over a hundred projects appear in this volume, and they showcase the functionality and accessibility of great mobile user interfaces. The designers featured analyse their projects from a variety of perspectives such as product specifications, site purpose and target users, making Interactive Design for Screen a highly practical and inspiring guide for students and designers who know that great mobile user experience is nothing less than essential.

Цена: 2000 грн
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John Szczepaniak
ID: 17828
Издательство: Thames & Hudson

A retrospective of the early Japanese videogame industry, comprising over 30 interviews with developers of the era, and including never-before-seen period photographs, rare press adverts and an illustrated hardware guide

Comprising interviews with lesser documented developers at companies including Sega, Enix, Capcom, Hudson Soft and Nihon Falcom, Japansoft: An Oral History offers fresh and diverse perspectives on many of the defining games of their time.

A re-edited digest of game journalist John Szczepaniak’s three volume series, The Untold History of Japanese Game Developers, this edition adds brand new, specially conducted interviews with figures including Giles Goddard (Star Fox programmer), Richard Garriott (originator of Ultima) and Robert Woodhead (co-originator of Wizardry).

A companion to the critically acclaimed Britsoft: An Oral History, this publication sees editor Alex Wiltshire and leading design agency Julia return with a multilayered and eclectic publication that offers a unique reading experience through interlinked interviews that can be read in any order.

About the Author:

John Szczepaniak is a journalist and novelist. He’s written for Retro GamerGamesTMOfficial PlayStation MagazineGame Developer MagazineGamasutraThe EscapistGameFAN MkIInRevolution360 MagazinePlay UKX360Go>PlayNext3The Gamer’s QuarterRetro SurvivalNTSC-ukTom’s Hardware GuideInsomniaGameSetWatchShenmue DojoPixel Nation plus others. Alex Wiltshire is a journalist, writer and a former editor of Edge magazine. He edited Britsoft: An Oral History, and is author of several books, including the bestselling Minecraft Blockopedia. He is senior narrative editor at Mojang, and writes a column about game design for Rock Paper Shotgun.

Цена: 1800 грн
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merritt k
ID: 19034
Издательство: Thames & Hudson

A loving photographic celebration of the energy-drink-fuelled, furniture-rearranging, multiplayer gaming trend and its nocturnal participants

Before high-speed internet connections and online servers, playing a multiplayer PC game meant hauling your bulky monitors and towers to a friend’s place, convention centre or church basement for a LAN (local area network) party. These sweaty, junk-food-enriched glory days represented the origins of real community spirit in computer gaming’s early days.

Many LAN party attendees were early adopters of new tech, so digital cameras abounded at these events. The photos produced by these devices were often low-resolution, blurry and badly lit. In their imperfections and limitations, they represent the messy, ad-hoc approach to computing typical of the LAN party – network cables snaking across recreation centre floors, a monitor perched on a kitchen counter, burned CD copies of games labelled in marker pen.

In addition to documenting the nostalgic era of LAN parties, the photographs in this book are unique artefacts of a peculiar cultural and technological moment, when gaming was tipping over from niche hobby to mainstream obsession. The images have been improved by the use of AI-enhancement software – an emerging technology that allows the upscaling of low-resolution images with spectacular results – to make the first full-size photobook on this beloved subculture, one that existed before the internet took shape and we started carrying it around with us in our pockets.

About the Author:

merritt k is a writer, editor and podcaster living in New York. She is the creator of Forgotten Worlds, a video series exploring Y2K-era internet culture, as well as several works of interactive fiction. Regrettably, she never owned anything resembling a gaming PC during the heyday of the LAN party.

Цена: 1980 грн
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Matt Leone
ID: 19033
Издательство: Thames & Hudson

The story of the creation of one of the most important and beloved videogames of all time – Street Fighter II – and its subsequent impact on the industry, its creators, and the game-playing public that so warmly embraced it

The culmination of several years of research by games writer Matt Leone, Like a Hurricane gathers together over 60 voices, spread across continents, disciplines and companies, speaking candidly on the vision, fearlessness and bold ambition that made Street Fighter II a household name.

A collaboration between Read-Only Memory and Polygon, Like a Hurricane is an extended and enhanced print adaptation of Matt Leone’s series of in-depth oral histories, published online in serial form by Polygon. This physical version has been extended and enhanced for print, featuring over 50 specially commissioned illustrations and extra research content.

Featuring: Takashi ‘Piston’ Nishiyama, Hiroshi ‘Finish’ Matsumoto, Noritaka ‘Poo’ Funamizu, Yoko ‘Shimo-P’ Shimomura, and more than 50 others, including dozens of former Capcom employees, former Gamest magazine editor Zenji Ishii, combo video pioneer Tomotaka ‘TZW’ Suzuki, U.S. Street Fighter box artist Mick McGinty, Incredible Technologies CEO Elaine Hodgson, and former Capcom USA CEO Bill Gardner.

Contents List

Chapter 01 Street Fighter; Chapter 02 Street Fighter II; Chapter 03 Fatal Fury; Chapter 04 Street Fighter II: Champion Edition; Chapter 05 Street Fighter II Turbo: Hyper Fighting; Chapter 06 Bringing the games home; Chapter 07 Ebb and flow; Chapter 08 Super Street Fighter II; Chapter 09 Super Street Fighter II Turbo; Chapter 10 Darkstalkers; Chapter 11 X-Men: Children of the Atom; Chapter 12 Street Fighter Alpha; Chapter 13 Street Fighter: The Movie: The Game; Chapter 14 Street Fighter EX; Chapter 15 Street Fighter III; Chapter 16 Capcom vs. SNK; Chapter 17 Moving on

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.

 

Цена: 1800 грн
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Pie International
ID: 14637
Издательство: PIE Books

Following the former best-selling title; Heroes and Heroines, this title showcases the most trendy and updated illustrations by about 60 prominent character designers covering both video games and animation. Featuring a bilingual interview with Shiro Miwa, a leading comic artist who is also a character designer of 7th Dragon 2020 (cover art). Featured animations and video games designed from these titles: Girls and Panzer; Kantai Collection; Kill la Kill; Attack on Titan; METAL GEAR SOLID V; and much more.

Цена: 1300 грн
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Various Artists
ID: 18950
Издательство: Design Media Publishing

It all began in 2009, when designer Lorin Wood started the Nuthin' But Mech blog to share artwork by him and his colleagues featuring their favorite subject: robots. Three years later Wood launched the eponymous book series, providing three (now four!) opportunities for dozens of talented artists from around the world to showcase their passion projects and personal visions of robots in print.

Wrapping up the undeniably popular series, Nuthin’ But Mech 4 perfectly complements the thrilling volumes that preceded it, and celebrates how far artistry and technology can advance in just a few years. This final installment features artists from all manner of industries (film, animation, video games, theme parks), and their remarkable works illustrate a vast range of tones and themes. You'll also learn about the creators themselves through their accompanying biographies, which add a personal ― sometimes comedic ― touch.

It's fitting that with the series coming to a close, Nuthin’ But Mech 4 brings together the highest number of creatives yet ― fifty-seven in all ― each with original and imaginative points of view. More talent, more inspiration, more mech!

Цена: 1700 грн
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Ikumi Nakamura, Liam Wong
ID: 17594
Издательство: Thames & Hudson

A thrilling photographic adventure around an offbeat selection of the world’s abandoned buildings, captured by one of the videogame industry’s most beloved creatives.

Urban exploration is a way of life for those who choose it as their passion. The secrets and mysteries that disused places incite can be intoxicating and inspiring. As Nakamura has said herself, ‘I love breaking boundaries and making people say “WOW”. As artists, we use our imagination to see the INVISIBLE.

Project UrbEx documents a multitude of abandoned spaces, placing them into thematic sections – from lost hotels and ex-military sites to factories, laboratories and hospitals. A bright Pantone orange ink is used throughout for the text and chapter openers – popping on the page to reflect Nakamura’s sense of fun, vibrance and imagination.

With a foreword by videogame-designer-turned-photographer Liam Wong, the book also features sections of Nakamura’s personal travel diary, printed on pages with a narrower width, in a rich Pantone black. She has also created, and in some cases specially commissioned, exclusive manga drawings to illustrate her words – bringing her much-loved sense of humour to the forefront of the narrative and displaying her keen interest in exploring many mediums of creativity.

About the Author:

Ikumi Nakamura is an independent creative, explorer and videogame designer. Since 2004 she has explored and photographed abandoned and uninhabited places and spaces across Europe, Asia and the United States to find inspiration for her games. Influenced by the videogame S.T.A.L.K.E.R., she created a mysterious style of wearing a hoodie and gas mask when exploring. She also aspires to become a secrets hunter on the Japanese TV show Discovery of the World’s Mysteries. The experiences and records of her photography pursuits are published on the website Tomboy Urbex.

Цена: 2500 грн
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Derek Domnic D'Souza, Maxine Vee
ID: 18100
Издательство: 3DTotal Publishing

Quick & Simple Painting in Procreate is the latest in our series of bestselling Procreate titles, setting new users up for success with extensive guides and easy-to-follow tutorials. Discover the streamlined workflows and efficiency tricks that professional artists use to achieve impressive results. Learn how to navigate and harness Procreate’s powerful tools to create paintings that are faster and better. With an in-depth guide to the program’s interface and tools, and fully illustrated step-by-step tutorials packed with tips and advice, this book makes it easier than ever for aspiring painters to jump into the world of Procreate.

- Tutorial projects by respected artists including Derek Domnic D'Souza, Maxine Vee, and Jackie Droujko
- A range of fun and vibrant subject matter including landscapes, city scenes, and characters
- Suitable for total beginners and more intermediate artists looking for insights and techniques from industry professionals

HOW TO USE THIS BOOK
GETTING STARTED by Karin Brandenberg
TUTORIALS
City Nights by Derek Domnic D'Souza
Sunlight Mountain Reflection by David Joseph Ponthieux
Furry Friends by Jackie Droujko
Bumbling Along by Kate Rado
Torii Gate by Surendra Pratap Rajawat
On the Beach by Alone Lee
A Visit to the Castle by Maxine Vee
Les Bonbons d'Owen by Owen Labbé
GLOSSARY
TOOL DIRECTORY
CONTRIBUTORS
INDEX

Цена: 1980 грн
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Sparth
ID: 18948
Издательство: Design Studio Press

Nicolas "Sparth" Bouvier, has been an active Artistic Director and Concept Designer for the gaming industry for over 15 years. In Structura 2, he delights us with what he has been imagining for the last three years since the release of his first best-selling book, Structura. This visually stunning book includes images from video games DUNE, Assassin’s Creed, Rage, and Halo, over fifteen new gorgeous book covers and never-before-published personal science fiction pieces that will have your imagination running to the future!

Not to ignore the past, Sparth also shares his world of fantasy art pieces influenced by medieval times.

In addition to the amazing images that you will want to devour over and over, Sparth shares his expertise with several step by step tutorials focusing on specific Photoshop techniques using custom brushes, custom shapes, clone stamping and the smudge tool, to name only a few.

Be swept away into the imaginative and gorgeous world of Sparth’s imagination and then pick up a few tips to assist you in improving your digital artistic knowledge and visual communication skills.

About the Author:

Sparth (Nicolas Bouvier) has been an active artistic director and concept designer in the gaming industry since 1996. Born in France, he now lives in Seattle, Washington, working for Microsoft. Having had the privilege of traveling extensively at an early age to such places as far a field as the USA, Singapore, China, France and Europe, he was influenced greatly by the various cultures, and he enjoyed observing people and making notes of all these tiny details of life that he was witnessing. The varied influences are largely responsible for his multiple creative passions, which range from space, to buildings, to robotics and beyond.

There are no limits to his creativity when it comes to translating forms and concepts. One of his greatest passions remains contemporary architecture, of which he applies principles in his own art, with an experimental and original approach. He also harbors a fascination for modern skyscrapers, although he admits that he wouldn't be able to live too high above the ground himself.

Sparth has contributed to the development of several released games since 1997. Alone in the dark 4 (2001), Cold Fear (2005), Prince of Persia - Warrior Within (2004), and Rage, a project still in development at IDsoftware, and has participated with Darkworks-Studio, to a lot of game projects in collaboration with large companies like Capcom and Namco.

In 2003, he decided to leave Paris for Montreal in order to join Ubisoft on their ongoing projects, Prince of Persia Warrior Within, as well as Assassin's Creed. He left Montreal for Texas in October 2005, where he spent more than three years working for IDsoftware in Dallas. Finally, in January 2009, he joined Microsoft to participate to the future HALO adventures.

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