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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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Sparth
ID: 18947
Издательство: Design Studio Press

The highly anticipated follow-up to Structura and Structura 2Structura 3 is the newest collection of images from HALO art director, Sparth, which takes viewers on an amazing journey to imaginary lands. As with his prior best-selling books, Structura 3 will not only share his fascinating artwork but will also have tips of the trade for creating believable digital environments and lands. Step-by-step tutorials will provide anyone with the educational tools necessary to design their own fantastical worlds. This next addition to the Structura library is not to be missed!

About the Author:

Sparth (Nicolas Bouvier) has been an artistic director and concept designer in the gaming industry for almost two decades. Born in France, he had the privilege to travel extensively at an early age to such places as Singapore, China, and the United States, where he enjoyed observing people and making note of all the tiny details of life that he was witnessing. His varied influences are largely responsible for his many creative passions, which range from space and buildings to robotics and beyond. Professionally, Sparth worked for six years at Darkworks Studio, the Paris-based game studio responsible for Alone in the Dark 4: The New Nightmare (2001), before leaving for Montreal in 2003 to join Ubisoft on their ongoing projects, Prince of Persia and Assassin's Creed. He then left Montreal for Dallas in 2005, where he spent more than three years working for id Software. Finally, in early 2009, he moved to Seattle to work on Halo adventures with Microsoft's 343 Industries, where he currently serves as art director of Halo 5: Guardians, the next installment in the popular series. Sparth has contributed to the development of several other games since 1997, including Cold Fear (2005) and Rage (2011), and he has also published more than 80 book covers in France, Canada, and the United States. There are no limits to Sparth's creativity when it comes to translating forms and concepts. One of his greatest passions remains to be contemporary architecture, the principles of which he applies to his own art, with an experimental and original approach. He also harbors a fascination for modern skyscrapers, although he admits that he himself wouldn't be able to live too high above the ground.

Цена: 1980 грн
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Jessie Kate Bui, Gwyn Conaway, Rebecca Black-Gliko, Maria Ferreira Kercher, Blythe Russo
ID: 14960
Издательство: Design Studio Press

Costume design is storytelling. And to do it successfully, you need to understand the five functions of a costume: to connect to plot and theme, establish the structure of society, put in a specific time and place, indicate personality, and reveal a passage of time. It is an exciting and challenging craft that involves a thoughtful and thorough examination of these various elements in order to give a costume life. In animation, games, and illustration, in particular, the designer needs to be acutely aware of the unique characteristics and limitations of each medium ― from solid research approaches and basic production pipelines to audience experience and ideal tools of the trade. 

Talking Threads: Costume Design for Entertainment Art, backed by decades of experience of five industry professionals, provides an in-depth exploration of these functions and format considerations to equip artists with the necessary knowledge and mindset to develop strong narrative-informed costume designs. Each chapter is packed with creative exercises, detailed tutorials, inspiring designs, and invaluable insights that will help artists of all levels confidently and efficiently tackle their next costume adventure.

About the Authors:

Jessie Kate is a design mentor. With her background working with her father, a master craftsman and furniture designer, she gained experience with complex creative problem-solving. Her mother's musical focus nurtured a love of entertainment, and Jessie Kate combined the two influences to choose a path in entertainment design. Her past experience includes freelance design, educational program design, production coordination for TV animation, creative direction for startups, and indie project development. When she brought her curiosity and analytical approach to the animation industry and found a gap in costume-design education, Jessie Kate decided to fill the void by gathering a team of specialists to create this book. She specializes in using personality psychology to develop authentic character arcs and immersive costume designs, guiding her mentees through narrative analysis, practical research methodology, and concept development.Jessie Kate co-instructs History of Fashion at ArtCenter College of Design with Gwyn Conaway.

Gwyn Conaway is a member of the Costume Designers Guild Local 892. She's a costume designer, fashion historian, and culture specialist living in southern California. Although she works primarily in historical and dramatic film, Gwyn also consults on costume simulation for major animation and gaming studios. She specializes in Marvelous Designer and garment model fit.Considered an authority on the intersection between clothing and social psychology, Gwyn is on the cutting edge of how the entertainment industry thinks about costume and culture as a visual language. She is often called upon to design and consult for conceptual projects in post-apocalyptic and fantasy settings. Conaway is on the faculty at ArtCenter College of Design in Pasadena, California. Her course, History of Fashion, is the first of its kind. Geared directly towards entertainment design students, the class explores Gwyn's burgeoning expertise: building cultures for film, television, and gaming from the ground up.

Rebecca Black-Gliko descends from a long line of quilters and has been sewing in some form or another since a very young age. Her devotion to learning led to a degree in illustration as well as studying abroad in Japan and New Zealand. Beki has worked for Laika Studios on the films Kubo and the Two Strings and Missing Link in both the rapid prototype and costume departments. Living in Oregon with her husband, Raul Ramos, she continues to work on projects that explore and combine a variety of mediums. She is currently working on a stop-motion graphic novel, Oni-san, that combines her love of animation, illustration, and stop-motion. Beki enjoys the challenge of translating a design on paper into a functional final product--whether the end result is digital or physical--and choosing the format that best translates the intentions of the narrative.

Maria Kercher is a visual development artist specializing in material behavior and cultural stylization for animation. She has also worked in design for indie games and illustration for live-action films. Born and raised in Brazil, Maria visited the opera and ballet frequently and participated in dance and figure skating competitions, nurturing a fascination with how costumes are used to enhance performance. Through figure skating, she gained an interest in how countries or people can be represented through simplified shapes, colors, movement, and music. Learning to sew from her mother, she began exploring her fascination through fashion.When her father introduced her to US animation, Maria fell in love with the idea of breathing life into a fictional world and came to the US to study animation. Now based in Seattle, Washington, she is focused on expanding her knowledge of materials and world cultures to better connect audiences to each other.

Blythe Russo is an illustrator and puppet builder living in Ohio. She earned a master's in illustration from the Savannah College of Art and Design and is an active member and supporter of the Kidlit community. Blythe made her debut as a children's book illustrator with the counting book, One More Wheel (Macmillan/August 2019). Her favorite stories to tell are those of friendship--that give the reader both the giggles and the warm fuzzies.As a self-taught puppet-builder, she has worked as the lead puppet builder for Madcap Puppets. She has designed and fabricated pieces for a variety of their shows, including The Case of the Kidnapped Backpack, The Wonderful Wizard of Oz, and Pinocchio. She's also been known to teach a puppet-building class every so often.

Цена: 2500 грн
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Christoph Grünberger
ID: 14405
Издательство: niggli Verlag

Art is constantly evolving, inviting experimentation, and, in today’s digital age, uses artificial intelligence to create entirely new realities. Data as a tool of expression is used by artists as an equal partner to break new ground at eye-level, while at the same time redefining the concept of art to revolutionize the world of design. This volume focuses on the esthetics and creativity of a new generation of designers who are using algorithm-supported tools along the vertical, from graphic design to 3D animation, kinetic objects and real-time visuals, to robotics and spatial installations, as well as hybrid approaches between digital and analogue. For this compendium, the editor was able to involve the biggest names in the world of data-driven design to present their most important work on the basis of facts, aspects, and stories and to provide insights into their creative processes. These range from the vision via the underlying code and challenges in the implementation concept, to the finished work. On a theoretical level, the presented works are significantly enriched by interviews and texts of experts and insiders of the scene.

The Age of Data“ shows the future of art and design in this day and age in which the whole world is under close scrutiny due to the pandemic. It is an invitation to take the next steps and a motivation to keep up with the ongoing data-based design developments.

“What a wide range of works, artists, perspectives, technics – a stunning sampler of the 21st century! “
Stefan Weil
Atelier Markgraph & Museum of Modern Electronic Music

_Data-based design process throughout different categories
_A look behind-the-scene of the most important 40 pioneers
_With essays by specialists
_Promotion by Kickstarter campaign

Цена: 2800 грн
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Ron Ashtiani
ID: 16885
Издательство: Design Studio Press

Ron Ashtiani brings together twenty-five years of experience directing creative projects for games and film to share what it takes to be a successful art director in the entertainment industry today. Using his well-honed art direction skills and diverse project experience, real-world examples, and clear diagrams, he educates his readers on every element of stellar art design for both video games and movies.

Providing creative and business leadership, as well as being a specialist consultant and regular industry and educational public speaker, he is one of the most resourceful and well-educated practitioners in the field of video game and movie art design, making him perfectly poised to teach others in the industry.

The fully illustrated The Art of Direction book, leads the reader on the journey of the art director, from how to craft an artistic vision to how to successfully manage a team of artists in bringing that vision to life and making the best creative decisions along the way.

About the Author:

Ron Ashtiani is an award-winning Creative business leader, Art Director and Author.

Ron has had a 25-year career in the entertainment industry, first as an artist/art director, then a creative director and over the last decade, a business leader and entrepreneur.

Ron has built successful teams and businesses, worked on three Blockbuster Marvel movies, and contributed to over 30 video games. He has also delivered creative projects for J.K Rowling's Pottermore, Warner Bros., Sony, and Microsoft to name a small few. Ron is listed in the UK top 100 people in games and in the top 100 in digital media.

He provides creative and business leadership as well as specialist consultancy and is a regular industry and educational public speaker.

Цена: 3000 грн
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Ron Ashtiani
ID: 16886
Издательство: Design Studio Press

Ron Ashtiani brings together twenty-five years of experience directing creative projects for games and film to share what it takes to be a successful art director in the entertainment industry today. Using his well-honed art direction skills and diverse project experience, real-world examples, and clear diagrams, he educates his readers on every element of stellar art design for both video games and movies.

Providing creative and business leadership, as well as being a specialist consultant and regular industry and educational public speaker, he is one of the most resourceful and well-educated practitioners in the field of video game and movie art design, making him perfectly poised to teach others in the industry.

The fully illustrated The Art of Direction book, leads the reader on the journey of the art director, from how to craft an artistic vision to how to successfully manage a team of artists in bringing that vision to life and making the best creative decisions along the way.

About the Author:

Ron Ashtiani is an award-winning Creative business leader, Art Director and Author.

Ron has had a 25-year career in the entertainment industry, first as an artist/art director, then a creative director and over the last decade, a business leader and entrepreneur.

Ron has built successful teams and businesses, worked on three Blockbuster Marvel movies, and contributed to over 30 video games. He has also delivered creative projects for J.K Rowling's Pottermore, Warner Bros., Sony, and Microsoft to name a small few. Ron is listed in the UK top 100 people in games and in the top 100 in digital media.

He provides creative and business leadership as well as specialist consultancy and is a regular industry and educational public speaker.

Цена: 2500 грн
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Eliott J. Lilly
ID: 13640
Издательство: Design Studio Press

Do you dream of becoming a concept artist in the video game industry but don't know where to start? The Big Bad World of Concept Art for Video Games: An Insider's Guide for Beginners gives aspiring artists an honest, informative, and entertaining look at what it takes to do just that.

Author Eliott Lilly will help you on your journey from finding the right school and how to get the most out of your education, to preparing your portfolio to land that first job. In addition, renowned concept artists — David Levy, Sparth, Stephan Martiniere, Ben Mauro, and Farzad Varahramyan — share their own dos and don'ts to making a career in the video game industry a reality.

Цена: 1700 грн
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Eliott J. Lilly
ID: 13641
Издательство: Design Studio Press

Are you ready to begin your career as a concept artist in the video game industry but don't know where to start?

The Big Bad World of Concept Art for Video Games: How to Start Your Career as a Concept Artist is book two in the Big Bad series, delving deeper into the subjects and topics explored previously in An Insider's Guide for Students. Going beyond the amateur level, this guide prepares the upcoming professional, or any other artist, for a future in the entertainment industry. Whether you are a graduating student joining the workforce, a young professional who has just broken into the job market, or even an existing professional frustrated with your current situation, receive help figuring out what comes next for a fulfilling career.

Eliott Lilly is a highly sought-after concept artist with over a decade of experience in the video game industry. He has worked for such prominent game companies as id Software, Treyarch, and Activision. He has contributed to several popular franchises, including Rage, Doom, and Call of Duty. Also an educator, Eliott teaches introductory concept art classes to university students.

With his firsthand knowledge of the ins and outs of the video game industry, Eliott Lilly is an exceptional guide who can help prepare you for the rewarding journey toward realizing your ambitions.

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Marie Foulston, Kristian Volsing
ID: 17707
Издательство: V&A Victoria Albert Museum

A fascinating look at videogames as an art form, with contributions from award-winning designers and creators

Videogames: Design / Play / Disrupt explores the design and culture of videogames since the mid-2000s, investigating groundbreaking contemporary design work, creative and rebellious player communities, and the political conversations that define this movement.

A star-studded cast of contributors consider a variety of games, from blockbusters like The Last of Us and Splatoon and cultural phenomena such as Minecraft to less-mainstream productions like Consume Me, which tackles the difficult issues of body image and extreme dieting. Canadian academic and minimalist games designer Pippin Barr addresses violence in videogames through his work on A Series of Gunshots; Kat Brewster discusses the creation of fan art and fan fiction in relation to the multiplayer first-person shooter Overwatch; and the phenomenon of community and cosplay is explored by Philippa Warr through League of Legends and the 2017 world finals in Beijing. It also features rarely seen material including designers’ notebooks, concept art, prototypes and the artistic inspirations behind games such as Journey, Kentucky Route Zero and No Man’s Sky.

Published to accompany a major exhibition at the Victoria and Albert Museum, London, in Fall 2018, this is truly a landmark publication, bringing videogames into the mainstream of cultural criticism and placing them alongside more conventional mediums of creative expression.

About the Authors:

Marie Foulston is a Curator in the Design, Architecture and Digital Department at the V&A.

Kristian Volsing is a Research Curator in the Design, Architecture and Digital Department at the V&A.

Цена: 1500 грн
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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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Pedro Guitton
ID: 2288
Издательство: Index Book

Your portfolio is your first impression; it needs to draw our attention.

In this book, you'll find inspiration and global research, which will both open up your mind and surprise and impress your clients.

There are more than 300 images split between the following chapters:
-Traditional portfolio
-Digital portfolio

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Robert Klanten, S. Ehmann, Lukas Feireiss
ID: 7459
Издательство: Gestalten
Innovative designers are creating compelling atmospheres and interactive experiences by merging hardware and software with architecture and design.

Thanks to the omnipresence of computers, cell phones, gaming systems, and the internet, a broad audience has traded its past reservations against technology for an almost insatiable curiosity for all things technical. Against this background, unprecedented new tools and possibilities are opening up for the world of design. In addition to sketchbooks and computers, young designers are increasingly using programming languages, soldering irons, sensors, and microprocessors as well as 3D milling or rapid prototyping machines in their work. The innovative use of powerful hardware and software has become affordable and, most of all, much easier to use. Today, the sky is the limit when it comes to ideas for experimental media, unconventional interfaces, and interactive spatial experiences.

A Touch of Code shows how information becomes experience. The book examines how surprising personal experiences are created where virtual realms meet the real world and where dataflow confronts the human senses. It presents an international spectrum of interdisciplinary projects at the intersection of laboratory, trade show, and urban space that play with the new frontiers of perception, interaction, and staging created by current technology. These include brand and product presentations as well as thematic exhibits, architecture, art, and design.

The comprehensive spectrum of innovative spatial and interactive work in A Touch of Code reveals how technology is fundamentally changing and expanding strategies for the targeted use of architecture, art, communication, and design for the future.

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Julius Wiedemann
ID: 1467
Издательство: Taschen

This second installment in TASCHEN’s advertising series joins Advertising Now! Print and the forthcoming Advertising Now! Films to provide a complete study of commercial communication in the world today. Divided into chapters by subject (from food and beverage to electronics, clothing, and more), this tome examines the most effective and important online ad campaigns by exploring the work of the globe’s top award-winning agencies, including DM9, Tribal DDB, OgilvyOne, LOWE Tesch, and 2020 London. With each chapter containing an article from one of the agencies, you’ll learn not only what the biggest campaigns are, but also what it takes to create them. From Nike to Coca Cola, FIFA, and the WWF, these are the ads that are defining the face of online advertising. The book will come with a DVD featuring the navigation of most of campaigns as well as interviews with creative directors and films produced for the internet.

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ID: 865
Издательство: Daab
Maintaining transparency while being able to medialise large areas in an economically viable way are parameters which guarantee the success of the transparent media facade. Be it as stainless wire mesh or panels - compared to the standard LED screen the transparent media facade is superior in terms of size, cost efficiency and possible fields of application. Graphics and video, company and brand communication, artistic animations, information and entertainment: the transparent media facade offers manifold possibilities to communicate powerfully and effectively on a large scale. The book includes a DVD which gives a deep insight to the projects
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ID: 9016
Издательство: Design Media Publishing

Produced to celebrate agIdeas 2012, this book is an invaluable source of inspiration for anyone who buys design services, is a design educator, is considering a career in design, or is a design professional striving for excellence. Presented inside are profi les of the creative leaders who shared their insights at agIdeas 2012 International Design Week, other selected Australian designers who have been invited to showcase their work and the rising new stars of Australian design.

Through the range of programs for emerging and established designers, the business breakfast, the secondary school design forum, the research conference and the children’s workshop, and in the distribution of this book, agIdeas promotes the benefi ts of design to all groups in the community. At agIdeas 2012, more than 100,000 people will have been exposed to ideas and strategies that are helping make our world look and work better because of design. The Design Foundation is committed to raising awareness of the significant role design can play in enhancing business performance; the work featured is testament to the power and potential of good design. We encourage all businesses to capitalise on the ideas and expertise of skilled designers to help build business advantage

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