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With 111 well-known artists from around the world, this unique and beautiful PDF version of the Creative Pet Project will draw you to understand the passions that artists have to breathe life into their works. This has been achieved through the connections they have with their companion animals. Almost 70% of the artists in the book have rescue animals, and their love for these animals extends to the beautiful artwork they create, that also contain animals. Well-known artists and illustrators such as Yuko Shimizu, Anita Kunz, Martin Wittfooth, Sas Christian, John Brophy,Lola Gil, Raffaele Bafefit, Ana Bagayan, Dilka Bear, Chet Zar, Heiidi Tailleferr, Jackie Morris, and many more, all have th...
H. R. Giger created the world of the 1980 Alien movie without the benefit of a Mac and is still a major inspiration for today's obsessive digital artists. Now a collection of artists working in surrealist biomechanical graphis in art, computer games, and movies with far more powerful tools at their disposal to create their own alien art are pushing the boundaries of the visual--the new Gigers. This book features more than 50 top artists from around the world working in the genre where the boundaries between computer games and movies increasingly blur.
An eye-popping oversized hardcover showcasing the design and art from the hit table top games set within the Android Universe! From the megapolis of New Angeles to the lunar Heinlein colony to the dangerous Martian frontier and beyond, the universe of Android is a grand futuristic setting like no other. This volume explores the fantastic designs of each of the games’ characters, accompanied by intricate examinations of the technological marvels of the worlds and the surrealist landscapes of cyberspace! Whether you’re a scrappy runner, a calculating sysop, a down-on-your-luck detective, or an artificial android, this gorgeous art book is a must own item for any fan of of near-future science fiction or iconic tabletop games.
Examines the work of 31 of the best steampunk artists, including Kevin Mowrer, Tony Holmsten, Kazuhiko Nakamura, and Jan Boruta, each of whom has created a distinct series of worlds and aesthetics inspired by different aspects of the genre. An extended essay traces the source and development of steampunk imagery, while biographies of each artist reveal their history and inspirations.
Hither Shore, das wissenschaftliche Jahrbuch der Deutschen Tolkien Gesellschaft e.V. (DTG), dokumentiert zum einen die Vorträge des Tolkien Seminars aus dem jeweils vorangegangenen Jahr und zum anderen weitere Forschungsarbeiten aus der DTG sowie aus ihrem direkten Umfeld.
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In the village many people are dying due to hunger and cold in winter … starving or killed by their neighbors. During the summer the villagers move to the southern forests to provide enough food for the winter, but one family has to stay and guard the village. Nobody wants to do that, not even the sick people as it’s a condemnation for the time when the snow comes back and there’s barely any food in the pantry. However there is a trail of darkness leading to the north to a large forest full of preys. In the summer of the year 1829 the narrator’s family is obliged to guard the village and they try their luck crossing the trail to the north.
Making Copies in European Art 1400-1600 comprises sixteen essays that explore the form and function, manner and meaning of copies after Renaissance works of art. The authors construe copying as a method of exchange based in the theory and practice of imitation, and they investigate the artistic techniques that enabled and facilitated the production of copies. They also ask what patrons and collectors wanted from a copy, which characteristics of an artwork were considered copyable, and where and how copies were stored, studied, displayed, and circulated. Making Copies in European Art, in addition to studying many unfamiliar pictures, incorporates previously unpublished documentary materials.
Solve these fiendishly fun escape room puzzles without leaving your house! Escape rooms have become a popular group activity in cities across the world, with more than 8,000 venues in existence today. In Escape Room Puzzles, you can play the escape room games from the comfort of your chair, honing your mental skills in the process. Each of the puzzles in this book includes three different levels of difficulty, allowing first-timers and veterans alike to partake in the fun. Use your logical reasoning, mathematics, and observation skills to solve the puzzles and break out of the rooms!