Tuesday, 21 October 2014

A Mixed Assortment of New Books in the Library




Unseen London photographed by Peter Dazeley ; text by Mark Daly. 720.9421 DAZ

Peter Dazeley has gained access to the hidden interiors of some of London's most iconic buildings, from Tower Bridge to Battersea Power Station, Big Ben to the Old Bailey. His photographs of these buildings - some derelict, but many still working - are astonishing. Here is a collection of some 50 extraordinary locations, with a thoughtful text by Mark Daly which tells the story of how each of these places was created, how they are used, and what they reveal about the currents of power flowing through the city. Unseen London takes you backstage at some of the capital's great theatres, into the changing rooms of some of our greatest temples of sport, into the heart of the Establishment, the boiler room of the city's infrastructure and behind the scenes at some of the most opulent buildings in the Square Mile.


Mid-century modern complete
by Dominic Bradbury, Richard Powers. 745.2 BRA

This definitive survey of one of the most popular, collectable and dynamic periods of international design offers a rich overview of all aspects of the subject. It covers furniture, lighting, glass, ceramics, textiles, product design, industrial design, graphics and posters, as well as architecture and interior design. Nearly 100 major and influential creators of the mid-century period are highlighted, including icons such as Saul Bass, Robin Day, Charles and Ray Eames, Marimekko, Isamu Noguchi, Dieter Rams, Lucie Rie and Paolo Venini, as well as architects Alvar Aalto, Philip Johnson, Richard Neutra and Oscar Niemeyer. An additional illustrated dictionary features hundreds more key mid-century designers and manufacturers as well as important organizations, schools and movements. Complete with thirteen specially commissioned essays by renowned experts and over 1,000 mainly colour illustrations, it is a must-have acquisition for any design aficionado, collector or reader seeking inspiration for their home.



Thinking visually for illustrators
By Mark Wigan. 741.019 WIG
"Thinking Visually for Illustrators features a wide range of work, demonstrating diverse visual languages, context, ideas, techniques and skills. It also looks at the ways in which illustrators develop their own personal visual language. Contemporary illustrators from all over the world engaged in a diverse range of approaches to the discipline have contributed their artwork and commentaries on visual thinking and the working process. The text also features the work of recent graduates, present students and observations from educators past and present. This edition has been updated to include a new chapter on illustration for the digital context and new approaches to working"


Researching the visual : Demiystifying "The picture that's worth a thousand words" 
edited by Arianne Rourke and Vaughan Rees. 302.222
This book discusses from both a practical as well as theoretical perspective many different approaches to researching the visual in higher education, to assist demystifying “the picture that’s worth a thousand words.” It takes a multi-disciplinary approach to using the visual for research and discusses the role technology can play both as the subject of visual research and in the training of the visual researcher. From a variety of different disciplinary focuses, the authors offer the educator, researcher, and tertiary student both their knowledge and practical approach to systematically and creatively deciphering, deconstructing, and reconfiguring the visual form. This book promotes the worthiness of focusing on the visual as the subject of research and scholarship as we move further into the technologically sophisticated world of 21st-century learning.






The changing face of portrait photography : from daguerreotype to digital 
By Shannon Thomas Perich. 778.9209 PER

"A richly illustrated volume examines ten photographers' portrait work and explores the power of the portrait and the role it plays in our personal and national identities. The Changing Face of Portrait Photography explores ten groups of portraits selected from within the Smithsonian National Museum of American History's Photographic History Collection. The selections represent work by specific photographers with diverse relationships to portraiture, and through their sampling take a focused look at changing convention, theory, and technologies".  





Ugliness : the non-beautiful in art and theory 
Edited by Andrei Pop and Mechtild Widrich. 701.17 POP


Ugliness is very much alive in the history of art. From ritual invocations of mythic monsters to the scare tactics of the early twentieth-century avant-garde, the cabinet of curiosities to the identity politics of today, the ugly has been every bit as active as beauty, and often much more of a reality... why then has it been so neglected. This book seeks to remedy this oversight through both broad theoretical reflection and concrete case studies of ugliness in various historical and cultural contexts. The protagonists range from cooks to psychoanalysts, the object, from war prostheses to plates of asparagus, on a world stage stretching from ancient Athens to Singapore today. Drawing across disciplinary and cultural boundaries, the writers illuminated why ugliness, associated over the millennia with negative categories ranging from sin and stupidity to triviality and boredom, remains central to art and cultural practice.

50 years of illustration
by Lawrence Zeegen, Caroline Roberts. 741.6090145 ZEE


This book charts contemporary illustrations rich history: the rampant idealism of the 1960s, the bleak realism of the 1970s, the over-blown consumerism of the 1980s, the digital explosion of the 1990s, followed by the increasing diversification of illustration in the early twenty-first century. The book explores the contexts in which the discipline has operated and looks historically, sociologically, politically and culturally at the key factors at play across each decade, whilst artworks by key illustrators bring the decade to life. Contemporary illustrations impact and influence on design and popular culture are investigated through introductory essays and profiles of leading practitioners, illustrated with examples of their finest work.






Vivienne Westwood 
By Vivienne Westwood with Ian Kelly. 391 WES

Vivienne Westwood is one of the icons of our age. Fashion designer, activist, co-creator of punk, global brand and grandmother; a true living legend. Her career has successfully spanned five decades and her work has influenced millions of people across the world. For the first and only time, Vivienne Westwood has written a personal memoir, collaborating with award-winning biographer Ian Kelly, to describe the events, people and ideas that have shaped her extraordinary life. Told in all its glamour and glory, and with her unique voice, unexpected perspective and passionate honesty, this is her story.




Love objects : emotion, design, and material culture 
Edited by Anna Moran and Sorcha O'Brien. 704.9491524 MOR

How are love and emotion embodied in material form? Love Objects explores the emotional potency of things, addressing how objects can function as fetishes, symbols and representations, active participants in and mediators of our relationships, as well as tokens of affection, symbols of virility, triggers of nostalgia, replacements for lost loved ones, and symbols of lost places and times. Addressing both designed 'things with attitude' and the 'wild things' of material culture, Love Objects explores a wide range of objects, from 19th-century American portraits displaying men's passionate friendships to the devotional and political meanings of religious statues in 1920s Ireland.



Iconic designs : 50 stories about 50 things
Edited by Grace Lees-Maffei.  745.2 LEE

Iconic Designs is a beautifully designed and illustrated guide to fifty classic 'things' - designs that we find in the city, in our homes and offices, on page and screen, and in our everyday lives. In her introduction, Grace Lees-Maffei explores the idea of iconicity and what makes a design 'iconic', and fifty essays by leading design and cultural critics address the development of each iconic 'thing', its innovative and unique qualities, and its journey to classic status. Subjects range from the late 19th century to the present day, and include the Sydney Opera House, the Post-It Note, Coco Chanel's classic suit, the Sony WalkmanT, Hello KittyT, Helvetica, the Ford Model T, Harry Beck's diagrammatic map of the London Underground and the Apple iMac G3. This handsome volume provides a treasure trove of 'stories' that will shed new light on the iconic designs that we use without thinking, aspire to possess, love or hate (or love to hate) and which form part of the fabric of our everyday lives


Monday, 20 October 2014

New DVD's in the Library

Basement collection Indie game, The movie (DVD)  794.8 BAS  

The Basement Collection is a compilation of 9 award winning indie games by Edmund McMillen, creator of Super Meat Boy and The Binding of Isaac. All of the games featured in the collection have been revamped and updated, featuring bonus chapters, new music, art and other extras.

The Basement Collection includes:


  • Aether - (an exploration adventure game)
  • Time Fcuk - (a dark puzzle game)
  • Spewer - (a physics based platformer)
  • Meat Boy - (the super meat boy prototype)
  • Grey Matter - (an anti shooter)
  • Coil - (an experimental game)
  • Triachnid - (a physics based spider sim)

    The collection also features 2 secret unlockable games and tons of unlockable comics, sketch books and even never before seen stock footage from Indie Game: The Movie.

    Key Features
  • 8 full games, featuring new content, achievements and development extras.
  • 8 unlockable extras featuring bonus games, comics, sketch books and videos.
  • A full collection soundtrack, featuring over 30 full length tracks from games featured as well as fan made bonus tracks.
  • Over 30 minutes of audio interviews.
  • Over 20 minutes of video extras from Indie Game: The Movie, (15 minutes of never before scene footage).
  • Over 15 pages of development sketches and character designs.
  • Indie Game the Movie
    br> Indie Game: The Movie is the first feature documentary film about making video games. It looks specifically at the underdogs of the video game industry, indie game developers, who sacrifice money, health and sanity to realize their lifelong dreams of sharing their visions with the world.

    Indie Game: The Movie is about the creative process and putting yourself out there through your work. It’s a journey many filmmakers, creators, artists, entrepreneurs - many people, can relate to in
  • Cannes Prix du Jury-winning Scottish noir thriller about a Glasgow CCTV operator who ends up stalking a man she sees on screen. Andrea Arnold's first full-length feature after winning an Academy Award for her short film, 'Wasp', follows Jackie (Kate Dickie) a Glasgow CCTV control-room operator. One day, watching the monitors, she sees a man (Dickie Curran) she knows but is trying to forget and is soon helplessly outside her jurisdiction and brief, stalking the man, on camera, back to his flat. Eventually she crosses the line and goes to the address, meeting a young man (Martin Compston) whom, she finds out, lives there along with her subject.


    An alien entity inhabits the earthly form of a seductive young woman who combs the Scottish highways in search of the human prey it is here to plunder. It lures its isolated and forsaken male victims into an otherworldly dimension where they are stripped and consumed. But life in all its complexity starts to change the alien. It begins to see itself as ‘she’, as human, with tragic and terrifying consequences. UNDER THE SKIN is about seeing ourselves through alien eyes. Starring Scarlett Johansson, is Jonathan Glazer’s critically-acclaimed third feature after Sexy Beast and Birth.


    Welcome To Planet Earth, Population Zero. What would happen if every human being on Earth
    disappeared?

    This isn't the story of how we might vanish--it is the story of what happens to the world we leave behind. Each episode is a stunningly graphic examination of how the very landscape of planet Earth would change in our absence, using cinematic CGI to reveal in scientific detail the fate of every aspect of the man-made world. 

    What happens to the millions of animals that supply our food? The chemicals stored in industrial complexes? Which animals take over the subways? Do satellites fall to Earth? When do our treasured monuments wither away? From animal outbreaks to structural collapses, building to a unique visual finale, all 10 episodes in the 3-DVD set reveal what happens in the hours, days, months and years after people disappear. 

    Shot on-location and around the globe, Life After People features stunning, state-of-the-art CGI graphics, movie-quality visual effects, and interviews with leading experts to show the future of the Earth once humans vanish.

    Life After People - Complete Season Two (DVD)791.457 LIF

    Welcome to Earth. Population Zero. What would happen if every human being on Earth disappeared? This isn’t the story of how we might vanish – it is the story of what happens to the world we leave behind. The second season of the fascinating HISTORY™ series Life After People takes a stunningly graphic journey to a world wiped clean of humanity. 

    From animal outbreaks to massive structural collapses to hordes of toxins and chemicals unleashed across the globe, Life After People: The Complete Season Two reveals what happens in the hours, days, months and years after people disappear.

    • The incredible cutting-edge CGI effects reveal in superb quality the scientific details of the fate of every aspect of the man-made world and how the landscape of our planet would forever change in our absence. As each scenario is revealed it is easy to forget you are  watching CGI and not the actual disintegration of our planet as we  know it.

    New Library Books with Widespread Appeal

    The following new books will hopefully be of interest to all disciplines across the college curriculum. Please remember that if you are looking for a particular subject or would like help in finding useful books or articles, please just ask a member of Library staff who will be delighted to help you find what looking for.

    This is a refreshing and inspiring book, of equal value to both the anxious and the ambitious student' 
    - Lucinda Becker, Department of English Literature, University of Reading
    In the second edition of this best-selling guide, Nicholas Walliman provides expert, step-by-step advice on managing and developing a successful undergraduate project. This book takes you through each stage of your dissertation, answering questions including:
    * How do I choose an appropriate topic for my dissertation?
     * How do I write a research proposal?
    * What's a literature review, how do I conduct it and how do I write it up?
    * How can I ensure I'm an ethical researcher?
    * What methods of data collection are appropriate for my research question?
     * Once I have collected my data, what do I do?
    * What's the best structure for my dissertation?
    Full of examples from real student projects, interdisciplinary case studies and illustrated with cartoons to make you smile along the way, this book will tell you all you need to know to write a brilliant dissertation.

    Introducing the Creative Industries: From Theory to Practice
    "Creativity used to be the difficult concept to define - now it has probably been overtaken by the concept 'creative industries'. However, this text does a sterling job at identifying, outlining and defining the many elements that go to make up this booming sector of industry. What makes it particularly interesting is that it includes the view of the creative industries from the perspective of working in it, then the definitions of what products and producers are involved, and ends with the broader picture of the creative economy and predictions for future trends. Add to this that they include both theory and practice, and this really is an all-round guide to the vast domain that is loosely titled 'the creative industries' - Angela Birchall, School of Media, Music & Performance, Salford University With so much talk about the creative industries, do we really know what they are, what they produce, and who works in them? This ground-breaking textbook takes the student through the history, trends, products and markets of the creative industries, showing how success depends on a mix of ideas, tactics and talent. When understanding social networks and cultural economy is just as important as hands-on skills or an entrepreneurial spirit, Introducing the Creative Industries shows students how to use theories, concepts and practical skills to get ahead in their course and professional life. Creatively imagined and beautifully written, this book: * interweaves concepts and practices in an easy-to-read layout on every page * uses cultural economy to teach the essential concepts and thinkers * integrates case studies from fashion and gaming to journalism and music * shows students strategies for navigating the links between skills, industries, creativity and markets. This book will expand students' horizons in this fast-moving industry, showing them how to spot opportunities and use their knowledge and savvy to take advantage of them. It is an essential guidebook for students of creativity in media and communication, design, creative industries and business.

    In Life after New Media, Sarah Kember and Joanna Zylinska make a case for a significant shift in our understanding of new media. They argue that we should move beyond our fascination with objects--computers, smart phones, iPods, Kindles--to an examination of the interlocking technical, social, and biological processes of mediation. Doing so, they say, reveals that life itself can be understood as mediated--subject to the same processes of reproduction, transformation, flattening, and patenting undergone by other media forms. By Kember and Zylinska's account, the dispersal of media and technology into our biological and social lives intensifies our entanglement with nonhuman entities. Mediation--all-encompassing and indivisible--becomes for them a key trope for understanding our being in the technological world. Drawing on the work of Bergson and Derrida while displaying a rigorous playfulness toward philosophy, Kember and Zylinska examine the multiple flows of mediation. Importantly, they also consider the ethical necessity of making a "cut" to any media processes in order to contain them. Considering topics that range from media-enacted cosmic events to the intelligent home, they propose a new way of "doing" media studies that is simultaneously critical and creative, and that performs an encounter between theory and practice.

    Describes the world′s leading approach to art and design taught at Rhode Island School of Design At Rhode Island School of Design students are immersed in a culture where making questions, ideas, and objects, using and inventing materials, and activating experience all serve to define a form of critical thinking—albeit with one′s hands—i.e. "critical making." The Art of Critical Making , by RISD faculty and staff, describes fundamental aspects of RISD′s approach to "critical making" and how this can lead to innovation. The process of making taught at RISD is deeply introspective, passionate, and often provocative. This book illuminates how RISD nurtures the creative process, from brief or prompt to outcome, along with guidance on the critical questions and research that enable making great works of art and design. Explores the conceptual process, idea research, critical questions, and iteration that RISD faculty employ to educate students to generate thoughtful work Authors are from the faculty and staff of the Rhode Island School of Design, which consistently ranks as the number one fine arts and design college in the United States The Art of Critical Making shows you how context, materials, thought processes, and self–evaluation are applied in this educational environment to prepare creative individuals to produce dynamic, memorable, and meaningful works.

    If you want to achieve something original and meaningful with your life, you MUST learn to deal with rejection and criticism. If you're an artist of any kind your work will be rejected by editors, curators and other gatekeepers. And each time you put it in front of the public, you expose yourself to criticism. If you're an entrepreneur you face rejection by (potential) customers, partners and investors. Those same people won't hesitate to criticize you if they are unhappy (justified or not).If you're chasing your dream job you'll receive your share of rejection letters. And once you land the job, taking flak when things go wrong is part of the deal. If you're an athlete or sports player it's a battle to get on the team. And you'll hear about it from all sides - your coach, your team-mates and (so-called) supporters - if they think your performance isn't up to scratch. If you're a campaigner for change you face inertia, resistance and hostility from everyone with an investment in the status quo. No wonder most people choose not to rock the boat. Between them, rejection and criticism can rob you of your dream. Many people set out on their chosen path full of hope and inspiration, only to turn back because they couldn't deal with the emotional impact of crushing rejections and vicious criticism. If you want to avoid joining the legions of also-rans, you'll need to find practical, effective ways to deal with rejection and criticism. Anyone who says 'don't take it so personally' doesn't understand what it's like when you are hit by a major rejection or biting criticism. At least to begin with, it's almost impossible NOT to take it personally (for very good psychological reasons). To deal with rejection and criticism, you need to acknowledge the pain - and find ways to bounce back from the impact. In short, you need to develop resilience. In Resilience, Mark McGuinness explains why your reactions to rejection and criticism are completely understandable - and how to deal with them effectively. Through stories from his own experience, as well as those of famous people who faced rejection and criticism on the road to their success, he will show you that you are far from alone in suffering from rejection and criticism. And he draws on years of experience as a coach to give you practical advice that has been road-tested with hundreds of people facing similar challenges to you.
    You will learn:
    • Why rejection and criticism hurt so much
    • Several ways you may be making rejection worse (without realising it)
    • How to keep going in spite of multiple rejections
    • Why your inner critic is (potentially) your best friend
    • When to ignore the critics - and when to listen
    • Whether (and how) to respond to insults and abuse
    • Why success is harder than it looks - and how to deal with it
    This is not a theoretical book - it's packed with practical tips and techniques you can apply to your own challenges right away. Whether you're just setting out, in the middle of your journey, or dealing with the unexpected challenges of success, Resilience will show you how to keep moving forward. Resilience will take you a few hours to read; its lessons will help you for the rest of your life.

    Scale is being taken to new extremes in art: big and bold on the one hand, intricate and intimate on the other. This book includes profiles of forty-five contemporary artists who are revolutionizing our approach to scale with works that provoke questions, arouse emotions and offer fresh perspectives, from beautifully carved leaves.

    Scale is being taken to new extremes in art: big and bold on the one hand, intricate and intimate on the other. This book is divided into two sections big art and small art and includes profiles of forty-five contemporary artists who are revolutionizing our approach to scale with works that provoke questions, arouse emotions and offer fresh perspectives, from beautifully carved leaves (Lorenzo Manuel DurƔn, Spain) and micro reproductions of artists at work in their studio (Joe Fig, USA) to giant mechanical kinetic sculptures (Theo Jansen, Netherlands) and immersive galaxies of shimmering spheres (Nike Savvas, Australia).

    Friday, 17 October 2014

    A couple of new technical books for students of Film and Media Production, as well a book on Film Genre.

    The Library has a significant collection of books relating to Film and Media Production. The key Class marks for this area is 791.43 through to 791.53, and is housed in the central oval of the library's arrangement of shelves. This encompasses all aspects Film and media studies from production techniques, directors thoughts and actor's biographies, through to Animation techniques and Film Screen Plays, and much much more. Following on from the recent re-location of the Library, the books covering computer software for Film-making such as Final Cut Pro have been moved from the computing section of the Library to be shelved within this collection. The class Mark is 791.43.

    Whether you are already a seasoned director or simply a film fan, this comprehensive guide features
    everything you need to know to make a digital film: from the basics of capturing footage and planning a shoot, to the more advanced aspects of editing and post-production.
    Clear, step-by-step instruction on the technical aspects of filming with HD and DSLR cameras - including the latest advice on equipment, accessories, and software - are set alongside tips on the creative aspects - such as effects, making a storyboard and creating and lighting a set.
    Packed with tips and tricks to develop both your artistic flair and your technical know-how, The Digital Film-making Handbook is the ultimate resource for all your film-making needs.


    This volume offers a concise evaluation of film genre, discussing genre theory and sample analyses of genre films, from the western, science fiction and the musical through to horror, comedy and the thriller. It introduces the topic in an accessible way to entry-level undergraduates, and includes sections on the first principles of studying and understanding 'the idea of genre', genre and popular culture, the narrative and stylistic conventions of specific genres and the relations of genres to culture and history, race, gender, sexuality, class and national identity, and the complex relations between genre and authorship.

    A how–to guide for getting professional–quality video from your DSLR Shooting HD Video with a video–enabled DSLR has many benefits and some tricky drawbacks that digital filmmakers and videographers can overcome to get professional results. The DSLR Filmmaker′s Handbook helps filmmakers harness the HD video capabilities of their DSLRs to create professional–level video.
    Packed with professionally–tested techniques, this indispensable book serves as a training guide for the complex steps that must be taken before, during, and after filming. Teaches you the key tools and techniques for using your DSLR to shoot high–quality, professional–level video Distills dense information about filmmaking and filters it down to easily understood granules Shows you what to expect and what to avoid with your DSLR and how to maximize the visual look of your film Shares tools and techniques that have been used in real–world, independent movie–making environments. The DSLR Filmmaker′s Handbook shows you how to overcome any tricky drawbacks that you may face while shooting HD video with your DSLR.

    New Library Books for Graphic Designers

    The Library has a wide range of book resources for Graphic Designers, and there are many different areas in the Library's collections which might be of invaluable use to you. Library staff are always on hand to help you find just what you are looking for, so please do not hesitate to ask.

    The myth of innovation is that brilliant ideas leap fully formed from the minds of geniuses. The reality is that most innovations come from a process of rigorous examination through which great ideas are identified and developed before being realized as new offerings and capabilities.
    This book introduces the idea of design thinking‚ the collaborative process by which the designer′s sensibilities and methods are employed to match people′s needs not only with what is technically feasible and a viable business strategy. In short‚ design thinking converts need into demand. It′s a human−centred approach to problem solving that helps people and organizations become more innovative and more creative. Design thinking is not just applicable to so−called creative industries or people who work in the design field. It′s a methodology that has been used by organizations such as Kaiser Permanente to increase the quality of patient care by re−examining the ways that their nurses manage shift change‚ or Kraft to rethink supply chain management. This is not a book by designers for designers; this is a book for creative leaders seeking to infuse design thinking into every level of an organization‚ product‚ or service to drive new alternatives for business and society.

    By moving beyond traditional aesthetic categories (beauty, the sublime, the religious), Eco-
    Aesthetics takes an inter-disciplinary approach bridging the arts, humanities and social sciences and explores what aesthetics might mean in the 21st century. It is one in a series of new, radical aesthetics promoting debate, confronting convention and formulating alternative ways of thinking about art practice. There is no doubt that the social and environmental spheres are interconnected but can art and artists really make a difference to the global environmental crisis? Can art practice meaningfully contribute to the development of sustainable lifestyles? Malcolm Miles explores the strands of eco-art, eco-aesthetics and contemporary aesthetic theories, offering timely critiques of consumerism and globalisation and, ultimately, offers a possible formulation of an engaged eco-aesthetic for the early 21st century.

    The titles in our best-selling Design Brief series are highly praised by graphic design students, educators, and professionals worldwide as invaluable resources. Each beautifully designed, affordable volume offers a concise overview of a design fundamental the hows of design. But as most seasoned designers will tell you, a comprehensive education also requires an understanding of the whys of design practice. Graphic Design Theory presents groundbreaking, primary texts from the most important historical and contemporary designthinkers. From Aleksandr Rodchenko's "Who We Are: Manifesto of the Constructivist Group" to Kenya Hara's "Computer Technology and Design," this essential volume provides the necessary foundation for contemporary critical vocabulary and thought. Graphic Design Theory is organized in three sections: "Creating the Field" traces the evolution of graphic design over the course of the early 1900s, including influential avant-garde ideas of futurism, constructivism, and the Bauhaus; "Building on Success" covers the mid-to late twentieth century and considers the International Style, modernism, and postmodernism;  and "Mapping the Future" opens at the end of the last century and includes current discussions on legibility, social responsibility, and new media. Striking color images illustrate each of the movements discussed and demonstrate the ongoing relationship between theory and practice. A brief commentary prefaces each text, providing a cultural and historical framework through which the work can be evaluated. Authors include such influential designers as Herbert Bayer, Lszl Moholy Nagy, Karl Gerstner, Katherine McCoy, Michael Rock, Lev Manovich, Ellen Lupton, and Lorraine Wild.
    Additional features include a timeline, glossary, and bibliography for further reading. A must-have survey for graduate and undergraduate courses in design history, theory, and contemporary issues, Graphic Design Theory invites designers and interested readers of all levels to plunge into the world of design discourse.

    Thoughts on Design 
    One of the seminal texts of graphic design, Paul Rand's Thoughts on Design is now back in print for the first time since the 1970s. Writing at the height of his career, Rand articulated in his slender volume the pioneering vision that all design should seamlessly integrate form and function. This facsimile edition preserves Rand's original 1947 essay with the adjustments he made to its text and imagery for a revised printing in 1970 and adds only an informative and inspiring new foreword by design luminary Michael Bierut. As relevant today as it was when first published, this classic treatise is an indispensable addition to the library of every designer.


     

    Type Rules!, Fourth Edition is an up-to-date, thorough introduction to the principles and practices of typography. From the fundamentals to cutting-edge applications, this edition has everything today's serious designer needs to use type effectively. Dozens of exercises reinforce authoritative coverage on such topics as how to select the appropriate type for the job, how to set type like a pro, and how to design a typeface, as well as how to fully harness the power of major design packages including the Adobe Creative Suite.

    Developing the Design for Games Section of the Library

    The Game Design Section of the Library is a  rapidly expanding collection, almost filling a complete bay of  library shelves. Key Library Class Marks for Game Design Students is 794.8 through to 794.932. But another key area Gamers should check out is the Animation Section of the Library, 791.4334, which has lots of cross over books for creating computer generated characters. With the move of the Library this summer, staff have taken the opportunity to move from the Computer section, books relevant to games design software, such as 3DS MAX,which you will now find at 794.81


    Construct 2 is an HTML5-based game editor that uses drag-and-drop functionality to allow users to create complex and engaging games with no programming experience. The software is fast and easy to learn for novices, yet powerful for advanced users, letting expert game builders work even quicker than by coding.
    This book gets to grips with the basics of Construct 2 game design techniques and clearly explains and illustrates important features, from controls to game mechanics, before having you put those skills to the test by building three complete game projects. You will learn how to create games in popular and bestselling genres, distribute them through multiple channels, and expand your foundation knowledge into expert game design skills.

    What you will learn from this book
    • Create 2D games from scratch
    • Monetize your games with in-game shops
    • Program game mechanics which are the core of game design
    • Deploy your game to multiple platforms
    • Discover techniques to build simple yet effective enemy AI
    • Implement physics for falling blocks and bullets
    • Get time saving tips and best practice advice for quick and effective game production
    • Design different types of games that are fun and exciting
    Approach

    This book is for complete beginners who have always wanted to learn how to make games and have never tried. It is the perfect introduction to game development, design, and production.

    Written for the new generation of hobbyists and aspiring game developers, HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author’s research and teaching experiences at DigiPen Institute of Technology, James Cook University, and other institutions. The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up, being able to play any game critically, and expressing your ideas in a clear and concise format. The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows you how to create a more complex puzzle game—the author’s own published game, Turky on the Run. Lastly, the book discusses different ways to deploy and monetize games across several platforms, including Facebook, iOS, Android, and web-based marketplaces. Sample Construct 2 project files for the games designed in the book are available on the author’s website. Integrating hands-on guidance with theoretical game design concepts, this book gives you a solid foundation in game development. It will help you advance in your journey as an indie game developer.

    Unity and Playmaker are a dynamic duo when it comes to game design, and this book shows you how to make the most of them by demonstrating how to create an interactive game from scratch.
    Overview
    • Create artificial intelligence for a game using Playmaker
    • Learn how to integrate a game with external APIs (Kongregate)
    • Learn how to quickly develop games in Unity and Playmaker
    • A step-by-step game development tutorial using AI scripting, external APIs and Multiplayer implementation
    What you will learn from this book
    • Understand the Unity project structure and the component-based approach to game development.
    • Master Unity and Playmaker's interface
    • Utilize Unity and Playmaker to create game mechanics
    • Implement networking and multiplayer using Photon Unity Networking via Playmaker
    • Explore the basics of Unity scripting in JavaScript and C#
    • Import and position a model in the scene
    • Construct your own custom Playmaker actions
    • Create a game from scratch and customize it
    Approach

    • Dive into 2D game development with no previous experience
    • Learn how to use the new Unity 2D toolset
    • Create and deploy your very own 2D game with confidence.

    If you are looking for a guide to create 2D games using Unity, look no further. With this book, you will learn all the essentials of 2D game development by creating five real-world games in a step-by-step manner throughout the course of this book. Starting with a blank scene, you will learn all about the new Unity 2D toolset, which will enable you to bring your scene to life. You will create characters, make them move, create some enemies, and then write code to destroy them. After figuring out all the necessities of creating a game, this book will then assist you in making several different games: games with collision, parallax scrolling, Box2D, and more.


    2D games aren't just fun to play, with this book they're a blast to develop. That's because the guide
    takes you through every step of creating a fully featured platform game using Unity 4.3, easily and imaginatively.
    Overview
    • Build a 2D game using the native 2D development support in Unity 4.3
    • Create a platformer with jumping, falling, enemies, and a final boss
    • Full of exciting challenges which will help you polish your game development skills
    In Detail
    Unity is a game development ecosystem: a powerful rendering engine fully integrated with a complete set of intuitive tools and rapid workflows to create interactive 3D and 2D content.  Unity 4.3 has introduced a variety of exciting new features, and it is about time you use these features to build an amazing 2D game. Prepare yourself to travel back to the 90s and build a game like they used to make them using today's technology. That's right; we're talking about making 2D games using Unity!
    This book will help you build 2D games in Unity using the engine's 2D technologies added in Version 4.3. You'll learn the basics of importing assets and building foundation technology all the way up to full combat and boss battles!
    All the required assets are supplied and detailed code is included, making it a cinch to create functional players, dangerous enemies, a treacherous environment, gameplay scoring, and much more. With the book's straightforward and practical approach, each chapter takes you a step closer to the final game. We will wrap things up by looking into the basic aspects of the game's UI.
    Once you reach the end and have integrated a final boss battle, you can go back to the challenges included in each chapter and use them to improve the game and your 2D game development skills!
    What you will learn from this book
    • Create a 2D game using Unity 4.3's native 2D technologies
    • Control collisions using layered collision management
    • Manage events using basic timed sequencing - specifically, a boss battle
    • Discover how to track the score and game state
    • Design the development and deployment of state systems for object management
    • Use C# events and delegates to pass information between objects
    • Understand the usage of Unity's tag system
    • Make 2D sprites make other 2D sprites explode with extreme prejudice



    In just 24 sessions of one hour or less, Sams Teach Yourself Unity Game Development in 24 Hours will help you master the Unity 4 game engine at the heart of Temple Run and many other sizzling-hot mobile games! You'll learn everything from the absolute basics through sophisticated game physics, animation, and mobile device deployment techniques. Every lesson builds on what you've already learned, giving you a rock-solid foundation for real-world success! Step-by-step instructions carefully walk you through the most common Unity 4 game development tasks. 

    Additions to the Library's Collection of Photography related books.

    The Library Class-Mark for Photography starts at 770 and ends at 779.999.
    Covering everything from Photography Basics through to works of Individual Photographers, the collection aims to provide anything the aspiring photographer might need. With the recent Library move, staff took to opportunity to relocate the computer software books for digitally enhancing photographs, such as Adobe Photoshop, from the Computer Books section of the Library. These will now be found  within the Digital Photography section, at Class Mark 775.8

    The Library continues to develop (pun intended!) it's collection of books on the subject of Photography - Here are the latest additions to the Photography stock.

    Quietly but implacably, powerful transnational corporations are gaining power over our visual world. A 'global, visual content industry' increasingly controls images supplied to advertisers, marketers and designers, yet so far the process has, paradoxically, evaded the public eye. This book is the first to expose the interior workings of the visual content industry, which produces approximately 70% of the images that define consumer cultures. The corporate acquisition of major photographic and film archives, as well as the digital rights to much of the worlds fine art, is having a profound effect on what we see. From stock photography to new technologies, this book powerfully engages with the historical and cultural issues relating to visual culture and new media. How has stock photography, the system of renting out ready-made images, transformed the role of marketing and advertising? What impact are digital technologies having on the practices of industry professionals? How have software programs such as Photoshop enabled professionals to play God with photographs and how does this influence our belief in the integrity of images? Combining original research on stock photography with a new theoretical take on the circulation of images in contemporary culture, The Image Factory provides a comprehensive and in-depth exploration of industrialized commercial photography, its uses and abuses.


    "Beneath the Roses" contains the complete set of images from Gregory Crewdson's new series of photographs, made between 2003 and 2007. As in his earlier "Twilight" series, each elaborately choreographed image depicts an emotionally heightened moment in which something very important (although we never quite know what) seems to have happened or is about to happen. Like film stills from unmade movies, these photographs portray mysterious unknowable stories which are reduced to a single, static, highly charged image. This book also includes source materials, production photographs, lighting charts, sketches and architectural plans, which give the viewer a behind-the-scenes look at the creation of his elaborately staged photographs.

    Photography is now more popular than ever thanks to the rapid development of digital cameras. Read

    This If You Want to Take Great Photographs is for this new wave of DSLR dabblers and amateur snapshooters. It contains no graphs, no techie diagrams and no camera-club jargon. Instead, it inspires readers through iconic images and playful copy packed with hands-on tips. Split into five sections, the book covers composition, exposure, light, lenses, and the art of seeing. Masterpieces by acclaimed photographers including Henri Cartier- Bresson, SebastiĆ£o Salgado, Fay Godwin, Nadav Kander, Daido Moriyama and Martin Parr serve to illustrate points and encourage readers to try out new ideas. Todays aspiring photographers want immediacy and see photography as an affordable way of expressing themselves quickly and creatively. This handbook meets their needs, teaching them how to take photographs using professional techniques.


    Seattle 100: Portrait of a City is the culmination of a two-year personal project by renowned photographer, filmmaker, and social artist Chase Jarvis. Both a creative project and an insightful ethnography, Seattle 100 shares-via more than 300 stunning black-and-white portraits and biographies of each subject-a curated collection of leading artists, musicians, writers, scientists, restaurateurs, DJs, developers, activists, entrepreneurs, filmmakers, and more, all of whom are defining and driving culture in Seattle. Some faces you will know, other names you may have heard in passing, and others will have been unknown to you until now. With this book, Jarvis has created a snapshot of a city's culture through its people. And it's inclusive. Descriptive rather than prescriptive. It's a 100, not an exclusive the 100, and it invites each of us to survey our own surroundings, our lives, our friends-and those not yet our friends-that make up the place we live, whether that's Seattle or anywhere else. Individually, the images and words here introduce you to 100 engaging and important people. Collectively, this portrait of a city tells a fascinating, interwoven story about a unique and vibrant place. Beyond the photos and commentary by Jarvis, there are pithy musings by a select handful of subjects on the topics of art, food, community, region, culture, and film.  In addition, many of the subjects share their favorite things, places, and doings in and around the Seattle that they have explored, discovered, and rediscovered time and again. Chase Jarvis is donating 100% of his artist proceeds from this book to the amazing arts and culture organization www.4culture.org.

    This exhibition was a collaboration between the artist and the architects at the Galleria d’Arte, Palazzo Pitti. The gallery is a suite of highly ornate rooms on the top floor of the Palazzo, originally decorated for the receptions and parties of the King of Italy. The installation required the almost impossible task of situating the artist’s works within the highly decorated interior, which could not be touched and provided no surfaces for mounting wall-based work. The artist’s works are mounted on panels, sitting on large pieces of veneered furniture placed around the edges of the rooms. The height of the furniture relates to the height of the plinths and columnar divisions of the wall decoration, and the pieces are very large so as to appear fixed and integral to the space of the room. The vivid colours and glossy surfaces of the works are held in the room by the rich dark tones of their plinths.


    The rise of digital photography and imaging has transformed the landscape of visual communication and culture. Events, activities, moments, objects, and people are ‘captured′ and distributed as images on an unprecedented scale. Many of these are shared publicly; some remain private, others become intellectual property, and some have the potential to shape global events. In this timely introduction, the ubiquity of photography is explored in relation to interdisciplinary debates about changes in the production, distribution, and consumption of images in digital culture. Ubiquitous Photography provides a critical examination of the technologies, practices, and cultural significance of digital photography, placing the phenomenon in historical, social, and political–economic context. It examines shifts in image–making, storage, commodification, and interpretation as highly significant processes of digitally mediated communication in an increasingly image–rich culture. It covers debates in social and cultural theory, the history and politics of image–making and manipulation, the current explosion in amateur photography, tagging and sharing via social networking, and citizen journalism. The book engages with key contemporary theoretical issues about memory and mobility, authorship and authenticity, immediacy and preservation, and the increased visibility of ordinary social life. Drawing upon a range of sources and original empirical research, Ubiquitous Photography provides a comprehensive introduction to critical academic debate and concrete developments in the field of digital photography. It is essential reading for students and scholars interested in media and society, visual culture, and digital technology.

    John Berger's writings on photography are some of the most original of the twentieth century. This
    selection contains many ground-breaking essays and previously uncollected pieces written for exhibitions and catalogues in which Berger probes the work of photographers such as Henri Cartier-Bresson and W. Eugene Smith - and the lives of those photographed - with fierce engagement, intensity and tenderness. The selection is made and introduced by Geoff Dyer, author of the award-winning The Ongoing Moment. How do we see the world around us? This is one of a number of pivotal works by creative thinkers whose writings on art, design and the media have changed our vision for ever. John Berger was born in London in 1926. His acclaimed works of both fiction and non-fiction include the seminal Ways of Seeing and the novel G., which won the Booker Prize in 1972. In 1962 he left Britain permanently, and he now lives in a small village in the French Alps. Geoff Dyer is the author of four novels and several non-fiction books. Winner of the Lannan Literary Award, the International Centre of Photography's 2006 Infinity Award and the American Academy of Arts and Letters' E. M. Forster Award, Dyer is also a regular contributor to many publications in the UK and the US. He lives in London.



    Waving Flags is the third book in collaboration with the Royal College of Art (RAC) Photography Department, following on from Seeing for Others (2012) and Hardcover: Image Perspectives (2011). The book showcases 20 emerging international artists whose individual photographic practices engage with the potential and pitfalls of translation as an artistic device. Though differing radically in their style and approach, these young photographers each produce work that questions the role of translation in creative practice: can it be a constructive tool for the artist, or are there certain ideas that remain untranslatable? Richly illustrated with a diverse range of photographic work specifically conceived for this publication, Waving Flags situates fresh talent from one of the UK's most innovative photography courses alongside critical essays by leading academics. Edited by renowned photographer Rut Blees Luxemburg and featuring text by distinguished artist and RCA professor Olivier Richon, Waving Flags offers a fascinating insight into one of contemporary art's most elusive concepts.