Thursday 16 February 2017

A selection of new Fantastically Fabulous Fashionable books and DVDs


Iris
391 APF
Originally released as a motion picture in 2009. An in-depth look into the life of fashion icon Iris Apfel, and her husband of over 60 years: the quick-witted, flamboyantly dressed 93-year-old style maven with an outsized presence on the New York & Palm Beach fashion scenes. Despite the abundance of glamour in her current life, Iris continues to embrace the values and work ethic established during a middle-class Queens upbringing during the Great Depression.

Paul Smith : gentleman designer.
391 SMI
An intimate and provoking portrait of "Lord Paul Smith", quirky designer and formidable businessman, through exclusive access to a poet of British fashion. 
Paul Smith has 400 shops and outlets in 35 countries, 12 clothing lines, 400 million Euros in yearly revenues, sales topping Chanel's, partnerships with Evian, Apple, and Austin, and prestigious bicycle and race car brands.
The secret of his success? Who is Paul Smith? How has he managed to get millions of men interested in fashion? How did a modest man from Nottingham become synonymous with elegance in men's fashion?
"This documentary celebrates 40 years of English fashion designer Paul Smith's success and how he built his brand empire around English pop culture. Paul Smith has 400 shops and outlets in 35 countries, partnerships with Evian, Apple, and Austin, and prestigious bicycle and race car brands. The film observes Smith as he creates his classic clothes with a twist for men and women from his London headquarters. How did this modest bloke from Nottingham become synonymous with elegance in men's fashion?"

Fear of fashion : critical cases on the anxiety of fashion
391.001 BUS
This book examines fashion as a phenomenon driven by fear as much as desire. It presents a collection of cases written during the course "Critical Fashion and Social Justice" at Parsons School of Design, which investigate the dynamics that propel aesthetic competition, anxiety, and bullying.

Fashioning Memory: Vintage Style and Youth Culture
391.001 JEN
The valuing of old clothes as vintage and the recollection of the sartorial past, whether through second-hand consumption or the wearing of new old-fashioned clothes, has become a widespread phenomenon. This book illuminates sartorial and bodily engagements with memory and time through the temporal and nostalgic potency of fashion, and what this means for contemporary wearers.
Based on in-depth ethnographic research including participant observation and interviews with sixties enthusiasts in Germany, who relocate British mod style into the twenty-first century, Jenss examines the practices and experiences that are part of the sartorial remembering of the sixties, from hunting flea markets and eBay, to the affect of material and mediated memories on vintage wearers.
Jenss offers unique insights into the fashioning of time, cultural memory, and modernity, tracing the history and current appeal of vintage in fashion and youth culture, and asking: what kind of experiences of temporality and memory are enacted through fashion? How have evaluations of second-hand clothes shifted in the twentieth century? Fashioning Memory provides a unique insight into the diverse use of fashion as a memory mode and asks how style is remembered, performed, transformed, and reinvested across time, place, and generation.

Experimental fashion : performance art, carnival and the grotesque body
391.008 GRA
Experimental Fashion traces the proliferation of the grotesque and carnivalesque within contemporary fashion and the close relation between fashion and performance art, from Lady Gaga's raw meat dress to Leigh Bowery's performance style. The book examines the designers and performance artists at the turn of the twenty-first century whose work challenges established codes of what represents the fashionable body. These innovative people, the book argues, make their challenges through dynamic strategies of parody, humour and inversion. It explores the experimental work of modern designers such as Georgina Godley, Bernhard Willhelm, Rei Kawakubo and fashion designer, performance artist, and club figure Leigh Bowery. It also discusses the increased centrality of experimental fashion through the pop phenomenon, Lady Gaga.

Fashion v sport
391.4796 SAL
This cutting-edge book takes a fresh look at the fascinating relationship between the global industries of fashion and sport and accompanies an exhibition at the V&A. Stunning images from sport, advertising, street fashion and the catwalk illustrate the take of prominent sportsmen and women, designers, creative directors, anthropologists and journalist on this popular subject. The book explores how the influence of fashion and sport extends from high performance textiles developed for competition, to high-end fashion and finally, through the filter of adapted advertising and magazine imagery, to the consumer, who adopts and adapts the styles to make their own unique fashion statements.

Couture unfolded : innovative pleats, folds and draping in fashion design
646.4072 GIA
Working from the simplest possible form the book addresses all major dimensional techniques, shows how they are related and gives examples of variations both traditional and modern. This book can be considered as an encyclopaedia of folding manipulates, explaining step by step the world of folds and how to apply them in practise. This title teaches readers to get folding finishes for a unique and special customisation in fashion. The explanations about the different types of pleating and diagrams are very clear and easy to follow, showing the stages of construction and the finished garments. So this title includes an analysis of the use of fold in fashion throughout history and also a helpful tutorial using 30 examples from some of the most innovative and avant-garde designers in fashion today.



Aware : art fashion identity.
391.008 GSK
Through clothing, we celebrate or suppress identity, indicate allegiances and communicate our positions, aspirations and desires. Little wonder, then, that so many contemporary artists are invested in exploring the role of clothing in the construction of self and society. "Aware: Art Fashion Identity" reflects on these artists and their work, and what it says about our physical covering and our constructed personal environments. Essayists Gabi Scardi, Lucy Orta and Joanne Entwistle consider issues of belonging, nationality, displacement and political and social confrontation in the artwork of Yinka Shonibare, Sharif Waked, Alicia Framis, Meschac Gaba, Dai Rees and Vito Acconci. Personal accounts of the role of clothing are drawn out through the work of Helen Storey, Marie-Ange Guilleminot and Claudia Losi, while the art and designs of Hussein Chalayan, Gillian Wearing and Andreas Gursky offer a platform for a discussion of the connection between fashion, clothing and performance.

Wear your chair : when fashion meets interior design
745.401 GRI
Wear Your Chair was originally developed as a multidisciplinary design course by Griffin and Collins, chairs of fashion design and interior design departments. Realising that students were visual learners, they saw the necessity of teaching students to be aware of design in its many forms and applications. They envisioned a course that would appeal to a variety of design majors. The book draws upon the many historic precedents of designers overlapping several design principles, such as Paul Poiret who designed clothing, furniture and textiles. The ultimate goal of this text will be to increase students' understanding of the significant, subtle, and often subconscious roles that apparel and interior design play in our lives.

Designing with smart textiles
746.04 KET
If you want to understand, and be a part of, the creative revolution in materials design, then Designing with Smart Textiles is the complete toolkit you need to get started. Beginning by introducing the terminology and key applications, the book goes on to examine the key design processes needed to develop interactive textile design concepts, with detailed projects and examples to help you apply these approaches in your own practice. Case studies and interviews with innovative designers introduce you to different artistic and technological practices, and demonstrate how world-leading researchers are creating new technologies, yarns, fabrics, and applications. Practitioners share unique insights into their processes, and Tech Tips so you can build on their research in your own work. Featured designers include: Yemi Awosile, Joanna Berzowska, Lauren Bowker, Marina Castan, Cute Circuit, Felecia Davis, Debbie Davies, Delia Dumitrescu, Martha Glazzard, Ramyah Gowrishankar, Intelligent Textiles Ltd., Sara Keith, Ebru Kurbak and Irene Posch, Barbara Layne, Eef Lubbers, Anna Persson, Mette Ramsgaard Thomsen, Rose Sinclair, Mike Starbuck, Lynn Tandler, Paola Tognazzi, Sarah Walker and Linda Worbin

Stoppers : photographs from my life at Vogue
778.997492 VOG

The name Phyllis Posnick is synonymous with Vogue and the extraordinary fashion editorials the magazine's audience loves. Posnick is best known for creating photo editorials to illustrate the magazine's Beauty and Health articles, but cast off any ideas you have about close-ups of lips and eyelashes. Instead, picture models bathed in paint or posing next to cuts of fresh meat. This collection invites readers to glimpse the complex production process--and the collaboration and creativity--behind each extraordinary editorial. The book features images by a who's who of legendary photographers: Irving Penn, Steven Klein, Annie Leibovitz, Mario Testino, Patrick Demarchelier, Tim Walker, Anton Corbijn and Helmut Newton. The book includes a foreword by Anna Wintour and is punctuated by Posnick's personal memories and irreverence.

Tuesday 14 February 2017

NEW FILMS from the Library's DVD Collection


 L'Avventura - (1960) [DVD]
791.4372 ANT
The first part of a loose trilogy by director Michelangelo Antonioni, parts two and three of which were 'La Notte' and 'L'Eclisse'. It concerns Claudia, Anna and Sandro (Sandro being the lover of Anna), who embark on a cruise on which Anna disappears. Sandro and Claudia set off in search for her and become lovers in the process. The film is a triumph of style over content and has been classed as an existentialist film that revolves around its characters being out of place from their environments.

The Magnificent Seven [DVD] [2016]
791.4372 MAG
In director Antoine Fuqua's modern vision to a classic story, the desperate townspeople of Rose Creek employ protection from seven outlaws, bounty hunters, gamblers and hired guns after the town falls under the deadly control of industrialist Bartholomew Bogue. As they prepare the town for the violent showdown that they know is coming, these seven mercenaries find themselves fighting for more than money.

A taste for Film? Featuring some our new books from our Film Section - available to borrow from the Library today!

The Film Director Prepares : Everything You Need to Know Before You Shout Action!
791.43 GRI
From script analysis to post production, here is the all-inclusive guide to directing for film and television. Written by noted director-producer Myrl Schreibman, "The Film Director Prepares" offers practical insights on film making, using real-life examples directors won't learn in school. With topics including working with actors, using the camera to tell a story, setting mood, staging, maintaining performance levels, covering shots, and directing for different mediums, "The Film Director Prepares" will leave new directors truly prepared for their careers.

Cinematography : theory and practice : image making for cinematographers and directors
791.43 BRO
There's more to being a DP than holdng a light meter! With this book as your guide, you are on your way to learning not only about the equipment and technology, but also about the concepts and thought processes that will enable you to shoot professionally, efficiently, and with artistic mastery. A leading book in the field, Cinematography has been translated into many languages and is a staple at the world's top film schools. Lavishly produced and illustrated, it covers the entire range of the profession. The book is not just a comprehensive guide to current professional practice; it goes beyond to explain the theory behind the practice, so you understand how the rules came about and when it's appropriate to break them. In addition, directors will benefit from the book's focus on the body of knowledge they should share with their Director of Photography. Cinematography presents the basics and beyond, employing clear explanations of standard practice together with substantial illustrations and diagrams to reveal the real world of film production. Recognizing that professionals know when to break the rules and when to abide by them, this book discusses many examples of fresh ideas and experiments in cinematography. Covering the most up-to-date information on the film/digital interface, new formats, the latest cranes and camera support and other equipment, it also illustrates the classic tried and true methods.

Adobe Premiere Pro CC : 2015 release
791.43 ADO
Those creative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe Premiere Pro CC choose Adobe Premiere Pro CC (2015 release) Classroom in a Book from Adobe Press. The 19 project-based lessons in this book show readers step-by-step the key techniques for working in Premiere Pro. Readers learn to take a project from beginning to end where they'll get the basics on things like organizing media, using audio, creating transitions, producing titles, and adding effects. Once they have the basics down, they'll learn how to take their projects further by sweetening and mixing sound, compositing the footage, adjusting color, compressing and exporting files, and much more. (( Adobe Premiere Pro CC (2015 release) offers many new capabilities to the editor who needs quick results and this book covers the workflows required to get the job done. Best of all, the companion DVD (also available as an online download) includes lesson files so readers can work step-by-step along with the book. The online companion files include all the necessary assets for readers to complete the projects featured in each chapter as well as ebook updates when Adobe releases new features for Creative Cloud customers. And new to this release, all buyers of the book get full access to the Web Edition: a Web-based version of the complete ebook enhanced with video and interactive multiple-choice quizzes.

The technique of film and video editing : history, theory, and practice
791.43 DAN
The Technique of Film and Video Editing provides a detailed, precise look at the artistic and aesthetic principles and practices of editing for both picture and sound. Because editing is about more than learning a specific software program, this book focuses on the fundamentals of editing as art. Analysis of photographs from dozens of classic and contemporary films and videos provide a sound basis for the professional filmmaker and student editor.

This book puts into context the storytelling choices an editor will have to make against a background of theory, history, and practice. This edition includes brand new chapters covering the goals of editing, including editing for narrative clarity, subtext, aesthetics, and dramatic emphasis, all showing how to evoke specific audience responses. Some of the new films to be discussed include A History of Violence, Atonement, The Departed, Forgetting Sarah Marshall, MIchael Clayton, and more.

Cutting rhythms : intuitive film editing
791.43 PEA
There are many books on the technical aspects of film and video editing. Much rarer are books on how editors think and make creative decisions.
Filled with timeless principles and thought-provoking examples from a variety of international films, the second edition of Karen Pearlman’s Cutting Rhythms offers an in-depth study of the film editor’s rhythmic creativity and intuition, the processes and tools editors use to shape rhythms, and how rhythm works to engage audiences in film. While respecting the importance of intuitive flow in the cutting room, this book offers processes for understanding what editing intuition is and how to develop it. This fully revised and updated edition contains:
New chapters on collaboration and "editing thinking";
Advice on making onscreen drafts before finalizing your story
Tips on how to create and sustain audience empathy and engagement;
Explanations of how rhythm is perceived, learned, practiced and applied in editing;
Updated discussions of intuition, structure and dynamics;
An all-new companion website (www.focalpress.com/cw/pearlman) with video examples and links for expanding and illustrating the principles of key chapters in the book.

A-Z great film directors
791.4302330922 TUO
A striking, design-led reference book. A-Z Great Film Directors features Andy Tuohy's portraits of 52 directors significant for their contribution to cinema including kings of world cinema Wong Kar-Wai and Akira Kurosawa, arthouse pioneers Fritz Lang and David Lynch as well as the often under-appreciated female directors Kathryn Bigelow and Jane Campion.
With text by film journalist Matt Glasby, each director's entry will also have a summary of the essential things you need to know about them, why they're important, a list of their must-see films, and a surprising fact or two about them, as well as images of their key films throughout. So whether you're already a film afficionado, or looking for a helpful cheat to pass convincingly as an arthouse fan, you'll love this guide to international directors, past and present.

The Stanley Kubrick archives
791.430233092 KUB
The Kubrick files from the archives of cinematic genius. In 1968, when Stanley Kubrick was asked to comment on the metaphysical significance of 2001: A Space Odyssey, he replied: It’s not a message I ever intended to convey in words. 2001 is a nonverbal experience...I tried to create a visual experience, one that bypasses verbalized pigeonholing and directly penetrates the subconscious with an emotional and philosophic content. Now available as part of our Bibliotheca Universalis series, The Stanley Kubrick Archives borrows from the director s philosophy. From the opening sequence of Killer’s Kiss to the final frames of Eyes Wide Shut, it allows the masterful visuals of Kubrick s complete films to impress through a sequence of compelling, mesmerizing stills. We uncover Kubrick s creative process through fascinating archival material, including set designs, sketches, correspondence, documents, screenplays, drafts, notes, and shooting schedules. Accompanying the visual material are essays by noted Kubrick scholars, articles written by and about Kubrick, and a selection of Kubrick s best interviews. The result is a visual, archival, and scholarly journey through masterworks of 20th century cinema and the meticulous mind of the director behind them.

The man with the golden eye : designing the James Bond films
791.43025092 LAM
Oscar-winning production designer Peter Lamont worked behind the scenes on 18 James Bond films, beginning with the 1960s classics starring Sean Connery and George Lazenby. From the 1980's on-wards he was the production designer of the films starring Roger Moore, Timothy Dalton, Pierce Brosnan and Daniel Craig. Along the way, he worked with director James Cameron and contributed to The Ipcress File and Chitty Chitty Bang Bang, some of the other films made by Bond producers Albert R Broccoli and Harry Saltzman. The Man With the Golden Eye is a richly illustrated memoir that provides an unparalleled insight into some of the best-loved films ever made.

Documentary storytelling : creative nonfiction on screen
791.4353 BER
Documentary Storytelling has reached filmmakers and film goers worldwide with its unique focus on the key ingredient for success in the growing global documentary marketplace: storytelling. This practical guide reveals how today’s top filmmakers bring the tools of narrative cinema to the world of nonfiction film and video without sacrificing the rigor and truthfulness that give documentaries their power. The book offers practical advice for producers, directors, editors, cinematographers, writers and others seeking to make ethical and effective films that merge the strengths of visual and aural media with the power of narrative storytelling. In this new, updated edition, Emmy Award-winning author Sheila Curran Bernard offers:
New strategies for analyzing documentary work.
New conversations with filmmakers including Stanley Nelson (The Black Panthers), Kazuhiro Soda (Mental), Orlando von Einsiedel (Virunga), and Cara Mertes (JustFilms)
Discussions previously held with Susan Kim (Imaginary Witness), Deborah Scranton (The War Tapes), Alex Gibney (Taxi to the Dark Side), and James Marsh (Man on Wire).

Esoteric Hollywood : sex, cults and symbols in film
791.436 DYE
Like no other book before it, this work delves into the deep, dark and mysterious undertones hidden in Tinsel town s biggest films. Esoteric Hollywood is a game-changer in an arena of tabloid-populated titles. After years of scholarly research, Jay Dyer has compiled his most read essays, combining philosophy, comparative religion, symbolism and geopolitics and their connections to film. Readers will watch movies with new eyes, able to decipher on their own, as the secret meanings of cinema are unveiled."


Race, gender, and sexuality in post-apocalyptic TV and film
791.4368228 GUR

This book offers analyses of the roles of race, gender, and sexuality in the post-apocalyptic visions of early twenty-first century film and television shows. Contributors examine the production, reproduction, and re-imagination of some of our most deeply held human ideals through sociological, anthropological, historical, and feminist approaches.

A little taste of new Illustration Books to whet your appetite


Death of the artist
741.5 FRA
On 13 August 2013 graphic novelist Karrie Fransman invited four old friends from university to an isolated cottage on the misty moors of the Peak District to join her for a week of hedonism and creativity. Like Shelley and Byron before them, they would use the retreat to tell stories. Except these would be comics, collected together in this very book. The theme? The Death of the Artist. None of the five friends realised how appropriate this theme would become. The book weaves a single narrative across watercolour, digital art, photography, collage and illustration, exploring the themes of creation, destruction, and how we kill our inner artists as we grow up. It takes the graphic novel into entirely new realms.

Illustration next : contemporary creative collaboration
741.6 BEN
This outstanding global survey brings together the dazzling talent of 50 leading illustrators from over 20 countries, among them Julia Rothman, Whitney Sherman and Mike Perry, and also provides them with the opportunity to indulge in a brilliant, creative experiment. The book is curated into two interleaved strands: in the first, each illustrator showcases their own work and is interviewed by the author to shine a light onto what inspires and motivates them. The second strand is a collaborative project with illustrators working in pairs to create original work to one of 25 briefs from the author based on themes ranging from ‘beauty’ to ‘beast’ and ‘speed’ to ‘excess’. Each collaboration is accompanied by a joint interview with the two illustrators.

Illustration : a theoretical and contextual perspective
741.64 MAL
Illustration practice is not judged purely by visual literacy and technical qualities, but also requires intellectual engagement with its subject matter. Illustration: A Theoretical & Contextual Perspective, 2nd Edition examines the breadth and many uses of this diverse discipline, through nearly 300 colour examples.

From developing a brief, conducting research and analysing visual language, the book goes on to explore the role of illustration in documentation, commentary, storytelling, persuasion and identity. It concludes with an overview of current professional practice, demonstrating that the ability to communicate meaningfully and effectively for a global audience is key to navigating today's creative industries.

Examples of work from award-winning illustrators showcase a huge range of applications, from the author's own collaboration with the British Museum of Natural History and Olivier Kugler's Portraits of Syrian Refugees in Iraqi Kurdistan, to Levi Pinfold's fictional picture book Black Dog and Malika Favre's promotional images for the BAFTA (British Academy of Film and Television Arts) Film Awards.

Puffin by design : 70 years of imagination 1940-2010
741.642 SAL
Children’s picture-books are the very first books we encounter, and they form an important, constantly evolving and dynamic sector of the publishing industry. But what does it take to create a successful picture book for children? In seven chapters, this book covers the key stages of conceiving a narrative, creating a visual language and developing storyboards and design of a picture-book. There are interviews with leading children’s picture-book illustrators, as well as case studies of their work. The picture-books and artists featured hail from Australia, Belgium, Cuba, France, Germany, Hungary, Ireland, Italy, Japan, Norway, Poland, Portugal, Russia, Singapore, South Korea, Spain, Taiwan, the UK and the USA. In this publication, Martin Salisbury and Morag Styles introduce us to the world of children’s picture-books, providing a solid background to the industry before going on to explore the key concepts and practices that have gone into the creation of picture-books.


100 great children's picture-books
741.642 SAL
This unashamed visual feast celebrates the best designed and illustrated picture-books from around the world over the past one hundred years. Each book is a creation of genius and inventiveness, and their design and illustration represent such diverse trends as the Russian Constructivists, Italian Futurists and Postwar Neo-romantics. They are also mirrors of their times reflecting social concerns from a child's and family's perspectives throughout the twentieth and into the twenty-first century. Fearlessly confronting the frontiers between a child's picturebook and art, this is a collection of books that anyone with an interest in design, illustration or simply children's literature should know about.

Modern British Wood Engraving: A new look at a traditional medium
DVD 761.2 SWE


The film looks at the wide application of wood engravings today including independent prints for exhibition, book illustration, fine art press and advertising.

Other contributors to the film include the author Philip Pullman CBE, FRSL, Bankside Gallery and the Ashmolean Museum. The main film is 45 minutes plus there are 10 × 10 minute conversations with ten featured artists: Neil Bousfield, Simon Brett, Harry Brockway, Chris Daunt, Anne Desmet, Edwina Ellis, John Lawrence, Peter Lawrence, Miriam Macgregor and Hilary Paynter.

A Small Selection of Brand New Great Graphic Design Books to Borrow from the Library

Graphic design in urban environments
302.23 HAR
Graphic Design in Urban Environments introduces the idea of a category of designed graphic objects that significantly contribute to the functioning of urban systems. These elements, smaller than buildings, are generally understood by urban designers to comprise such phenomena as sculpture, clock towers, banners, signs, large screens, the portrayal of images on buildings through "smart screens,†? and other examples of what urban designers call "urban objects.†?The graphic object as it is defined here also refers to a range of familiar things invariably named in the literature as maps, street numbers, route signs, bus placards, signs, architectural communication, commercial vernacular, outdoor publicity, lettering, banners, screens, traffic and direction signs and street furniture. One can also add markings of a sports pitch, lighting, bollards, even red carpets or well dressings.
By looking at the environment, and design and deconstructing form and context relationships, the defining properties and configurational patterns that make up graphic objects are shown in this book to link the smallest graphic detail (e.g. the number 16) to larger symbolic statements (e.g. the Empire State Building). From a professional design practice perspective, a cross section through type, typographic, graphic and urban design will provide a framework for considering the design transition between alphabets, writing systems, images (in the broadest sense) and environments.


Arabic for designers
686.21927 BOU
"With more than 200 examples of the best in contemporary Arabic typography and graphic design, Arabic for Designers is an illustrated primer on how to work with Arabic and understand and respect its cultural nuances. The worlds of business and communications rely more and more on the cross-hybridization of Latin and Arabic graphic design approaches. As the book reveals, it is a process that can yield incredibly innovative, beautiful and successful results. Without the proper knowledge, however, creative campaigns and endeavors, not to mention the money invested for such efforts, can easily be lost." "Visual examples and case studies span the range of graphic design applications - newspaper and television news typefaces, book jacket designs, logotype conversions, posters and art. Designers of all sorts will have a guide to proceed with their own projects. Arabic for Designers is the first book of its kind to delve into these issues in a way that makes itself useful for non-Arabic speaking graphic designers regardless of their industry, ability or level of experience."

The graphic design idea book : inspiration from 50 masters
741.6 HEL
This book serves as an introduction to the key elements of good design. Broken into sections covering the fundamental elements of design, key works by acclaimed designers serve to illustrate technical points and encourage readers to try out new ideas. Themes covered include narrative, colour, illusion, ornament, simplicity, and wit and humour. The result is an instantly accessible and easy to understand guide to graphic design using professional techniques.

Cut that out : contemporary collage in graphic design
702.812 DRM
Curated by Ryan Doyle and Mark Edwards, who work together under the name of DR.ME, Cut That Out focuses on the compositions of 50 leading designers and studios from 15 different countries for whom collage has been the key to creating vibrant, effective work – among them Hort, Paul Sahre and atelier bingo. As well as the diverse, cutting-edge work featured throughout, each profile includes a Q&A with the artist that serves to both put the work in context and highlight the visual differences between each designer by exploring their varying methods and attitudes towards to Cut That Out is a rich seam of inspiration to be mimed by all students and graphic designers who wish to explore the creative possibilities of collage in their work.

Naïve : modernism and folklore in contemporary graphic design
741.6 KLA
"A minimalist design vocabulary is currently being reinvented by a troop of young graphic designers who are rediscovering the stylistic elements reminiscent of classic graphic design such as silkscreen printing, classical typography and folk art and integrating them into their work. Naive documents this extraordinary renaissance of Classic Modernism, from the 1940s to 1960s, in contemporary graphic design."

Graphic design thinking : beyond brainstorming
741.6 LUP
Creativity is more than an inborn talent; it is a hard-earned skill, and like any other skill, it improves with practice. Graphic Design Thinking: How to Define Problems, Get Ideas, and Create Form explores a variety of informal techniques ranging from quick, seat-of-the-pants approaches to more formal research methods for stimulating fresh thinking, and ultimately arriving at compelling and viable solutions. In the style with which author Ellen has come to been known hands-on, up-close approach to instructional design writing brainstorming techniques are grouped around the three basic phases of the design process: defining the problem, inventing ideas, and creating form. Creative research methods include focus groups, interviewing, brand mapping, and co-design. Each method is explained with a brief narrative text followed by a variety of visual demonstrations and case studies. Also included are discussions with leading professionals, including Art Chantry, Ivan Chermayeff, Jessica Helfand, Steven Heller, Abott Miller, Christoph Niemann, Paula Scher, and Martin Venezky, about how they get ideas and what they do when the well runs dry. The book is directed at working designers, design students, and anyone who wants to apply inventive thought patterns to everyday creative challenges.

Graphic design : the new basics
741.6 POY
Seven years after the publication of Graphic Design: The New Basics, coauthors Ellen Lupton and Jennifer Cole Phillips have updated the book with current content and extended key sections. The revised and updated edition will replace 64 pages of the original book with new content and include 16 additional pages, featuring new examples of student and professional work throughout the book, new chapters on Visualizing Data, Typography, Modes of Representation, and Gestalt Principles, as well as additional material for the chapters on Color, Herarchy, and Grids and expanded didactic material throughout.

The graphic edge
741.6 POY
Want inspiration? Pick up this book. Examples, and there practically is nothing else but examples, range from 'cool', accessible graphics to 'raw', outrageous designs.
I bought the book to help inspire me with ideas for the presentation of architectural design projects in a business environment.


Becoming a design entrepreneur : how to launch your design-driven ventures from apps to zines
741.6068 HEL
Any designer who runs a studio, office, or firm is entrepreneurial. In fact, anyone with a studio already has an infrastructure for entrepreneurial content development, and with the technological developments over the last few decades, there are more opportunities now than ever. The use of computers has allowed not only new tools for creating design, but also enables makers with entirely new ways to prototype, promote, and sell their products. Becoming a Design Entrepreneur is the guide for these designers and a breakdown of the prospects and challenges they face. Topics include: *Methods for launching a venture into the market *Tips on presentation, pitch and public relations *How to legally protect intellectual property *Ways to do effective research, and crowd source *How to benefit from social media *Sources for funding and investment and incubators *Case studies from successful and startup entrepreneurs. The ability to produce and market has helped to reposition graphic design in the new entrepreneurial economy, in which graphic design entrepreneurs are constantly raising design bars and standards. Everyone harbors at least one viable product idea, and designers can be "social entrepreneurs," creating campaigns or events that serve the greater good aside from profit-making. Readers will learn to grow as innovators and creators from Becoming a Design Entrepreneur. Allworth Press, an imprint of Skyhorse Publishing, publishes a broad range of books on the visual and performing arts, with emphasis on the business of art. Our titles cover subjects such as graphic design, theater, branding, fine art, photography, interior design, writing, acting, film, how to start careers, business and legal forms, business practices, and more. While we don't aspire to publish a New York Times bestseller or a national bestseller, we are deeply committed to quality books that help creative professionals succeed and thrive. We often publish in areas overlooked by other publishers and welcome the author whose expertise can help our audience of readers.

Graphic design rants and raves : bon mots on persuasion, entertainment, education, culture, and practice
741.609 HEL
"From commercial advertising to government institutions to cultural revolution, from the objects that push design forward to those that seep into the everyday, Graphic Design Rants and Raves is an exploration of how visual design has arrived in the twenty-first century"

Obey - covert to overt : the under/over-ground art
741.6092 FAI
The seminal artist's recent art and poster works, and his triumphant return to his street-art roots with murals, all in work never before published. Shepard Fairey rose out of the skateboarding scene, creating his Andre the Giant Has a Posse sticker campaign in the late '80s, and has since achieved a mainstream recognition that most street artists never find. Fairey's Hope poster, created during Obama's 2008 presidential campaign, is arguably the most iconic American image since Uncle Sam. Fairey has become a pop-culture icon himself, though he has remained true to his street-art roots. OBEY: Covert to Overt showcases his most recent evolution from works on paper to grander art installations, cross-cultural artworks, and music/art collaborations. The book also includes his ubiquitous streetwear and chronicles his return to public artworks. His signature blend of politics, street culture, and art makes Fairey unlike any other subculture/street artist working today. This book showcases the significant amount of art he has created the last several years: street murals, mixed-media installations, art/music events, countless silk screens, and work from his extremely successful OBEY brand.

Paul Rand - a designer's art
741.6092 RAN
Paul Rand was one of the world's leading graphic designers. Here he describes his work with the same precision, economy and passion that he displays in his graphic designs, seeking to help us to understand the nature of his relationships with his clients, his audience and his art.

Book of ideas : a journal of creative direction and graphic design
741.6092 MAL
Book of Ideas is just that: an outpouring of what one creative director and designer has discovered from many years working in the strange and endlessly fascinating world of the creative industry. Sharing advice on everything from inspiration to inbox control, facing your fears, finding happiness in your work, the art of self-promotion and beating creative block. It is also illustrated with some of the most important and resonant portfolio projects. Book of Ideas is an invaluable tool to any creative at any stage in their career.

9 Books and 2 Games to interact with....

Interactive stories and video game art: a storytelling framework for game design
794.81536 SOL

The success of storytelling in games depends on the entire development team―game designers, artists, writers, programmers and musicians, etc.―working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.


How games move us: emotion by design
794.814019 ISB
This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train. Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.


Works of game: on the aesthetics of games and art
794.81 SHA
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes -- to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games" -- with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman -- represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.

Getting gamers: the psychology of video games and their impact on the people who play them
794.8019 MAD
Video games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.

Inside the video game industry : game developers talk about the business of play
794.8 ETH
Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business careers. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study or a prospective career path. Designed for researchers, educators, and students alike, this book provides a critical perspective on an often opaque business and its highly mobile workforce.

Exploring videogames with Deleuze and Guattari : towards an affective theory of form
794.8 CRE
Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do.

Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither ‘virtual’ nor ‘real’ exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.

Games, design and play: a detailed approach to iterative game design
794 MAC
This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design.

Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between.

Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists.

Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences!

Coverage includes:

Understanding core elements of play design: actions, goals, rules, objects, playspace, and players
Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context
Comparing types of play and player experiences
Considering the demands videogames make on players
Establishing a game’s design values
Creating design documents, schematics, and tracking spreadsheets
Collaborating in teams on a shared design vision
Brainstorming and conceptualizing designs
Using prototypes to realize and playtest designs
Improving designs by making the most of playtesting feedback
Knowing when a design is ready for production
Learning the rules so you can break them!

Digital prohibition: piracy and authorship in new media art
346.730482 GUE
The act of creation requires us to remix existing cultural content and yet recent sweeping changes to copyright laws have criminalized the creative act as a violation of corporate rights in a commodified world. Copyright was originally designed to protect publishers, not authors, and has now gained a stranglehold on our ability to transport, read, write, teach and publish digital materials. Contrasting Western models with issues of piracy as practiced in Asia, Digital Prohibition explores the concept of authorship as a capitalist institution and posits the Marxist idea of the multitude (à la Antonio Negri and Michael Hardt, and Paulo Virno) as a new collaborative model for creation in the digital age. Looking at how digital culture has transformed unitary authorship from its book-bound parameters into a collective and dispersed endeavor, Dr. Guertin examines process-based forms as diverse as blogs, Facebook, Twitter, performance art, immersive environments, smart mobs, hacktivism, tactical media, machinima, generative computer games (like Spore and The Sims) and augmented reality.

An introduction to game studies : games in culture
306.487 MAY
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research.
Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies.

Students will learn to:

- Understand and analyse different aspects of phenomena we recognise as 'game' and play'

- Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games

- Understand games as dynamic systems of meaning-making

- Interpret the context of games as 'culture' and subculture

- Analyse the relationship between technology and interactivity and between 'game' and 'reality'

- Situate games within the context of digital culture and the information society

With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games.

The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author.

Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Resident Evil 7 Biohazard
XBOX 794.8 RES
Opening the doors to a new era of horror? The next major entry in the renowned Resident Evil series makes a dramatic new shift as it comes to next generation consoles, Windows PC and PlayStation VR Returning to the series? roots - Resident Evil 7 biohazard will deliver an experience reminiscent of the series? signature gameplay including exploration, puzzles and a realistic tense atmosphere for players to encounter.
The classic inventory system returns but with limited space meaning players must choose what they carry with them carefully, making sure they remember to pack their green herbs! Immersive, visceral horror? A new shift for the series to first person view brings the terrifying horror directly up close and personal. Welcome to the family!? Introducing Jack and Marguerite Baker, residents in the plantation house in Louisiana but no-one has seen or heard from them for a while causing all kinds of rumours and speculation to develop. Mysterious female? A frightened young woman who seems to go by the name Mia appears in the plantation.
Who is she? Why has she been taken by Marguerite Baker? Step inside the plantation? Explore the dark sinister hallways and take shelter in the hidden passages.
Can you find somewhere safe to hide from the evil lurking all around in the shadows? Built from the ground up on the RE Engine? Capcom?s brand new VR compatible development engine works in tandem with industry leading audio and visual technologies to create a disturbingly photorealistic experience for an unprecedented level of immersion
Manufacturer's Description

GAMEPLAY OVERVIEW Resident Evil 7 biohazard sets a new course for the Resident Evil series as it leverages its roots and opens the door to a truly terrifying horror experience. The new era of horror is scheduled for release on PlayStation 4 (the full gameplay experience will also be available via the included PlayStation VR Mode), Xbox One and Windows PC.

Set within a sinister plantation mansion in modern day rural America and taking place after the dramatic events of Resident Evil 6, players experience the terror directly from the first person perspective for the first time in the Resident Evil series. Embodying the iconic gameplay elements of exploration and tense atmosphere that first coined “survival horror” some twenty years ago, Resident Evil 7 biohazard delivers a disturbingly realistic experience that will define the next era in horror entertainment.

FEATURES:
Opening the doors to a new era of horror – The next major entry in the renowned Resident Evil series makes a dramatic new shift as it comes to next generation consoles, Windows PC and PlayStation VR 
Returning to the series’ roots - Resident Evil 7 biohazard will deliver an experience reminiscent of the series’ signature gameplay including exploration, puzzles and a realistic tense atmosphere for players to encounter but will offer a complete refresh of the gameplay systems to propel the survival horror experience to the next level 
Immersive, visceral horror – A new shift for the series to first person view brings the terrifying horror directly up close and personal.
Built from the ground up on the RE Engine – Capcom’s brand new VR compatible development engine works in tandem with industry leading audio and visual technologies to create a disturbingly photorealistic experience for an unprecedented level of immersion.

Rocket League (PS4)
PS4 794.8 ROC
Take control of your own high-flying, hard-hitting, rocket-powered Battle-Car in the critically-acclaimed, futuristic Sports-Action hit, Rocket League: Collector's Edition! Rocket League: Collector's Edition combines all the fun and fervour of the original base game, plus all the cars and content found in the highly-popular "Supersonic Fury", "Revenge of the Battle-Cars" and" Chaos Run" DLC packs. Rocket League equips players with booster-rigged vehicles that can be crashed into balls for incredible goals or epic saves across multiple, highly-detailed arenas. Using an advanced physics system that maximizes one-to- one control, Rocket League relies on mass and momentum to give players a complete sense of intuitive gameplay in this unbelievable, high-octane re-imagining of association football!

Includes every item from the previously-released DLC alongside four exclusive vehicles
Fantastic Multiplayer: 4-Player Splitscreen, 8-Player Online, Ranked and Unranked play
Game modes include Exhibition, Unfair Mode and a full Offline Season Mode
Personalize your vehicle with hundreds of different items for more THAN 100 BILLION possible combinations!
Includes Replay Viewer, customizable controls, Mutator game-variants (Ball Type, Speed, Boost Strength etc), and more!