Making tangible connections between theory and practice, ideas and form, this book encourages debate about the artistic, conceptual, and cultural significance of the way things look. What are the metaphysical concepts at the heart of design education, theory, and philosophy? Why do we assume that design is impossible to teach? This book challenges the traditional foundations of perception and takes an imaginative, radical approach, setting itself apart from the traditions of analytical philosophy, evolutionary psychology, and phenomenology which underpin much of current design theory and discourse. The new definition of perception produces startling consequences for conceptions of language, intelligence, meaning, the senses, emotions and subjectivity. This is an innovative, fresh view on design and how we can improve it for both practitioners and students in the architecture and design fields as well as philosophers.
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
As a building type, art museums are unparalleled for the opportunities they provide for architectural investigation and experimentation. They are frequently key components of urban revitalization and often push the limits of building technology. Art museums are places of pleasure, education and contemplation. They are remarkable by their prominence and sheer quantity, and their lessons are useful for all architects and for all building types. This book provides explicit and comprehensive coverage of the most important museums built in the first ten years of the 21st Century in the United States and Europe. By dissecting and analyzing each case, Ronnie Self allows the reader to get under the skin of each design and fully understand the process behind these remarkable buildings. Richly designed with full technical illustrations and sections the book includes the work of Tadao Ando, Zaha Hadid, Peter Cook & Colin Fournier, Renzo Piano, Yoshi Taniguchi, Herzog & de Meuron, Jean Nouvel, SANAA, Daniel Libeskind, Diller Scofidio & Renfro, Steven Holl, Coop Himmelb(l)au, Bernard Tschumi, Sauerbruch Hutton, and Shigeru Ban & Jean de Gastines. Together these diverse projects provide a catalogue of design solutions for the contemporary museum and a snapshot of current architectural thought and culture. One of few books on this subject written by an architect, Self’s analysis thoroughly and critically appraises each project from multiple aspects and crucially takes the reader from concept to building. This is an essential book for any professional engaged in designing a museum.
FOUNDATIONS OF ART AND DESIGN has a logical and structured organization, moving from micro to macro topics, enabling students to build on ideas and concepts of design, and better understand the material. The author has written a book flexible and visual enough to suit any design course and every design student. Hundreds of examples of contemporary and classic art reflect the world students inhabit, and along with the book's unique visual glossaries, make this text an ideal foundation of design principles.
Experience the fantastical world of Luxendarc like never before! Join the game's creators as they send their heroes on a journey to awaken the elemental crystals from all-consuming darkness, and experience the critically acclaimed Bravely Default in a whole new way. 256 pages of concept art and commentary, delightfully arranged in a colorful hardcover volume offered in English for the first time! This faithful localization of original Japanese content allows readers to explore the story and art behind the game, and features hundreds of pieces of concept art and conversational commentary directly from the creative team! The first of a two-volume series, this collection explores concepts and creativity from the first entry in the standalone Bravely series!
Logo-Art showcases an international collection of exemplary and innovative logo design. The book examines logos both as two-dimensional designs and also in their three-dimensional contexts, exploring both the creative inspiration and the logistics behind the work. Each chapter covers a particular industry—travel and tourism, food and drink, music and entertainment, fashion and lifestyle, charities and services, etc.—and discusses the specific requirements for logos in that sector.
Offers a look at the Maori visual arts, emphasising on the design. Covering tattooing, drawing and painting, carving and weaving, this book explores the origination, evolution, and significance of the designs, and explains the materials and techniques used to create them.
This book reviews past practice and theory in critical studies and discusses various trends; some papers keenly advocate a re-conceptualisation of the whole subject area, while others describe aspects of current and past practice which exemplify the "symbiotic" relationship between practical studio work and critical engagement with visual form. Rod Taylor, who has done much to promote and develop critical studies in the UK, provides us with examples of classroom practice and gives us his more recent thoughts on fundamental issues "universal themes" in art and gives examples of how both primary and secondary schools might develop their teaching of art through attending to themes such as "identity," "myth," and "environments" to help "re-animate the practical curriculum." Although some of the discussion in this book centres on or arises from the English National curriculum, the issues are more global, and relevant to anyone involved in developing or delivering art curricula in schools. An American perspective is given in papers by George Geahigan and Paul Duncum. Geahigan outlines an approach to teaching about visual form which begins with students' personal responses and is developed through structured instruction. In Duncum s vision of visual culture art education sites such as theme parks and shopping malls are the focus of students' critical attention in schools; Nick Stanley gives a lucid account of just such an enterprise, giving practical examples of ways to engage students with this particular form of visual pleasure. This publication serves to highlight some of the more pressing issues of concern to art and design teachers in two aspects. Firstly it seeks to contextualise the development of critical studies, discussing its place in the general curriculum possibly as a discrete subject and secondly it examines different approaches to its teaching."