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Following the success of four titles in the Nuthin’ But Mech series, Lorin Wood pivoted skyward to his passion for space travel. Inviting the work of 51 artists, Wood has curated a collection of imaginative inventions sharing one common theme: Traverse. This compilation draws on each artist’s proven ability to design an aesthetically pleasing mode of transportation, a clear narrative, and a stunning backdrop. Be it rustic freighters, streamlined sentries, or a fleet of modular ships, every original piece portrays an exceptional vision. Traverse celebrates an impressive lineup of contributors—from a range of industries including video games, animation, film, and transportation design—each recognized with their own unique biography. Featuring some familiar names from the Nuthin’ But Mech series, Traverse also celebrates the work of dynamic new talent—delivering an exciting collaboration of innovative and inspired passion projects. Delve into the world of Traverse with this trove of intricate and compelling works, each as immersive and engaging as the next.
The year is 2065. The end of Earth and all its habitants is imminent. Using the world’s greatest technologies, a new generation of highly advanced, autonomous robotic vehicles is developed to explore new lands for human colonization. Inspired by legendary futurists such as Syd Mead (Blade Runner), German industrial designer and concept artist Christian Grajewski used his expert knowledge of automotive design and his fascination with animal anatomy to create fifteen stunning, interplanetary vehicles. Each varies in size and technological capabilities, yet they are unified by one overarching goal: to preserve the human race. From the stealth rotorcraft Hornet to the massive space transporter Orca, the designs of EXPLORER were fueled by Grajewski’s deep desire to launch vehicles beyond Earth’s solar system. He drew from his professional experience working on the design team at Volkswagen Design Center Potsdam, where he developed concepts for such carmakers as Lamborghini, Audi, and Bentley. EXPLORER compiles Grajewski’s early sketches, wondrous renderings, and design reflections that together make a case for historic multinational cooperation and the incredible innovations such collaborations can achieve.
Arkham, 1933. Professor Dyer, a prominent geologist, learns that a scientific expedition will soon leave for Antarctica following in the footsteps of the journey which he himself had made in 1931. In the hope of dissuading the attempt, Dyer decides to make a full account of the tragic events he had survived, this time without omitting the passages which he had kept silent about on his return, for fear of being taken for a madman. Two years earlier, ships chartered by Miskatonic University had landed on the frozen continent at the start of the Antarctic summer, and the group of four professors and sixteen students set to work immediately. The expedition biologist, Professor Lake, left with several members of the team to follow a promising fossil track. After just a few days, he announced by radio that he had discovered astonishing specimens of an unknown ancient species, before stopping all communication after a terrible storm. Guessing the worst, Dyer went to their rescue the next day. What he discovered went beyond his wildest fears … In the illustrated AT THE MOUNTAINS OF MADNESS VOL.1, artist, Francois Baranger, acclaimed for his work as a concept designer for cinema and video games, has performed the incredible task of reimagining one of H.P. Lovecraft’s most classic and horrific tales into visual art– Landscapes of frozen wastes, unspeakable creatures millions of years old found in an abnormal state of conservation, strange geometric structures at the top of black mountains. Words cannot do the visuals justice. It is a book with images to pour over.
Boston, 1926. Francis Thurston goes through documents left behind by his grandfather’s brother, recently deceased under mysterious circumstances. He soon discovers the existence of a cult that worships ancient and unspeakable horrors. Mysterious murders, blood rituals in the depths of the Louisiana swamps, artists who descend into insanity after nightmarish visions, and a Cyclopean city that rises from the sea. Step by step, Thurston realizes that his relative’s research got too close to the truth. In the shadows, there are those who want to wake the sleeping god Cthulhu in order to spread madness and destruction over the entire world. The stars are right. Is the end near?
H.P. Lovecraft’s The Call of Cthulhu, first published in 1928, is one of the greatest classics of American horror literature. Cthulhu himself, dreaming and waiting at the bottom of the sea, became a symbol for the entire mythology that Lovecraft created. François Baranger, an illustrator who has previously worked in film and games, was fascinated early on by Lovecraft’s creatures and visions which populated the darkest recesses of fantasy. In this book, he has taken on the work of illustrating Lovecraft’s most iconic novel.
The afterlife—a place that fills our hearts and minds with wonder as well as dread. What is in store for us there? Will there be suffering or redemption for our souls, or both? Who or what holds the power in the afterlife? And is there no escape?
Heaven’s Hell: The Art of Anthony Jones unveils one artist’s exploration of this shadowy realm and the beautiful and haunting beings battling over it. Meet the sultry and fearless sisters of Haliled, the scheming Crimson and Sapphire Sages, and the mighty brothers of Jisais—all of whom don the most sensual, imaginative attire—drawn and painted in striking detail that will captivate curious minds. Jones’s artwork is undeniably provocative and unsettling simultaneously—this effect is ultimately his intention—for the afterlife holds as much mystery as it does terror: it is both heaven and hell.
Anthony Jones has worked as an artist in the entertainment industry since 2008. He has worked for several notable companies over his career, including Sony, Blizzard Entertainment, Paramount, Western Costumes, Applibot, Wizards of the Coast, and Hasbro. But he is most proud of his role as a teacher, helping aspiring artists finesse their skills, as well as providing them a venue where they can showcase their work, through his company, Robotpencil.
This is the fourth book by the award-winning science-fiction and fantasy artist Stephan Martiniere. Following his previous books, Quantum Dreams, Quantumscapes, and Velocity, Trajectory showcases Stephan's phenomenal artistic range and skills in a stunning new visionary collection of sci-fi book covers, theme park and animation concepts, video game designs and never-before-seen artwork.
Following his previous books, Quantum Dreams and Quantumscapes, Velocity is a stunning new visionary collection of sci-fi book cover paintings, commercial and film art, video game designs, and never before-seen artwork from the fantastic imagination of acclaimed artist Stephan Martiniere.
Limited Editions may be purchased here: Velocity Limited Edition by StephanMartiniere.com
In the future, a new land on the edges of the universe, Kolonie, has been found with untapped sources of oil. Colonization follows immediately. Watch the story and the stunning visuals unfold for this new world through the expert eyes, hands and minds of artists Patrick Hanenberger and Christian Schellewald.
The Kolonie was a fairly unimportant world at the fringes of the known universe. Although its climate and living conditions make it a habitable environment, the immense distance to the central worlds left it provincial and there were no serious plans for any form of colonization.
When the first oilfields were discovered, an enormous rush to the Kolonie started immediately. At that time space travel, and any other form of transportation was still completely dependent upon oil. Millions of colonists left their worlds to find their fortunes on the Kolonie. A new class of spaceships was constructed to ferry settlers and supplies to the distant world and bring back oil and oil products in vast quantities.
Kapitol, the main city on the Kolonie grew into a huge metropole and for more than a decade its spaceport was one of the busiest of the entire universe. When oil was finally replaced by other more efficient energy sources, importing it from the Kolonie to the main planet ceased to be profitable.
The large oil corporations pulled out and shipping to the Kolonie stopped entirely within a short amount of time. Occasionally a government ship from the central world lands on the Kolonie to bring new government troops and officials, spare parts and new technology and sometimes a few passengers.
Leaving the Kolonie is difficult and very costly and far too many people are stranded and long to go back to their less remote home planets. But there are still a few adventurers and fortune seekers who manage to travel to the Kolonie, which still offers many opportunities.
This book is the first chapter in introducing the visually rich world of the Kolonie as well as its inhabitants and technology.
Steambot Studios presents its first original visual “art of” book, Exodyssey. A new alien race has been discovered that adorns themselves like humans celebrating Halloween. A group of unlikely heroes from Earth, consisting of prisoners, pilots and scientists, must travel light years away to confront this new race that they feel threatened by. Steambot Studios takes us on a fantastic visual journey to tell this science fiction tale.
Steambot Studios, a collective of six digital artists working in the world of entertainment – Sebastien Larroude, Thierry Doizon, Joel Dos Reis Viegas, David Levy, Nicolas Ferrand and Patrick Desgreniers, takes us aboard an epic science fiction ride in Exodyssey. Created in parallel with a series of art education DVDs and lectures, the group demonstrates their creative production art techniques developed through many years of experience in the field working for such companies as Electronic Arts, Activision, Ubisoft, Epic, Digital Dimension, Canal+.. Follow the Steambot crew through an original but also realistic point of view on futuristic civilizations, space transportation and society as they visually develop the characters, vehicles, environments and props needed to tell the tale. Various educational lectures and tools are thoroughly documented in this visually stunning book.
“…a visual masterpiece….”
Worlds is more than just an absorbing and, ultimately, heart-wrenching work of fiction, it is a visual masterpiece. Not since Wayne Barlowe's Expedition has an artist conceived an alien biosphere in such baroque detail, while remaining true to nature’s fundamental principles of adaptation, selection and ecological interdependence. These worlds are intricately conceived, their biomes scientifically plausible, while possessing a sufficient sense of the quirky and outrageous to mirror nature’s own outlandish inventiveness.
Worlds is a visual depiction of humankind’s first exploration of life-supporting planets, shown in a dynamic vérité photographic style and told in a firstperson narrative. Created by Academy Award-nominated visual effects artist Alec Gillis, Worlds leads the reader on a journey to undiscovered landscapes, populated by unknown life forms. Worlds is a mission of discovery that becomes a struggle for survival, and in the process celebrates humanity’s spirit of exploration.
– writer/director James Cameron