Showing 1–24 of 28 results
The Loop is closed. Life is returning to normal when the pastoral countryside is suddenly flooded by dark water from the huge abandoned underground facility. Rumors spread in classrooms and schoolyards, stories about the flood and how it has brought something with it. One thing is clear: the past is not ready to be forgotten.
Simon Stålenhag is back. In his new artbook Things From The Flood, Stålenhag continues the stories of Tales From The Loop, memories of a Nordic childhood infused with strange machines and weird creatures from other dimensions. In Things From The Flood, Stålenhag moves his focus from the 80s to the 90s, the decade of great change when the outside world truly came to Scandinavia. These are tales of the trials of youth, of schoolyard hazings, of first kisses, of finding yourself – and robots.
Simon Stålenhag’s Tales from the Loop is a wildly successful crowd-funded project that takes viewers on a surprising sci-fi journey through various country and city landscapes—from small towns in Sweden and the deserts of Nevada to the bitter chill of Siberia—where children explore and engage with abandoned robots, vehicles, and machinery large and small, while dinosaurs and other creatures wander our roads and fields. Stålenhag’s paintings and stories take place in an alternate version of Sweden in the ’80s and ’90s, primarily in the countryside of Mälaröarna, a string of islands just west of Stockholm, and how this reality came about: the development of the Loop, a large particle accelerator and the side effects of the massive project. These incredibly captivating works and accompanying text capture perhaps a not-too-distant reality that is both haunting and imminent: addressing the many ways developing technology and nature can create havoc and wonder in our world—plus, its impact on the next generation. This is the English edition of the first book in Swedish that sold out in its initial printing.
The highly anticipated follow up to Structura and Structura 2, Structura 3 is the newest collection of images from HALO art director, Sparth, which takes viewers on an amazing journey to imaginary lands. As with his prior best selling books, Structura 3 will not only share his fascinating artwork but will also have tips of the trade for creating believable digital environments and lands. Step-by-step tutorials will provide anyone with the educational tools necessary to design their own fantastical worlds. This next addition to the Structura library is not to be missed!
Scott Robertson Workshops are designed to inspire and to educate. As we strive to improve upon this mission, we have created the SRW Sketch Collection as something you can refer to whenever you need a little reminder of the rewarding creative experiences that the sketches in the booklet represent.
“Almost all of these 203 sketches have never been published until now. They were selected from my own personal sketchbooks and a few digital sessions represent my design explorations. I hope you enjoy viewing them as much as I enjoyed creating them, and they can provide some inspiration when sketching your own designs.” – Scott Robertson
After a 12 year absence from creating his own art, Derek started to focus on his personal work in 2009.
His first personal project, Born in Concrete, was undertaken to dispel his biases towards expressive art, overcome his own perceived limitations and to rejuvenate his creative spirit. This collision of Soviet inspired retro sci-fi and Jewish mystical and qabalistic symbolism has evolved into a filter, or framework, that emotions, ideas and images are pushed through to be given shape and form. This project has been well received, being featured in numerous exhibits, international publications, as well as book and album covers, it continues to unfold and expand…
This book will feature a gallery section of artwork, a chapter on the artwork created for use as graphics on snowboards, the snowboards and the corresponding marketing material as well as a chapter on the creation of a resin model kit by Industria Mechanika.
A section of the book will also be dedicated to a step-by-step breakdown of how one of the
art pieces was created.
In 1979, Ridley Scott introduced moviegoers to a new definition of fear and horror with his sci-fi classic, Alien. To coincide with the release of AVP, special effects gurus Alec Gillis and Tom Woodruff, Jr. opened the doors of their Academy Award-winning creature shop,Amalgamated Dynamics Inc. (A.D.I.), to invite all to a behind-the-scenes journey, as they once more breathe life into the characters that have been scaring audiences for over two decades.
Different from many “making of” books, it focuses exclusively on the creature effects of AVP; what it takes to create some of sci-fi’s baddest baddies. It follows Gillis and Woodruff and their talented crew of over 100 artists and technicians throughout the design, sculpting, fabrication, and finishing processes. The story continues on location in Prague where, as the cameras roll, their creations truly come to life.
Punch Drunk Moustache is the off-the-clock work of eight animation industry artists with the insatiable need to tell stories. Each artist showcases new ideas infused with unique personal style. Get ready for stunning visual development and never before seen concepts. Giants, androids, strange beasts, brave animals, magic, mystery, and everyday folks collide in these vividly imagined tales. With Punch Drunk Moustache, the gloves are off!
Nuthin' But Mech is the brainchild of Lorin Wood of Gearbox Software. He wanted a place to harbor his passion for robots so he put together a blog and corralled some of his friends and professional acquaintances to populate this nook of cyberspace. A collaborative effort from over 40 artists, this title will showcase various styles of mecha design that the artists create while they are not working on block buster movies, tv shows and video games.
Author/Artist Marcos Mateu-Mestre applies all of the rules of visual communication that he outlined in his bestseller Framed Ink to create a graphic novel that will have you on the edge of your seat. Follow along with Condottiero Martin and his son Sancho during their dark journey through Spain in 1441 A.D. on a mission that will change their lives forever.
Born on the Spanish island of Mallorca, Marcos Mateu was passionate about drawing and storytelling at an early age. This led him to work in the fields of illustration and animation for nearly thirty years. He is currently working at Dreamworks Animation as well as developing his own projects, such as graphic novels and books, including his recent bestseller, Framed Ink, drawing and composition for visual storytellers.
Following in the successful tracks of DRIVE, vehicle sketches and renderings, BLAST takes the readers on a visual exploration of spaceships. The team from DRIVE, Scott Robertson, Annis Naeem, and Danny Gardner are together again for BLAST, with each of the three artists exploring spaceships and sci-fi environments with concept sketches executed in wide range of mediums through to final full color Photoshop and 3D digital renderings.
BLAST also features a guest artist section with spaceship art from Harald Belker, Ian McQue, Thom Tenery, David Hobbins, Darren Bacon and Joon Ahn.
Take off with these visionaries as they launch us out of this world with their captivating spaceship creations.
MetamorFX offers insight into Constantine Sekeris' aesthetic of creature design, makeup design, robot design, and costume design for film. As you flip through the pages, you will see it's a book about process from a rough, loose Post-it sketch, to a more refined, tighter rendering, into Photoshop, with photocollaging and detailing, to a rough ZBrush sculpture model. Chapter one on creatures will showcase examples of practical creatures with digital removal that allow the director and studio the option of having a creature that is designed as a practical suit or to be built completely digitally. The makeup chapter gives some tips as to what to think about when designing a practical makeup over an actor's face. Chapter three showcases robot design from the sci-fi look to the fantasy; covering the range of hard, sharp shapes to the soft and organic. The last chapter on costume design gives tips on what to think about when starting a costume over an actor and designing a complete digital suit.
This book is also a look into what designing in the film industry is like. It's not only coming up with pretty images, but problem solving as well. Constantine has been fortunate to have worked with and learned from the best in the business and in this magnificent book, he is able to share tips from his artistic journey with you.
Syd Mead's Sentury II: The long awaited next book from legendary Syd Mead has finally arrived after nine years. Loyal fans and art enthusiasts will rejoice in being able to view what Syd Mead has been imagining for nearly the past decade. Having illustrated the future for us for the past 40 years, Syd Mead continues to amaze and surprise us with his stunning pieces no matter how much of the future we have seen from the start of his career to the present day. Looking through his unrivaled artwork, we still find ourselves continuously waiting for his future to be in our present.
Images from countless conceptual projects as well as realized ones will be included in this fantastic visual voyage into the future with the only and only Visual Futurist, Syd Mead.
Syd Mead (b. 1933 in St. Paul, Minnesota) is widely celebrated industrial designer, illustrator and “visual futurist,” known as the designer of cityscapes and vehicles for motion pictures including Blade Runner, Tron, Star Trek – The Motion Picture and Mission to Mars. After graduation from Art Center College of Design in Pasadena, Mead worked briefly as an auto stylist for Ford Motor Company. For US Steel, he designed and illustrated books that envision the use of steel in the future societies.
The Colony – The story, taking place in 1875 traces the epic journey of Gabriel Duban in an era before space‑travel when worlds of mystery, danger and enchantment were still found on Earth. Adventure and horror take on dizzying new dimensions as Duban pursues the truth of A LOST CITY in an empire defying space and time…
Viktor Antonov was born and grew up in Sofia, Bulgaria then immigrated to Paris, France at 17. He is renowned for creating compelling fictional worlds that combine beauty with striking realism. Viktor is a winner of the Visual Effects Society and a BAFTA award. In his 11 years in the entertainment industry he has designed and art directed projects such as the blockbuster Half Life 2. He’s currently a production designer and co‑author of the French animated feature The Prodigies.
Moonshine features artwork that is made during the precious little time of day when the contributors are not working on stunning movies such as Puss in Boots, The Croods, Kung Fu Panda: The Kaboom of Doom, Megamind, Guardians, Scared Shrekless and Kung Fu Panda Holiday; these artists amaze us with their individualistically styled images that they create after dark at DreamWorks Studios.
DreamWorks Animation artists featured in this book have worked on blockbuster movies Monsters vs Aliens, Surfs Up, Coraline, Foster’s Home for Imaginary Friends, PowerPuff Girls, Lord of the Rings Two Towers, Bee Movie, Astro Boy, Kung Fu Panda, Prince of Egypt, Monsters Inc., Iron Giant, The Incredibles, Nemo, Ratatouille, Shark Tale, Flushed Away and Monster House – to name only a few. Many of the contributing artists have been nominated for an Annie Award, the highest honor given for excellence in animation chosen by a nominating committee appointed by the Board of Directors of ASIDFA-Hollywood (ASIFA is a French acronym “Association Internationale du Film D’Animation). Each year, Annie Award trophies are awarded within 23 categories including Best Animated Features, Best Animated Home Entertainment Production, Best Animated Short Subject, Best Animated Television Production, and Best Video Game, as well as individual excellence in areas ranging from production design, character animation, character design, and effects animation to storyboarding, writing, directing, music, and voice acting.
BATTLE MiLK 2 is the latest collection from several San Francisco based animation professionals featuring personal works and original concept designs. Inside are over 120 pages of full color imagery incorporating a wide variety of approaches, styles and subject matter. Everything from traditional pen and ink to miniature photography to cutting edge digital painting can be found as new worlds and ideas are explored. Each artist provides a step by step guide to their creative process, from inspiration to techniques for realizing their ideas. Fans of all styles of imaginative design and illustration will find plenty to enjoy in this eclectic volume.
Wayne Lo was born on the East Coast, raised in California, saved in Cupertino, nurtured in Berkeley, rewired in Beijing, rebooted in Taiwan, shrunken-headed at San Jose State, discombobulated on Kerner Blvd. and jury-rigged into a VFX concept artist. There he cursed pirates, skinned werewolves, skewered vampires, thawed Neverland and got cluster-f*@ked on Iwo Jima. After about six years with the Industrial Light and Magic art department, he moved on to art direct Factor 5’s PS3 title Lair. Since then he has been creating artwork for Lucasfilm’s Star Wars: The Clone Wars.
David Le Merrer was born in Paris where he grew up and later studied graphic design at ESAG met de Penninghen. After getting his degree he spent a few years in the UK creating art for video games. But after a while he grew tired of the rain and in 2005 the road took him to Northern California where he ended up in another video game company. Now he is working at Lucasfilm on the Star Wars: Clone Wars animated television show where he met all these crazy folks and decided to join the Battle Milk team.
Thang Le was born and raised in Southern California. The youngest boy of seven children, he spent his childhood reading comics, watching movies, and playing video games. After high school, he moved to Pasadena where he attended the Art Center College of Design, majoring in transportation design. Prior to graduating, he decided to switch his focus to entertainment design. After receiving his degree, he began working in commercials, video games, and film. This eventually led to an opportunity to relocate and work on the Star Wars: The Clone Warsanimated television show and film. After several years at Lucasfilm, he decided to move back to Southern California to pursue other creative endeavors.
It’s hard for Kilian Plunkett to believe that, growing up in Dublin, Ireland, he would one day end up gainfully employed drawing and painting the kind of robots, monsters, spaceships, heroes and villains that occupied so many of his waking hours as a pale young geek. He moved to the US in the early ‘nineties when the chance to work as a professional comic artist came along. Comics taught him the value of learning to draw as broad a range of subjects and settings as he could. He worked almost exclusively as a comic artist until 2005, when an opportunity arose to be part of the team at Lucasfilm’s new Animation division. He’s been there ever since, learning everything all over again.
Le Tang has spent most of his years in Southern California, but woke up from a stupor one day to find himself living in the Bay Area. He studied animation and studio arts in Southern California, but on the job is where the real education started. His career so far has been short-lived, ranging from being an animator on small traditional animation projects to a story artist on the 3-D television show Star Wars: The Clone Wars. Be it short, it has still been sweet. Now he’s gonna cross his fingers, knock on wood, and hope his good fortune keeps up.
Jackson Sze has always liked to draw and paint. His passion grew as he was exposed to video games, cartoons, and movies. Creating worlds is infinitely exciting. Thankfully his parents were always supportive of his passions. He studied illustration at Art Center College of Design with an emphasis in entertainment arts. Since leaving school, he has worked in advertising, video games, television, and film. With luck, he was brought into Lucasfilm Animation where he eventually worked on Star Wars: The Clone Wars. Now he is back in Los Angeles, teaching and freelancing for games and films.
Aliens vs. Predator: Requiem – Inside the Monster Shop is the upcoming sequel to 2004's Alien vs. Predator film. In this follow-up to the worldwide hit ALIEN VS. PREDATOR, the iconic monsters from two of the scariest film franchises ever, wage war in an American Midwestern town — with the residents caught in the middle.
Filming began in September 2006 in Vancouver. Tom Woodruff, Jr. and Alec Gillis from Amalgamated Dynamics (ADI), veterans of the first AVP and all the previous ALIEN sequels, will be handling the creature FX for the encore film as they did for the previous installments.
ADI opens its doors to unveil the secrets of the creature design process behind two of the most frightening characters ever! From conception to fabrication and finishing, follow their talented crew in-studio and on location through this captivating book.
This diverse collection of concept art highlights the most recently released video games of Midway Games, including the rich mysterious worlds of Mortal Kombat, the science fiction of Area 51 and Psi-Ops, the high fantasy of Gauntlet, the eerie horror of The Suffering, as well as several new games that have not yet been announced. Of special interest to many fans will be the inclusion of art from Stranglehold, the recent project (due May 2007) from Visual Design Director Stephan Martinière. Most of the images contained within have never before been published in any form.
Come explore the vehicle designs of a far away galaxy called Galaxion where futuristic concepts exist in everyday life. Nine different spaceships, pods, race cars, giant trains, warships and balloons from various planets of the Galaxion system are shown from concept to completion.
Daniel Simon is an established car designer who has spent the last several years focusing his talents on futuristic concepts for such automakers as Bugatti and Lamborghini. In his first book, Cosmic Motors, each chapter shows the design process of a unique vehicle, from the first ideation sketches to the stunningly detailed 3-D models to the final photorealistic full spread renderings. Join Daniel in this virtual world of visionary vehicles!
Luminair presents a collection of digital life paintings by noted concept designer, Nick Pugh, who has developed this novel approach to traditional representational art. Painting from life, Pugh’s canvas is the laptop computer screen and his palette is the multitude of colors available to the digital artist.
Traveling from his home in California to rural New England, Europe, and South America, he has painted a variety of appealing images that capture the light and emotion of the scenes. For aspiring digital painters, a helpful guide to the process is included. Luminair is a lovely, unique book for artists and those who love art.
In The Future… showcases the first student work created in the new Entertainment Design program at the prestigious Art Center College of Design. Entertainment design requires strong industrial design, architectural and illustration skills, as the designers create characters, environments, vehicles and props. Examples of class work from such courses as Originality in
Design, Character Design, Architectural Design, Visual Development and Color Theory are presented.
This stunning collection of sketches, renderings, and models created by the inaugural class of entertainment design students is a “must-have” for any fan of entertainment design and for those who have enjoyed the first Art Center student book, The Skillful Huntsman.
Anyone interested in air vehicle sketches, concept design and color renderings of the subject will be eager to add Lift Off to their library.
Lift Off presents personal and professional works by Scott Robertson, Program Director of the Entertainment Design major at Art Center College of Design. This book features the following chapters: Airships, Spacecraft, Aircraft, Lefty Sketches, Hovercraft, Original “Card Collection” and selected work from the conceptual design of vehicles for the video games Field Commander and Spy Hunter 2.
Warren Ellis, comic book & graphic novel author
What do you get when you combine a frozen chicken and a ballerina, or a cat and a bagpipe, or an insect and a beautiful lady? No, this is not a riddle—it’s the surreal imagination of Daphne Yap. Prepare to be amazed! The illustrations in Daphne 01 are unlike any seen before. This book contains everything from bizarre carnival creatures to ornate royalty inspired by a deck of cards to fanciful fashions. With brilliant line work and exquisite detail, this young artist conveys her characters and creatures with every element necessary to bring them to life.
One of the few female artists in the field of concept design, Daphne is accomplished beyond her years with delightful images that range from as small as a quarter to as large as a door.
From the creative director of Over the Hedge & Shrek 2.
“You find yourself drifting when you become aware of the arrangement of trees behind a freeway sound barrier, when you wait for the container ship to disappear beyond the horizon, when you sit and listen to the ambient noise of distant traffic, unconcerned that most people would consider this a waste of time.”
From the moments described above, emerges a captivating sketchbook from Christian Schellewald. Art Director Schellewald has taken time away from the world of entertainment design to create vignettes that capture his everyday observations of living in California, specifically Los Angeles and San Francisco. When viewing such delicate yet compelling sketches, one feels as though Schellewald’s memories are his or her own traveling between these two cities through his eyes and artwork.
“Where are all the monsters?” was Carlos Huante's question in his first book. And then the questions kept coming… “What if Medusa could somehow create her own kind?” “What if Hera was a disease, a virus or a fatal agent instead of the goddess?”
There is no end to the fantastical visual answers that Carlos provides to his own creativity-inducing questions.