Author: Chris McDowall
Publisher:
ISBN: 9781506196589
Category :
Languages : en
Pages : 48
Book Description
Into the Odd contains everything you need to create a character and explore an industrial world of cosmic meddlers and horrific hazards. This is a fast, simple game, to challenge your wits rather than your understanding of complex rules.You seek Arcana, strange devices hosting unnatural powers beyond technology. They range from the smallest ring to vast machines, with powers from petty to godlike. Beside these unnatural items that they may acquire, your characters remain grounded as mortals in constant danger.The game is 48 pages, containing:Original artwork from Jeremy Duncan, Levi Kornelsen, and others.The fastest character creation out there, getting you playing as soon as possible.Player rules that fit on a single page, keeping a focus on exploration, problem solving, and fast, deadly combat.The complete guide to running the game as Referee. From making the most of the rules to creating your own monsters and Arcana. Sample monsters, arcanum, traps, and hazards.Character advancement from Novice to Master Rules for running your own Company, and taking it to war with an original mass combat system.Complete guide to the Odd World, from the cosmopolitan city of Bastion and its hidden Underground, through to backwards Deep Country, the unexplored Golden Lands.The Iron Coral, sample expedition site to test the players' survival skills.The Fallen Marsh, a deadly wilderness to explore.Hopesend Port, a settlement to regroup and sail on to further adventure.Thirteen bonus pages of tools and random tables from the Oddpendium.
Into the Odd
Author: Chris McDowall
Publisher:
ISBN: 9781506196589
Category :
Languages : en
Pages : 48
Book Description
Into the Odd contains everything you need to create a character and explore an industrial world of cosmic meddlers and horrific hazards. This is a fast, simple game, to challenge your wits rather than your understanding of complex rules.You seek Arcana, strange devices hosting unnatural powers beyond technology. They range from the smallest ring to vast machines, with powers from petty to godlike. Beside these unnatural items that they may acquire, your characters remain grounded as mortals in constant danger.The game is 48 pages, containing:Original artwork from Jeremy Duncan, Levi Kornelsen, and others.The fastest character creation out there, getting you playing as soon as possible.Player rules that fit on a single page, keeping a focus on exploration, problem solving, and fast, deadly combat.The complete guide to running the game as Referee. From making the most of the rules to creating your own monsters and Arcana. Sample monsters, arcanum, traps, and hazards.Character advancement from Novice to Master Rules for running your own Company, and taking it to war with an original mass combat system.Complete guide to the Odd World, from the cosmopolitan city of Bastion and its hidden Underground, through to backwards Deep Country, the unexplored Golden Lands.The Iron Coral, sample expedition site to test the players' survival skills.The Fallen Marsh, a deadly wilderness to explore.Hopesend Port, a settlement to regroup and sail on to further adventure.Thirteen bonus pages of tools and random tables from the Oddpendium.
Publisher:
ISBN: 9781506196589
Category :
Languages : en
Pages : 48
Book Description
Into the Odd contains everything you need to create a character and explore an industrial world of cosmic meddlers and horrific hazards. This is a fast, simple game, to challenge your wits rather than your understanding of complex rules.You seek Arcana, strange devices hosting unnatural powers beyond technology. They range from the smallest ring to vast machines, with powers from petty to godlike. Beside these unnatural items that they may acquire, your characters remain grounded as mortals in constant danger.The game is 48 pages, containing:Original artwork from Jeremy Duncan, Levi Kornelsen, and others.The fastest character creation out there, getting you playing as soon as possible.Player rules that fit on a single page, keeping a focus on exploration, problem solving, and fast, deadly combat.The complete guide to running the game as Referee. From making the most of the rules to creating your own monsters and Arcana. Sample monsters, arcanum, traps, and hazards.Character advancement from Novice to Master Rules for running your own Company, and taking it to war with an original mass combat system.Complete guide to the Odd World, from the cosmopolitan city of Bastion and its hidden Underground, through to backwards Deep Country, the unexplored Golden Lands.The Iron Coral, sample expedition site to test the players' survival skills.The Fallen Marsh, a deadly wilderness to explore.Hopesend Port, a settlement to regroup and sail on to further adventure.Thirteen bonus pages of tools and random tables from the Oddpendium.
The Art Book for Children
Author: Amanda Renshaw
Publisher:
ISBN: 9781838667863
Category : Art
Languages : en
Pages : 0
Book Description
"Invites the reader to take a closer look at works of art while pointing out tiny details hidden in famous works, providing information about a work or an artist, or explaining the techniques used to create the piece."--Publisher.
Publisher:
ISBN: 9781838667863
Category : Art
Languages : en
Pages : 0
Book Description
"Invites the reader to take a closer look at works of art while pointing out tiny details hidden in famous works, providing information about a work or an artist, or explaining the techniques used to create the piece."--Publisher.
A History of Modern Art
Author: H.H. Arnason
Publisher:
ISBN:
Category :
Languages : en
Pages : 0
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 0
Book Description
Square Eyes
Author: Luke Jones
Publisher: Jonathan Cape
ISBN: 9780224097222
Category : Dreams
Languages : en
Pages : 0
Book Description
"Based on an original proposal by Anna Mill, Chris Day, Luke Jones."
Publisher: Jonathan Cape
ISBN: 9780224097222
Category : Dreams
Languages : en
Pages : 0
Book Description
"Based on an original proposal by Anna Mill, Chris Day, Luke Jones."
Sci-Fi Art Now
Author: John Freeman
Publisher: Harper Collins
ISBN: 006200557X
Category : Art
Languages : en
Pages : 196
Book Description
A richly illustrated collection of the newest and most exciting talent in sci-fi art and illustration. SCI-FI ART NOW brings together for the first time the finest, freshest, and most exciting talents in the world of sci-fi illustration. Artists from around the world-from China and Singapore to the United States and Europe-are represented in this volume, which focuses on the latest and most imaginative work being produced today. This book brings to light the most groundbreaking and talked about sci-fi art, ranging in media from comic books, movies, and TV programs to art, posters, toys, literature, collectibles, board games and video games. SCI-FI ART NOW is a comprehensive compilation that reveals fascinating background information, anecdotes, ideas, and inspirations relied on by the crÈme de la crÈme of contemporary science fiction painters, illustrators, and creators (whether established professionals such as Brett Norton, Liam Sharp, Paul McCaffrey, Klaus Hutter, and John Picacio, or brave new talents forging into the future). By analyzing how technique, tools, materials and media are applied to popular sub-genres such Sirens of Sci-Fi, Spacecraft and Astronauts, Aliens and Alien Worlds, Radical Robots, Incredible Cities, Future War, and Steampunk, each chapter illustrates the astounding artistry and diverse imagination behind this perennially popular genre. Crammed full of exquisite art from around the world and fascinating insights from the artists and creators, SCI-FI ART NOW is perfect for the many fans of science fiction.
Publisher: Harper Collins
ISBN: 006200557X
Category : Art
Languages : en
Pages : 196
Book Description
A richly illustrated collection of the newest and most exciting talent in sci-fi art and illustration. SCI-FI ART NOW brings together for the first time the finest, freshest, and most exciting talents in the world of sci-fi illustration. Artists from around the world-from China and Singapore to the United States and Europe-are represented in this volume, which focuses on the latest and most imaginative work being produced today. This book brings to light the most groundbreaking and talked about sci-fi art, ranging in media from comic books, movies, and TV programs to art, posters, toys, literature, collectibles, board games and video games. SCI-FI ART NOW is a comprehensive compilation that reveals fascinating background information, anecdotes, ideas, and inspirations relied on by the crÈme de la crÈme of contemporary science fiction painters, illustrators, and creators (whether established professionals such as Brett Norton, Liam Sharp, Paul McCaffrey, Klaus Hutter, and John Picacio, or brave new talents forging into the future). By analyzing how technique, tools, materials and media are applied to popular sub-genres such Sirens of Sci-Fi, Spacecraft and Astronauts, Aliens and Alien Worlds, Radical Robots, Incredible Cities, Future War, and Steampunk, each chapter illustrates the astounding artistry and diverse imagination behind this perennially popular genre. Crammed full of exquisite art from around the world and fascinating insights from the artists and creators, SCI-FI ART NOW is perfect for the many fans of science fiction.
What Is Contemporary Art?
Author: Terry E. Smith
Publisher: University of Chicago Press
ISBN: 0226764311
Category : Art
Languages : en
Pages : 345
Book Description
Who gets to say what counts as contemporary art? Artists, critics, curators, gallerists, auctioneers, collectors, or the public? Revealing how all of these groups have shaped today’s multifaceted definition, Terry Smith brilliantly shows that an historical approach offers the best answer to the question: What is Contemporary Art? Smith argues that the most recognizable kind is characterized by a return to mainstream modernism in the work of such artists as Richard Serra and Gerhard Richter, as well as the retro-sensationalism of figures like Damien Hirst and Takashi Murakami. At the same time, Smith reveals, postcolonial artists are engaged in a different kind of practice: one that builds on local concerns and tackles questions of identity, history, and globalization. A younger generation embodies yet a third approach to contemporaneity by investigating time, place, mediation, and ethics through small-scale, closely connective art making. Inviting readers into these diverse yet overlapping art worlds, Smith offers a behind-the-scenes introduction to the institutions, the personalities, the biennials, and of course the works that together are defining the contemporary. The resulting map of where art is now illuminates not only where it has been but also where it is going.
Publisher: University of Chicago Press
ISBN: 0226764311
Category : Art
Languages : en
Pages : 345
Book Description
Who gets to say what counts as contemporary art? Artists, critics, curators, gallerists, auctioneers, collectors, or the public? Revealing how all of these groups have shaped today’s multifaceted definition, Terry Smith brilliantly shows that an historical approach offers the best answer to the question: What is Contemporary Art? Smith argues that the most recognizable kind is characterized by a return to mainstream modernism in the work of such artists as Richard Serra and Gerhard Richter, as well as the retro-sensationalism of figures like Damien Hirst and Takashi Murakami. At the same time, Smith reveals, postcolonial artists are engaged in a different kind of practice: one that builds on local concerns and tackles questions of identity, history, and globalization. A younger generation embodies yet a third approach to contemporaneity by investigating time, place, mediation, and ethics through small-scale, closely connective art making. Inviting readers into these diverse yet overlapping art worlds, Smith offers a behind-the-scenes introduction to the institutions, the personalities, the biennials, and of course the works that together are defining the contemporary. The resulting map of where art is now illuminates not only where it has been but also where it is going.
The Art Of Seduction
Author: Robert Greene
Publisher: Profile Books
ISBN: 1847651402
Category : Family & Relationships
Languages : en
Pages : 496
Book Description
Which sort of seducer could you be? Siren? Rake? Cold Coquette? Star? Comedian? Charismatic? Or Saint? This book will show you which. Charm, persuasion, the ability to create illusions: these are some of the many dazzling gifts of the Seducer, the compelling figure who is able to manipulate, mislead and give pleasure all at once. When raised to the level of art, seduction, an indirect and subtle form of power, has toppled empires, won elections and enslaved great minds. In this beautiful, sensually designed book, Greene unearths the two sides of seduction: the characters and the process. Discover who you, or your pursuer, most resembles. Learn, too, the pitfalls of the anti-Seducer. Immerse yourself in the twenty-four manoeuvres and strategies of the seductive process, the ritual by which a seducer gains mastery over their target. Understand how to 'Choose the Right Victim', 'Appear to Be an Object of Desire' and 'Confuse Desire and Reality'. In addition, Greene provides instruction on how to identify victims by type. Each fascinating character and each cunning tactic demonstrates a fundamental truth about who we are, and the targets we've become - or hope to win over. The Art of Seduction is an indispensable primer on the essence of one of history's greatest weapons and the ultimate power trip. From the internationally bestselling author of The 48 Laws of Power, Mastery, and The 33 Strategies Of War.
Publisher: Profile Books
ISBN: 1847651402
Category : Family & Relationships
Languages : en
Pages : 496
Book Description
Which sort of seducer could you be? Siren? Rake? Cold Coquette? Star? Comedian? Charismatic? Or Saint? This book will show you which. Charm, persuasion, the ability to create illusions: these are some of the many dazzling gifts of the Seducer, the compelling figure who is able to manipulate, mislead and give pleasure all at once. When raised to the level of art, seduction, an indirect and subtle form of power, has toppled empires, won elections and enslaved great minds. In this beautiful, sensually designed book, Greene unearths the two sides of seduction: the characters and the process. Discover who you, or your pursuer, most resembles. Learn, too, the pitfalls of the anti-Seducer. Immerse yourself in the twenty-four manoeuvres and strategies of the seductive process, the ritual by which a seducer gains mastery over their target. Understand how to 'Choose the Right Victim', 'Appear to Be an Object of Desire' and 'Confuse Desire and Reality'. In addition, Greene provides instruction on how to identify victims by type. Each fascinating character and each cunning tactic demonstrates a fundamental truth about who we are, and the targets we've become - or hope to win over. The Art of Seduction is an indispensable primer on the essence of one of history's greatest weapons and the ultimate power trip. From the internationally bestselling author of The 48 Laws of Power, Mastery, and The 33 Strategies Of War.
Preaching Sticky Sermons
Author: Brandon Kelley
Publisher:
ISBN: 9780997886153
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9780997886153
Category :
Languages : en
Pages :
Book Description
Making a Great Exhibition
Author: Doro Globus
Publisher: Simon and Schuster
ISBN: 1644230739
Category : Juvenile Nonfiction
Languages : en
Pages : 44
Book Description
“It never occurred to me while growing up that art is an industry involving countless jobs, so if this book helps shed light to just one kid that it is a viable career option, then it has done its job, as art is indescribably important!” —Oliver Jeffers, Artist and Illustrator “This book so beautifully explains to kids what goes into making an art exhibition. It’s not just about an artist hanging something on a wall for people to see: it’s so much more lively, layered, and community-driven. Even I learned a ton about what truly goes into a fantastic art show!” —Joy Cho, Author and Founder of Oh Joy! “I wish I’d had this book when I was a kid! I always wanted my art to be in a big museum one day but, growing up in a small town, that just seemed impossible. Making a Great Exhibition is a beautifully illustrated behind-the-scenes peek at exactly how art makes its way from an artist’s mind to the big white walls of a fancy gallery. Turns out, there are a lot of people, with some very cool jobs, who make the magic happen—and any book that shows kids (and parents!) they can grow up to have a career in the arts is okay by me!” —Danielle Krysa, The Jealous Curator An exciting insight into the workings of artists and museums, Making a Great Exhibition is a colorful and playful introduction geared to children ages 3-7 How does an artist make a sculpture or a painting? What tools do they use? What happens to the artwork next? This fun, inside look at the life of an artwork shows the journey of two artists’ work from studio to exhibition. Stopping along the way we meet colorful characters—curators, photographers, shippers, museum visitors, and more! Both illustrator and author were raised in the art world, spending their time in studios, doing homework in museum offices, and going to special openings. They have teamed up to share their experiences and love for this often mysterious world to a young audience. London-based illustrator Rose Blake is best known for her work in A History of Pictures for Children, by David Hockney and Martin Gayford, which has been a worldwide success. Author Doro Globus brings her love for the arts and kids together with this fun journey.
Publisher: Simon and Schuster
ISBN: 1644230739
Category : Juvenile Nonfiction
Languages : en
Pages : 44
Book Description
“It never occurred to me while growing up that art is an industry involving countless jobs, so if this book helps shed light to just one kid that it is a viable career option, then it has done its job, as art is indescribably important!” —Oliver Jeffers, Artist and Illustrator “This book so beautifully explains to kids what goes into making an art exhibition. It’s not just about an artist hanging something on a wall for people to see: it’s so much more lively, layered, and community-driven. Even I learned a ton about what truly goes into a fantastic art show!” —Joy Cho, Author and Founder of Oh Joy! “I wish I’d had this book when I was a kid! I always wanted my art to be in a big museum one day but, growing up in a small town, that just seemed impossible. Making a Great Exhibition is a beautifully illustrated behind-the-scenes peek at exactly how art makes its way from an artist’s mind to the big white walls of a fancy gallery. Turns out, there are a lot of people, with some very cool jobs, who make the magic happen—and any book that shows kids (and parents!) they can grow up to have a career in the arts is okay by me!” —Danielle Krysa, The Jealous Curator An exciting insight into the workings of artists and museums, Making a Great Exhibition is a colorful and playful introduction geared to children ages 3-7 How does an artist make a sculpture or a painting? What tools do they use? What happens to the artwork next? This fun, inside look at the life of an artwork shows the journey of two artists’ work from studio to exhibition. Stopping along the way we meet colorful characters—curators, photographers, shippers, museum visitors, and more! Both illustrator and author were raised in the art world, spending their time in studios, doing homework in museum offices, and going to special openings. They have teamed up to share their experiences and love for this often mysterious world to a young audience. London-based illustrator Rose Blake is best known for her work in A History of Pictures for Children, by David Hockney and Martin Gayford, which has been a worldwide success. Author Doro Globus brings her love for the arts and kids together with this fun journey.
History of Illustration
Author: Susan Doyle
Publisher: Bloomsbury Publishing USA
ISBN: 1501342118
Category : Design
Languages : en
Pages : 592
Book Description
"Written by an international team of illustration historians, practitioners, and educators, History of Illustration covers image-making and print history from around the world, spanning from the prehistoric to the contemporary. With hundreds of color image, this book to contextualize the many types of illustrations within social, cultural, and technical parameters, presenting information in a flowing chronology. This essential guide is the first comprehensive history of illustration as its own discipline. Readers will gain an ability to critically analyze images from technical, cultural, and ideological standpoints in order to arrive at an appreciation of art form of both past and present illustration"--
Publisher: Bloomsbury Publishing USA
ISBN: 1501342118
Category : Design
Languages : en
Pages : 592
Book Description
"Written by an international team of illustration historians, practitioners, and educators, History of Illustration covers image-making and print history from around the world, spanning from the prehistoric to the contemporary. With hundreds of color image, this book to contextualize the many types of illustrations within social, cultural, and technical parameters, presenting information in a flowing chronology. This essential guide is the first comprehensive history of illustration as its own discipline. Readers will gain an ability to critically analyze images from technical, cultural, and ideological standpoints in order to arrive at an appreciation of art form of both past and present illustration"--