Download Free The Art Of Fantasy Sci Fi And Steampunk Book in PDF and EPUB Free Download. You can read online The Art Of Fantasy Sci Fi And Steampunk and write the review.

A beautiful visual history book of fantasy art from Romanticism and steampunk to modern illustrations from novels. Art has always been one of the most vivid ways to express people's imagination. Fantasy art illustrates the full range of human fears and dreams, from mythology, the Bible, and the artist's own original and exciting stories. This book describes the history of fantasy art from Romanticism in the 18th century to the modern era by exploring the masterpieces of fantasy artists: William Blake, John Martin, Albert Robida, Jules Gabriel Verne, H.G. Welles, and more. It also shows illustrations from science fiction and fantasy novels such as Mary Shelley's Frankenstein, poems and stories by Edgar Allan Poe, mystery novels by Agatha Christie, and contemporary fantasy novelists such as J.R.R. Tolkien and Michael Ende. This book illustrates the remarkable transition of fantasy art that occurred in 19th century when steampunk was introduced to the fantasy art world. Steampunk was unique because it was a fantasy-based style that was inspired by a real event, the Industrial Revolution. Today, the influence of steampunk can be seen in everywhere, from legendary films by Walt Disney and Hayao Miyazaki's Studio Ghibli. This book will surely satisfy all lovers of fantasy art and literature.
Imagine a world where steam is the main source of power, but the attitudes are distinctly futuristic - the romance of the past meets the technology of the future. Steampunk is a subculture on the rise, an exciting mix of adventure and sci fi in a world full of cogs and rivets, goggles and corsets. Influenced by the worlds created by H.G. Wells and Jules Verne, Steampunk has grown into a movement encompassing fashion, art, movies, literature and even music. Films such as The League of Extraordinary Gentlemen catapulted steampunk to the big screen, whilst events have sprung up all over the world in which fans create magnificent costumes and put steampunk twists on modern devices. As you read this exciting new book, enjoy a stunning selection of artworks portraying the ecstatic fantasy of steam-powered worlds.
Colonel Ridge Zirkander isn’t the model of military professionalism—he has a tendency to say exactly what’s on his mind, and his record has enough demerits to wallpaper the hull of an airship—but as the best fighter pilot in the Iskandian army, he’s used to a little leniency from his superiors. Until he punches the wrong diplomat in the nose and finds himself issued new orders: take command of a remote prison mine in the inhospitable Ice Blades Mountains. Ridge has never been in charge of anything larger than a flier squadron—what’s he supposed to do with a frozen fortress full of murderers and rapists? Not to mention the strange woman who shows up right before he arrives… Sardelle Terushan wakes from three hundred years in a mage stasis shelter, only to realize that she is the last of the Referatu, the sorcerers who once helped protect Iskandia from conquerors. Their subterranean mountain community was blown up in a treacherous sneak attack by soldiers who feared their power. Everyone Sardelle ever knew is dead, and the sentient soulblade she has been bonded to since her youth is buried in the core of the mountain. Further, what remains of her home has been infested by bloodthirsty miners commanded by the descendants of the very soldiers who destroyed her people. Sardelle needs help to reach her soulblade—her only link to her past and her last friend in the world. Her only hope is to pretend she’s one of the prisoners while trying to gain the commander’s trust. But lying isn’t her specialty, especially when the world has changed so much in the intervening centuries, and if Colonel Zirkander figures out who she truly is, he’ll be duty-bound to sentence her to the only acceptable punishment for sorcerers: death.
The story of the phenomenon that is Kraftwerk, and how they revolutionised our cultural landscape 'We are not artists nor musicians. We are workers.' Ignoring nearly all rock traditions, expermenting in near-total secrecy in their Düsseldorf studio, Kraftwerk fused sound and technology, graphic design and performance, modernist Bauhaus aesthetics and Rhineland industrialisation - even human and machine - to change the course of modern music. This is the story of Kraftwerk the cultural phenomenon, who turned electronic music into avant-garde concept art and created the soundtrack to our digital age.
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.
Arthur (Art) Mumby and his irritating sister Myrtle live with their father in the huge and rambling house, Larklight, travelling through space on a remote orbit far beyond the Moon. One ordinary sort of morning they receive a correspondence informing them that a gentleman is on his way to visit, a Mr Webster. Visitors to Larklight are rare if not unique, and a frenzy of preparation ensues. But it is entirely the wrong sort of preparation, as they discover when their guest arrives, and a Dreadful and Terrifying (and Marvellous) adventure begins. It takes them to the furthest reaches of Known Space, where they must battle the evil First Ones in a desperate attempt to save each other - and the Universe. Recounted through the eyes of Art himself, Larklight is sumptuously designed and illustrated throughout.
TAKE AN ADVENTURE THROUGH TIME! Stephanie Drake and her three children-Ashley, Rose and Hunter-are just glad to be alive after that terrible storm slammed their boat ashore on an uncharted island. What started as a one-day jaunt at sea to lay a wreath where Stephanie's husband and the children's father-a sailor in the U.S. Navy, lost at sea during a similar storm-has turned into a living nightmare. They find themselves in another world ... on the mythical island of Avalon, where magical creatures, medieval knights and powerful wizards are ruled by the descendants of King Arthur. On Avalon, Stephanie and her children find themselves being hunted by bounty hunters, thieves and brigands. They are caught in the power struggle between Lord Kraven Darkholm, a powerful wizard descended from the evil sorceress, Morganna le Fay, and the Gil-Gamesh, the champion of Avalon. The people of this magical isle have been protected for centuries by the descendants of Sir Percival Peredyr, the last Knight of the Round Table who served as the first Gil-Gamesh of Avalon. But who is the Gil-Gamesh and how does he know so much about Stephanie and her children? Now, it's a race against time as the Gil-Gamesh must protect the outsiders and get them home to the real world. All the while, Kraven Darkholm continues to scheme against them all, vying to achieve his ultimate goal of becoming ruler of Avalon. ABOUT THE AUTHOR: Mark Piggott, a native of Phillipsburg, N.J., enlisted in the U.S. Navy in 1983 as a Navy Journalist. He spent 23 years in the Navy, serving on three aircraft carriers and duty stations along the east coast. He retired in 2006 as a Chief Journalist and settled in Newport News, Virginia. He is currently the public affairs officer for Naval Weapons Station Yorktown.
The Magus were the protectors of magic, armed with a magic caster's power and a warrior's strength. They were able to summon magical weapons from specialized caches they wore as armored pauldrons known as the Armory of Attlain. The Magus were legendary among the people of Attlain until a few decided they should lead the people instead of protecting them. The rebellion ended quickly from within their ranks, but the damage was done. The Magus were feared and outlawed except for those few who remained loyal to the crown and lived as adventurers. For generations, they had all but disappeared from the world. Marcus Gideon awoke at the crossroads outside the border town of Armändis. Lost, with no memory of his past life, he was stabbed through the heart and left for dead. His life was saved by a blacksmith's kindness who replaced his damaged heart with a mechanical, magical miracle-a clockwork heart. The gears clicked, the motor spun, and his heart started beating again, powered by his own magical energy. Gideon was alive, but his savior was no ordinary blacksmith. Henry Botàn was a Magus, hiding out in Armändis to protect the weapons within his magical armory. The swords, spears, and other-worldly artifacts were potent, some cursed and even forbidden to wield. His responsibility was to protect these weapons from falling into the wrong hands, but he was old and past his prime. He needed an apprentice, and Marcus Gideon may be the one he waited for. As Gideon searches for clues to his past, he looks toward his future and his fate in Attlain as THE LAST MAGUS.
This comprehensive guide to Steampunk creations of all kinds offers inspiration and practical tips for bringing your own retro-futuristic visions to life. Whether you’re a newbie to the world of Steampunk, or a long-time enthusiast of airships, goggles, and mad scientists, The Steampunk User’s Manual is essential reading. The popular subgenre of science fiction has grown into a cultural movement; one that invites fans to let their imaginations go wild. In this volume, Jeff VanderMeer—the renowned expert in all things Steampunk—presents a practical and inspirational guidance for finding your own path into this realm. Including sections on art, fashion, architecture, crafts, music, performance, and storytelling, The Steampunk User's Manual provides a conceptual how-to guide on everything from the utterly doable to the completely over-the-top.
Masters of Science Fiction and Fantasy Art profiles and celebrates the work of today’s leading practitioners of art of the fantastic, as well as a handful of gifted newcomers from around the globe. The range and impact of their work is both inspiring and far-reaching. These 28 masters have created images for television, movies, gaming, museum exhibits, theme park rides, and every area of publishing.Some of the artists featured only employ traditional painting techniques, while others use only digital methods, and many more blend the mediums to create their fantastical images. Each artist discusses his/her influences and techniques as well as offering tips to beginning artists. Science Fiction Grandmaster and Hugo Award–winning author Joe Haldeman contributes a foreword. Artists, science fiction fans, and art collectors will appreciate the outstanding artwork featured here. Featured artists include: —Brom —Jim Burns —Kinuko Y. Craft —Dan Dos Santos —Bob Eggleton —Donato Giancola —Rebecca Guay —James Gurney —Gregory Manchess —Stephan Martiniere —Terese Nielsen —John Picacio —Greg Spalenka —Shaun Tan —Charles Vess