Download Free The Prestel Art Game Book in PDF and EPUB Free Download. You can read online The Prestel Art Game and write the review.

This history of adidas, one of the world's most innovative global companies, looks beyond the trademark three stripes to show how the company grew and evolved over time. Founded in a small town in Bavaria, Germany, the adidas brand has, for nearly a century, been outfitting international sports stars and pop culture icons such as David Beckham, Zinédine Zidane, and Run-DMC as well as everyday men, women, and children across the globe. The story of this evolution--illustrated with numerous historic photographs--is entwined with history, corporate trends, and the emergence of sports as a major factor in the world economy. Starting with the beginnings of the original Dassler brothers' company in the time of the Weimar Republic and National Socialism, this book reveals the first academically-based look at the history of the family and the adidas company which was officially founded in 1949 after the brothers' separation. Using a worldwide range of sources, the authors also examine brand strategies and globalization since the 1960s. Since its beginnings, the name 'adidas' has been shrouded in legend and, in this special look at the rise of a global company, readers will learn the true story behind the brand.
A truly colorful history of the finest manufacturer of artists’ paint: H. Schmincke & Co. Since its founding in 1881, H. Schmincke & Co has been a premier producer of artists’ paints. Artists such as Otto Dix, Emil Nolde and Oskar Kokoschka relied on Schmincke colors, as do many of today’s professional and amateur painters. This history of the company traces its development over four generations. It tells the story of H. Schmincke’s modest beginnings at the end of the 19th century and their first product: oil paint. During an era of unprecedented artistic achievement in Europe and America, the company added watercolors and pastels to its acclaimed line of products. This book also takes readers through the struggles of the Jewish owners during the Third Reich, and how the family rebuilt the company after its buildings were destroyed in the Second World War. Since then, the company experienced a successful expansion during the post-war decades as well as a downturn caused by the collapsing economy and family issues. Now in its fourth generation of ownership, H. Schmincke is thriving amidst global challenges and opportunities. Beautifully illustrated with artistic and archival images, this is a unique look behind the scenes of a company that has been committed to excellence in manufacturing - and to a rich engagement with the art world - for nearly 150 years.
Take a deep dive into history, economics, art, and culture through fascinating and stunning visuals. We live in a hyper-connected world and are bombarded with news and other information, via our phones, computers, TVs, and radios. People don't have the time or energy to sift through all the data. That's where infographics come in. While the idea of illustrating facts and figures has been around for centuries, it is only recently, with the introduction of the internet, that infographics have really taken off as a medium to convey all types of information. This book shows the versatility of infographics by presenting an amazing compendium of 264 charts. Illustrating topics such as history, economics, sports, music, art, science, and culture, the infographics in this book are all designed to be easy to understand, thought-provoking, and elegant. You can explore the evolution of electric vehicles from a tricycle to a Tesla Model 3, discover how supermarkets trick you into buying more food than you need, and see how much work goes into creating a video game. While you browse the pages, you'll find yourself incidentally learning thousands of new things that will astonish you. By condensing and conveying facts as an illustrated narrative, infographics tell stories that everyone can explore, understand, and enjoy.
Now available in paperback, this highly engaging book teaches young readers about great works of art by challenging them to spot the difference between the original and a sly forgery. From Michelangelo to Picasso, art history is filled with stories of spectacular forgeries that have stumped the greatest scholars of their time. It is from this fascinating angle that young readers learn about the great works of art in this fun and educational book. Set in an imaginary museum, it presents reproductions of famous art works alongside "forgeries." Readers are asked to play detective as they examine each painting closely, looking for the differences. Along the way a small cartoon sleuth leads them through the paintings, uncovering technical and historical details that enhance readers' appreciation and knowledge. Whether they're examining Seurat's painting of an afternoon scene on the island of La Grande Jatte; an arrangement of flowers by Sargent; van Gogh's Starry Night; or Rousseau's Exotic Landscape, readers will be playfully drawn into the world of great art and no doubt eager to examine other works first hand.
"Formed within months of the 1947 Partition of India and the ensuing violence and protest, the Progressive Artists' Group (PAG) included artists seeking a break with their country's past and its cultural constraints. Through lush illustrations and scholarly essays, this volume looks at the brand of modernism the Group espoused and its relevance and importance to contemporary art. The careers of artists K.H. Ara, S.K. Bakre, H.A. Gade, V.S. Gaitonde, M.F. Husain, Krishen Khanna, Ram Kumar, Tyeb Mehta, Akbar Padamsee, S.H. Raza, Mohan Samant, and F.N. Souza are presented in three sections. Progressives in Their Time explores how the artists turned away from the trauma of colonial rule and Partition, and embraced the land and varied peoples of the new nation. National/International demonstrates how the Progressives drew on multiple traditions of visual iconography, both from within India and from Asia and the wider world, to creat their own distinct genre. Masters of the Game brings together works created after the PAG's dissolution and shows how these pieces collectively gave visual form to the idea of India as secular, heterogeneous, international, and united. A valuable examination of the ways artistic expression can preserve and advance its cultural heritage, this volume captures an exciting time in India's art history"--Back cover.
This award-winning children's book is one eight-year-old Polish boy's evocative diary of the summer of 1939 when World War Two was tragically approaching his country. It is the summer of 1939 in Warsaw, Poland and Michal is an eight- year-old boy just finishing his school year. In order to improve his handwriting, Michal’s teacher gives him a simple assignment: keep a journal, writing one sentence a day. Eighty years later, Michal’s diary has been gorgeously illustrated with beautifully atmospheric paintings. Eloquent in its simplicity, the journal is a remarkable artifact that captures the innocence of childhood and the trauma of war. The journal starts out with a typical boy’s observations: “July 15: I went to a stream with my brother and teacher.” “July 23: I found a caterpillar.” However over the course of weeks, menacing details emerge. “July 27: A plane was circling over Anin.” “September 1: The war has begun.” “September 3: I hid from planes.” “September 14: Warsaw is bravely defending itself.” These haunting entries are interspersed with visits from relatives, a soccer game, a trip to a park, an ice cream cone. Photographs of pages from Michal’s diary enhance the poignancy of this simple record—an ordinary holiday interrupted by war; a life changed forever by an extraordinary moment in history.
This timely book celebrates the inspirational achievements of women architects in every corner of the world. Historically, women architects were disappointingly absent in the news and at awards ceremonies, but now they are spearheading some of the most exciting and important projects in every corner of the globe. These profiles of fifty female architects bring to light some of those projects and highlight pioneering women architects. Each architect is introduced in double-page spreads that include a brief biography, an overview of her philosophy and vision, and stunning photographs of her most significant works. Interviews with several of the architects provide a global perspective on how women are changing the face of the world--including feminist icon, philanthropist, and Nigerian "starchitect" Olajumoke Adenowo; Tatiana Bilbao, who is leading the way in sustainable Mexican architecture; Rossana Hu, who is fighting to preserve Chinese village culture in her rapidly urbanizing country; and Elizabeth Diller, who created the High Line, one of New York City's most beloved public spaces, and helped redesign the city's Museum of Modern Art. This volume offers indisputable and inspiring evidence that the architectural profession is no longer just a man's game.
In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels – experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers. Key Features: Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing collaboratively Offers analysis methods for better understanding game worlds and how they function in response to gameplay Find your own preferred method of level design by learning the processes of multiple industry veterans
While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.