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GRAPHIC &

DIGITAL DESIGN Catalog

2014
C ATA L O G I C O N S TA B L E O F C O N T E N T S

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Inkling
Color Theory ............................................... 10
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2 Wiley Graphic & Digital Design Catalog | 2013


4 Wiley Graphic & Digital Design Catalog | 2013
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H I S T O R Y O F G R A P H I C D E S I G N / G R A P H I C D E S I G N F O U N D AT I O N

Meggs’ History of Meggs: Making Graphic


Graphic Design, Design History
5th Edition Rob Carter
Philip B. Meggs, 978-0-470-00839-3 • 256pp • Hardcover • 2007
Alston W. Purvis
Meggs: Making Graphic Design History
978-0-470-16873-8 • 624pp • Hardcover • 2012
is the definitive retrospective of the
Meggs’ History of Graphic Design, 5th work of Philip B. Meggs, Ameri-
Edition is the unrivaled, compre- ca’s best-known graphic design historian and beloved educator. It features
hensive reference tool for graphic essays and compelling correspondence from notable designers.
designers and students. It is essentially
a Janson’s History of Art for the graphic TABLE OF CONTENTS
design world. The First Edition was Foreword. Contributing Essays. Introduction by Rob Carter. Growing Up With Phil
heralded as a publishing landmark by the Association of Ameican Publish- by Bill Meggs. The Collaboration by Libby Meggs. Life By Design: From Ephemeral
ers, who awarded it a coveted award for publishing excellence. to Historical by Elizabeth Meggs. Philip B. Meggs, a Memoir by Alston Purvis.
America’s First Graphic Design Historian by Steven Heller. Fond Personal Memo-
TABLE OF CONTENTS ries and Warm Professional Recollections by R. Roger Remington. Philip B. Meggs:
A Personal Remembrance by Roy McKelvey. Selected Writings and Lectures.
Part I: The Prologue to Graphic Design:The visual message from prehistory through
the medieval era. Part II: A Graphic Renaissance: The origins of European typog-
raphy and design for printing. Part III: The Bridge to the Twentieth Century The
Industrial Revolution: The impact of industrial technology upon visual communica-
tions. The Modernist Era Graphic design in the first half of the twentieth century.
Part V: The Age of Information Graphic design in the global village.

G R A P H I C D E S I G N F O U N D AT I O N S

8.75 x 8.75 SPINE: 0.8 FLAPS: 0

FIFTH
EDITION
FIFTH
DABNER
• EDITION
Graphic Design School: Design Methodologies
STEWART

ZEMPOL
GRAPHIC DESIGN SCHOOL

The Principles and and Processes:


Practice of Graphic Understanding Theory
GRAPHIC
The Principles and Practice of Graphic Design
Design, Fifth Edition
David Dabner, Sandra Stewart,
and Application
John Bowers
DESIGN
David Dabner • Sandra Stewart • Eric Zempol
Eric Zempol 978-0-470-50435-2 • 144pp • Paper • 2011

SCHOOL
978-1-118-13441-2 • 208pp • Paper • 2013
As graphic design has evolved from
With examples from magazines, a trade to a discipline with its own
websites, books, and mobile devices, the catalogued history, and as professional
Fifth Edition provides an overview of the visual communications profession, designers are playing strategic roles
with a new focus on the intersection of design specialties. A brand-new sec- beyond the role of form-maker, the
tion on web and interactivity covers topics such as project development roles, need for material on design method-
web tools (Illustrator, InDesign, Photoshop, Fireworks, Dreamweaver, and ologies is growing. This concise, visually-based introduction to graphic
Flash), coding requirements, information architecture, file organization, web design methodologies helps designers to design more creatively, collabora-
design and layout, mobile device composition, app design, CMS, designing tively and strategically.
for social media, and SEO.
TABLE OF CONTENTS
TABLE OF CONTENTS
Introduction. Problem Seeking and Solving. Chapter 1: Looking Broadly. Chapter 2:
Introduction, Part One: Principles, Unit One: Research and Concepts, Unit Two: Interpreting. Chapter 3: Targeting. Chapter 4: Creating. Chapter 5. Looking Closer.
Fundamentals of Composition, Unit Three: Fundamentals of Typography, Unit Timeline. Terms. Study Questions. Exercises. Endnotes. Bibliography. Index. Image
Four: Fundamentals of Color, Part Two: Practice, Unit Five: Tools and Technologies, Credits. Essay.
Unit Six: Print Production and Presentations, Unit Seven: Web and Interactivity, Unit
Eight: Expert Paths and Collaborations, Resources, Glossary, Bibliography, Online
resources, Index.

6 Wiley Graphic & Digital Design Catalog | 2014


G R A P H I C D E S I G N F O U N D AT I O N S

Design for Digital Creativity:


Communication: Techniques for Digital
Conceptual Graphic Media and the Internet
Design Basics Bruce Wands
Elizabeth Resnick 978-0-471-39057-2 • 384pp • Paper • 2001
978-0-471-41829-0 • 264pp • Paper • 2003
Creating digital art and digital design
Design for Communication offers the in a computer environment requires
most applied coverage of the basic an understanding of the traditional
conceptual graphic design principles in creative techniques of the fine artist
combination with much-sought-after and an understanding of the technical
access to student work. software and hardware issues. Digital
Creativity combines these two skill
TABLE OF CONTENTS sets in one complete volume to expand and enhance creative possibilities.
Introduction. What Is Graphic Design? What Do Graphic Designers Do? I Want to
TABLE OF CONTENTS
Be a Graphic Designer. Where Do I Begin? The Design Process. Why Bother with
Such a Long Process When I Just Like to Make Things? Why Should I Do These Preface. Acknowledgments. The History of Digital Media. The Basics of Digital
Assignments? Section 1: The Elements and Principles of Design. Section 2: T ypog- Media. Creativity. The Production Pipleline. Design and Typography. Web Design
raphy as Image. Section 3: Creative Wordplay. Section 4: Word and Image. Section and Production. Digital Photography. Video Production. Audio. 2D Animation:
5: Grid and Visual Hierarchy. Section 6: Visual Advocacy. Bibliography. Instructor Traditional into Digital. 3D Animation. Professional Issues. About the Author. Index.
Contact Information. Index.

Design Fundamentals Principles of Form


for the Digital Age and Design
Linda Holtzschue, Wucius Wong
Edward Noriega 978-0-471-28552-6 • 352pp • Paper • 2011
978-0-471-28786-5 • 224pp • Paper • 2008
Principles of Form and Design is an un-
With nearly 200 illustrations, this precedented text that gives readers the
book includes an easy-to-use glossary content of three important references
of terms, a comprehensive bibliog- by one of today’s most influential design
raphy, and a useful workbook with writers. This is a master class in the
practical applications. It serves as a principles and practical fundamentals of
fundamental reference for graphic and design that will appeal to a broad audi-
interior design students, architects, ence of graphic artists and designers.
fashion designers, product designers, and fine art professionals.
TABLE OF CONTENTS
TABLE OF CONTENTS
Two-Dimensional Design. Form. Repetition. Structure. Similarity. Gradation. Radia-
Art and Design. Digital Design. Eye and Mind. Point, Line, and Plane. Structure tion. Anomaly. Contrast. Concentration. Texture. Space. Two-Dimensional Form.
and Surface. Working in Space. Color. The Written Image. Workbook. Glossary. Aspects of Form. Designing A Form. Representational Forms. Three-Dimensional
Bibliography. Index. Design. Serial Planes. Wall Structures. Prisms and Cylinders. Repetition. Polyhedral
Structures. Triangular Planes. Linear Framework. Linear Layers. Interlinking Lines.
Glossary. Index.

www.wiley.com/go/gdcatalog 7
CO L O R T H E O R Y / D R AW I N G

Understanding Color: Principles of Color


An Introduction for Design, 2nd Edition
Designers, 4th Edition Wucius Wong
Linda Holtzschue 978-0-471-28708-7 • 224pp • Paper • 2011
978-0-470-38135-9 • 272pp • Paper • 2011
Principles of Color Design, 2nd Edition is
Understanding Color, 4th Edition, complete revision of what is considered
offers simple, plain-language explana- the classic introduction to color for all
tions of the scientific basis of color graphic designers and artists. This book
perception, an overview of the leading provides a solid foundation for the de-
theories of color, and explanations of velopment of personal color sense, and
the seeming conflicts among them. a practical examination of the myriad
For each concept presented, examples effects that can be achieved with color.
of how theoretical information is applied in solving common problems in
color design. TABLE OF CONTENTS

Design Principles. Planes. Lines. Points. Formal Compositions. Informal Composi-


TABLE OF CONTENTS tions. Space. Color Principles. Black And White. Neutral Colors. Chromatic Colors.
Dedication. Acknowledgments. Preface. Contents. Chapter 1: An Introduction to Value. Chroma. Hue. The Color Solid. Complementary Hues. Color Harmony.
Color Study. Chapter 2: A Little Light on the Subject. Light. Additive Color: Mixing Simultaneous Contrast. Re-Examining The Color Circle. Color Design. Designs
Light. Lamps. Lighting Level. Vision. Chapter 3: The Human Element. Chapter 4: With Value Gradations. Designs With Chroma Gradations. Designs With Hue Gra-
The Vocabulary of Color. Chapter 5: The Instability of Colors. Chapter 6: Illusion dations. Designs With Hue Mixtures. Designs With Complementary Hues. Designs
and Impression. Optical Illusions. Color Illusions. Chapter 7: Color Theory: A Brief With Unrelated Hues. Developing A Color Scheme. Digital Colors. Color Lights.
History. Chapter 8: Color Harmony. In Search of Beauty. Intervals and Harmony. Display Of Colors And Images. Painting On The Computer. Drawing On The Com-
Chapter 9: Tools of the Trade. Chapter 10: The Medium of Light. Chapter 11: The puter. Color Palettes. Printing The Colors. Color Expression. Color Guides. Using
Business of Color. Glossary. Bibliography. Index. Online Workbook (www.wiley.com/ The Color Guides.
go/understandingcolor4e).

D R AW I N G

Basic Perspective Drawing in the Digital


Drawing: A Visual Age: An Observational
Approach, 6th Edition Method for Artists and
John Montague Animators
978-1-118-13414-6 • 288pp • Paper • 2013 Wei Xu, PhD
978-1-118-17650-4 • 224pp • Paper • 2012
Basic Perspective Drawing is a fun-
damental skill for all artists and Knowing how to draw is considered
designers and is a required area of study in foundation level courses a key skill to creating realistic 3D
at most art and design schools. This new, streamlined 6th Edition animation in today’s competitive com-
contains must-have content for students and instructors in art and puter graphics market. Drawing in
design, architecture, and interior design programs. the Digital Age teaches a new drawing
method based on simple math and
TABLE OF CONTENTS computer graphics principles that make drawing easier and more efficient,
Preface. Chapter 1: Overview. Chapter 2: Rendering Perspective Views from Observed even for those who consider themselves artistically challenged.
Reality. Chapter 3: Plans, Elevations, and Paraline Projections. Chapter 4 Constructing
Perspective Views. Chapter 5: Geometric Tools: Diagonals, Squares, and Cubes. Chap- TABLE OF CONTENTS
ter 6: Sloping Planes and Surfaces. Chapter 7: Circles and Curved Surfaces. Chapter
Introduction. Chapter 1: Understanding the Relationship between Math and Art.
8: Shadows and Reflections. Chapter 9: Freehand Sketching and Rapid Visualization.
Chapter 2: Extracting Graphical Structures. Chapter 3: Drawing with the ABC Meth-
Chapter 10: The Figure in Perspective. Chapter 11: Shading and Rendering. Chapter
od. Chapter 4: Drawing Simple Objects. Chapter 5: Drawing Complicated Objects.
12: Aerial Perspective. Appendix A: Examples of Perspective Views. Appendix B: Notes
Chapter 6: Drawing Complicated Scenes. Chapter 7: Using Advanced Techniques.
on Studying and Teaching Perspective Drawing. Index.
Chapter 8: Using Special Techniques for Drawing Human Bodies. General Tips.
Tips for Drawing Faces. Tips for Quick Life Sketches. Demonstrations. Summary.
Exercises. Post-Test: Drawing Van Gogh. Index.

8 Wiley Graphic & Digital Design Catalog | 2014


D R AW I N G

Drawing and Perceiving: Drawing Shortcuts:


Real-World Drawing for Developing Quick
Students of Architecture Drawing Skills Using
and Design, 4th Edition Today’s Technology,
Douglas Cooper 2nd Edition
978-0-470-04716-3 • 248pp • Paper • 2007 Jim Leggitt
978-0-470-43548-9 • 264pp • Hardcover • 2010
Drawing is the way architects and designers communicate with col col-
leagues, clients and others. Drawing and Perceiving discusses the knowl- Drawing is the way architects and designers communicate with colleagues,
edge, rational thought, and analysis that should be part of each step in the clients, and others. The ability to quickly generate sketches and presenta-
drawing process. This combination of technique along with theory and tion drawings is critical to any successful architect or designer. This book
analysis makes this book the intelligent guide to drawing. fills a gap in design drawing and presentation category by offering an
integrated approach to traditional and digital drawing for professionals
TABLE OF CONTENTS and students.
Preface. Acknowledgments. Chapter 1: Engaging the Visual World. Chapter 2: The
Order of Appearance. Chapter 3: When Order is Made. Appendix A: Perspective: TABLE OF CONTENTS
Office Method. Appendix B: Perspective: One-Point Magic Method. Appendix Preface. Acknowledgments. Introduction. Chapter 1: Traditional Drawing Types.
C: Shadow Projection in Orthographic Views. Appendix D: Shadow Projection in Chapter 2: Drawing Composition. Chapter 3: Traditional Drawing Tools. Chapter 4:
Perspective Views. Bibliography. Glossary. Index. About the CD-Rom. Traditional Coloring Tools. Chapter 5: Traditional Entourage Drawing. Chapter 6:
Digital Drawing Tools. Chapter 7: Tradigital Drawing. Chapter 8: Drawing Gallery.
Kirk Fromm. Jennifer Mahoney. Paul Stevenson Oles, Faia. Terry J. Leonard, Aia.
Michael P. O’beirne. Seth Harry, Aia. Stanley Doctor. Conclusion. Contributors.
Project Credits. Index. Jim Leggitt.

Pencil Sketching, Drawing and Designing


2nd Edition with Confidence:
Thomas C. Wang A Step-by-Step Guide
978-0-471-39919-3 • 128pp • Paper • 2001 Mike W. Lin
978-0-471-28390-4 • 208pp • Hardcover • 2008
Pencil Sketching, 2nd Edition illustrates
how the pencil allows the designer or Lavishly illustrated with nearly 400 color
artist to create a multitude of strokes illustrations, including extraordinary before and after student examples, high-
and a wide spectrum of tones and textures. For these reasons, this book quality print, oversized format, and hundreds of timesaving tricks of the trade, this
discusses the importance of why the pencil is almost always used as the book holds the keys to developing outstanding drawing and design skills.
first medium for learning sketching.
TABLE OF CONTENTS
TABLE OF CONTENTS
Loose vs Tight. Principles of Good Graphics. Rendering Techniques. Rendering
Materials and Equipment. Technique. Composition. Sketching. Sketching from Types. Lettering. Entourage. Perspective Drawing. How to Sketch. Design Pro-
Memory cess. Appendices. References. Credits. Index.

www.wiley.com/go/gdcatalog 9
D R AW I N G / T Y P O G R A P H Y

I L L U S T R AT O R
The Human Figure:
A Photographic
Reference for Artists Illustrator CC Digital
Erik A. Ruby Classroom
978-0-471-28949-4 • 352pp • Paper • 2004 Jennifer Smith, AGI Creative Team
978-1-118-63971-9 • 384pp • Paper w/ DVD • 2013
Now you can draw from your own life
model anytime you want without pay- This book includes 12 self-paced lessons
ing expensive models’ fees! This handy that let readers discover essential skills
volume contains over 600 detailed and explore new features and capa-
anatomical photographs for artists bilities of Adobe ILOR. Every lesson is
to study and draw from. Subjects presented in full color with step-by-step
included are male and female, and the models range in age from two years instructions, and learning is reinforced
old to ninety years old. with video tutorials and lesson files on a
TABLE OF CONTENTS
companion DVD. Jam-packed with information, this book and DVD takes
users from the basics through intermediate level topics and helps readers find
Male. Walking. Running. Standing. Sitting. Lying. Head. Hands. Feet. Female. the information they need in a clear, approachable manner.
Walking. Standing. Sitting. Lying. Head. Hands. Feet. Details. Expressions. Heads.
Hands. Eyes and Noses. Mouths. Ears. Two-Year-Old Child. Standing. Sitting. TABLE OF CONTENTS
Head. Hands. Feet.
Starting up, Lesson 1: Adobe Illustrator CC Jumpstart, Lesson 2: Getting to Know
the Workspace, Lesson 3: Illustrator CC Essentials, Lesson 4: Adding Color, Lesson 5:
Working with the Drawing Tools, Lesson 6: Exploring Additional Color Options, Les-
son 7: Working with and Formatting Text, Lesson 8: Organizing your Illustrations with
Layers, Lesson 9: Working with Symbols, Lesson 10: Using Effects and Transparency,
Lesson 11: Exporting and Saving Files, Lesson 12: Advanced Blending Techniques,
Lesson 13: Adobe Illustrator CC New Features, Appendix.

T YPOGR APHY

The
Designer’s
Guide to
Professional includes
Type Rules!: The Designer’s Typographic
Guide to Professional Design: Form and
Typography access to
bonus
videos
Typography, Fourth Edition Communication,
Ilene Sttizver 5th Edition
978-1-118-45405-3 • 304pp • Paper • 2013 Rob Carter, Ben Day,
Philip B. Meggs
Type Rules!, Fourth Edition is an up-
type rules
fourth edition
978-0-470-64821-6 • 368pp • Paper • 2011
to-date, thorough introduction to the
principles and practices of typography. This new 5th Edition is updated
From the fundamentals to cutting-edge throughout, including many new
Ilene
Strizver applications, this edition has everything images and case studies. New addi-
today’s serious designer needs to use tions include a chapter on typography
type effectively. Dozens of exercises reinforce authoritative coverage on on screen, up-to-date information on typographic technology, and new
such topics as how to select the appropriate type for the job, how to set coverage of topics related to visual metaphor, multi-modal typography,
type like a pro, how to avoid common mistakes, and how to design a and cultural developments in type.
typeface, as well as how to fully harness the power of major design pack-
ages including the Adbobe Creative Suite.  TABLE OF CONTENTS

Introduction. 1 The Evolution of Typography. 2 The Anatomy of Typography. 3


TABLE OF CONTENTS Syntax and Communication. 4 Legibility. 5 The Typographic Grid. 6 The Typo-
Preface, Acknowledgments, Introduction, Chapter 1 A Brief History of Type, Chapter 2 graphic Message. 7 Typographic Technology. 8 Typography on Screen. 9 Case
From Metal to Mac: Understanding Font Technology, Chapter 3 What Makes a Typeface Studies in Typographic Design. 10 Typographic Design Education. 11 Typographic
Look the Way It Does?, Chapter 4 Selecting the Right Type for the Job, Chapter 5 Design Process. 12 Type Specimens . Glossary. Bibliography. Picture Credits.
Formatting Your Type, Chapter 6 Typographic Hierarchy and Emphasis, Chapter 7 Fine- Index.
Tuning and Tweaking Your Type, Chapter 8 Spacing Considerations (or, Spacing Your
Type), Chapter 9 Finessing Your Type, Chapter 10 Figures, Fractions, Signs, Symbols, and
Dingbats, Chapter 11 Type on the Web (and other digital formats), Chapter 12 Type in
Motion, Chapter 13 Designing Your Own Typeface, Glossary, Typographic Resources,
Bibliography, Picture Credits, Digital Font Foundries and Distributors, Index

10 Wiley Graphic & Digital Design Catalog | 2014


T YPOGR APHY

A Typographic Workbook: Typographic Specimens:


A Primer to History, The Great Typefaces
Techniques, and Artistry, Philip B. Meggs, Rob Carter
2nd Edition 978-0-471-28429-1 • 416pp • Paper • 1993
Kate Clair,
Cynthia Busic-Snyder Specimens of thirty-eight of the
finest type families in the world are
978-0-471-69690-2 • 400pp • Paper • 2005
brought together in Typographic
This 2nd Edition is much more inter- Specimens: The Great Typefaces,
active, including many more quizzes, making it an invaluable reference
projects and exercises, along with tool for graphic designers, editors,
solutions, to take greater advantage art directors, production managers,
of the workbook concept. It also in- desktop publishers, and students.
cludes new and updated coverage of emerging digital technologies as well
as a revised historical overview presented in a more clear and logical way. TABLE OF CONTENTS

Design Interpretations. Akzidenz-Grotesk. American Typewriter. Baskerville.


TABLE OF CONTENTS Bembo. Bodoni. Bookman. Caledonia. Caslon. Centaur. Century Schoolbook.
Preface. Acknowledgments. Chapter 1: Ancient Writing Systems. Chapter 2: Cheltenham. Clarendon. Didot. Folio. Franklin Gothic. Frutiger. Futura. Galliard.
Lettering During the Roman Empire and Middle Ages. Chapter 3: Renaissance Ty- Gill Sans. Garamond. Goudy Old Style. Helvetica. Janson Text. Kabel. News Goth-
pography and Printing. Chapter 4: Typography During Colonization and Industri- ic. Optima. Palatino. Perpetua. Plantin. Sabon. Serifa. Stone Sans. Stone Serif.
alization. Chapter 5: Early Twentieth-Century Typography. Chapter 6: Technology Stymie. Times New Roman. Trump Mediaeval. Univers. Zapf Book.
Changes the Designers Role. Chapter 7: Contemporary Typography and Digital
Technology. Chapter 8: Character Characteristics. Chapter 9: Type Identifica-
tion and Classification. Chapter 10: Setting Text Type. Chapter 11: Selecting and
Combining Fonts Creatively. Chapter12: Organizing Typographic Compositions.
Appendix A: Font sample charts. Appendix B: Key concepts. Appendix C: Key Typographic Web Design:
players. Credits. Bibliography. Index.
How to Think Like a
Typographer in HTM
and CSS
Type and Image: Laura Franze
The Language of 978-1-119-97687-5 • 336pp • Paper • 2011
Graphic Design
Philip B. Meggs
Readers learn how to choose fonts, or-
978-0-471-28492-5 • 208pp • Paper • 2009 ganize information, create a system of
In this lively and lavishly illustrated hierarchy, work with tabular informa-
book, the author reveals the very tion, create a grid, apply a typographic
essence of graphic design. The system across multiple pages, and
elements that combine to form a build a font library. Each chapter provides time-tested typography rules
design—signs, symbols, words, to follow (modified for the web), explains why they work, when to break
pictures, and supporting forms—are them, and offers the opportunity to test the rules with hands-on exercises
analyzed and explained. The reader in HTML and CSS. If you don’t know HTML and CSS, Typographic
will find inspiration, hundreds of Web Design provides a walk-through for each lesson, showing you how to
exciting examples by many of America’s outstanding graphic designers. plan and write syntax.

TABLE OF CONTENTS
TABLE OF CONTENTS
1 Anatomy and Legibility: Is the Font Easy to Read?, 2 Aesthetics and Emotions:
The Elements of Graphic Design. The Union of Word and Picture. Graphic Space.
Does the Font Convey the Right Message?, 3 Contrast, Styles, and Characters:
Graphic Resonance. The Design Process. Epilogue. Notes. Bibliography. Picture
Can the Font Do the Job?, 4 Choosing Two Fonts to Work Together, 5 Rhythm
Credits. Index.
and Tension in the Typographic Layout, 6 How We Read, Part 1, 7 Chunking In-
formation: Vertical Spacing and Proximity, 8 Chunking Information with Headings:
Hierarchy and Similarity, 9 Attending to Typographic Details, 10 A Typographic
Approach to Tabular Information, 11 How We Read, Part 2, 12 Expressing
Structure and Rhythm: The Grid, 13 Helping Readers Move through the Site:
Navigation, 14 Applying Systems across Pages, 15 Building a Font Library, Part 4:
Designing with Type: Historical Styles, 16 The Traditional Page, 17 The Modernist
Page, 18 The Post-Modernist Page, APPENDIX A Moving Forward: Recommend-
ed Readings and Resources, Bibliography, Index

www.wiley.com/go/gdcatalog 11
I N N O VAT I O N A N D C R E AT I V I T Y
Erwin

nication 1
ess
Communicating the New: 101 Design Methods:
Communicating thE nEw

of methods and

Methods to Shape and A Structured Approach


t methods, what
ain that work—to
ers in advancing
2
Kim Erwin

Accelerate Innovation for Driving Innovation in


ovation process
re concepts and 3
and diffuse im-
nts a framework 4

Your Organization
communication
k outlines a new

Kim Erwin
t, alignment and

Communicating
icating The New

Vijay Kumar
thE nEw
t complexity

herent, and
978-1-118-39417-5 • 304pp • Paper • 2013
978-1-118-08346-8 • 304pp • Paper • 2012
m different

policies,
Communicating The New describes
Shape and Accelerate innovation
Methods to

Methods to Shape and Accelerate innovation


and demonstrates methods for com- 101 Design Methods is the first step-
mes to academia
, Kim specializes
the communica-
ch companies as

munication in the design thinking/


ous firms.

by-step guidebook for successful


innovation process. It introduces core innovation planning. Unlike other
concepts and methods that help man- popular titles, this book approaches
SBN: 978-1-118-39417-5
age complexity, accelerate synthesis, the practice of creating new products,
bring clarity, and diffuse important services, and customer experiences as a science, rather than an art, to
knowledge to the people who need to act on it. It offers everyone who is provide a practical set of collaborative tools and methods for planning and
involved in design thinking a practical toolkit for how to use communica- defining successful new offerings.
tion at every step of the innovation process to tame and frame the inher-
ent complexity of creating “the new.” TABLE OF CONTENTS

Introduction. Four core principles of successful innovation .Principle 1: Chapter 2:


TABLE OF CONTENTS
Build Innovations around Experiences. Principle 2: Chapter 4: Think of Innovations
1 Finding the conceptual center, 2 Framing the work, 3 Targeting your constitu- as Systems. Principle 3: Chapter 3: Cultivate an Innovation Culture Seven modes
ents, 4 Introduce new thinking, 6 Conclusion of the design innovation process. Mode 1: Sense Intent. Mode 2: Know Context.
Mode 3: Know People. Mode 4: Frame Insights. Mode 5: Explore Concepts.
Mode 6: Frame Solutions. Mode 7: Realize Offerings Understanding methods.

Make Space: How to Set


the Stage for Creative
Collaboration
Scott Doorley, Scott Witthoft
978-1-118-14372-8 • 272pp • Paper • 2011

Based on the work of the Stanford


d.schools Environments Collaborative,
Make Space is filled with concrete ways
to alter space to enhance creativity and
collaboration. It highlights the details that matter when designing space to
support creative teams.

TABLE OF CONTENTS

Foreword: David Kelley. Preface: George Kembel. The Environments Collabora-


tive. Chapter 1: Instructions. Chapter 2: Tools. Chapter 3: Situations. Chapter 4:
Insights. Chapter 5: Design Template. Chapter 6: Space Studies. Index.

12 Wiley Graphic & Digital Design Catalog | 2014


PR INTING AND ADVER TISING DESIGN

Designing Brand Identity: Designing for Print,


An Essential Guide for 2nd Edition
the Whole Branding Charles Conover
Team, 4th Edition 978-0-470-90597-5 • 256pp • Paper • 2012
Alina Wheeler
Designing for Print, 2nd Edition is a
978-1-118-09920-9 • 320pp • Hardcover • 2012
single-source guide to planning, design-
Writers have The Elements of Style. ing and printing successful projects
Managers have The Effective Execu- using the Adobe Creative Suite 5. Jam
tive. Chairpeople have Robert’s Rules of packed with helpful tips and advanced
Order. And now brand-builders have techniques, this book is an essential ad-
Designing Brand Identity. If you have dition to any designer’s library.
(or would like to have) responsibility for managing, measuring, critiquing,
TABLE OF CONTENTS
or designing a brand, you’ve found your bible.
Chapter 1: Planning Your Design Layout Variations: Standard and Custom Formats
TABLE OF CONTENTS Chapter 2: Designing with Type Type Fundamentals. Chapter 3: Designing with
Photographs Image Types: One Color, Two Color. Chapter 4: Advanced Typogra-
Brand Basics: What is brand? What is brand identity? What is branding? Who
phy Using the Character and Paragraph Palettes. Chapter 5: Preparing Your Im-
are stakeholders? Why invest? Insight. Brand strategy. Positioning. Big idea.
ages. Chapter 6: Illustrating Effectively Simple Illustration Approaches. Chapter 7:
Customer experience. Names. Brand architecture. Taglines. Staying on message.
Putting It All Together. Bibliography. Photography and Illustration. Credits. Index.
Cross culture. Brand Ideals: Overview. Vision. Meaning. Authenticity. Coherence.
Flexibility. Commitment. Value. Differentiation. Durability. Brand elements: Brand-
marks. Sequence of cognition. Wordmarks. Letterform marks. Pictorial marks.
Abstract marks. Emblems. Characters. Look and feel. Brand forces: Overview.
Make a difference. Social media. Apps. Touch. Video. Art and Science. China.
Brand licensing. Private labeling. Certification. Crisis Communications. Personal
branding. Before and after: Private label. Redesign. Packaging. Process basics: Advertising by Design:
A process for success. Managing the process. Measuring success. Collaboration. Generating and
Decision making. Intellectual property. Phase 1—Conducting research. Phase 2—
Clarifying strategy. Phase 3—Designing identity. Phase 4—Creating touchpoints.
Designing Creative
Phase 5—Managing assets. Ideas Across Media,
2nd Edition
Robin Landa
978-0-470-36268-6 • 288pp • Paper • 2010

Specifically geared toward designers


A Guide to Graphic Print and design students, this book pro-
Production, 3rd Edition vides a detailed, illustrated, behind-
Kaj Johansson, the-scenes view of the development
Peter Lundberg, process behind great advertising.
Robert Ryberg Topics covered include everything from advertising ethics and the history
978-0-470-90792-4 • 400pp • Hardcover • 2011 of the profession to design composition and copywriting.
A Guide to Graphic Print Production TABLE OF CONTENTS
covers all steps in the print production
Preface. Acknowledgments. Part 1 The Essentials: Purpose, Process, And Think-
process with detailed explanations
ing Creatively. Chapter 1: What Is Advertising?. Chapter 2: The Project Process.
supported by informative sidebars and Chapter 3: Creative Thinking. Part 2 Formulating An Advertising Idea: Writing
full-color illustrations. The new 3rd And Designing. Chapter 4: The Brand Idea. Chapter 5: The Big Idea. Chapter
Edition is fully updated to reflect all 6: Copywriting. Which Comes First: The Line Or The Visual? Chapter 7: Ap-
aspects of digital printing and the most current technologies. proaches.. Chapter 8: Typography And Visualization. Chapter 9: Composition.
Part 3 Designing Across Media. Chapter 10: Campaigns And Storytelling. Chapter
TABLE OF CONTENTS 11: Designing For Print. Chapter 12: Designing For Motion, Broadcast, And
Broadband. Chapter 13: Designing For Web Sites. Chapter 14: Designing For
Chapter 1: Graphic Print Production. Chapter 2: The Computer. Chapter 3: Color
Mobile Advertising. Chapter 15: Designing For Social Media And Unconventional
Management. Chapter 4: Digital Images. Chapter 5: Image Editing. Chapter 6:
Marketing. Glossary. Bibliography. Index.
Layout Chapter 7: Prepress. Chapter 8: Paper. Chapter 9: Printing. Chapter 10:
Finishing. Glossary.

www.wiley.com/go/gdcatalog 13
PR INTING AND ADVER TISING DESIGN

Grids: Creative Solutions


Digital Design for Print for Graphic Designers
and Web: An Introduction Lucienne Roberts
to Theory, Principles, and 978-0-470-19508-6 • 224pp • Paper • 2008
Techniques
Grids: Creative Solutions for Graphic
John DiMarco Designers is a sourcebook of creative
978-0-470-39836-4 • 352pp • Paper • 2010 ideas, a guidebook for creating successful
grids, and a digital tool ready for imme-
Design programs are increasingly
diate use. The book features full-color
teaching design basics using digital
exemplary print designs and the grids
tools. Digital Design for Print and Web
that underpin each piece of work.
emphasizes design concepts while
focusing on the use of digital tools to
execute print and web-based design solutions.
TABLE OF CONTENTS
TABLE OF CONTENTS Introduction. Catalogs, leaflets, and brochures. Exhibitions. Illustrated books.
Preface. Acknowledgments. Part One Theory and Principles. Chapter 1: Com- Identities. Magazines, newspapers and newsletters. Packaging. Posters and
munication Goals. Chapter 2: Design: Definition and Devices. Chapter 3: Design: fliers. Index.
Elements and Principles. Chapter 4: Conceptualization and Planning. Chapter
5: Raster Graphics. Chapter 6: Vector Graphics. Chapter 7: Digital Page Layout
for Print. Chapter 8: Web Site Design and Development. Bibliography. Figure
Credits. Index. Appendices and online movie lessons are available at www.wiley.
com/go/digitaldesign.

Corporate Identity
Design
Veronica Napoles
978-0-471-28947-0 • 144pp • Paper • 2002

In a market cluttered with big and small


companies competing for the con-
sumer’s attention, public image becomes
more critical than ever to the success of
any business. Corporate Identity Design
provides a practical tool for designing
and implementing a successful, compre-
hensive corporate identity program.

TABLE OF CONTENTS

Introduction to Corporate Identity. Establishing the Need for a Corporate Identity


Program. Where to Begin. Types of Symbols and Approaches. Methodology—
Phase I. Design Exploration—Phase II. Design Refinement—Phase III. Implemen-
tation—Phase IV. What is in a Name? Appendices. Notes. Bibliography. Index.

14 Wiley Graphic & Digital Design Catalog | 2014


PRODUCT AND INDUSTRIAL DESIGN

Packaging Design: The Packaging Designer’s


Successful Product Book of Patterns,
Branding From Concept 4th Edition
to Shelf, 2nd Edition Laszlo Roth, George L. Wybenga
Marianne R. Klimchuk, 978-1-118-13415-3 • 688pp • Paper • 2013
Sandra A. Krasovec
Packaging design is increasingly inte-
978-1-118-02706-6 • 256pp • Paper • 2012
gral to product development activities
Packaging Design, 2nd Edition shows and is among the earliest consider-
how to create packaging designs for ations of product designers and brand
consumer brands that effectively managers. This book shows how pack-
communicate in the retail environment. This new edition is the most aging design involves the design of the
comprehensive and timely resource of practical and professional informa- physical shape of the package, and the
tion for creating packaging designs that serve as the marketing vehicles for integration of the packaging process into the production process.
consumer products.
TABLE OF CONTENTS
TABLE OF CONTENTS
Preface from the First Edition. Foreword. Introduction. The Folding Carton Trays.
Acknowledgments. Foreword. Preface. Chapter 1: Accounting for the Past. Tubes Sleeves, Wraps, and Folders. The Set-Up or Rigid Paper Box Corrugated
Chapter 2: Defining Packaging Design. Chapter 3: Elements of the Packaging Containers. Point-of-Purchase Displays. Glossary. Bibliography. Index.
Design. Chapter 4: The Design Process. Chapter 5: The Packaging Design Profes-
sion. Bibliography: Consumer Product Categories. Glossary: Materials & Tools
Professional Resources. Figures. Credits. Index.

Packaging Sustainability: Industrial Design:


Tools, Systems and Materials and
Strategies for Innovative Manufacturing Guide,
Package Design 2nd Edition
Wendy Jedlicka Jim Lesko
978-0-470-24669-6 • 368pp • Paper • 2008 978-0-470-05538-0 • 256pp • Hardcover • 2008

Packaging design is increasingly inte- Industrial Design: Materials and


gral to product development activities Manufacturing Guide, 2nd Edition
and is among the earliest consider- provides detailed coverage of materials and manufacturing processes
ations of product designers and brand that industrial designers need without the in-depth and overly techni-
managers. This book offers a single cal discussions commonly directed toward engineers.
source for practical information on how to design sustainable packaging
that serves as the marketing vehicle for consumer products. TABLE OF CONTENTS

Introduction. Manufacturing Methods Metals. Metal Forming. Metal Cutting.


TABLE OF CONTENTS Thermal Joining. Metal Finishing & Coatings. Resins (Polymers) “Plastics.”
Introduction. Chapter 1: Taking the First Step. Chapter 2: Mechanics of Human Resin Forming Processes. Machining Plastics. Joining Plastics. Finishing Plastics.
Behavior. Chapter 3: Marketing and Truth. Chapter 4: Laws and Economics. Rubbers and Elastomers. Natural Engineering Materials. Composites. Computer
Chapter 5: Systems Thinking. Chapter 6: Materials and Processes. Chapter 7: In- Aided Design/Rapid Prototype.
novation Toolbox. Endnotes and Resources.

www.wiley.com/go/gdcatalog 15
E N V I R O N M E N TA L A N D G R A P H I C D E S I G N / I N F O R M AT I O N D E S I G N

Signage and Wayfinding Design: A Complete Guide to Creating Environmental


Graphic Design Systems
Chris Calori
978-0-471-74891-5 • 256pp • Hardcover • 2007

Signage and Wayfinding Design: A Complete Guide to Creating Environmental Graphic Design Systems is an essential refer-
ence for design professionals. Comprehensive and accessible, this resource enables readers to apply a standard, proven
design process to large and small projects in an efficient and systematic manner.

TABLE OF CONTENTS

Foreword. Acknowledgments. Introduction. Chapter 1: What Is Environmental Graphic Design? Chapter 2: The Design Process.
Chapter 3: Overview of the Signage Pyramid Model. Genesis of a Design Approach. Chapter 4: The Information Content System.
Chapter 5: The Graphic System. Chapter 6: The Hardware System. Project Credits. Bibliography. Index.

I N F O R M AT I O N D E S I G N

Designing Information: Human Factors and Common Sense in Information Design


Joel Katz
978-1-118-34197-1 • 256pp • Hardcover • 2012

Designing Information identifies and examines issues of communicating information. Through real life problems and
examples, hypothetical and historical examples, and seminal student work, the book establishes a conceptual and prag-
matic understanding of human factors-driven information design.

TABLE OF CONTENTS

Chapter 1: Aspects of Information Design. The nature of information. Chapter 2: Qualitative Issues. Perceptions, conventions,
proximity. Chapter 3: Quantitative Issues. Dimensionality, comparisons, numbers, scale. Chapter 4: Structure, Organization, Type
Hierarchy and visual grammar. Chapter 5: Finding Your Way? Movement, orientation, situational geography. Chapter 6: Documents.
Stories, inventories, notes.

The Practical Guide to Information Design


Ronnie Lipton
978-0-471-66295-2 • 304pp • Hardcover • 2005

While there are many source books that show the results of the information design, there is very little literature available to
designers, design instructors, and students that describe the process involved with creating successful information design proj-
ects. This text fills the gap with a detailed, behind-the-scenes view of the development process for a range of media.

TABLE OF CONTENTS

Acknowledgments. Introduction. Section I: Audience. Identifying The Audience. Chapter 1. How Humans (Almost) Universally Perceive.
Chapter 2. Usability And How To Achieve It. Section Ii: Word Design. How To Design Understandably. Chapter 3. How To Work With
Type And Layout. Chapter 4. How To Write Clearly. Chapter 5. How To Use Color Meaningfully. Section Iii: Picture Design. How To Design
Meaningful Graphics. Chapter 6. How To Make Pictures That Inform. Chapter 7. Design, Label, And Caption Diagrams Clearly. Chapter 8.
Clear Forms Improve Users’ Experience. Chapter 9. How To Help People Find Their Way Clearly. Bibliography/Resources. Index. About
The Author.

16 Wiley Graphic & Digital Design Catalog | 2014


I N F O R M AT I O N D E S I G N / B R A N D M A N A G E M E N T / S T R AT E G Y

Cool Infographics: Effective Communication with Data Visualization and Design


Randy Krum
978-1-118-58230-5 • 384pp • Paper • 2013

Cool Infographics presents the design process and the software tools for creating the best in infographics. A special sec-
tion provides how-to on the ever increasingly popular “infographic” resumes. The book appeals to a wide audience of
professionals as well as those wanting to transform data into terrific graphics.

TABLE OF CONTENTS

The Science of Infographics. Online Infographics. Infographics and SEO. Infographic Resumes. Internal Confidential Infographics.
Designing Infographics. Resources.

B R A N D M A N A G E M E N T / S T R AT E G Y

Designing Brand Identity: An Essential Guide for the Whole Branding Team,
4th Edition
Alina Wheeler
978-1-118-09920-9 • 320pp • Hardcover • 2012

Writers have The Elements of Style. Managers have The Effective Executive. Chairpeople have Robert’s Rules of Order. And
now brand-builders have Designing Brand Identity. If you have (or would like to have) responsibility for managing,
measuring, critiquing, or designing a brand, you’ve found your bible.

TABLE OF CONTENTS

Brand Basics: What is brand? What is brand identity? What is branding? Who are stakeholders? Why invest? Insight. Brand strategy.
Positioning. Big idea. Customer experience. Names. Brand architecture. Taglines. Staying on message. Cross culture. Brand Ideals:
Overview. Vision. Meaning. Authenticity. Coherence. Flexibility. Commitment. Value. Differentiation. Durability. Brand elements:
Brandmarks. Sequence of cognition. Wordmarks. Letterform marks. Pictorial marks. Abstract marks. Emblems. Characters. Look and feel. Brand forces: Overview. Make
a difference. Social media. Apps. Touch. Video. Art and Science. China. Brand licensing. Private labeling. Certification. Crisis Communications. Personal branding. Before
and after: Private label. Redesign. Packaging. Process basics: A process for success. Managing the process. Measuring success. Collaboration. Decision making. Intellectual
property. Phase 1—Conducting research. Phase 2—Clarifying strategy. Phase 3—Designing identity. Phase 4—Creating touchpoints.Phase 5—Managing assets.

Brand Atlas: Branding Intelligence Made Visible


Alina Wheeler, Joel Katz
978-0-470-43342-3 • 144pp • Hardcover • 2010

Brand Atlas is the worlds first definitive compendium of diagrams and process maps about branding, marketing, and design.
This resource features dozens of full-color diagrams that accelerate the understanding of core concepts and helps readers
navigate complex theories and best practices.

TABLE OF CONTENTS

1: Dynamics. Brand Landscape Global Sourcing. Speed. Design Thinking. Word of Mouth. Conversation. Interconnected. Open Source.
Social Networks. Experience. Passion. Transparency. The Cloud. Sustainability. Mobility. Crowdsourcing. Free. Placemaking. Choice. 2:
Intelligence. Brand Basics Brand as Identity. Vision. Needs and Desire. Touchpoints. Purpose. Spirit and Soul. Perception. Authenticity.
Positioning. Stakeholders. Big Idea. Brand as Asset. Brand Extensions. Brand Alignment. Brand Architecture. Recognition. Trademarks. 3:
Drive. Brand Management Names. Good and Different. Branding. Simplicity. Culture. Collaboration. Time Management. Competencies. Insight. Focus. Customer Service.
Customer-centric. Growth. Metrics. Fight or Flight. Onliness Exercise. Perceptual Mapping. SWOT Exercise. Flow. 4: Details. Brand Questions. Project Management. Brand
Decisions. Branding Process. Big Idea Process. Bibliography. Credits. Index . Gratitude. Authors Reflections. Diagram Matrix. About the Authors.

www.wiley.com/go/gdcatalog 17
POR TFOLIO DESIGN / PROFESSIONAL PR AC TICE

7.5 x 9.125 SPINE: 0.5625 FLAPS: 0

nning
MyeRs

folios THIRD EDITION

The Graphic Designer’s Guide to Portfolio Design, 3rd Edition


or multimedia starts
The Graphic Designer’s Guide to

ts your best work in


ws with leaders in the
ies, and step-by-step
print and digital port-

Debbie Rose Myers


eed to know to make
design professional—
n marketing yourself

978-1-118-42814-6 • 304pp • Paper • 2013


to fix them
s
Landing a job in graphic design or multimedia starts with the creation of a portfolio that showcases a student’s best
Portfolio Design

t it takes to succeed
work. With sample portfolios, interviews with leaders in graphic design and advertising industries, and step-by-step
sign gives you all the

The Graphic Designer’s Guide to instruction for creating professional print and digital portfolios, this book helps students successfully transition from

Portfolio Design
, and web design at

design student to design professional. Students will learn: what should be included in a winning portfolio; the whys and
o design courses and

the hows of digital portfolio interface design; things that can go wrong in portfolio development--and how to fix them;
EDITION
THIRD

0 USA/$50.00 CAN
Debbie Rose Myers
how to write a résumé, an artist’s statement, and a cover letter; how to leverage social media in support of a completed
portfolio; and more.

TABLE OF CONTENTS

Chapter 1: The Portfolio Process—Start to Finish. Chapter 2: Planning Your Portfolio. Chapter 3: The Traditional Portfolio. The Résumé, Cover Letter, and Business Card.
Chapter 4: The Traditional Portfolio. Design and Art Projects. Chapter 5: The CD-ROMs, DVDs, and Web Sites. Chapter 6: The Digital Portfolio. Technical Elements. Chap-
ter 7: The Design Phase. Chapter 8: Working with Type. Chapter 9: Maneuvering around Your Site Navigation. Chapter 10: The Web-based Portfolio. Web Page Design.
Chapter 11: The Web-based Portfolio. Technical Elements. Chapter 12: Multimedia and Your Interface. Chapter 13: Designer Checklists. Chapter 14: Using Social Media to
Land a Great Job. Chapter 15: Taking Interviews and Presenting Your Portfolio. Glossary. Bibliography. Appendix: Internet Resources. Index.

PROFESSIONAL PR AC TICE

Polly McKE
M cKEnna-Cr
nna-CrEE ss Jan E t a . KaMiEn
JanE Ka MiEn

Creating Exhibitions: A Graphic Design


Collaborations in the Student’s Guide to
Planning, Development, Freelance: Practice
C r e at i n g and Design of Innovative Makes Perfect
Exhibitions Experiences Ben Hannam
Collaboration in the Planning, Development
and Design of Innovative Experiences
P. McKenna-Cress 978-1-118-34196-4 • 240pp • Paper • 2012
978-1-118-30634-5 • 320pp • Paper • 2013
A Graphic Design Student’s Guide to
Structured around the key phases of Freelance is a book about helping
the exhibition design process, this sin- graphic design students freelance
gle source guide offers complete cov- while in college in order to contextu-
erage of tools and processes required alize the material they are learning in
to develop successful exhibitions from their graphic design classes. In doing
research and development through design and installation.  Intended to so, the material in the text assists graphic design students in rounding out
appeal to the broad range of stakeholders in any exhibition design process, and refining their overall education.
the book offers this critical information in the context of a collaborative
process intended to drive innovation for exhibition design. TABLE OF CONTENTS

Accessing Digital Files Online. Preface. Acknowledgments. Chapter 1: Introduc-


TABLE OF CONTENTS tion. Chapter 2: Why Should You Freelance? Chapter 3: Planning Your Business.
Introduction, Chapter 1: Collaboration, Chapter 2: Advocacies And Action Steps, Chapter 4: I Have A Business Plan. Now What? Chapter 5: A First Time For
Chapter 3: Advocacy For The Institution, Chapter 4: Advocacy For The Subject Everything. Chapter 6: Intermediate-Gaining Momentum. Chapter 7: Advanced-
Matter, Chapter 5: Advocacy For Visitor Experiences, Chapter 6: Advocacy For Stretching Your Wings. Chapter 8: Moving Forward Epilogue. Chapter 9: Looking
Design, Chapter 7: Advocacy For Project And Team, Chapter 8: Methods And Back On Your Experience. Index. Resources.
Techniques, Chapter 9: Process And Phases, Index

18 Wiley Graphic & Digital Design Catalog | 2014


PROFESSIONAL PR AC TICE

Becoming a Graphic Becoming a Digital


Designer: A Guide to Designer: A Guide to
Careers in Design, Careers in Web, Video,
4th Edition Broadcast, Game and
Steven Heller, Animation Design
Teresa Fernandes Steven Heller, David Womack
978-0-470-57556-7 • 368pp • Paper • 2010 978-0-470-04844-3 • 336pp • Paper • 2007

The 4th Edition of the bestselling Be- Becoming a Digital Designer provides
coming a Graphic Designer continues a comprehensive survey of the digital
to provide a comprehensive survey design market, including complete
of the graphic design industry, from coverage of web design, video design,
print to electronic media. Revised broadcast design, game design and animation. This visual guide has more
throughout, the 4th Edition includes new information on digital editorial than 425 illustrations and covers everything from education and training
design, information design, packaging design, and interactive design. to work settings.

TABLE OF CONTENTS TABLE OF CONTENTS


Preface. Introduction. So You Want To Be A Graphic Designer? On Being An Acknowledgements. Introduction. Who Wants To Be A Digital Designer?. Part
Influence. Milton Glaser. The Quotable Designer. The Ideal Employee. Section One: Understanding The Digital. Chapter 1: Speaking Computer. Sidebars. Chap-
One: Design Specialties. I. Editorial. Ii. Corporate Design. Iii. Book Design. Iv. ter 2: Action/Reaction. Chapter 3: Information Visualization. Chapter 4: Designing
Music/Cds. V. Information Design. Vi. Advertising And Branding. Vii. Environmen- For Growth. Chapter Five: Designing For Multiple Devices. Part Two: Media And
tal. Viii. Interaction. Ix. Motion. X. Type And Lettering. The Quotable Designer. Methods. Chapter 6: Web Design. Chapter 7: Motion Design. Chapter 8: Game
Advice To Aspiring Designers. Section Two: Design Businesses. Freelancers. Small Design. Interviews. Rodney Alan Greenblat. Eric Zimmerman. Chapter Nine:
Studio. Partnerships. Medium Firm. Large Firm. The Quotable Designer. Major Digital Entrepreneurs. Chapter Ten: Blogs. Chapter Eleven: Beyond The Screen.
Infl Uences. Section Three: Design Options. Crossing Disciplines. Entrepreneurs. Chapter Twelve: Illustration. Chapter Thirteen: Typography And Graphic Design.
Authorship. The Quotable Designer. Design Personality. Section Four: Design Part Three: Digital Education. Chapter Fourteen: The Education Matrix. Educa-
Education. Undergraduate. Graduate School. Continuing Education. Art Schools tional Resources. Bibliography. Index.
And Colleges: A Selection. Appendix. Resources. Selected Bibliography. Recom-
mended Reading. Index. Designers.

Sustainable Graphic The Graphic Designer’s


Design: Tools, Systems Guide to Creative
and Strategies for Marketing: Finding
Innovative & Keeping Your Best
Print Design Clients
Wendy Jedlicka Linda Cooper Bowen
978-0-470-24670-2 • 528pp • Paper • 2009 978-0-471-29314-9 • 192pp • Paper • 1999

Sustainable Graphic Design offers prac- The marketing of design services is


tical information on how to incorpo- unique because the service is intan-
rate sustainable design techniques into gible and highly subjective. This book
graphic design and print production. addresses this issue for graphic design-
This single- source guidebook includes information on materials and ers with practical, need-to-know
processes, listing the advantages and disadvantages of each, and features information that makes it a great fit with other graphic design titles.
case studies that tie key concepts together.
TABLE OF CONTENTS
TABLE OF CONTENTS
What is Marketing? The Role of the Marketing Account Manager/Rainmaker: or
Foreword. Introduction. Chapter 1: Making The Business Case. Chapter 2: The How To Do It Yourself. The Internal Audit: The Foundation of a Realistic Business
Psychology Of Graphics. Chapter 3: Seeking Truth In Marketing. Chapter 4 Sys- Plan. The External Audit: A Reality Check. Targeting and Tracking: How to Find
tems Thinking. Chapter 5: Materials And Processes. Chapter 6: Working Smarter. the Best Clients. Positioning and Image. The Marketing and Self-Promotion Pro-
Chapter 7: Innovation Toolbox. Notes By Chapter. Index. gram. Successful Marketing Programs. Account Management Skills: Keeping the
Client. Continuing Education: The Thinking Designer. Index.

www.wiley.com/go/gdcatalog 19
2 D / 3 D D E S I G N A N D C O M P U T E R A N I M AT I O N

3D Animation Essentials 3D for Graphic Designers


Andy Beane Ellery Connell
978-1-118-14748-1 • 352pp • Paper • 2012 978-1-118-00421-0 • 432pp • Paper w/ DVD • 2011

3D Animation Essentials gives 3D for Graphic Designers offers a


aspiring 3D artists the essential quick and efficient way for 2D digital
fundamentals of 3D animation and artists to experiment, learn and imple-
computer graphics (CG). Whether ment 3D design into their work. The
you’re considering a career in as a 3D examples in this book allow artists to
artist or simply wish to expand your broaden their skills and client base as
understanding of general CG prin- well as save money where outsourcing
ciples, this book produces a thorough would have been the only previous
overview of the industry. option. Readers get hands-on basic
training in working in 3D space, product design, industrial design and
TABLE OF CONTENTS visualization, modeling, animation, lighting, and rendering -- skills neces-
Introduction. Chapter 1: 3D Animation Overview. Chapter 2: Getting to Know sary in today’s competitive search for jobs in graphic design.
the Production Pipeline. Chapter 3: Understanding Digital Imaging and Video.
Chapter 4: Exploring Animation, Story, and Pre-visualization. Chapter 5: Under- TABLE OF CONTENTS
standing Modeling and Texturing. Chapter 6: Rigging and Animation. Chapter 7: 1 Working in 3D Space, 2 Creation of Objects, 3 Creating Procedural Textures, 4
Understanding Visual Effects, Lighting, and Rendering. Chapter 8: Hardware and Lighting, 5 Modeling, 6 Textures, 7 Lighting for Visualization, 8 Interior Model, 9
Software Tools of the Trade. Chapter 9: Industry Trends. Appendix A: Answers to Interior Texture, 10 Exterior Model, 11 Exterior Texture, 12 Render Outputs, 13
Review Questions. Appendix B: Gaining Insight into 3D Animation Education. Beginning Animation
Appendix C: Learning from Industry Pros. Index.

The Art of 3D Computer 3-D Human Modeling and


Animation and Effects, Animation, 3rd Edition
4th Edition Peter Ratner
Isaac V. Kerlow 978-0-470-39667-4 • 400pp • Paper • 2009
978-0-470-08490-8 • 512pp • Paper • 2009
This easy-to-follow book guides you
The world of 3D animation and through all the necessary steps to cre-
imaging is rapidly expanding and ate and animate digital humans. Filled
changing. Since the publication of The with detailed, practical information
Art of 3D Computer Animation and about creating and animating 3-D
Effects, 3rd Edition in 2003, there have human models, it features more that
been major advancements in software, 500 images and is accompanied by a
technique and hardware. This new CD that contains Quicktime tutorials
edition is critical to the continued use tied to each chapter.
of the Kerlow book in both academic
and professional settings. TABLE OF CONTENTS

Preface. About The DVD. Chapter 1: Beginning Modeling Techniques. Chapter 2:


TABLE OF CONTENTS Intermediate Modeling Techniques. Chapter 3: Anatomy Of The Human Figure.
Section I: Introduction. Chapter 1: Animation, Visual Effects, And Technology Chapter 4: Advanced Modeling Techniques. Chapter 5: Advanced Modeling
In Context. Chapter 2: Creative Development And The Digital Process. Section Techniques. Part 2: The Torso. Chapter 6: Advanced Modeling Techniques. Part
Ii: Modeling. Chapter 3: Modeling Concepts. Summary. Space, Objects, And 3: The Arm And Hand. Chapter 7: Advanced Modeling Techniques. Part 4: The
Structures. Chapter 4: Modeling Techniques. Chapter 5: Advanced Modeling Leg And Foot. Chapter 8: Advanced Modeling Techniques. Part 5: Final Parts.
And Rigging Techniques. Section III: Rendering. Chapter 6: Rendering Concepts. Chapter 9: Surfacing And Lighting Details. Chapter 10: Setting Up The Human
Chapter 7: The Camera. Chapter 8: Lighting. Chapter 9: Shading And Surface Model For Animation. Chapter 11: Fundamentals Of Human Animation. Chapter
Characteristics. Section IV: Animation And Effects. Chapter 10: Principles Of 12: Human Animation Principles. Bibliography. Index.
Animation. Chapter 11: Computer Animation Techniques. Chapter 12: Advanced
Computer Animation Techniques. Chapter 13: Visual Effects Techniques. Section
V: Post-Processing. Chapter 14: Retouching, Compositing, And Color Grading.
Chapter 15: Image Resolution And Output. Key Terms. Appendix. Index.

20 Wiley Graphic & Digital Design Catalog | 2014


2 D / 3 D D E S I G N A N D C O M P U T E R A N I M AT I O N

Introduction to Two- Principles of Two-


Dimensional Design: Dimensional Design
Understanding Form and Wucius Wong
Function, 2nd Edition 978-0-471-28960-9 • 104pp • Paper • 2009
John Bowers
Understanding the elements of two-
978-0-470-16375-7 • 160pp • Paper • 2008
dimensional design and the infinite
Introduction to Two-Dimensional options available in organizing choices
Design, 2nd Edition provides a made are at the core of this book.
solid foundation in timeless design Wong surveys all concepts of forms
principles. With the help of more and structures, covering most situa-
than 200 revealing illustrations, this tions in two-dimensional composi-
book explores both the qualitative tion, formal or informal.
and quantitative aspects of 2D design,
TABLE OF CONTENTS
interweaving historical accounts with penetrating analyses of visual prin-
ciples and issues found in important contemporary examples. Form. Repetition. Structure. Similarity. Gradation. Radiation. Anomaly. Contrast.
Concentration. Texture. Space.
TABLE OF CONTENTS

Introduction. Chapter 1: Thinking Broadly. Chapter 2: Sending and Receiving


Messages. Chapter 3: Applying Theories and Methodologies. Chapter 4: Explor-
ing Visual Components. Chapter 5: Composing Visually. Chapter 6: Shaping
Color. Chapter 7: Looking Closer. Timeline. Movements. Terms. Study Questions.
Interviews. Endnotes. Bibliography. Index. Image Credits.

M AYA

Autodesk Maya 2014 Introducing Autodesk


Essentials: Autodesk Maya 2014: Autodesk
Office Press Official Press
Paul Naas Dariush Derakhshani
978-1-118-5750-79 • 304pp • Paper • 2013 978-1-118-57490-4 • 672pp • Paper • 2013

Autodesk Maya Essentials teaches the Professional visual effects artist and
basics of Maya modeling, textur- instructor Dariush Derakhshani leads
ing, animating, and visual effects to readers through the nuances of the
familiarize readers with the program complex software without over-
as a whole.  The hands-on projects explaining or over-simplifying. The
offer realistic, job-related, professional tutorials offer realistic, professional
challenges for those new to 3D, and challenges for those new to 3D, and
to those coming from another 3D application. Each chapter leads with to those coming from another 3D application. Introducing Autodesk Maya
an introduction to the topic and explains methods, as well as why certain is the perfect guide to get you up and running in the world’s most popular
methods are used. Each chapter is richly illustrated with workflow-based professional 3D software application.
projects and examples to make following the sometimes-difficult subject
matter much easier and fun. TABLE OF CONTENTS

Chapter 1 Introduction to Computer Graphics and 3D, Chapter 2 Jumping in


TABLE OF CONTENTS Headfirst, with Both Feet, Chapter 3 The Autodesk Maya 2014 Interface, Chapter
Chapter 1 Understanding the Maya Interface, Chapter 2 Creating Your First 4 Beginning Polygonal Modeling, Chapter 5 Modeling with NURBS Surfaces and
Animation, Chapter 3 Modeling with Polygons, Part 1, Chapter 4 Modeling with Deformers, Chapter 6 Practical Experience, Chapter 7 Autodesk Maya Shading
Polygons, Part 2 , Chapter 5 Modeling with Polygons, Part 3, Chapter 6 Sur facing and Texturing, Chapter 8 Introduction to Animation, Chapter 9 More Animation!,
Your Character, Chapter 7 Get ting Bent Out of Shape: Blend Shapes, Chapter Chapter 10 Autodesk Maya Lighting, Chapter 11 Autodesk Maya Rendering,
8 Dem Bones: Set ting Up Your Joint System, Chapter 9 Weighting Your Joints, Chapter 12 Autodesk Maya Dynamics and Effects
Chapter 10 Rigging Your Character, Chapter 11 Set ting the Scene: Creating an
Environment, Chapter 12 Making It Move: Animating Your Character, Chapter 13
Let There Be Light: Lighting Your Shot, Chapter 14 Rendering and Compositing
Your Scene

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M AYA

Mastering Autodesk Maya Visual Effects:


Maya 2014: Autodesk The Innovator’s Guide,
Official Press Autodesk Official Press,
Todd Palamar Second Edition
978-1-118-57496-6 • 1008pp • Paper • 2013 Eric Keller
978-1-118-44160-2 • 400pp • Paper • 2013

From modeling, texturing, animation, Maya artists often have to find


and visual effects to high-level tech- shortcuts and work-arounds to make
niques for film, television, games, and the deadline while still delivering im-
more, this book provides professional- peccable professional results. Sybex’s
level instruction on Maya. You’ll Maya Visual Effects The Innovator’s
learn Dynamics, Maya Muscle, Guide, 2nd Edition takes that same “MacGyver” type approach as the
Stereo Cameras, Assets, rendering with mental ray, and more. Filled with first edition with new projects and new challenges for the intermediate
challenging tutorials and real-world scenarios from some of the leading to advanced Maya user.  Just like in the studio, each chapter presents a
professionals in the industry, this one-of-a-kind guide gives you valuable director’s sketch on the back of a napkin envisioning fire, otherworldly
insight into the entire CG production pipeline. If you’ve been looking for phenomenon, and dreamlike sequences that the reader-artists have to
a complete, professional quality Maya resource to turn to again and again, interpret and bring to life in Maya.
this is the book for you.
TABLE OF CONTENTS
TABLE OF CONTENTS
Chapter 1 Texture Effects, Chapter 2 Particle Effects, Chapter 3 Joint Rigging for Ef-
Chapter 1 Working in Autodesk Maya, Chapter 2 Virtual Filmmaking. Chapter 3 fects, Chapter 4 Creative Blend Shape Techniques, Chapter 5 Paint Effects, Chapter 6
Modeling I, Chapter 4 Modeling II, Chapter 5 Animation Techniques, Chapter 6 Cloth Techniques, Chapter 7 Fluid Effects, Chapter 8 nHair and Fur Effects
Animating with Deformers, Chapter 7 Rigging and Muscle Systems, Chapter 8
Paint Effects, Chapter 9 Lighting with mental ray, Chapter 10 mental ray Shading
Techniques, Chapter 11 Texture Mapping, Chapter 12 Rendering for Composit-
ing, Chapter 13 Introducing Particles, Chapter 14 Dynamic Effects, Chapter 15
Fur, Hair, and Clothing, Chapter 16 Maya Fluids

Maya Studio Projects: Maya Studio Projects:


Texturing and Lighting Photorealistic Characters
Lee Lanier Todd Palamar
978-0-470-90327-8 • 272pp • Paper • 2011 978-0-470-94497-4 • 352pp • Paper • 2011

Maya Studio Projects: Texturing and Maya Studio Projects: Photorealistic


Lighting is an all-projects book that Characters is an all-projects book that
shows you how to use Autodesk Maya shows you how to use Maya 2012’s
2012’s shading and rendering tools to tools to make realistic characters that
prepare your renders for film, video, are ready for professional-level films,
and games. Learn industry techniques videos, and games
by following the projects in the book
to light and texture a set of head-
phones, a female character, a military ambulance, and an interior room TABLE OF CONTENTS
with skylights.
Chapter 1: Body Skeletons. Chapter 2: Face Rigging. Chapter 3: Hair. Chapter 4:
Fur. Chapter 5: Blood and Sweat. Chapter 6: Clothing. Chapter 7: Performance
TABLE OF CONTENTS
Capture. Chapter 8: Composition.
Introduction. Chapter 1: Texturing and Lighting a Product, Part 1. Chapter 2:
Texturing and Lighting a Product, Part 2. Chapter 3: Texturing and Lighting a
Character, Part 1. Chapter 4: Texturing and Lighting a Character, Part 2. Chapter
5: Texturing and Lighting an Environment, Part 1. Chapter 6: Texturing and
Lighting an Environment, Part 2. Chapter 7: Texturing and Lighting a Vehicle,
Part 1. Chapter 8: Texturing and Lighting a Vehicle, Part 2. Appendix About the
Companion DVD. Index.

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2 D / 3 D D E S I G N A N D C O M P U T E R A N I M AT I O N

M AYA

Maya Studio Projects: Dynamics


Todd Palamar
978-0-470-48776-1 • 272pp • Paper • 2009

Maya Studio Projects: Dynamics is an all-projects book that shows you how to use particles, fluids, rigid bodies, nCloth,
and nParticles individually and all at once, to create stunning film-quality effects.

TABLE OF CONTENTS

Chapter 1: Particles. Chapter 2: Fluids. Chapter 3: Breaking Ground. Chapter 4: Volcanic Activity. Chapter 5: Tornadoes. Chapter 6:
Playing with Fire. Chapter 7: Explosions. Chapter 8: The Flood.

ZBRUSH

Introducing ZBrush, ZBrush Professional Tips


3rd Edition and Techniques
Eric Keller Paul Gaboury, Rick Baker
978-1-118-24482-1 • 528pp • Paper • 2012 978-1-118-06680-5 • 336pp • Paper • 2012

This edition is fully updated, includ- Let Pixologic’s ZBrush expert Paul
ing coverage of ZBrush’s robust Gaboury show you all the cool
rendering tools. It dispels myths things you can do with ZBrush to
about the difficulty of ZBrush with a make your pipeline more productive
thorough tour and exploration of the or to just get things done with fewer
program’s interface. Engaging projects steps. Paul reveals many treasures
also allow the reader to become com- that can be found inside the most
fortable with digital sculpting in with popular software application that
a relaxed and fun book atmosphere. has taken the CG industry by storm.

TABLE OF CONTENTS TABLE OF CONTENTS

Foreword. Introduction. Chapter 1: Digital Art Basics. Chapter 2: Understanding Foreword. Introduction. Chapter 1: Understanding the Basics. Chapter 2: Special
the ZBrush Interface. Chapter 3: Basic Digital Sculpting. Chapter 4: Polymesh Project—Creating Accessories for a Bust. Chapter 3: Sculpting—Developing
Editing. Chapter 5: ShadowBox and Clip Brushes. Chapter 6: Advanced ZSphere Your Next Piece. Chapter 4: Sculpting Hard-Surface Details. Chapter 5: Adding a
Techniques. Chapter 7: Advanced Brush Techniques. Chapter 8: Polypainting and Splash of Color. Chapter 6: Working with Scan Data. Chapter 7: Posing—Bringing
SpotLight. Chapter 9: FiberMesh, Materials, and Rendering. Chapter 10: Surface Movement to Your Work. Chapter 8: Special Project—Creating Hockey Skates.
Noise, Layers, and the ZBrush Timeline. Summary. Appendix: About the Compan- Chapter 9: Rendering—Bringing Life to Your Image. Appendix : About the Com-
ion DVD. Index. panion DVD. Customer Care. Index.

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ZBRUSH

ZBrush Creature Design: Creating Dynamic Concept Imagery


for Film and Games
Scott Spencer
978-1-118-02433-1 • 384pp • Paper • 2012

In ZBrush Creature Design, ZBrush expert Scott Spencer takes readers on a creative, hands-on journey through four
distinct creature character projects (a biped, a quadruped, a female mystic, and an alien), illustrating the process of
conceptualizing a design through to final rendering.

TABLE OF CONTENTS

Introduction. Chapter 1: ZBrush as a Character Design Tool. Chapter 2: The Character Portrait: Sculpting the Alien Mystic. Chapter
3: The Interdimensional Traveler: A Full Body Character Design. Chapter 4: Posing the Interdimensional Traveler. Chapter 5: Painting
the Interdimensional Traveler. Chapter 6: A Biomechanical Character. Chapter 7: Sculpting a Mermaid Character with Dynamesh.
Chapter 8: Sculpting the Forest Spirit. Chapter 9: Painting the Forest Spirit. Chapter 10: Rendering the Enforcer. Chapter 11: ZBrush
for Digital 3-D Printing. Appendix. About the Companion DVD. Index.

ZBrush Character Creation: Advanced Digital Sculpting,


2nd Edition
Scott Spencer
978-0-470-57257-3 • 432pp • Paper • 2011

ZBrush Character Creation, 2nd Edition is a stunning four-color guide that blends technology with artistry. It offers
detailed, hands-on tutorials to help maximize the reader’s protential for using this revolutionary software to create
extraordinary 3D characters.

TABLE OF CONTENTS

Foreword. Introduction. Chapter 1: Sculpting, from Traditional to Digital. Chapter 2: Sculpting in ZBrush. Chapter 3: Designing a Character
Bust. Chapter 4: ZBrush for Detailing. Chapter 5: Texture Painting. Chapter 6: ZSpheres. Chapter 7: Transpose, ZSphere Rigging, Retopol-
ogy, and Mesh Extraction. Chapter 8: ZBrush Movies and Photoshop Composites. Chapter 9: Normal Maps, Displacement Maps, Maya,
and Decimation Master. Chapter 10: ZSketch and Hard-Surface Brushes. Appendix. About the Companion DVD. Index.

ZBrush Digital Sculpting Human Anatomy


Scott Spencer
978-0-470-45026-0 • 416pp • Paper • 2009

This full-color book illustrates how to sculpt an accurate human figure starting with the skeleton and working out to
muscle, fat and skin. Expert traditional and digital sculptor Scott Spencer leads the way with his easy-to-follow tech-
niques for sculpting realistic human forms.

TABLE OF CONTENTS

Introduction. Chapter 1: Blocking in the Mesh. Chapter 2: Gesture and Masses. Chapter 3: The Head and Neck. The Skull. Chapter
4: The Torso. Chapter 5: The Arms. Chapter 6: The Pelvis and Legs. Chapter 7: The Hands and Feet. Chapter 8: Remeshing. Chapter
9 Texturing. Chapter 10 Costuming. Appendix: About the Companion DVD. What Youll Find on the DVD. Chapter Files. Extra Vid-
eos. System Requirements. Using the DVD. Troubleshooting. Customer Care. Index.

24 Wiley Graphic & Digital Design Catalog | 2014


2 D / 3 D D E S I G N A N D C O M P U T E R A N I M AT I O N

3DS MAX

Autodesk 3ds Max 2014 Autodesk 3ds Max 2014


WRIT TEN BY
coMpANIoN WEBsITE 16-pAgE, full-coloR INsERT
KEllY l. MuRdocK

Essentials: Autodesk Bible


Official Press Autodesk ®
Kelly L. Murdock
Randi L. Derakhshani,
Dariush Derakhshani
3ds Max 2014 ®
978-1-118-75507-5 • 1296pp • Paper • 2013

978-1-118-57514-7 • 416pp • Paper • 2013


Autodesk 3ds Max Bible is the only
Autodesk 3ds Max Essentials: Autodesk comprehensive reference-tutorial,
Official Training Guide teaches the making it a favorite of all users, from
NAvIgATE 3ds MAx ANIMATE oBjEcTs, dEsIgN foR fIlM, Tv,
2013 WITh EAsE scENEs, ANd chARAcTERs gAMEs, ANd vIsuAlIzATIoN

basics of 3ds Max modeling, textur- beginners to pros. This bestseller is


ing, animating, and visual effects to packed with expert advice, timesaving
familiarize readers with the program tips, a 16 page full color insert featur-
as a whole.  The hands-on projects ing cutting edge work from 3ds Max
offer realistic, job-related, professional challenges for those new to 3D and artists, and more than 150 step-by-step tutorials. A companion website
to those coming from another 3D application. includes all the examples and content from the book, including unique
models and textures that readers can customize on their own.
TABLE OF CONTENTS

Chapter 1 The 3ds Max Interface, Chapter 2 Your First 3ds Max Project, Chapter
3 Modeling in 3ds Max: Architectural Model Part I, Chapter 4 Modeling in 3ds
Max: Architectural Model Part II, Chapter 5 Introduction to Animation, Chapter
6 Animation Principles, Chapter 7 Character Poly Modeling: Part I, Chapter 8
Character Poly Modeling: Part II, Chapter 9 Character Poly Modeling: Part III,
Chapter 10 Introduction to Materials: Interiors and Furniture, Chapter 11 Textures
and UV Workflow: The Soldier, Chapter 12 Character Studio: Rigging, Chapter 13
Character Studio: Animation, Chapter 14 Introduction to Lighting: Interior Light-
ing, Chapter 15 3ds Max Rendering, Chapter 16 mental ray

BLENDER

Introducing Character Mastering Blender,


Animation with Blender, 2nd Edition
2nd Edition Tony Mullen
Tony Mullen 978-1-118-27540-5 • 600pp • Paper • 2012
978-0-470-42737-8 • 496pp • Paper • 2011
This book is the complete resource for
This friendly yet professional refer- intermediate and advanced users on
ence provides clear descriptions and the usages for the modeling, texturing,
illustrative screenshots to bring your animation, and visual effects tools in
character animation skills to the a professional environment. It covers
next level. advanced topics on cloth, fur, and
fluids, as well as Python scripting for
TABLE OF CONTENTS improving productivity.
Chapter 1: Blender Basics: Interface And Objects. Chapter 2: Working With Mesh-
TABLE OF CONTENTS
es. Chapter 3: Completing The Model With Materials, Textures, And Particles.
Chapter 4: Armatures And Rigging. Chapter 5: Shape Keys And Facial Rigging. Chapter 1: Working in Blender. Chapter 2: Working with Textures and Materi-
Chapter 6: Basics Of Animation. Chapter 7: Armature Animation. Chapter 8: als. Chapter 3: Sculpting and Retopo Workflow. Chapter 4: Rendering and
Facial Animation And Lip Sync. Chapter 9: Nonlinear Animation. Chapter 10: Fur- Render Engines. Chapter 5: Getting Flexible with Soft Bodies and Cloth.
ther Issues In Character Animation. Chapter 11: Lighting, Rendering, And Editing Chapter 6: Working with Particles. Chapter 7: Volumetric Fluid, Smoke and
Your Animation. Chapter 12: Using Python Scripts. Chapter 13: Blender Institute. Fire. Chapter 8: Rendering and Render Engines. Chapter 9: Compositing with
Chapter 14: A Look Inside Blender Open Movies. Chapter 15: Behind The Scenes Nodes. Chapter 10: 3D/Video Compositing with Camera Tracking. Chapter 11:
At Sintel. Chapter 16: Plumiferos. Chapter 17: Other Software And Formats. Working with the Video Sequence Editor. Chapter 12: The Blender-Python In-
Chapter 18: Resources For Further Learning. terpreter. Chapter 13: Python Scripting for Blender. Chapter 14: Logic Blocks
and Interactivity. Chapter 15: Materials and Textures in the Game Engine.
Chapter 16: Python Power in the BGE.

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2 D / 3 D D E S I G N A N D C O M P U T E R A N I M AT I O N

BLENDER SKETCHUP

Blender Studio Projects: Introduction to Google


Digital Movie-Making SketchUp, 2nd Edition
Tony Mullen, Claudio Andaur Aidan Chopra, Laura Town,
978-0-470-54313-9 • 272pp • Paper w/ DVD • 2010
Chris Pichereau,
978-1-118-07782-5 • 554pp • Paper • 2012
Through several real-world projects,
Blender Studio Projects shows you This 2nd Edition prepares readers for
how to use the open-source software the workforce. The content provides
in a studio setting to get professional real-world and applied material,
results. Projects start from nothing, including better PowerPoint presenta-
just as they do in the studio. But here, tions and how-to animations.
readers have a guide to take them step
by step through attributes and tools. TABLE OF CONTENTS
Projects encompass multiple disciplines to create finished, renderable 1: Meeting Google SketchUp: A Brief Overview. 2: Establishing the Modeling
objects. Although some step by step explanations are given, projects serve Mindset: Model Basics. 3: Building Simple Models: Step-by-Step Instructions
more as a guide for readers to complete their own version of the project. for Creating a Model of a Doghouse. 4: Modeling Buildings: From Drafting a
Each project comes with starter, intermediate, and final files to validate Floor Plan to Adding a Roof . 5: Keeping Your Models Appearance: Working
results, as well as movie files for reference. with Components. 6: Creating Everyday Objects: Tools, Techniques, and Tips.
7: Keeping Your Model Organized: Using the Outliner and Layers. 8: Modeling
TABLE OF CONTENTS with Photographs: Using Photo Match to Build Models. 9: Changing Your Models
Appearance: Applying Styles and Shadows. 10: Presenting Your Model Inside
Introduction, Chapter 1: Blender in the Studio, Chapter 2: Planning and Prepro- SketchUp: Showing Off Your Model. 11: Working with Google Earth and the 3D
duction, Chapter 3: Creating a 3D Animatic, Chapter 4: Modeling, Chapter 5: Warehouse: Tying Together All of Googles 3D Software. 12: Printing Your Work:
Rigging Characters, Chapter 6: Animating a Character Scene, Chapter 7: Descent With a Windows PC and a Mac. 13: Exporting Images and Animations: Making
into the Maelstrom, Appendix: About the Companion DVD, Index. Image Files and Movies. 14: Exporting to CAD, Illustration, and Other Model-
ing Software: Using SketchUp Pro. 15: Creating Presentation Documents with
LayOut: Presenting 3D SketchUp Pro Models on Paper and on Screen: Working
with Templates and Scrapbooks.

26 Wiley Graphic & Digital Design Catalog | 2014


GAME DESIGN AND PROGR AMMING

98-374 MTA Gaming Game Design Essentials


Development Briar Lee Mitchell
Fundamentals 978-1-118-15927-9 • 320pp • Paper • 2012
Microsoft Official Academic
Course Game Design Essentials gives aspiring
digital game designers and creators
978-1-118-35989-1 • 244pp • Paper • 2012
the essential fundamentals they need
The Microsoft Technology Associate to get started in the growing field of
certification (MTA) curriculum helps gaming. This general but thorough
instructors teach and validate funda- overview teaches the core art and
mental technology concepts with a technology fundamentals of digital
foundation for sudents’ careers. This game design for the 21st century.
MTA text covers the following Gam-
ing Development vital fundamental skills: understanding game design, TABLE OF CONTENTS
understanding hardware, understanding graphics, and understanding Introduction. Chapter 1: Game Design Origins. Chapter 2: Gameplay Styles. Chap-
animation technology. ter 3: Core Game Design Concepts. Chapter 4: Visual Design. Chapter 5: Detailed
Development of Visuals. Chapter 6: Navigation and Interfaces. Chapter 7: Designing
TABLE OF CONTENTS Levels and the Game Design Document. Chapter 8: Sound. Chapter 9: Job Descrip-
tions, Game Tracking, and Legal Issues. Chapter 10: Distribution and Marketing.
Preface. Chapter 1: Ideating and Conceptualizing a Game. Chapter 2: Identify-
Appendix A: Answers to Review Questions. Appendix B: Education, Training, and
ing and Managing Game Requirements. Chapter 3: Creating the Game Output
Working in Games. Appendix C: Game Design Document. Index.
Design. Chapter 4: Designing Specific Game Components. Chapter 5: Develop-
ing the Game. Appendix A: Working with XNA Game Studio 4.0

Game Character Creation


Game Design Secrets with Blender and Unity
Wagner James Au Chris Totten
978-1-118-33774-5 • 408pp • Paper • 2011 978-1-118-17272-8 • 320pp • Paper • 2012

Facebook, iOS, and the Web—to- Game Character Creation with Blend-
days largest gaming platforms— of- er and Unity takes you step-by-step
fer endless opportunities for game through the creation of a character in
developers and want-to-be developers Blender through to editing, testing,
who want to turn their passion for and playing in Unity. This book covers
games into a money making hobby Blender modeling, sculpting, textur-
or career. This book shows how that’s ing, rigging and animating a character
done, synthesizing the insights of the from start to finish, with a large
industry’s best game designers who all emphasis on low polygon modeling
started small. for game engines, and much more.

TABLE OF CONTENTS TABLE OF CONTENTS

Front Matter. Read This First Part I. 1:Market Overview: iOS, Facebook, and the Introduction. Chapter 1: Basic Game Art Concepts. Chapter 2: Blender Basics
Web. 2: iOS Versus Facebook Versus the Web: What’s the Right Platform? Part II: forGame Characters. Chapter 3: Modeling the Character. Chapter 4: Prepping for
Facebook. 3: Facebook Games: The Users, the Money, and the Major Players. 4: Zombie Details with UV. Chapter 5: Sculpting for Normal Maps. Chapter 6: Digital
Facebook Game Design: Basic Principles for Growth and Revenue. 5: Facebook Painting Color Maps. Chapter 7: Rigging for Realistic Movement. Chapter 8:
Design Lessons from KIXEYE and 5th Planet Games. 6: Future Trends and Opportuni- Animating the Zombie. Chapter 9: Unity Engine Basics. Chapter 10: Implement-
ties for Facebook Games. Part III: The Web. 7: Deep Dive into Gaming: Who Pays, ing Your Zombie in a Unity Game. Wrapping Up. Index.
Who Plays. 8: Web Game Design: Basic Principles for Growth and Revenue. 9: Web
Developer Profiles: Kingdom of Loathing and Desktop Tower Defense. 10: Future
Trends and Opportunities for Web Gaming. Part IV: iOS. 11:Deep Dive into iOS.
12: iOS Game Design: Basic Principles for Growth and Revenue.13: iOS Developer
Profile: Tiger Style and Hatch. 14: Future Trends and Opportunities for iOS Gaming.
Part V. 15: Is Your Game Ready to Get VC or Crowdsourced Funding? 16: Concluding
Thoughts Before Your Start Designing. A: Game Design Resources

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GAME DESIGN AND PROGR AMMING

ZBrush Studio Projects:


Realistic Game Maya Studio Projects:
Characters Game Environments
Ryan Kingslien and Props
978-0-470-87256-7 • 320pp • Paper • 2010 Michael McKinley
This book offers tips and insights that 978-0-470-52403-9 • 288pp • Paper • 2010

provide readers with the depth and Author Michael McKinley shares
breadth they need to bring reality and techniques for getting the most out
creativity to their game characters and of Maya to create realistic, vivid, and
art. Projects start from the beginning, compelling worlds and otherworldly
just as they do in the studio, with props. Along the way, he provides
the author to guide you step by step notes and FYIs that give readers depth
through attributes and tools. and breadth for bringing both reality
and creativity to their game art.
TABLE OF CONTENTS

Introduction. Chapter 1: Sculpting Tools and Workflow. Chapter 2: Sculpting the TABLE OF CONTENTS
Body. Project 1: Modeling Base Mesh in Maya. Chapter 3: The Head and the
Chapter 1: Sculpting Tools and Workflow. Chapter 2: Sculpting the Body. Chapter
Face. Chapter 4: Texturing the Head. Chapter 6: Building Weapons. Chapter 7:
3: The Head and the Face. Chapter 4: Texturing the Head. Chapter 5: Suiting Up
Getting It Into the Game. Chapter 8: Posing and Rendering in ZBrush. Appendix.
with Clothes. Chapter 6: Building Weapons. Chapter 7: Getting It Into the Game.
About the Companion DVD. What You’ll Find on the DVD. System Requirements.
Chapter 8: Posing and Rendering in ZBrush. Appendix: About the Companion
Using the DVD. Troubleshooting. Customer Care. Index.
DVD. What You’ll Find on the DVD. System Requirements. Using the DVD.
Troubleshooting. Customer Care. Index.

Game Design: Principles,


Practice, and Techniques Level Up!: The Guide
– The Ultimate Guide to Great Video Game
for the Aspiring Game Design
Designer Scott Rogers
Jim Thompson, 978-0-470-68867-0 • 520pp • Paper • 2010
Barnaby Berbank-Green,
Nic Cusworth, Level Up! covers the entire video game
978-0-471-96894-8 • 192pp • Paper • 2007 creation process, including developing
marketable ideas and discovering what
This structured coursebook offers perils and pitfalls await them during
complete coverage of game design a game’s pre-production, production,
basics. Heavily illustrated with well-known game examples, the book is and post-production stages. Rogers’
four-color throughout and is supported by a website that contains links to also provides creative ideas to serve as
key websites, sample programs, and more. fuel for the reader’s own projects from game theme and environments to
gameplay mechanics.
TABLE OF CONTENTS

Introduction. Design Theory. History. Shoot-em-ups. First person shooter. TABLE OF CONTENTS
Platform games. Strategy games. Puzzle games. Game structure types. Game
Level 1 Welcome, N00bs!, Level 2 Ideas, Level 3 Writing the Story, Level 4 You
structure case studies. Single-player v. multiplayer. Single-player/multiplayer case
Can Design a Game, But Can You Do the Paperwork?, Level 5 The Three Cs, Part
studies. Platform-specific design. Simulation and abstraction. 2D v. 3D . 2D/3D
1—Character, Level 6 The Three Cs, Part 2—Camera, Level 7 The Three Cs, Part
case study. Player viewpoints. From real world to game world. Storytelling in
3—Controls, Level 8 Sign Language--HUD and Icon Design, Level 9 Everything
games. Cut scenes. Motivation and objectives . Players roles. Difficulty curves.
I Learned about Level Design, I Learned from Level 9, Level 10 The Elements of
Three catchwords . Design Process. Starting the design process. Design inspira-
Combat, Level 11 They All Want You Dead, Level 12 The Nuts and Bolts of Me-
tions. Research and development. Gathering material. Developing the game
chanics, Level 13 Now You’re Playing with Power, Level 14 Multiplayer--the More
concept. Developing character concepts. Developing the environment concept.
the Merrier, Level 15 Some Notes on Music, Level 16 Cutscenes, or No One’s
Communication and writing. Detailed design spec. Level design. User interac-
Gonna Watch ‘Em Anyway, Level 17 And Now the Hard Part
tion design. Games editors. Game physics. Digital modeling. Digital modeling
applications . Polygons and NURBs. Props and set-dressing. Texturing. Building
characters. Audio design. Design Production. Design production. Production
realities. Tools of the trade. Pre-production. Prototyping. Pitching ideas. Bedroom
coders. Where to from here? Resources. Glossary. Index. Credits.

28 Wiley Graphic & Digital Design Catalog | 2014


GAME DESIGN AND PROGR AMMING

Swipe This! The Guide to 98-374 MTA Gaming


Great Touchscreen Game Development
Design Fundamentals
Scott Rogers Microsoft Official Academic
978-1-119-96696-8 • 384pp • Paper • 2012
Course
978-1-118-35989-1 • 244pp • Paper • 2012
Tablet gaming has become the fastest
growing video game market in history, The Microsoft Technology Associ-
an exciting playing field where any ate certification (MTA) curriculum
developer can gain success...with the helps instructors teach and validate
right game. But where to start? Expert fundamental technology concepts
game designer Scott Rogers hands you with a foundation for sudents’
the tools to create your own tablet careers. This MTA text covers the
game design for the iPad, Android tablets, Nintendo DS and other touch- following Gaming Development vital fundamental skills: Understand
screen systems. Swipe This! The Guide to Great Tablet Game Design Game Design, Understand Hardware, Understand Graphics, Under-
presents Rogers’ hows and whys of tablet game design using proven stand Animation Technology.
techniques, wry observations and charming illustrations.
TABLE OF CONTENTS
TABLE OF CONTENTS Preface. Chapter 1: Ideating and Conceptualizing a Game. Chapter 2: Identify-
CHAPTER 1 Hardware Wars, CHAPTER 2 Clown-On-A-Unicycle, CHAPTER 3 Finger ing and Managing Game Requirements. Chapter 3: Creating the Game Output
Fu!, CHAPTER 4 GenreBusters, CHAPTER 5 Puzzlings, CHAPTER 6 Arcade Crazy, Design. Chapter 4: Designing Specific Game Components. Chapter 5: Develop-
CHAPTER 7 Action Guy, CHAPTER 8 DoodleCat, CHAPTER 9 Casual Fryday, CHAP- ing the Game. Appendix A: Working with XNA Game Studio 4.0
TER 10 The New Genres, CHAPTER 11 Make Your Own Star Wars APPPENDIX 1
The Class of 2008, APPPENDIX 2 Touchscreen Template, APPPENDIX 3 Gameplay
Storyboarding Template, APPPENDIX 4 The Game Designer’s Checklist

3D PRINTING

Fabricated: The New World 3D Printing For Dummies


of 3D Printing Kirk Hausman
Hod Lipson, Melba Kurman 978-1-118-66075-1 • 384pp • Paper • 2013

978-1-118-35063-8 • 320pp • Paper • 2013 3D Printing For Dummies examines


each type of 3D printing technology
Fabricated takes the reader onto a rich and available today: stereolithography,
fulfilling journey that explores how 3D selective sintering, fused deposition,
printing is poised to impact nearly every and granular binding. Readers discover
part of our lives. Inside, they’ll meet pio- methods for the creation of 3D print-
neering teachers, small businesses, artists, able objects using software, 3D scanners
surgeons and researchers who are applying including the Microsoft Kinect game
3D printing and innovative design software controller, and even photographs through open source photogrammatograph
photogrammatograph-
to expand the limits of what they do. ic software applications like 123D Catch. The book then covers the potential
for transformation of production and manufacturing, reuse and recycling,
TABLE OF CONTENTS
intellectual property design controls and the commoditization of traditional
Chapter 1: Everything is becoming science fiction, Chapter 2: A machine that products from magazines to material goods.
can make almost anything, Chapter 3: Nimble manufacturing: Good, fast, and
cheap, Chapter 4: Tomorrow’s economy of printable products, Chapter 5: Printing TABLE OF CONTENTS
in layers, Chapter 6: Design software, the digital canvas, Chapter 7: Bioprinting
in “living ink”, Chapter 8: Digital cuisine, Chapter 9: A factory in the classroom, Introduction, Chapter 1: Seeing How 3D Printers Fit into Modern Manufacturing, Chapter
Chapter 10: Unleashing a new aesthetic, Chapter 11: Green, clean manufacturing, 2: The Types of 3D Printing and What They Can’t Do, Chapter 3: Exploring Applications
Chapter 12: Ownership, safety, and new legal frontiers, Chapter 13: Designing of 3D Printing, Chapter 4: Identifying Available Materials for 3D Printing, Chapter 5: Iden-
the future, Chapter 14: The next episode of 3D printing 263 tifying Sources for 3D Printable Objects, Chapter 6: Commoditizing 3D Printing Capabili-
ties, Chapter 7: Understanding Potential Disruptions to Traditional Lines of Business,
Chapter 8: Reviewing Ongoing Research in Rapid Prototyping, Chapter 9: Considering
Consumer-level 3D Printers, Chapter 10: Exploring 3D Printed Art, Chapter 11: Deciding
on a RepRap of Your Own, Chapter 12: Assembling Structural Elements, Chapter 13: Un-
derstanding RepRap Control Electronics, Chapter 14: Assembling The RepRap Extruder,
Chapter 15: Identifying Software and Calibration, Glossary, Index.

www.wiley.com/go/gdcatalog 29
D I G I TA L P H O T O G R A P H Y A N D P H O T O E D I T I N G

Digital Photography
Simplified, 2nd Edition Digital Photography FAQs
Rob Sheppard Jeff Wignall
978-1-118-02934-3 • 256pp • Paper • 2012 978-1-118-27723-2 • 384pp • Paper • 2012

Digital cameras and imaging are In one well-organized volume, readers get
booming, but not everyone entering a years worth of questions and very specific
the market is armed with the knowl- and reliable answers from an experienced
edge and skill to take great pictures. and respected professional photographer
Digital Photography Simplified offers and best-selling author. Using more than
techniques that can be used to make 35 years of photo experience, Jeff Wignall
better digital photos, prints, and responds to each question with informative,
photo-based projects. practical replies that eliminate ambiguity
and instead provide straightforward and
TABLE OF CONTENTS authoritative answers. One or more photos illustrate each of the questions
Chapter 1: Getting Ready to Take Pictures. Chapter 2: Taking a Better Picture and answers; a roadmap and quick reference guide are provided to give
through Composition. Chapter 3: Using Light to Your Advantage. Chapter 4: photographers easy access to must-know information; and a straightfor-
Understanding Exposure and White Balance. Chapter 5: Choosing Shutter ward, full-color design makes it easy for readers to find just what they are
Speed and F-Stop. Chapter 6: Getting Maximum Sharpness. Chapter 7: Getting looking for.
the Most from a Lens. Chapter 8: Indoor and Night Light plus Flash. Chapter
9: Shooting Video with a Digital Camera. Chapter 10: Editing and Organizing TABLE OF CONTENTS
Your Photos. Chapter 11: Basic Adjustments with Photoshop Elements. Chapter
12: Additional Controls with Photoshop Elements. Chapter 13: Printing Photos. Part I: Cameras and Gear, Part II: Basic Photography Techniques, Part III: Lenses
Chapter 14: Basic Video Editing with Premiere Elements. and Accessories, Part IV: Creative Shooting Techniques

Ubiquitous Photography
Martin Hand Zen of Post Production:
978-0745-64715-9 • 200pp • Paper • 2012 Stress-Free Photography
Workflow and Editing
Ubiquitous Photography provides a critical
examination of the technologies, prac- Mark Fitzgerald
tices, and cultural significance of digital 978-1-118-74942-5 • 384pp • Paper • 2013
photography, placing the phenomenon in
Post-production tasks such as
historical, social, and political-economic
downloading, sorting, tagging, edit-
context. It examines shifts in image-
ing, and distributing images can be
making, storage, commodification,
overwhelming and stressful, especially
and interpretation as highly significant
for creative-minded photographers. 
processes of digitally mediated commu-
Zen of Post Production: Stress Free
nication in an increasingly image-rich
Photography Workflow and Editing
culture. It covers debates in social and
will help photographers reduce stress by providing effective, efficient, and
cultural theory, the history and politics of image-making and manipula-
hassle-free post-production solutions.
tion, the current explosion in amateur photography, tagging and sharing
via social networking, and citizen journalism. TABLE OF CONTENTS

TABLE OF CONTENTS Front Matter, Acknowledgements, Introduction, Chapter 1: Getting Grounded,


Chapter 2: Beginning the Journey with Lightroom, Chapter 3: Importing photos
1 Ubiquitous Photography: an introduction, 2 Visual Culture, Consumption, and into Lightroom, Chapter 4: Organizing Your Visual Life, Chapter 5: Using Key-
Technology, 3 Images and Information: variation, manipulation and ephemerality, words to Find Anything at Anytime, Chapter 6: Adjusting Color and Tone in the
4 Technologies and Techniques: reconfiguring camera, photographer and image, Develop Module, Chapter 7: Going Deeper into the Develop Module, Chapter 8:
5 Memory and Classification: between the album and the tag cloud, 6 Conclusion: Mastering Lightroom’s Develop Tools, Chapter 9: Traveling Between Lightroom
ubiquitous photography and public culture and Photoshop, Chapter 10: Learning the Photoshop Way, Chapter 11: Creat-
ing a Non-Destructive Workflow Using Layers, Chapter 12: Controlling Local
Adjustments with Selections and Masks, Chapter 13: Perfecting Your Images with
Retouching, Chapter 14: Expanding Your Creative Horizons with Plug-Ins, Chapter
15: Sharing Your Photos with the World, Chapter 16: Printing from Lightroom and
Photoshop, Index.

30 Wiley Graphic & Digital Design Catalog | 2014


D I G I TA L P H O T O G R A P H Y A N D P H O T O E D I T I N G

PHOTOSHOP

Photoshop CC Digital Teach Yourself VISUALLY


Classroom Photoshop CC
Jennifer Smith Mike Wooldridge,
978-1-118-63956-6 • 448pp • Paper w/ DVD • 2013
Brianna Stuart
978-1-118-64364-8 • 352pp • Paper • 2013
This book includes 13 self-paced
lessons that let you discover essential
skills and explore new features and This book guides users through
capabilities of Adobe Photoshop. Each basic Photoshop CC tasks and also
lesson includes step-by-step instruc- introduces some intermediate tech-
tions, and lesson files, along with niques to help them create images
video tutorials that complement the with impact. The book covers the
topics covered in each lesson. most important features of PHOP
including: importing photos from
TABLE OF CONTENTS digital cameras and scanners, using the new creative options, retouching
Photoshop CC Digital Classroom, Starting up, Lesson 1: Navigating Photoshop and repairing damaged photos, enhancing digital images, add custom
CC: Workspace, Tools, and Panels, Lesson 2: Introduction to Photoshop CC, 3-D effects, editing images for posting on the Web, creating a Web photo
Lesson 3: Organizing and Managing Your Files with Adobe Bridge, Lesson 4: gallery, incorporating graphics into desktop publishing programs, color
Making Selective Changes in Photoshop CC, Lesson 5: Painting and Retouch- management, using palettes, compositing, using layers, applying gradi-
ing, Lesson 6: Color Correcting an Image, Lesson 7: Using Content-Aware Tools ents, and setting type and filters. 
in Photoshop, Lesson 8: Introduction to Photoshop Layers, Lesson 9: Removing
Backgrounds to Create Layered Compositions, Lesson 10: Using Layer Styles and TABLE OF CONTENTS
Adjustment Layers, Lesson 11: Working with the Pen Tool, Lesson 12: Using Smart
Intro, Chapter 1 The ABC of Programming, Chapter 2 Basic JavaScript Instruc-
Objects in Photoshop, Lesson 13: Creating Images for Web, Video, and Interac-
tions, Chapter 3 Functions, Methods, and Objects, Chapter 4 Decisions and
tive Use, Lesson 14: New Features in Photoshop CC, Appendix A: Top Photoshop
Loops, Chapter 5 The Document Object Model, Chapter 6 Events, Chapter 7
Keyboard Shortcuts.
jQuery, Chapter 8 Storing data, Chapter 9 AJAX, JSON, and Feeds, Chapter 10
Error Handling and Debugging, Chapter 11 Content Panels, Chapter 12 Filtering
& Sorting, Chapter 13 Form Enhancement & Validation, Chapter 14 Games.

Advanced Adobe Photoshop CC Bible


Photoshop CS6 Lisa DaNae Dayley,
Digital Classroom Brad Dayley
Jennifer Smith, 978-1-118-64369-3 • 1272pp • Paper • 2013
AGI Creative Team
Photoshop CC Bible is the only book
978-1-118-12414-7 • 416pp • Paper • 2012
you need to succeed in any Photoshop
Advanced Photoshop CS6 Digital Class- endeavor.  It shows readers how to re-
room includes 13 self-paced lessons that touch, color correct, manipulate, and
let you expand on the essential skills and combine images using Photoshop CC.
explore the new advanced features and Readers will learn to create cutting-
capabilities of Adobe Photoshop. edge special effects for their digital or
film-based images, and use them on
the web or in print. The easy and approachable writing style demystifies
even the most complex Photoshop CC tasks. You’ll master every aspect
of Photoshop CC—from image-editing basics to techniques for working
with camera raw images.

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D I G I TA L P H O T O G R A P H Y A N D P H O T O E D I T I N G

PHOTOSHOP LIGHTROOM New Edition


Coming Soon

Introduction to Adobe Lightroom 4:


Photoshop CS6 with Streamlining Your Digital
ACA Certification Photography Process
AGI Creative Team Nat Coalson
978-1-118-39408-3 • 400pp • Paper • 2012 978-1-118-20617-1 • 512pp • Paper • 2012

Including over 3 hours of online video This book offers you the digital
turtorials, this book provides students imaging fundamentals and the
with a complete introduction to Lightroom-specific skills you need to
Photoshop, along with comprehensive quickly learn and retain a mastery of
coverage of the Adobe Certified Associ- Lightroom 4. Written and designed
ate (ACA) certification. by a professional photographer, de-
signer, and instructor, it is designed to
TABLE OF CONTENTS simplify and accelerate the learning process and is unique in both content
Lesson 1: Exploring Photoshop CS6. Lesson 2: Getting to Know the Workspace. and presentation.
Lesson 3: Taking Advantage of Adobe Bridge. Lesson 4: Photoshop Basics. Les-
son 5: Making the Best Selections. Lesson 6: Painting and Retouching. Lesson TABLE OF CONTENTS
7: Creating a Good Image. Lesson 8: Getting to Know Layers. Lesson 9: Taking Foreword. Preface. Getting Started: Foundations For Success. Import: Indexing
Layers to the Max. Lesson 10: Getting Smart in Photoshop Converting a layer to Photos With Lightroom Catalog. Library: Managing Your Photos With Lightroom.
a Smart Object. Lesson 11: Using Adobe Photoshop Filters. Lesson 12: Creating Develop: Making Your Photos Look Their Best. Export: Saving New Files From
Images for Web and Video. Lesson 13: Introducing 3D. Lesson 14: Photoshop Lightroom. Map: Plot Your Photo Locations With GPS Coordinates. Book: Design
CS6 New Features. And Order Photo Books In Lightroom. Slideshow: Present Your Photos On Screen.
Print: Make Professional Prints Yourself Or At A Lab. Web: Create Browser-Based
Photo Galleries. Catalogs: Advanced Photo Management Techniques. Favorite
Shortcuts. Appendix. Index.

32 Wiley Graphic & Digital Design Catalog | 2014


FILM EDITING AND PRODUCTION

After Effects CC Digital Classroom


Jerron Smith
978-1-118-70947-4 • 384pp • Paper w/ DVD • 2013

After Effects CC Digital Classroom is like having a personal instructor guiding readers through each lesson, while they
work at their own pace. This book includes 10 self-paced lessons that let readers discover essential skills and explore new
features and capabilities of Adobe After Effects CC. Every lesson is presented in full color with step-by-step instruc-
tions. Learning is reinforced with video tutorials and lesson files on a companion DVD that were developed by the
same team of Adobe Certified Instructors and AFER After Effects CC experts who have created many of the official
training titles for Adobe Systems.

Premier Pro CC Digital Classroom


Jerron Smith
978-1-118-63960-3 • 352pp • Paper w/ DVD • 2013

Premiere Pro CC Digital Classroom is like having your own personal instructor guiding you through each lesson, while
you work at your own pace. This book will include 15 self-paced lessons that let you discover essential skills and explore
the new creative possibilities allowed for in Premiere Pro CC. Each lesson will consist of step-by-step instructions,
lesson files, along with video tutorials that complement the topics covered in each lesson. These accompanying files are
provided on the included Premiere Pro CC Classroom DVD and are developed by the team of instructors and experts.

Autodesk Smoke Essentials: Autodesk Official Press


Alexis Van Hurkman
978-1-118-63517-9 • 400pp • Paper • 2013

Autodesk Smoke Essentials teaches the basics of Smoke, touted as all-in-one “finishing software” that incorporates video
editing, digital compositing and visual-effects tools. The hands-on projects offer realistic, job-related, professional chal-
lenges for those new to Smoke, and to those coming from another video-editing or compositing software package. The
projects use professional video footage that is the perfect canvas for learning all the techniques a professional digital
artist needs to begin with Smoke.

TABLE OF CONTENTS

Chapter 1: Before You Begin. Chapter 2: The Smoke® Interface. Chapter 3: Importing Your Project’s Media. Chapter 4: Editing a
Rough Assembly. Chapter 5: Editing Dialog and Trimming. Chapter 6: Adding Transitions and Timewarp Effects . Chapter 7: Using Axis Effects. Chapter 8: Introduction to
Connect FX. Chapter 9: Using the Connect FX Action Node. Chapter 10: Working with Audio. Chapter 11: Color Correction. Chapter 12: Adding Titles. Chapter 13: Export-
ing from Smoke®.

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DESKTOP PUBLISHING / WEBSITE DESIGN AND DEVELOPMENT

The classic reference, updated for Acrobat X!

InDesign CC Digital Ted Padova


Adobe Acrobat X
Adobe
Classroom PDF Bible
Acrobat X
®

®
Christopher Smith Ted Padova
978-1-118-63964-1 • 496pp • Paper w/ DVD • 2013

InDesign CC Digital Classroom is like


PDF 978-0-470-61291-0 • 936pp • Paper • 2011

Written by Acrobat expert and


having your own personal instructor speaker Ted Padova, this book is
Discover the latest
guiding you through each lesson while tools and features packed with real-world insights and
you work at your own speed. This Repurpose content
for print, Web, or CDs
techniques gained from the author’s
book includes 13 self-paced lessons Understand all use of Acrobat and PDF every single
PDF standards
that let you discover essential skills The book you need to succeed!
day under deadline situations.
and explore the new features and
capabilities of InDesign. Each lesson TABLE OF CONTENTS
includes step-by-step instructions and lesson files, along with video tutori- Chapter 1: Getting to Know Adobe Acrobat. Chapter 2: Using Acrobat Viewers.
als that complement the topics covered in each lesson. These accompany- Chapter 3: Using Help and Resources. Chapter 4: Getting Familiar with Adobe
ing files are provided on the included DVD, developed by the same team Reader. Chapter 5: Viewing and Navigating PDF Files. Chapter 6: Searching PDF
of Adobe Certified Instructors and InDesign experts who have created Files. Chapter 7: Converting Files to PDF. Chapter 8: Using Acrobat PDFMaker
many of the official training titles for Adobe Systems. with Microsoft Programs. Chapter 9: Exporting to PDF from Authoring Applica-
tions. Chapter 10: Exporting PDF Content. Chapter 11: Combining, Packaging,
TABLE OF CONTENTS and Attaching PDFs. Chapter 12: Editing Text. Chapter 13: Redacting PDFs.
Chapter 14: Editing Images and Objects. Chapter 15: Editing Pages. Chapter 16:
Starting up, Lesson 1: InDesign CC Essential Skills, Lesson 2: Working Smarter Scanning and OCR Conversion. Chapter 17: Repurposing and Creating Actions.
with Master Pages, Lesson 3: Working with and Formatting Text, Lesson 4: Using Chapter 18: Enabling Features for Adobe Reader. Chapter 19: Annotating PDFs.
Styles to Save Time, Lesson 5: Designing with Graphics, Lesson 6: Organizing Chapter 20: Working with Review Sessions. Chapter 21: Creating Links and Ac-
Information Using Tables, Lesson 7: Designing with Color, Lesson 8: Getting tions. Chapter 22: Working with Multimedia and PDFs. Chapter 23: Creating Ac-
Creative with Effects, Lesson 9: Working Efficiently with Advanced Document cessibility and Tagging PDF Files. Chapter 24: Using Authentication and Security
Features, Lesson 10: Preparing Files for Output from InDesign, Lesson 11: Getting Methods. Chapter 25: Working with PDFs and the Web. Chapter 26: Using Acro-
Started with Digital Documents, Lesson 12: Creating an ePub in InDesign, Lesson bat.com for Online Collaboration. Chapter 27: Working with eBooks. Chapter 28:
13: Adobe InDesign CC New Features. Printing to Desktop Color Printers. Chapter 29: Using Commercial Printing and
Prepress. Chapter 30: Understanding Acrobat Form Tools. Chapter 31: Working
with Form Data. Chapter 32: Understanding JavaScript. Index.

WEBSITE DESIGN AND DEVELOPMENT

Exam 98-363: MTA Web Development Fundamentals


Microsoft Official Academic Course
978-0-470-88915-2 • 216pp • Paper • 2012

This text helps students master the basic skills of creating basic and interactive web pages. They will gain an understand-
ing of XML, The DataSet, The DataReader and WCF, along with information covering the fundamentals of Client-Side
Scripting and Ajax Concepts as well as handling debugging and errors

TABLE OF CONTENTS

Lesson 1: Creating a Web Page. Lesson 2: Creating an Interactive Web Page. Lesson 3: Understanding XML, The DataSet, The
DataReader and WCF. Lesson 4: Understanding Database Controls and Objects. Lesson 5: Understanding Client-Side Scripting and
Ajax Concepts. Lesson 6: Debugging and Error Handling. Lesson 7: Configuring Web Applications. Lesson 8: Deploying Web Ap-
plications.

34 Wiley Graphic & Digital Design Catalog | 2014


WEBSITE DESIGN AND DEVELOPMENT

WORDPRESS

WordPress: WordPress: Design and Professional WordPress:


Design and Build Build Websites Design and
Websites Jon Duckett Development,
978-1-118-58253-4 • 512pp • Paper • 2014
Second Edition
Brad Williams, David Damstra,
WordPress: Design & Development uses Hal Stern
the same graphical approach that was
978-1-118-44227-2 • 456pp • Paper • 2013
adopted in HTML & CSS, which has
proven very popular with readers. The Updated for the latest version of
Jon Duckett examples and sample themes used in WordPress, this second edition of the
the book are of the same quality as well-reviewed Professional WordPress:
commercial themes (not just proof- Design and Development will resonate
of-concept examples), and achieve the with developers with its added
same kinds of things that WordPress users pay for in commercial themes. content and examples continuing the book’s dominance in the advance
The title also makes use of lifestyle photography to inspire the reader and content management system shelf.
make the skills taught by this book feel aspirational.
TABLE OF CONTENTS

Introduction, Chapter 1: First Post, Chapter 2: Code Overview, Chapter 3:


Working With Wordpress Locally, Chapter 4: Tour Of The Core, Chapter 5: The
Loop, Chapter 6: Data Management, Chapter 7: Custom Post Types, Custom
Taxonomies, And Metadata, Chapter 8: Plugin Development, Chapter 9: Theme
Development, Chapter 10: Multisite, Chapter 12: Crafting A User Experience,
Chapter 13: Statistics, Scalability, Security, And Spam, Chapter 14: Wordpress
As A Content Management System, Chapter 15: Wordpress In The Enterprise,
Chapter 16: Wordpress Developer Community

Smashing WordPress – WordPress:


Beyond the Blog, Pushing the Limits
Fourth Edition Rachel McCollin
Thord Daniel Hedengren 978-1-118-59719-4 • 456pp • Paper • 2013
978-1-118-60075-7 • 384pp • Paper • 2013
Building a successful business based
Smashing WordPress smashes readers on WordPress is about more than
with the WordPress information they just being a great developer (although
need to make their lives easier. Really. that’s important). WordPress: Pushing
Inside, WordPress expert Thord Dan- the Limits teaches you how to work
iel Hedengren takes readers beyond effectively with clients, manage a
the basic blog, to push WordPress to project team, scale up the way you
its limits as a CMS, a forum, a photo develop with WordPress for larger
gallery, an e-commerce site and more. Updated and revised to cover the projects and push WordPress so that your clients have the customized site
changes to WordPress 3.5 including the latest theme features such as side- they need. You’ll discover that in many instances there’s more than one
bar widgets, navigation menu, custom backgrounds, responsive design, approach to a challenge and learn how to choose the best one for you,
and more. your client and the rest of your team.

TABLE OF CONTENTS

Chapter 1 WordPress As a Professional Web Development Tool, Chapter 2 Kick-


ing Off a WordPress Project, Chapter 3 Content Organization and Relationships,
Chapter 4 Customizing the WordPress Admin, Chapter 5 Development and
Hosting Environments, Chapter 6 Avoiding and Dealing with Disaster, Chapter 7
Theme Building: Frameworks, Standalone Themes, or Child Themes?, Chapter
8 Conditional Display: Functions, Template Files, and Styling, Chapter 9 Custom
Functionality in Theme Functions and Plugins, Chapter 10 Making Your Site Soar:
HTML, JavaScript, and CSS, Chapter 11 Device Compatibility: Responsive and
Mobile Development, Chapter 12 Releasing Your Code to the Public.

www.wiley.com/go/gdcatalog 35
WEBSITE DESIGN AND DEVELOPMENT

HTML, CSS, XML

HTML and CSS: Design Web Design with


and Build Websites HTML and CSS Digital
Jon Duckett Classroom, (Book and
978-1-118-00818-8 • 512pp • Paper • 2011
Video Training)
AGI Creative Team,
HTML and CSS: Learn to Design Jennifer Smith,
and Build Websites teaches readers the Jeremy Osborn,
basics of HTML and CSS. This book
978-0-470-58360-9 • 304pp • Paper • 2010
is unique because it throws away dull
templates and presents the informa- Web Design with HTML and CSS
tion in full color, with the use of Digital Classroom is like having your
helpful info-graphics. own personal instructor guiding you
through each lesson, while you work at
TABLE OF CONTENTS your own pace. This book includes 12 self-paced lessons that let you discover
Introduction. Chapter 1: Structure 12. Chapter 2: Text 40. Chapter 3: Lists. Chap- essential skills and explore new aspects of and possibilities in Web design.
ter 4: Links. Chapter 5: Images. Chapter 6: Tables. Chapter 7: Forms. Chapter 8:
Extra Markup. Chapter 9: Flash, Video & Audio. Chapter 10: Introducing CSS. TABLE OF CONTENTS
Chapter 11: Color. Chapter 12: Text. Chapter 13: Boxes. Chapter 14: Lists, Tables Lesson 1: Planning Your Website. Lesson 2: Fundamentals of the Web. Lesson
& Forms. Chapter 15: Layout. Chapter 16: Images. Chapter 17: HTML5 Layout. 3: Web Design Tools. Starting up. Web editors versus WYSIWYG tools. Lesson
Chapter 18: Process & Design. Chapter 19: Practical Information. Index. 4: Fundamentals of HTML, XHTML, and CSS. Lesson 5: Graphics, Color, and
Transparency. Lesson 6: Formatting Text with CSS. Lesson 7: Introduction to CSS
Layout. Lesson 8: Advanced CSS Layout. Lesson 9: Browser Compatibility. Lesson
10: Introduction to Interactivity. Lesson 11: Mobile Design. Lesson 12: HTML5
Essentials. Self study. Review.

Beginning HTML and CSS HTML5: Your visual


Rob Larsen blueprint for designing
978-1-118-34018-9 • 600pp • Paper • 2013
rich Web pages and
applications
Beginning HTML and CSS teaches read-
Adam McDaniel
ers the basics of building web sites in
HTML5 and CSS3. It begins by talking 978-0-470-95222-1 • 384pp • Paper • 2011
about different versions of HTML and Using a visual approach to demon-
CSS, and describes how modern web strate the HTML5 programming
pages should use structure and seman- language, this book builds from exist-
tics to describe their contents. There ing HTML knowledge, offering visual
are chapters that deal with core topics learners a solid reference that employs
including: marking up text, images, straight forward examples to teach
lists, tables, forms, audio and video. developers how to utilize the newest HTML5 techniques.
TABLE OF CONTENTS TABLE OF CONTENTS
Introduction. Chapter 1: Structuring Documents for the Web. Chapter 2: Links Chapter 1: Introducing HTML5. Chapter 2: Getting Started with HTML5. Chapter
and Navigation. Chapter 3: Images, Audio, and Video. Chapter 4: Tables. Chapter 3: Using New HTML5. Chapter 4: Styling with CSS3. Chapter 5: Enhancing Your
5: Forms. Chapter 6: Cascading Style Sheets. Chapter 7: More Cascading Style Web Page Visually with CSS3. Chapter 6: Creating Boxes and Columns with CSS3.
Sheets. Chapter 8: Animations, Transitions and more with CSS3. Chapter 9: Learn- Chapter 7: Creating HTML5 Form Inputs. Chapter 8: Using jQuery with HTML5.
ing JavaScript. Chapter 10: Working with jQuery. Chapter 11 jQuery, Beyond the Chapter 9: Inspecting and Debugging Your Website. Chapter 10: Drawing with
Basics. Chapter 14: Checklists. Appendix A: Answers to Exercises. Appendix B: the HTML5. Chapter 11: Adding HTML5 Multimedia. Chapter 12: Using Drag and
html Element Reference. Appendix C: CSS Properties. Appendix D: Color Names Drop in HTML5. Chapter 13: Storing Data Using a Client-Side Database. Chapter
and Values. Appendix E: Character Encodings. Appendix F: Special Characters. 14: Providing Offline Access to Web Applications. Chapter 15: Using Geolocation
Appendix G: Language Codes. Appendix H: Mime Media Types. Appendix I: Display. Chapter 16: Running Secondary JavaScript Threads. Chapter 17: Commu-
Changes between HTML4 and HTML5. Index. nicating with WebSockets. Chapter 18: Displaying Desktop Notifications. Index.

36 Wiley Graphic & Digital Design Catalog | 2014


WEBSITE DESIGN AND DEVELOPMENT

HTML, CSS, XML

HTML5 Digital HTML5 Foundations


Classroom, (Book and Matt West
Video Training) 978-1-118-35655-5 • 384pp • Paper • 2012
Jeremy Osborn,
AGI Creative Team HTML5 Foundations  will teach you
how to turn plain words and images
978-1-118-01618-3 • 432pp • Paper • 2011
into stunningly beautiful websites
HTML5 Digital Classroom is like using HTML5. HTML5 Foundations
having your own personal instruc- will give you the knowledge to move
tor guiding you through each lesson, beyond the constraints of prebuilt
while you work at your own pace. themes and simple site building tools.
This book includes 15 self-paced It will empower hobbyists, freelanc-
lessons that let you discover essential ers, and entrepreneurs, to create fully
skills and explore the new creative possibilities allowed for in HTML5. customised websites that match their needs perfectly.

TABLE OF CONTENTS TABLE OF CONTENTS

Part 1: Creating Web Pages with HTML5, Chapter One: Getting Started with HTML5
Starting Up. Section 1: Essentials Of HTML, HTML5, And CSS. Lesson 1: Defining
7, Chapter Two: Structuring a Web Page, Chapter Three: Creating the Page Tem-
HTML5. Lesson 2: Fundamentals Of HTML, XHTML, And CSS. Lesson 3: Format-
plates, Chapter Four: Creating the Web Pages, Part 2: Dealing with Data, Chapter
ting Text With CSS. Lesson 4: Introduction To CSS Layout. Lesson 5: Advanced
Five: Working with Forms, Chapter Six: Enhancing Your Web Forms with HTML5,
CSS Layout. Section 2: HTML5 With CSS3 And Javascript. Lesson 6: Using HTML5
Chapter Seven: Validating Form Data Using HTML5, Chapter Eight: Using Microdata,
Markup. Lesson 7: Creating HTML5 Forms. Lesson 8: Introduction To Javascript
Chapter Nine: Ensuring Accessibility, Part 3: Enhancing Web Pages with HTML5 and
And Jquery. Lesson 9: Working With Video And Audio Elements. Lesson 10: JavaScript, Chapter Ten: Introducing JavaScript, Chapter Eleven: Adding Video and
Working With Canvas. Lesson 11: Styling With CSS3. Lesson 12: CSS3 Media Audio, Chapter Twelve: Storing Data, Part 4: Advanced HTML5 Technologies, Chap-
Queries And The Future Of CSS3. Lesson 13: Offl Ine Storage In HTML5. Lesson ter Thirteen: Using Geolocation, Chapter Fourteen: Using Canvas to Create Online
14: HTML5 Geolocation. Lesson 15: HTML5 Drag And Drop. Appendix: HTML5 Ads, Appendix A: Additional HTML Markup for Text, Appendix B: HTML Elements
Elements And Attributes. Index, Appendix C: Where to Go from Here, Index.

CSS3 Pushing the Limits CSS3 Foundations


Stephen Greig Ian Lunn
978-1-118-65263-3 • 384pp • Paper • 2013 978-1-118-35654-8 • 352pp • Paper • 2012

With CSS3 Pushing the Limits, CSS3 Foundations  will teach you how
web developers will learn how to to turn plain words and images into
create extraordinary websites. This stunningly beautiful websites that
advanced guide goes beyond the use cascading style sheets. HTML is
basics to teach what CSS3 is really fun when you’re first learning, but
capable of. CSS3 Pushing The Limits when the instant gratification of
assumes that the reader has learned CSS is mixed in, webpages become
the basics of CSS3, and is now ready something more. Magical, even. CSS3
to really dig into the language, and Foundations will give you the knowl-
learn what’s really possible. edge to move beyond the constraints of prebuilt themes and simple site
building tools. It will empower hobbyists, freelancers, and entrepreneurs,
to create fully customised websites that match their needs perfectly.
TABLE OF CONTENTS

Chapter one Understanding CSS and the Modern Web, Chapter two Getting
Started, Chapter three Mastering The Power of CSS Selectors, Chapter four Cre-
ating Styles Using Property Values 63, Chapter five Adding Presentational Styles,
Chapter six Creating A Basic Page Structure, Chapter seven Creating Space and
Understanding the Box Model, Chapter eight Creating a Multicolumn Layout,
Chapter nine Understanding Display, Position, and Document Flow, Chapter
eleven Styling Fonts and Text, Chapter twelve Adding 2D Transforms, Chapter
thirteen Going Beyond with 3D Transforms, Chapter fourteen Bringing Your
Website to Life with Transitions and Animations, Chapter fifteen Testing Across
Multiple Browsers, Chapter sixteen Making Your Website Look Great Across
Multiple Devices, Chapter seventeen Final Steps and Conclusion.

www.wiley.com/go/gdcatalog 37
WEBSITE DESIGN AND DEVELOPMENT

HTML, CSS, XML

Beginning XML, 98-375 MTA HTML5


5th Edition Application Development
Joe Fawcett, Danny Ayers, Fundamentals
Liam R. E. Quin, Microsoft Official Academic
978-1-118-16213-2 • 864pp • Paper • 2012 Course
978-1-118-35993-8 • 244pp • Paper • 2012
Beginning XML 5th Edition begins
with new material on the current- Perfect for adding HTML web app
day advantages and disadvantages development to any existing program-
of XML. It moves on with added ming course, 98-375 MTA HTML5
material updating standards and the Application Development Fundamen-
current uses of XML. Best practices tals covers all aspects of HTML5
and new detail of namespaces follow. and everything required to earn the
Microsoft Technology Associate certification.
TABLE OF CONTENTS

Introduction. 1: What is XML? 2: Well-Formed XML. 3: XML Namespaces. II TABLE OF CONTENTS


Validation. 4: Document Type Definitions. 5: XML Schemas. 6: RELAX NG and Lesson 1: Managing the Application Life Cycle. Lesson 2: Building the User
Schematron. III Processing. 7: Extracting Data from XML. 8: XSLT. IV Databases. 9: Interface by Using HTML5: Text, Graphics, and Media. Lesson 3: Building the
XQuery. 10: XML and Databases. V Programming. 11: Event Driven Programming. User Interface by Using HTML5: Organization, Input, and Validation. Lesson 4:
12: LINQ to XML. VI Communication. 13: RSS, Atom, and Content Syndication. Understanding CSS Essentials: Content Flow, Positioning, Styling. Lesson 5: Un-
14: Web Services. 15: SOAP and WSDL. 16: AJAX. VII Display. 17: XHTML and derstanding CSS Essentials: Layouts. Lesson 6: Managing Text Flow by Using CSS.
HTML 5. 18: Scalable Vector Graphics (SVG). VIII Case Study. 19: Case Study: XML Lesson 7: Managing the Graphical Interface by Using CSS. Lesson 8: Understand-
in Publishing. Appendix A: Exercise Solutions. Appendix B: Xpath Functions. Ap- ing JavaScript and Coding Essentials. Lesson 9: Creating Animations, Working
pendix C: XML Schema Data Types. Index. with Graphics, and Accessing Data. Lesson 10: JavaScript Coding for the Touch
Interface, Device and Operating System Resources.

J AVA S C R I P T A N D J Q U E R Y

JavaScript & JQuery: Professional jQuery


Interactive Front-End Cesar Otero, Rob Larsen
Web Development 978-1-118-02668-7 • 336pp • Paper • 2012
Jon Duckett
jQuery is one of the hottest emerging
978-1-118-53164-8 • 464pp • Paper • 2013
web development technologies. Fully
Unlike the majority of books on supported by Microsoft, Google, and
JavaScript or JQuery, this title cov- a who’s who list of companies and
ers both (because JQuery makes it platforms it simplifies the develop-
easier and faster to develop your own ment of standards based interactive
scripts), and it does not assume expe- websites. Professional jQuery provides
rience of either of these technologies. a complete, in depth look at jQuery
It makes use of some popular JQuery and related technologies providing
plugins to illustrate techniques that would otherwise require many pages developers a single source of all the information they need to maximize
of detailed explanation (if the reader were being taught to create the their web development skills.
plugins from scratch themselves).
TABLE OF CONTENTS
TABLE OF CONTENTS Introduction, Part I Jquery Fundamentals, Chapter 1 Getting Started, Chapter 2
Chapter 1 The ABC of Programming. Chapter 2 Basic JavaScript Instructions. Javascript Primer, Chapter 3 The Jquery Core, Chapter 4 Dom Element Selection
Chapter 3 Functions, Methods, and Objects. Chapter 4 Decisions and Loops. And Manipulation, Chapter 5 Event Handling, Chapter 6 Html Forms, Data, And
Chapter 5 The Document Object Model. Chapter 6 Events. Chapter 7 jQuery. Ajax, Chapter 7 Animations And Effects, Part Ii Applied Jquery, Chapter 8 Jquery
Chapter 8 Storing data. Chapter 9 AJAX, JSON, and Feeds. Chapter 10 Error Ui Part I--Making Things Look Slick, Chapter 9 Jquery Ui Part Ii--Mouse Interac-
Handling and Debugging. Chapter 11 Content Panels. Chapter 12 Filtering & tions, Chapter 10 Writing Effective Jquery Code, Chapter 11 Jquery Templates,
Sorting. Chapter 13 Form Enhancement & Validation. Chapter 14 Games. Chapter 12 Writing Jquery Plugins, Chapter 13 Advanced Asynchronous Pro-
gramming With Jquery Deferred, Chapter 14 Unit Testing With Qunit

38 Wiley Graphic & Digital Design Catalog | 2014


WEBSITE DESIGN AND DEVELOPMENT

J AVA S C R I P T A N D J Q U E R Y

Professional JavaScript JavaScript Programming:


for Web Developers, Pushing the Limits
Third Edition Jon Raasch
Nicholas C. Zakas 978-1-118-52456-5 • 408pp • Paper • 2013
978-1-118-02669-4 • 960pp • Paper • 2012
Learn how to build an app that is
Professional JavaScript, 3rd Edition, loosely coupled, with each component
written by best selling author Nicho- built to exist separately - an approach
las Zakas, updates one of Wrox’s best that avoids the bugs associated with
selling and best reviewed JavaScript “spaghetti code,” but also allows you
books. This update includes sig- to create components that can be
nificant advances in using JavaScript easily swapped out at a later data.
along with the HTML5 and CSS 3 JavaScript Programming: Pushing the
which increase demand for JavaScript knowledge. Limits delves into advanced topics not generally found in other more
intermediate JS development books.
TABLE OF CONTENTS

Chapter 1: What Is Javascript?, Chapter 2: Javascript In Html, Chapter 3: Language


Basics, Chapter 4: Variables, Scope, And Memory, Chapter 5: Reference Types,
Chapter 6: Object-Oriented Programming, Chapter 7: Function Expressions, Chapter
8: The Browser Object Model, Chapter 9: Client Detection, Chapter 10: The Docu-
ment Object Model, Chapter 11: Dom Extensions, Chapter 12: Dom Levels 2 And 3,
Chapter 13: Events, Chapter 14: Scripting Forms, Chapter 15: Graphics With Canvas,
Chapter 16: Html5 Scripting, Chapter 17: Error Handling And Debugging, Chapter
18: Xml In Javascript, Chapter 19: Ecmascript For Xml, Chapter 20: Json, Chapter 21:
Ajax And Comet, Chapter 22: Advanced Techniques, Chapter 23: Offline Applica-
tions And Client-Side Storage, Chapter 24: Best Practices, Chapter 25: Emerging
Apis, Appendix A: Ecmascript Harmony, Appendix B: Strict Mode, Appendix C:
Javascript Libraries, Appendix D: Javascript Tools

D R E A M W E AV E R

Dreamweaver CC Introduction to Adobe


Digital Classroom Dreamweaver CS6 with
Mike Arguin ACA Certification
978-1-118-64015-9 • 512pp • Paper w/ DVD • 2013 AGI Creative Team
978-1-118-39406-9 • 400pp • Paper • 2012
This book includes 16 self-paced les-
sons that help you discover essential Written by expert instructors,
skills and explore the new features and this book offers a comprehensive
capabilities of Dreamweaver. Each introduction to Adobe Dreamweaver
lesson includes step-by-step instruc- and provides all the classroom tools
tions and lesson files, along with video needed to teach a complete certifica-
tutorials that complement the topics tion program.
covered in each lesson.  
TABLE OF CONTENTS
TABLE OF CONTENTS
Starting Up. Lesson 1: Dreamweaver CS6 Jumpstart. Lesson 2: Setting Up a New
Starting up, Lesson 1: Navigating Photoshop CC: Workspace, Tools, and Panels, Les-
Site. Lesson 3: Adding Text and Images. Lesson 4: Styling Your Pages with CSS.
son 2: Introduction to Photoshop CC,Lesson 3: Organizing and Managing Your Files
Lesson 5: Creating Page Layouts with CSS. Lesson 6: Advanced Page Layout. Lesson
with Adobe Bridge, Lesson 4: Making Selective Changes in Photoshop CC, Lesson
7: CSS3 Transitions and Web Fonts. Lesson 8: Working with Tables. Lesson 9: Fine-
5: Painting and Retouching, Lesson 6: Color Correcting an Image, Lesson 7: Using
Tuning Your Workflow. Lesson 10: Adding Flash, Video, and Sound Content. Lesson
Content-Aware Tools in Photoshop, Lesson 8: Introduction to Photoshop Layers,
11: Maximizing Site Design. Lesson 12: Working with Code-editing Features. Lesson
Lesson 9: Removing Backgrounds to Create Layered Compositions, Lesson 10: Using
13: Building Web Forms. Lesson 14: Adding Interactivity with the Spry Framework.
Layer Styles and Adjustment Layers, Lesson 11: Working with the Pen Tool, Lesson
Lesson 15: Mobile Design and Layout. Lesson 16: Managing your Website: Reports,
12: Using Smart Objects in Photoshop, Lesson 13: Creating Images for Web, Video,
Optimization, and Maintenance. Lesson 17: Dreamweaver CS6 New Features.
and Interactive Use, Lesson 14: New Features in Photoshop CC, Appendix A: Top
Photoshop Keyboard Shortcuts.

www.wiley.com/go/gdcatalog 39
WEBSITE DESIGN AND DEVELOPMENT

FLASH

Adobe Flash Professional CS6 Digital Classroom


AGI Creative Team
978-1-118-12408-6 • 480pp • Paper • 2012

Flash Professional CS6 Digital Classroom is like having your own personal instructor, guiding you through each lesson
while you work at your own speed. This book includes 15 self-paced lessons that let you discover essential skills and
explore the new features and capabilities of Flash Professional.

TABLE OF CONTENTS

Lesson 1: Flash CS6 Jumpstart. Lesson 2: Getting Started with the Drawing Tools. Lesson 3: Using Symbols and the Library. Lesson
4: Advanced Tools. Lesson 5: Creating Basic Animation. Lesson 6: Advanced Animation. Lesson 7: Customizing Your Workflow. Les-
son 8: Working with Imported Files. Lesson 9: Introducing ActionScript. Lesson 10: Creating Navigation Controls. Lesson 11: Adding
Sound to Your Movies. Lesson 12: Introducing Movie Clips. Lesson 13: Working with Video. Lesson 14: Delivering Your Final Movie.
Lesson 15: What’s New in Adobe Flash CS6?

Adobe Flash Professional CS6 Essentials


William Heldman
978-1-118-12965-4 • 368pp • Paper • 2012

The full-color text teaches the basics of Flash using real-world projects that give users a foundation in rich media com-
munications—projects that also prepare them to become Adobe Certified Associates.

TABLE OF CONTENTS

Introduction. Chapter 1: Before Jumping Into Flash: Rich Media Design Principles And Practice. Chapter 2: Getting Acquainted
With Flash. Chapter 3: Drawing Shapes In Flash. Chapter 4 Getting Started With The Timeline. Chapter 5: Adding Flash Text And
Fonts To Your Creations. Chapter 6 Working With Flash Symbols. Chapter 7: Developing Simple Flash Animations. Chapter 8: Using
Tweens. Chapter 9: Techniques For Creating More Technical Animations . Chapter 10: Creating Characters With Inverse Kinematics.
Chapter 11: Working With Audio. Chapter 12: Working With Video. Chapter 13: Working With Actionscript. Appendix A: Adobe
Rich Media Communication Using Flash Professional Cs6 Objectives.
Appendix B: Next Steps. Index.

Flash Professional CS6 with ACA Certification


AGI Creative Team
978-1-118-39407-6 • 400pp • Paper • 2012

This comprehensive introduction-to-Flash textbook offers complete coverage of the Adobe Certified Associate (ACA)
certification and over three hours of online video tutorials for students.

TABLE OF CONTENTS

About Flash Digital Classroom. Prerequisites. System Requirements. Starting Adobe Flash Professional CS6. Resetting the
Flash Workspace. Loading Lesson Files. Working with the Video Tutorials. Setting Up for Viewing the Video Tutorials. Viewing
the Video Tutorials with the Adobe Flash Player. Hosting Your Flash Content and Websites. Additional Resources. Lesson 1:
Flash CS6 Jumpstart. Lesson 2: Getting Started with the Drawing Tools. Lesson 3: Using Symbols and the Library. Lesson 4:
Advanced Tools. Lesson 5: Creating Basic Animation. Lesson 6: Advanced Animation. Lesson 7: Customizing Your Workflow.
Lesson 8: Working with Imported Files. Lesson 9: Introducing ActionScript. Lesson 10: Creating Navigation Controls. Lesson
11: Adding Sound to Your Movies. Lesson 12: Introducing Movie Clips. Lesson 13: Working with Video Lesson 14: Delivering
Your Final Movie. Lesson 15: What’s New in Adobe Flash CS6?

40 Wiley Graphic & Digital Design Catalog | 2014


TITLE INDEX

101 Design Methods: A Structured Approach for Driving Innovation and Artistry, 2nd Edition.....................................................................................11
in Your Organization ...........................................................................................12 Coalson/Lightroom 4: Streamlining Your Digital Photography Process ........32
3-‐D Human Modeling and Animation, 3rd Edition ........................................20 Communicating The New: Methods to Shape and Accelerate Innovation ...12
3D Animation Essentials.....................................................................................20 Connell/3D for Graphic Designers ....................................................................20
3D for Graphic Designers ..................................................................................20 Conover/Designing for Print, 2nd Edition ........................................................13
3D Printing For Dummies...................................................................................29 Cool Infographics: Effective Communication with Data Visualization and
98-‐374 MTA Gaming Development Fundamentals ........................................27 Design..................................................................................................................17
98-‐374 MTA Gaming Development Fundamentals ........................................29 Cooper/Drawing and Perceiving: Real-‐World Drawing for Students
98-‐375 MTA HTML5 Application Development Fundamentals.....................38 of Architecture and Design, 4th Edition .............................................................9
Corporate Identity Design .................................................................................14
A Creating Exhibitions: Collaboration in the Planning, Development, and
A Graphic Design Student’s Guide to Freelance: Practice Makes Perfect ....18 Design of Innovative Experiences .....................................................................18
A Guide to Graphic Print Production, 3rd Edition ...........................................13 CSS3 Foundations ..............................................................................................37
A Typographic Workbook: A Primer to History, Techniques, CSS3 Pushing the Limits.....................................................................................37
and Artistry, 2nd Edition.....................................................................................11
Adobe Acrobat X PDF Bible ..............................................................................34 D
Adobe Flash Professional CS6 Digital Classroom ...........................................40 Dabner/Graphic Design School: The Principles and Practice of Graphic
Adobe Flash Professional CS6 Essentials .........................................................40 Design, 5th Edition ...............................................................................................6
Advanced Photoshop CC Digital Classroom ...................................................31 Dayley/Photoshop CC Bible ..............................................................................31
Advertising by Design: Generating and Designing Creative Ideas Across Derakhshani/Autodesk 3ds Max 2014 Essentials: Autodesk Official Press ....25
Media, 2nd Edition .............................................................................................13 Derakhshani/Introducing Autodesk Maya 2014: Autodesk Official Press .....21
After Effects CC Digital Classroom ...................................................................33 Design for Communication: Conceptual Graphic Design Basics .....................7
AGI Creative Team/Adobe Flash Professional CS6 Digital Classroom ..........40 Design Fundamentals for the Digital Age ..........................................................7
AGI Creative Team/Introduction to Adobe Dreamweaver CS6 with ACA Designing Brand Identity: An Essential Guide for the
Certification .........................................................................................................39 Whole Branding Team, 4th Edition ...................................................................13
AGI Creative Team/Introduction to Adobe Flash Professional CS6 Designing Brand Identity: An Essential Guide for the
with ACA Certification ........................................................................................40 Whole Branding Team, 4th Edition ...................................................................17
AGI Creative Team/Introduction to Adobe Photoshop CS6 Designing for Print, 2nd Edition ........................................................................13
with ACA Certification ........................................................................................32 Designing Information: Human Factors and Common Sense in Information
AGI Creative Team/Web Design with HTML and CSS Digital Classroom, Design..................................................................................................................16
(Book and Video Training)..................................................................................36 Digital Creativity: Techniques for Digital Media and the Internet ....................7
Arguin/Dreamweaver CC Digital Classroom....................................................39 Digital Design for Print and Web: An Introduction to Theory,
Au/Game Design Secrets...................................................................................27 Principles, and Techniques ................................................................................14
Autodesk 3ds Max 2014 Bible ...........................................................................25 Digital Photography FAQs .................................................................................30
Autodesk 3ds Max 2014 Essentials: Autodesk Official Press ..........................25 Digital Photography Simplified, 2nd Edition....................................................30
Autodesk Maya 2014 Essentials: Autodesk Official Press ...............................21 DiMarco/Digital Design for Print and Web: An Introduction
Autodesk Smoke Essentials: Autodesk Official Press ......................................33 to Theory, Principles, and Techniques ..............................................................14
Doorley/Make Space: How to Set the Stage for Creative Collaboration ......12
B Drawing and Designing with Confidence: A Step-‐by-‐Step Guide ................9
Basic Perspective Drawing: A Visual Approach, 6th Edition .............................8
Drawing and Perceiving: Real-‐World Drawing for Students of
Beane/3D Animation Essentials ........................................................................20
Architecture and Design, 4th Edition..................................................................9
Becoming a Digital Designer: A Guide to Careers in Web, Video,
Drawing in the Digital Age: An Observational Method for Artists
Broadcast, Game and Animation Design .........................................................19
and Animators.......................................................................................................8
Becoming a Graphic Designer: A Guide to Careers in Design, 4th Edition ....... 19
Drawing Shortcuts: Developing Quick Drawing Skills Using
Beginning HTML and CSS .................................................................................36 Today’s Technology, 2nd Edition .........................................................................9
Beginning XML, 5th Edition ...............................................................................38 Dreamweaver CC Digital Classroom ................................................................39
Blender Studio Projects: Digital Movie-‐Making .............................................26 Duckett/HTML and CSS: Design and Build Websites .....................................36
Bowen/The Graphic Designer’s Guide to Creative Marketing: Finding & Duckett/JavaScript & JQuery: Interactive Front-‐End Web Development....38
Keeping Your Best Clients .................................................................................19
Duckett/WordPress: Design and Build Websites.............................................35
Bowers/Introduction to Graphic Design Methodologies and Processes:
Understanding Theory and Application .............................................................6 E
Bowers/Introduction to Two-‐Dimensional Design: Understanding Form Erwin/Communicating The New: Methods to Shape and
and Function, 2nd Edition..................................................................................21 Accelerate Innovation ........................................................................................12
Brand Atlas: Branding Intelligence Made Visible ............................................17 Exam 98-‐363 Web Development Fundamentals ............................................34

C F
Calori/Signage and Wayfinding Design: A Complete Guide to Creating Fabricated: The New World of 3D Printing ......................................................29
Environmental Graphic Design Systems...........................................................16
Fawcett/Beginning XML, 5th Edition ................................................................38
Carter/Meggs: Making Graphic Design History ................................................6
Fitzgerald/Zen of Post Production: Stress-‐Free Photography Workflow
Carter/Typographic Design: Form and Communication, 5th Edition ............10 and Editing ..........................................................................................................30
Chopra/Introduction to Google SketchUp, 2nd Edition .................................26 Franz/Typographic Web Design: How to Think Like a Typographer in HTML
Clair/A Typographic Workbook: A Primer to History, Techniques, and CSS ...............................................................................................................11

www.wiley.com/go/gdcatalog 41
TITLE INDEX

G Kerlow/The Art of 3D Computer Animation and Effects, 4th Edition ............20


Gaboury/ZBrush Professional Tips and Techniques ........................................23 Kingslien/ZBrush Studio Projects: Realistic Game Characters........................28
Game Character Creation with Blender and Unity ..........................................27 Klimchuk/Packaging Design: Successful Product Branding
Game Design Essentials.....................................................................................27 From Concept to Shelf, 2nd Edition .................................................................15
Game Design Secrets .........................................................................................27 Krum/Cool Infographics: Effective Communication with Data Visualization
Game Design: Principles, Practice, and Techniques– and Design ..........................................................................................................17
The Ultimate Guide for the Aspiring Game Designer .....................................28 Kumar/101 Design Methods: A Structured Approach for
Graphic Design School: The Principles and Practice of Driving Innovation in Your Organization...........................................................12
Graphic Design, 5th Edition ................................................................................6
Greig/CSS3 Pushing the Limits .........................................................................37 L
Landa/Advertising by Design: Generating and Designing Creative Ideas
Grids: Creative Solutions for Graphic Design ..................................................14 Across Media, 2nd Edition .................................................................................13
H LanierMaya Studio Projects Texturing and Lighting ........................................22
Hand/Ubiquitous Photography ........................................................................30 Larsen/Beginning HTML and CSS .....................................................................36
Hannam/A Graphic Design Student’s Guide to Freelance: Practice Makes Leggitt/Drawing Shortcuts: Developing Quick Drawing Skills
Perfect..................................................................................................................18 Using Today’s Technology, 2nd Edition ..............................................................9
Hausman/3D Printing For Dummies .................................................................29 Lesko/Industrial Design: Materials and Manufacturing Guide, 2nd Edition ....... 15
Hedengren/Smashing WordPress -‐ Beyond the Blog, 4th Edition .............35 Level Up!: The Guide to Great Video Game Design.......................................28
Heldman/Adobe Flash Professional CS6 Essentials ........................................40 Lightroom 4: Streamlining Your Digital Photography Process........................32
Heller/Becoming a Digital Designer: A Guide to Careers in Web, Video, Lin/Drawing and Designing with Confidence: A Step-‐by-‐Step Guide ..........9
Broadcast, Game and Animation Design .........................................................19
Lipson/Fabricated: The New World of 3D Printing ........................................29
Heller/Becoming a Graphic Designer: A Guide to Careers in Design,
Lipton/The Practical Guide to Information Design..........................................16
4th Edition ...........................................................................................................19
Lunn/CSS3 Foundations ....................................................................................37
Holtzschue/Design Fundamentals for the Digital Age .....................................7
Hotzschue/Understanding Color: An Introduction for Designers, M
4th Edition .............................................................................................................8 Make Space: How to Set the Stage for Creative Collaboration .....................12
HTML and CSS: Design and Build Websites ....................................................36
Mastering Autodesk Maya 2014: Autodesk Official Press ...............................22
HTML5 Digital Classroom, (Book and Video Training) ....................................37
Mastering Blender, 2nd Edition .........................................................................25
HTML5 Foundations ...........................................................................................37
Maya Studio Projects Photorealistic Characters ..............................................22
HTML5: Your visual blueprint for designing rich Web pages
and applications .................................................................................................36 Maya Studio Projects Texturing and Lighting ..................................................22
Maya Studio Projects: Dynamics .......................................................................23
I Maya Studio Projects: Game Environments and Props ...................................28
Illustrator CC Digital Classroom ........................................................................10 Maya Visual Effects The Innovator’s Guide: Autodesk Official Press,
InDesign CC Digital Classroom .........................................................................34 2nd Edition ..........................................................................................................22
Industrial Design: Materials and Manufacturing Guide, 2nd Edition .............15 McCollin/WordPress: Pushing the Limits..........................................................35
Introducing Autodesk Maya 2014: Autodesk Official Press ............................21 McDanielHTML5: Your visual blueprint for designing rich Web pages and
Introducing Character Animation with Blender, 2nd Edition ..........................25 applications .........................................................................................................36
Introducing ZBrush 3rd Edition .........................................................................23 McKenna-‐Cress/Creating Exhibitions: Collaboration in the Planning,
Introduction to Adobe Dreamweaver CS6 with ACA Certification ................39 Development, and Design of Innovative Experiences ....................................18
Introduction to Adobe Flash Professional CS6 with ACA Certification .........40 McKinley/Maya Studio Projects: Game Environments and Props ..................28
Introduction to Adobe Photoshop CS6 with ACA Certification .....................32 Meggs: Making Graphic Design History ............................................................6
Introduction to Google SketchUp, 2nd Edition ...............................................26 Meggs’ History of Graphic Design, 5th Edition .................................................6
Introduction to Graphic Design Methodologies and Processes: Meggs/Meggs’ History of Graphic Design, 5th Edition ....................................6
Understanding Theory and Application .............................................................6 Meggs/Type and Image: The Language of Graphic Design ..........................11
Introduction to Two-‐Dimensional Design: Understanding Form Meggs/Typographic Specimens: The Great Typefaces...................................11
and Function, 2nd Edition..................................................................................21
Microsoft Official Academic Course/98-‐374 MTA Gaming
Development Fundamentals .............................................................................27
J
JavaScript & JQuery: Interactive Front-‐End Web Development ..................38 Microsoft Official Academic Course/98-‐374 MTA Gaming
JavaScript Programming: Pushing the Limits ...................................................39 Development Fundamentals .............................................................................29
Jedlicka/Packaging Sustainability: Tools, Systems and Strategies Microsoft Official Academic Course/98-‐375 MTA HTML5
for Innovative Package Design ..........................................................................15 Application Development Fundamentals ........................................................38
Jedlicka/Sustainable Graphic Design: Tools, Systems and Strategies Microsoft Official Academic Course/Exam 98-‐363 Web
for Innovative Print Design.................................................................................19 Development Fundamentals .............................................................................34
Johansson/A Guide to Graphic Print Production, 3rd Edition .......................13 Mitchell/Game Design Essentials .....................................................................27
Montague/Basic Perspective Drawing: A Visual Approach, 6th Edition..........8
K Mullen/Blender Studio Projects: Digital Movie-‐Making ................................26
Katz/Designing Information: Human Factors and Common Sense
in Information Design .........................................................................................16 Mullen/Introducing Character Animation with Blender, 2nd Edition .............25
Keller/Introducing ZBrush 3rd Edition ..............................................................23 Mullen/Mastering Blender, 2nd Edition............................................................25
Keller/Maya Visual Effects The Innovator’s Guide: Autodesk Official Press, Murdock/Autodesk 3ds Max 2014 Bible ...........................................................25
2nd Edition..........................................................................................................22 Myers/The Graphic Designer’s Guide to Portfolio Design, 3rd Edition.........18

42 Wiley Graphic & Digital Design Catalog | 2014


TITLE INDEX

N T
Naas/Autodesk Maya 2014 Essentials: Autodesk Official Press .....................21 Teach Yourself VISUALLY Photoshop CC ..........................................................31
Napoles/Corporate Identity Design .................................................................14 The Art of 3D Computer Animation and Effects, 4th Edition .........................20
The Graphic Designer’s Guide to Creative Marketing:
O Finding & Keeping Your Best Clients ................................................................19
Osborn/HTML5 Digital Classroom, (Book and Video Training) ......................37
The Graphic Designer’s Guide to Portfolio Design, 3rd Edition ....................18
Otero/Professional jQuery .................................................................................38
The Human Figure: A Photographic Reference for Artists..............................10
P The Packaging Designer’s Book of Patterns, 4th Edition ................................15
Packaging Design: Successful Product Branding From Concept t The Practical Guide to Information Design ......................................................16
o Shelf, 2nd Edition ............................................................................................15 Thompson/Game Design: Principles, Practice, and Techniques–
Packaging Sustainability: Tools, Systems and Strategies for Innovative The Ultimate Guide for the Aspiring Game Designer .....................................28
Package Design ..................................................................................................15 Totten/Game Character Creation with Blender and Unity ..............................27
Padova/Adobe Acrobat X PDF Bible ................................................................34 Type and Image: The Language of Graphic Design ........................................11
Palamar/Mastering Autodesk Maya 2014: Autodesk Official Press................22
Type Rules: The Designer’s Guide to Professional Typography, 4th Edition ....... 10
Palamar/Maya Studio Projects Photorealistic Characters ...............................22
Typographic Design: Form and Communication, 5th Edition ........................10
Palamar/Maya Studio Projects: Dynamics ........................................................23
Typographic Specimens: The Great Typefaces ................................................11
Pencil Sketching, 2nd Edition ..............................................................................9
Typographic Web Design: How to Think Like a Typographer in
Photoshop CC Bible ...........................................................................................31 HTML and CSS ....................................................................................................11
Photoshop CC Digital Classroom .....................................................................31
Premiere Pro CC Digital Classroom ..................................................................33 U
Ubiquitous Photography ....................................................................................30
Principles of Color Design, 2nd Edition..............................................................8
Understanding Color: An Introduction for Designers, 4th Edition...................8
Principles of Form and Design ...........................................................................7
Principles of Two-‐Dimensional Design ............................................................21 V
Professional JavaScript for Web Developers, 3rd Edition...............................39 Van Hurkman/Autodesk Smoke Essentials: Autodesk Official Press ..............33
Professional jQuery.............................................................................................38
Professional WordPress: Design and Development, 2nd Edition ..................35 W
Wands/Digital Creativity: Techniques for Digital Media and the Internet .......7
R Wang/Pencil Sketching, 2nd Edition ..................................................................9
Raasch/JavaScript Programming: Pushing the Limits .....................................39 Web Design with HTML and CSS Digital Classroom,
Ratner/3-‐D Human Modeling and Animation, 3rd Edition ............................20 (Book and Video Training)..................................................................................36
Resnick/Design for Communication: Conceptual Graphic Design Basics ......7 West/HTML5 Foundations .................................................................................37
Roberts/Grids: Creative Solutions for Graphic Design ...................................14 Wheeler/Brand Atlas: Branding Intelligence Made Visible ............................17
Rogers/Level Up!: The Guide to Great Video Game Design .........................28 Wheeler/Designing Brand Identity: An Essential Guide for the
Rogers/Swipe This!: The Guide to Great Touchscreen Game Design...........29 Whole Branding Team, 4th Edition ...................................................................13
Roth/The Packaging Designer’s Book of Patterns, 4th Edition ......................15 Wheeler/Designing Brand Identity: An Essential Guide for the
Ruby/The Human Figure: A Photographic Reference for Artists....................10 Whole Branding Team, 4th Edition ...................................................................17
Wignall/Digital Photography FAQs ..................................................................30
S Williams/Professional WordPress: Design and Development, 2nd Edition ........ 35
Sheppard/Digital Photography Simplified, 2nd Edition .................................30 Wong/Principles of Color Design, 2nd Edition ..................................................8
Signage and Wayfinding Design: A Complete Guide to Wong/Principles of Form and Design ................................................................7
Creating Environmental Graphic Design Systems ...........................................16
Wong/Principles of Two-‐Dimensional Design ................................................21
Smashing WordPress -‐ Beyond the Blog, 4th Edition ..................................35
Wooldridge/Teach Yourself VISUALLY Photoshop CC ....................................31
Smith/Advanced Photoshop CC Digital Classroom ........................................31
WordPress: Design and Build Websites ...........................................................35
Smith/After Effects CC Digital Classroom ........................................................33
WordPress: Pushing the Limits ..........................................................................35
Smith/Illustrator CC Digital Classroom .............................................................10
Smith/InDesign CC Digital Classroom..............................................................34 X
Smith/Photoshop CC Digital Classroom ..........................................................31 Xu/Drawing in the Digital Age: An Observational Method for Artists and
Smith/Premiere Pro CC Digital Classroom .......................................................33 Animators ..............................................................................................................8
Spencer/ZBrush Character Creation: Advanced Digital Sculpting,
2nd Edition ..........................................................................................................24 Z
Zakas/Professional JavaScript for Web Developers, 3rd Edition....................39
Spencer/ZBrush Creature Design: Creating Dynamic Concept Imagery
for Film and Games ............................................................................................24 ZBrush Character Creation: Advanced Digital Sculpting, 2nd Edition ..........24
Spencer/ZBrush Digital Sculpting Human Anatomy .......................................24 ZBrush Creature Design: Creating Dynamic Concept Imagery for Film
and Games ..........................................................................................................24
Strizver/Type Rules: The Designer’s Guide to Professional Typography,
4th Edition ...........................................................................................................10 ZBrush Digital Sculpting Human Anatomy .......................................................24
Sustainable Graphic Design: Tools, Systems and Strategies for Innovative ZBrush Professional Tips and Techniques ........................................................23
Print Design .........................................................................................................19 ZBrush Studio Projects: Realistic Game Characters ........................................28
Swipe This!: The Guide to Great Touchscreen Game Design ........................29 Zen of Post Production: Stress-‐Free Photography Workflow and Editing....30

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