Professional Documents
Culture Documents
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
E-Textbooks are complete digital versions of the text that help students study
more efficiently as they:
Wiley E-Text: Powered by VitalSource as well as CourseSmart (available for all titles)
Ask your sales representative about other available formats.
www.wiley.com/college/wileyflex
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
G R A P H I C D E S I G N F O U N D AT I O N S
FIFTH
EDITION
FIFTH
DABNER
• EDITION
Graphic Design School: Design Methodologies
STEWART
•
ZEMPOL
GRAPHIC DESIGN SCHOOL
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.
www.wiley.com/go/gdcatalog 7
CO L O R T H E O R Y / D R AW I N G
D R AW I N G
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
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
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
TABLE OF CONTENTS
www.wiley.com/go/gdcatalog 13
PR INTING AND ADVER TISING DESIGN
Corporate Identity
Design
Veronica Napoles
978-0-471-28947-0 • 144pp • Paper • 2002
TABLE OF CONTENTS
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 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 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.
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.
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 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
nning
MyeRs
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
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.
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
M AYA
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
www.wiley.com/go/gdcatalog 21
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
M AYA
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
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.
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.
www.wiley.com/go/gdcatalog 23
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
ZBRUSH
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, 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.
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.
3DS MAX
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
www.wiley.com/go/gdcatalog 25
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
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.
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
www.wiley.com/go/gdcatalog 27
GAME DESIGN AND PROGR AMMING
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.
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.
3D PRINTING
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
PHOTOSHOP
www.wiley.com/go/gdcatalog 31
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
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.
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.
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 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®.
www.wiley.com/go/gdcatalog 33
DESKTOP PUBLISHING / WEBSITE DESIGN AND DEVELOPMENT
®
Christopher Smith Ted Padova
978-1-118-63964-1 • 496pp • Paper w/ DVD • 2013
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.
WORDPRESS
TABLE OF CONTENTS
www.wiley.com/go/gdcatalog 35
WEBSITE DESIGN AND DEVELOPMENT
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.
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
J AVA S C R I P T A N D J Q U E R Y
J AVA S C R I P T A N D J Q U E R Y
D R E A M W E AV E R
www.wiley.com/go/gdcatalog 39
WEBSITE DESIGN AND DEVELOPMENT
FLASH
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?
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.
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?
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
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
www.wiley.com/go/gdcatalog 43
PRSRT STD
U.S. POSTAGE
P A I D
JOHN WILEY
& SONS
One size does not fit all. That’s why Wiley Custom Select gives you the
freedom to create your course materials exactly the way you want them.
You have the option to create a text online in just 3 easy steps:
1. Search & Select 2. Customize 3. Preview & Submit
Browse from our extensive collection Make the book your own by selecting At any time you can preview a full
of Wiley content and select just what your output method, creating a cover, version of what your book will look like
you need. arranging the sequence of content, and and when you’re ready, submit your
you can even upload your own materials. book and we’ll take care of the rest.
Want help getting started? Watch a short, step-by-step demo of how to build customized course materials
at: www.wiley.com/college/wcsdemo.
customselect.wiley.com
facebook.com/WileyArchitectureDesign pinterest.com/wileyarchdesign/