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GRAPHIC & DIGITAL DESIGN

2014

Catalog


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TA B L E O F C O N T E N T S History of Graphic Design............................ 8 Graphic Design Foundations ....................... 8 Color Theory ............................................... 10 Drawing ....................................................... 10 Illustrator ..................................................................10

Typography ................................................. 10 Innovation & Creativity ............................... 11 Print & Advertising Design......................... 12 Product & Industrial Design ....................... 17 Environmental & Graphic Design .............. 18 Information Design ..................................... 18 Brand Management/Strategy .................... 19 Portfolio Design .......................................... 20 Professional Practice .................................. 20 2D/3D Design & Computer Animation..... 22 Maya ............................................................ 23 Zbrush.......................................................................25

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3ds Max ....................................................................27

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SketchUp ..................................................................28

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Blender .....................................................................27

Game Design & Programming .................. 29 3D Printing .................................................. 31 Digital Photography & Photo Editing ....... 32 Photoshop ................................................................34 Lightroom .................................................................34

Film Editing & Production.......................... 35 Desktop Publishing .................................... 36 Website Design & Development .............. 36 WordPress ................................................................37 HTML, CSS, XML ......................................................38 JavaScript & JQuery .................................................40 Dreamweaver ...........................................................41 Flash .........................................................................42

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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: Making Graphic Design History

Meggs’ History of Graphic Design, 5th Edition Philip B. Meggs, Alston W. Purvis 978-0-470-16873-8 • 624pp • Hardcover • 2012

Meggs’ History of Graphic Design, 5th Edition is the unrivaled, comprehensive reference tool for graphic designers and students. It is essentially a Janson’s History of Art for the graphic design world. The First Edition was heralded as a publishing landmark by the Association of Ameican Publishers, who awarded it a coveted award for publishing excellence. TABLE OF CONTENTS 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 typography and design for printing. Part III: The Bridge to the Twentieth Century The Industrial Revolution: The impact of industrial technology upon visual communications. 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.

Rob Carter 978-0-470-00839-3 • 256pp • Hardcover • 2007

Meggs: Making Graphic Design History is the definitive retrospective of the work of Philip B. Meggs, America’s best-known graphic design historian and beloved educator. It features essays and compelling correspondence from notable designers. TABLE OF CONTENTS Foreword. Contributing Essays. Introduction by Rob Carter. Growing Up With Phil by Bill Meggs. The Collaboration by Libby Meggs. Life By Design: From Ephemeral to Historical by Elizabeth Meggs. Philip B. Meggs, a Memoir by Alston Purvis. America’s First Graphic Design Historian by Steven Heller. Fond Personal Memories and Warm Professional Recollections by R. Roger Remington. Philip B. Meggs: A Personal Remembrance by Roy McKelvey. Selected Writings and Lectures.

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 EDITION

DABNER

• •

STEWART ZEMPOL

GRAPHIC DESIGN SCHOOL

GRAPHIC DESIGN SCHOOL

The Principles and Practice of Graphic Design

David Dabner • Sandra Stewart • Eric Zempol

Graphic Design School: The Principles and Practice of Graphic Design, Fifth Edition

Design Methodologies and Processes: Understanding Theory and Application

David Dabner, Sandra Stewart, Eric Zempol

John Bowers

978-1-118-13441-2 • 208pp • Paper • 2013

With examples from magazines, websites, books, and mobile devices, the Fifth Edition provides an overview of the visual communications profession, with a new focus on the intersection of design specialties. A brand-new section on web and interactivity covers topics such as project development roles, web tools (Illustrator, InDesign, Photoshop, Fireworks, Dreamweaver, and Flash), coding requirements, information architecture, file organization, web design and layout, mobile device composition, app design, CMS, designing for social media, and SEO.

978-0-470-50435-2 • 144pp • Paper • 2011

As graphic design has evolved from a trade to a discipline with its own catalogued history, and as professional designers are playing strategic roles beyond the role of form-maker, the need for material on design methodologies is growing. This concise, visually-based introduction to graphic design methodologies helps designers to design more creatively, collaboratively and strategically. TABLE OF CONTENTS

TABLE OF CONTENTS Introduction, Part One: Principles, Unit One: Research and Concepts, Unit Two: Fundamentals of Composition, Unit Three: Fundamentals of Typography, Unit Four: Fundamentals of Color, Part Two: Practice, Unit Five: Tools and Technologies, Unit Six: Print Production and Presentations, Unit Seven: Web and Interactivity, Unit Eight: Expert Paths and Collaborations, Resources, Glossary, Bibliography, Online resources, Index.

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Wiley Graphic & Digital Design Catalog | 2014

Introduction. Problem Seeking and Solving. Chapter 1: Looking Broadly. Chapter 2: Interpreting. Chapter 3: Targeting. Chapter 4: Creating. Chapter 5. Looking Closer. Timeline. Terms. Study Questions. Exercises. Endnotes. Bibliography. Index. Image Credits. Essay.


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

Digital Creativity: Techniques for Digital Media and the Internet

Design for Communication: Conceptual Graphic Design Basics

Bruce Wands

Elizabeth Resnick 978-0-471-41829-0 • 264pp • Paper • 2003

Design for Communication offers the most applied coverage of the basic conceptual graphic design principles in combination with much-sought-after access to student work. TABLE OF CONTENTS Introduction. What Is Graphic Design? What Do Graphic Designers Do? I Want to 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 Assignments? Section 1: The Elements and Principles of Design. Section 2: T ypography as Image. Section 3: Creative Wordplay. Section 4: Word and Image. Section 5: Grid and Visual Hierarchy. Section 6: Visual Advocacy. Bibliography. Instructor Contact Information. Index.

978-0-471-39057-2 • 384pp • Paper • 2001

Creating digital art and digital design in a computer environment requires an understanding of the traditional creative techniques of the fine artist and an understanding of the technical software and hardware issues. Digital Creativity combines these two skill sets in one complete volume to expand and enhance creative possibilities. TABLE OF CONTENTS Preface. Acknowledgments. The History of Digital Media. The Basics of Digital Media. Creativity. The Production Pipleline. Design and Typography. Web Design and Production. Digital Photography. Video Production. Audio. 2D Animation: Traditional into Digital. 3D Animation. Professional Issues. About the Author. Index.

Design Fundamentals for the Digital Age

Principles of Form and Design

Linda Holtzschue, Edward Noriega

Wucius Wong 978-0-471-28552-6 • 352pp • Paper • 2011

978-0-471-28786-5 • 224pp • Paper • 2008

Principles of Form and Design is an unprecedented text that gives readers the content of three important references by one of today’s most influential design writers. This is a master class in the principles and practical fundamentals of design that will appeal to a broad audience of graphic artists and designers.

With nearly 200 illustrations, this book includes an easy-to-use glossary of terms, a comprehensive bibliography, and a useful workbook with practical applications. It serves as a fundamental reference for graphic and interior design students, architects, fashion designers, product designers, and fine art professionals. TABLE OF CONTENTS TABLE OF CONTENTS Art and Design. Digital Design. Eye and Mind. Point, Line, and Plane. Structure and Surface. Working in Space. Color. The Written Image. Workbook. Glossary. Bibliography. Index.

Two-Dimensional Design. Form. Repetition. Structure. Similarity. Gradation. Radiation. Anomaly. Contrast. Concentration. Texture. Space. Two-Dimensional Form. Aspects of Form. Designing A Form. Representational Forms. Three-Dimensional Design. Serial Planes. Wall Structures. Prisms and Cylinders. Repetition. Polyhedral Structures. Triangular Planes. Linear Framework. Linear Layers. Interlinking Lines. Glossary. Index.

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CO L O R T H E O R Y / D R AW I N G

Principles of Color Design, 2nd Edition

Understanding Color: An Introduction for Designers, 4th Edition

Wucius Wong

Linda Holtzschue

978-0-471-28708-7 • 224pp • Paper • 2011

978-0-470-38135-9 • 272pp • Paper • 2011

Understanding Color, 4th Edition, offers simple, plain-language explanations of the scientific basis of color perception, an overview of the leading theories of color, and explanations of the seeming conflicts among them. For each concept presented, examples of how theoretical information is applied in solving common problems in color design. TABLE OF CONTENTS Dedication. Acknowledgments. Preface. Contents. Chapter 1: An Introduction to Color Study. Chapter 2: A Little Light on the Subject. Light. Additive Color: Mixing Light. Lamps. Lighting Level. Vision. Chapter 3: The Human Element. Chapter 4: The Vocabulary of Color. Chapter 5: The Instability of Colors. Chapter 6: Illusion and Impression. Optical Illusions. Color Illusions. Chapter 7: Color Theory: A Brief History. Chapter 8: Color Harmony. In Search of Beauty. Intervals and Harmony. Chapter 9: Tools of the Trade. Chapter 10: The Medium of Light. Chapter 11: The Business of Color. Glossary. Bibliography. Index. Online Workbook (www.wiley.com/ go/understandingcolor4e).

Principles of Color Design, 2nd Edition is complete revision of what is considered the classic introduction to color for all graphic designers and artists. This book provides a solid foundation for the development of personal color sense, and a practical examination of the myriad effects that can be achieved with color. TABLE OF CONTENTS Design Principles. Planes. Lines. Points. Formal Compositions. Informal Compositions. Space. Color Principles. Black And White. Neutral Colors. Chromatic Colors. Value. Chroma. Hue. The Color Solid. Complementary Hues. Color Harmony. Simultaneous Contrast. Re-Examining The Color Circle. Color Design. Designs With Value Gradations. Designs With Chroma Gradations. Designs With Hue Gradations. Designs With Hue Mixtures. Designs With Complementary Hues. Designs With Unrelated Hues. Developing A Color Scheme. Digital Colors. Color Lights. Display Of Colors And Images. Painting On The Computer. Drawing On The Computer. Color Palettes. Printing The Colors. Color Expression. Color Guides. Using The Color Guides.

D R AW I N G

Basic Perspective Drawing: A Visual Approach, 6th Edition John Montague

Drawing in the Digital Age: An Observational Method for Artists and Animators

978-1-118-13414-6 • 288pp • Paper • 2013

Wei Xu, PhD

Basic Perspective Drawing is a fundamental skill for all artists and designers and is a required area of study in foundation level courses at most art and design schools. This new, streamlined 6th Edition contains must-have content for students and instructors in art and design, architecture, and interior design programs. TABLE OF CONTENTS Preface. Chapter 1: Overview. Chapter 2: Rendering Perspective Views from Observed Reality. Chapter 3: Plans, Elevations, and Paraline Projections. Chapter 4 Constructing Perspective Views. Chapter 5: Geometric Tools: Diagonals, Squares, and Cubes. Chapter 6: Sloping Planes and Surfaces. Chapter 7: Circles and Curved Surfaces. Chapter 8: Shadows and Reflections. Chapter 9: Freehand Sketching and Rapid Visualization. Chapter 10: The Figure in Perspective. Chapter 11: Shading and Rendering. Chapter 12: Aerial Perspective. Appendix A: Examples of Perspective Views. Appendix B: Notes on Studying and Teaching Perspective Drawing. Index.

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Wiley Graphic & Digital Design Catalog | 2014

978-1-118-17650-4 • 224pp • Paper • 2012

Knowing how to draw is considered a key skill to creating realistic 3D animation in today’s competitive computer graphics market. Drawing in the Digital Age teaches a new drawing method based on simple math and computer graphics principles that make drawing easier and more efficient, even for those who consider themselves artistically challenged. TABLE OF CONTENTS Introduction. Chapter 1: Understanding the Relationship between Math and Art. Chapter 2: Extracting Graphical Structures. Chapter 3: Drawing with the ABC Method. Chapter 4: Drawing Simple Objects. Chapter 5: Drawing Complicated Objects. Chapter 6: Drawing Complicated Scenes. Chapter 7: Using Advanced Techniques. 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.


D R AW I N G

Douglas Cooper

Drawing Shortcuts: Developing Quick Drawing Skills Using Today’s Technology, 2nd Edition

978-0-470-04716-3 • 248pp • Paper • 2007

Jim Leggitt

Drawing and Perceiving: Real-World Drawing for Students of Architecture and Design, 4th Edition

Drawing is the way architects and designers communicate with col colleagues, clients and others. Drawing and Perceiving discusses the knowledge, rational thought, and analysis that should be part of each step in the drawing process. This combination of technique along with theory and analysis makes this book the intelligent guide to drawing. TABLE OF CONTENTS Preface. Acknowledgments. Chapter 1: Engaging the Visual World. Chapter 2: The Order of Appearance. Chapter 3: When Order is Made. Appendix A: Perspective: Office Method. Appendix B: Perspective: One-Point Magic Method. Appendix C: Shadow Projection in Orthographic Views. Appendix D: Shadow Projection in Perspective Views. Bibliography. Glossary. Index. About the CD-Rom.

978-0-470-43548-9 • 264pp • Hardcover • 2010

Drawing is the way architects and designers communicate with colleagues, clients, and others. The ability to quickly generate sketches and presentation drawings is critical to any successful architect or designer. This book fills a gap in design drawing and presentation category by offering an integrated approach to traditional and digital drawing for professionals and students. TABLE OF CONTENTS Preface. Acknowledgments. Introduction. Chapter 1: Traditional Drawing Types. Chapter 2: Drawing Composition. Chapter 3: Traditional Drawing Tools. Chapter 4: 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, 2nd Edition Thomas C. Wang

Drawing and Designing with Confidence: A Step-by-Step Guide

978-0-471-39919-3 • 128pp • Paper • 2001

Mike W. Lin

Pencil Sketching, 2nd Edition illustrates how the pencil allows the designer or artist to create a multitude of strokes and a wide spectrum of tones and textures. For these reasons, this book discusses the importance of why the pencil is almost always used as the first medium for learning sketching.

978-0-471-28390-4 • 208pp • Hardcover • 2008

Lavishly illustrated with nearly 400 color illustrations, including extraordinary before and after student examples, highquality print, oversized format, and hundreds of timesaving tricks of the trade, this book holds the keys to developing outstanding drawing and design skills. TABLE OF CONTENTS

TABLE OF CONTENTS Materials and Equipment. Technique. Composition. Sketching. Sketching from Memory

Loose vs Tight. Principles of Good Graphics. Rendering Techniques. Rendering Types. Lettering. Entourage. Perspective Drawing. How to Sketch. Design Process. Appendices. References. Credits. Index.

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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 Erik A. Ruby

Illustrator CC Digital Classroom

978-0-471-28949-4 • 352pp • Paper • 2004

Jennifer Smith, AGI Creative Team

Now you can draw from your own life model anytime you want without paying expensive models’ fees! This handy volume contains over 600 detailed anatomical photographs for artists to study and draw from. Subjects included are male and female, and the models range in age from two years old to ninety years old. TABLE OF CONTENTS Male. Walking. Running. Standing. Sitting. Lying. Head. Hands. Feet. Female. Walking. Standing. Sitting. Lying. Head. Hands. Feet. Details. Expressions. Heads. Hands. Eyes and Noses. Mouths. Ears. Two-Year-Old Child. Standing. Sitting. Head. Hands. Feet.

978-1-118-63971-9 • 384pp • Paper w/ DVD • 2013

This book includes 12 self-paced lessons that let readers discover essential skills and explore new features and capabilities of Adobe ILOR. Every lesson is presented in full color with step-by-step instructions, and learning is reinforced with video tutorials and lesson files on a companion DVD. Jam-packed with information, this book and DVD takes users from the basics through intermediate level topics and helps readers find the information they need in a clear, approachable manner. TABLE OF CONTENTS 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, Lesson 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 Typography

includes access to

bonus videos

Type Rules!: The Designer’s Guide to Professional Typography, Fourth Edition

Typographic Design: Form and Communication, 5th Edition

Ilene Sttizver

Rob Carter, Ben Day, Philip B. Meggs

978-1-118-45405-3 • 304pp • Paper • 2013

Type Rules!, Fourth Edition is an upto-date, thorough introduction to the principles and practices of typography. From the fundamentals to cutting-edge Ilene Strizver applications, this edition has everything today’s serious designer needs to use type effectively. Dozens of exercises reinforce authoritative coverage on such topics as how to select the appropriate type for the job, how to set type like a pro, how to avoid common mistakes, and how to design a typeface, as well as how to fully harness the power of major design packages including the Adbobe Creative Suite.

type rules fourth edition

TABLE OF CONTENTS Preface, Acknowledgments, Introduction, Chapter 1 A Brief History of Type, Chapter 2 From Metal to Mac: Understanding Font Technology, Chapter 3 What Makes a Typeface Look the Way It Does?, Chapter 4 Selecting the Right Type for the Job, Chapter 5 Formatting Your Type, Chapter 6 Typographic Hierarchy and Emphasis, Chapter 7 FineTuning 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

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Wiley Graphic & Digital Design Catalog | 2014

978-0-470-64821-6 • 368pp • Paper • 2011

This new 5th Edition is updated throughout, including many new images and case studies. New additions include a chapter on typography on screen, up-to-date information on typographic technology, and new coverage of topics related to visual metaphor, multi-modal typography, and cultural developments in type. TABLE OF CONTENTS Introduction. 1 The Evolution of Typography. 2 The Anatomy of Typography. 3 Syntax and Communication. 4 Legibility. 5 The Typographic Grid. 6 The Typographic Message. 7 Typographic Technology. 8 Typography on Screen. 9 Case Studies in Typographic Design. 10 Typographic Design Education. 11 Typographic Design Process. 12 Type Specimens . Glossary. Bibliography. Picture Credits. Index.


T YPOGR APHY

Typographic Specimens: The Great Typefaces

A Typographic Workbook: A Primer to History, Techniques, and Artistry, 2nd Edition

Philip B. Meggs, Rob Carter 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 brought together in Typographic Specimens: The Great Typefaces, making it an invaluable reference tool for graphic designers, editors, art directors, production managers, desktop publishers, and students.

978-0-471-69690-2 • 400pp • Paper • 2005

This 2nd Edition is much more interactive, including many more quizzes, projects and exercises, along with solutions, to take greater advantage of the workbook concept. It also includes 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 Preface. Acknowledgments. Chapter 1: Ancient Writing Systems. Chapter 2: Lettering During the Roman Empire and Middle Ages. Chapter 3: Renaissance Typography and Printing. Chapter 4: Typography During Colonization and Industrialization. Chapter 5: Early Twentieth-Century Typography. Chapter 6: Technology Changes the Designers Role. Chapter 7: Contemporary Typography and Digital Technology. Chapter 8: Character Characteristics. Chapter 9: Type Identification 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 players. Credits. Bibliography. Index.

TABLE OF CONTENTS Design Interpretations. Akzidenz-Grotesk. American Typewriter. Baskerville. Bembo. Bodoni. Bookman. Caledonia. Caslon. Centaur. Century Schoolbook. Cheltenham. Clarendon. Didot. Folio. Franklin Gothic. Frutiger. Futura. Galliard. Gill Sans. Garamond. Goudy Old Style. Helvetica. Janson Text. Kabel. News Gothic. Optima. Palatino. Perpetua. Plantin. Sabon. Serifa. Stone Sans. Stone Serif. Stymie. Times New Roman. Trump Mediaeval. Univers. Zapf Book.

Typographic Web Design: How to Think Like a Typographer in HTM and CSS

Type and Image: The Language of Graphic Design Philip B. Meggs 978-0-471-28492-5 • 208pp • Paper • 2009

In this lively and lavishly illustrated book, the author reveals the very essence of graphic design. The elements that combine to form a design—signs, symbols, words, pictures, and supporting forms—are analyzed and explained. The reader will find inspiration, hundreds of exciting examples by many of America’s outstanding graphic designers. TABLE OF CONTENTS The Elements of Graphic Design. The Union of Word and Picture. Graphic Space. Graphic Resonance. The Design Process. Epilogue. Notes. Bibliography. Picture Credits. Index.

Laura Franze 978-1-119-97687-5 • 336pp • Paper • 2011

Readers learn how to choose fonts, organize information, create a system of hierarchy, work with tabular information, create a grid, apply a typographic system across multiple pages, and build a font library. Each chapter provides time-tested typography rules to follow (modified for the web), explains why they work, when to break them, and offers the opportunity to test the rules with hands-on exercises in HTML and CSS. If you don’t know HTML and CSS, Typographic Web Design provides a walk-through for each lesson, showing you how to plan and write syntax. TABLE OF CONTENTS 1 Anatomy and Legibility: Is the Font Easy to Read?, 2 Aesthetics and Emotions: Does the Font Convey the Right Message?, 3 Contrast, Styles, and Characters: Can the Font Do the Job?, 4 Choosing Two Fonts to Work Together, 5 Rhythm and Tension in the Typographic Layout, 6 How We Read, Part 1, 7 Chunking Information: 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: Recommended Readings and Resources, Bibliography, Index

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101 Design Methods: A Structured Approach for Driving Innovation in Your Organization

978-1-118-39417-5 • 304pp • Paper • 2013

Vijay Kumar

Communicating the New: Methods to Shape and Accelerate Innovation

Communicating The New describes and demonstrates methods for communication in the design thinking/ innovation process. It introduces core concepts and methods that help manage complexity, accelerate synthesis, bring clarity, and diffuse important knowledge to the people who need to act on it. It offers everyone who is involved in design thinking a practical toolkit for how to use communication at every step of the innovation process to tame and frame the inherent complexity of creating “the new.” Methods to Shape and Accelerate innovation

TABLE OF CONTENTS 1 Finding the conceptual center, 2 Framing the work, 3 Targeting your constituents, 4 Introduce new thinking, 6 Conclusion

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

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Wiley Graphic & Digital Design Catalog | 2014

978-1-118-08346-8 • 304pp • Paper • 2012

101 Design Methods is the first stepby-step guidebook for successful innovation planning. Unlike other popular titles, this book approaches the practice of creating new products, services, and customer experiences as a science, rather than an art, to provide a practical set of collaborative tools and methods for planning and defining successful new offerings. TABLE OF CONTENTS Introduction. Four core principles of successful innovation .Principle 1: Chapter 2: Build Innovations around Experiences. Principle 2: Chapter 4: Think of Innovations as Systems. Principle 3: Chapter 3: Cultivate an Innovation Culture Seven modes 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.


PR INTING AND ADVER TISING DESIGN

Designing for Print, 2nd Edition

Designing Brand Identity: An Essential Guide for the Whole Branding Team, 4th Edition

Charles Conover 978-0-470-90597-5 • 256pp • Paper • 2012

Alina Wheeler

Designing for Print, 2nd Edition is a single-source guide to planning, designing and printing successful projects using the Adobe Creative Suite 5. Jam packed with helpful tips and advanced techniques, this book is an essential addition to any designer’s library.

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.

TABLE OF CONTENTS Chapter 1: Planning Your Design Layout Variations: Standard and Custom Formats Chapter 2: Designing with Type Type Fundamentals. Chapter 3: Designing with Photographs Image Types: One Color, Two Color. Chapter 4: Advanced Typography Using the Character and Paragraph Palettes. Chapter 5: Preparing Your Images. Chapter 6: Illustrating Effectively Simple Illustration Approaches. Chapter 7: Putting It All Together. Bibliography. Photography and Illustration. Credits. Index.

Advertising by Design: Generating and Designing Creative Ideas Across Media, 2nd Edition Robin Landa 978-0-470-36268-6 • 288pp • Paper • 2010

A Guide to Graphic Print Production, 3rd Edition Kaj Johansson, Peter Lundberg, Robert Ryberg 978-0-470-90792-4 • 400pp • Hardcover • 2011

A Guide to Graphic Print Production covers all steps in the print production process with detailed explanations supported by informative sidebars and full-color illustrations. The new 3rd Edition is fully updated to reflect all aspects of digital printing and the most current technologies. TABLE OF CONTENTS Chapter 1: Graphic Print Production. Chapter 2: The Computer. Chapter 3: Color Management. Chapter 4: Digital Images. Chapter 5: Image Editing. Chapter 6: Layout Chapter 7: Prepress. Chapter 8: Paper. Chapter 9: Printing. Chapter 10: Finishing. Glossary.

Specifically geared toward designers and design students, this book provides a detailed, illustrated, behindthe-scenes view of the development process behind great advertising. Topics covered include everything from advertising ethics and the history of the profession to design composition and copywriting. TABLE OF CONTENTS Preface. Acknowledgments. Part 1 The Essentials: Purpose, Process, And Thinking Creatively. Chapter 1: What Is Advertising?. Chapter 2: The Project Process. Chapter 3: Creative Thinking. Part 2 Formulating An Advertising Idea: Writing And Designing. Chapter 4: The Brand Idea. Chapter 5: The Big Idea. Chapter 6: Copywriting. Which Comes First: The Line Or The Visual? Chapter 7: Approaches.. Chapter 8: Typography And Visualization. Chapter 9: Composition. Part 3 Designing Across Media. Chapter 10: Campaigns And Storytelling. Chapter 11: Designing For Print. Chapter 12: Designing For Motion, Broadcast, And Broadband. Chapter 13: Designing For Web Sites. Chapter 14: Designing For Mobile Advertising. Chapter 15: Designing For Social Media And Unconventional Marketing. Glossary. Bibliography. Index.

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PR INTING AND ADVER TISING DESIGN

Grids: Creative Solutions for Graphic Designers

Digital Design for Print and Web: An Introduction to Theory, Principles, and Techniques

Lucienne Roberts 978-0-470-19508-6 • 224pp • Paper • 2008

Grids: Creative Solutions for Graphic Designers is a sourcebook of creative ideas, a guidebook for creating successful grids, and a digital tool ready for immediate use. The book features full-color exemplary print designs and the grids that underpin each piece of work.

John DiMarco 978-0-470-39836-4 • 352pp • Paper • 2010

Design programs are increasingly teaching design basics using digital tools. Digital Design for Print and Web emphasizes design concepts while focusing on the use of digital tools to execute print and web-based design solutions. TABLE OF CONTENTS Preface. Acknowledgments. Part One Theory and Principles. Chapter 1: Communication Goals. Chapter 2: Design: Definition and Devices. Chapter 3: Design: 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 consumer’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, comprehensive 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. Implementation—Phase IV. What is in a Name? Appendices. Notes. Bibliography. Index.

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Wiley Graphic & Digital Design Catalog | 2014

TABLE OF CONTENTS Introduction. Catalogs, leaflets, and brochures. Exhibitions. Illustrated books. Identities. Magazines, newspapers and newsletters. Packaging. Posters and fliers. Index.


PRODUCT AND INDUSTRIAL DESIGN

The Packaging Designer’s Book of Patterns, 4th Edition

Packaging Design: Successful Product Branding From Concept to Shelf, 2nd Edition Marianne R. Klimchuk, Sandra A. Krasovec 978-1-118-02706-6 • 256pp • Paper • 2012

Packaging Design, 2nd Edition shows how to create packaging designs for consumer brands that effectively communicate in the retail environment. This new edition is the most comprehensive and timely resource of practical and professional information for creating packaging designs that serve as the marketing vehicles for consumer products. TABLE OF CONTENTS Acknowledgments. Foreword. Preface. Chapter 1: Accounting for the Past. Chapter 2: Defining Packaging Design. Chapter 3: Elements of the Packaging Design. Chapter 4: The Design Process. Chapter 5: The Packaging Design Profession. Bibliography: Consumer Product Categories. Glossary: Materials & Tools Professional Resources. Figures. Credits. Index.

Laszlo Roth, George L. Wybenga 978-1-118-13415-3 • 688pp • Paper • 2013

Packaging design is increasingly integral to product development activities and is among the earliest considerations of product designers and brand managers. This book shows how packaging design involves the design of the physical shape of the package, and the integration of the packaging process into the production process. TABLE OF CONTENTS Preface from the First Edition. Foreword. Introduction. The Folding Carton Trays. Tubes Sleeves, Wraps, and Folders. The Set-Up or Rigid Paper Box Corrugated Containers. Point-of-Purchase Displays. Glossary. Bibliography. Index.

Packaging Sustainability: Tools, Systems and Strategies for Innovative Package Design

Industrial Design: Materials and Manufacturing Guide, 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 integral to product development activities and is among the earliest considerations of product designers and brand managers. This book offers a single source for practical information on how to design sustainable packaging that serves as the marketing vehicle for consumer products. TABLE OF CONTENTS Introduction. Chapter 1: Taking the First Step. Chapter 2: Mechanics of Human Behavior. Chapter 3: Marketing and Truth. Chapter 4: Laws and Economics. Chapter 5: Systems Thinking. Chapter 6: Materials and Processes. Chapter 7: Innovation Toolbox. Endnotes and Resources.

Industrial Design: Materials and Manufacturing Guide, 2nd Edition provides detailed coverage of materials and manufacturing processes that industrial designers need without the in-depth and overly technical discussions commonly directed toward engineers. TABLE OF CONTENTS Introduction. Manufacturing Methods Metals. Metal Forming. Metal Cutting. Thermal Joining. Metal Finishing & Coatings. Resins (Polymers) “Plastics.” Resin Forming Processes. Machining Plastics. Joining Plastics. Finishing Plastics. Rubbers and Elastomers. Natural Engineering Materials. Composites. Computer Aided Design/Rapid Prototype.

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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 reference 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 pragmatic 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 projects. 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.

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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 section 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.

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17


POR TFOLIO DESIGN / PROFESSIONAL PR AC TICE

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The Graphic Designer’s Guide to Portfolio Design, 3rd Edition Debbie Rose Myers 978-1-118-42814-6 • 304pp • Paper • 2013

Portfolio Design

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Portfolio Design Debbie Rose Myers

Landing a job in graphic design or multimedia starts with the creation of a portfolio that showcases a student’s best work. With sample portfolios, interviews with leaders in graphic design and advertising industries, and step-by-step instruction for creating professional print and digital portfolios, this book helps students successfully transition from design student to design professional. Students will learn: what should be included in a winning portfolio; the whys and the hows of digital portfolio interface design; things that can go wrong in portfolio development--and how to fix them; 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. Chapter 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

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C r e at i n g

Exhibitions Collaboration in the Planning, Development and Design of Innovative Experiences

Creating Exhibitions: Collaborations in the Planning, Development, and Design of Innovative Experiences

Ben Hannam

P. McKenna-Cress 978-1-118-30634-5 • 320pp • Paper • 2013

Structured around the key phases of the exhibition design process, this single source guide offers complete coverage of tools and processes required to develop successful exhibitions from research and development through design and installation. Intended to appeal to the broad range of stakeholders in any exhibition design process, the book offers this critical information in the context of a collaborative process intended to drive innovation for exhibition design. TABLE OF CONTENTS Introduction, Chapter 1: Collaboration, Chapter 2: Advocacies And Action Steps, Chapter 3: Advocacy For The Institution, Chapter 4: Advocacy For The Subject Matter, Chapter 5: Advocacy For Visitor Experiences, Chapter 6: Advocacy For Design, Chapter 7: Advocacy For Project And Team, Chapter 8: Methods And Techniques, Chapter 9: Process And Phases, Index

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A Graphic Design Student’s Guide to Freelance: Practice Makes Perfect

Wiley Graphic & Digital Design Catalog | 2014

978-1-118-34196-4 • 240pp • Paper • 2012

A Graphic Design Student’s Guide to Freelance is a book about helping graphic design students freelance while in college in order to contextualize the material they are learning in their graphic design classes. In doing so, the material in the text assists graphic design students in rounding out and refining their overall education. TABLE OF CONTENTS Accessing Digital Files Online. Preface. Acknowledgments. Chapter 1: Introduction. Chapter 2: Why Should You Freelance? Chapter 3: Planning Your Business. Chapter 4: I Have A Business Plan. Now What? Chapter 5: A First Time For Everything. Chapter 6: Intermediate-Gaining Momentum. Chapter 7: AdvancedStretching Your Wings. Chapter 8: Moving Forward Epilogue. Chapter 9: Looking Back On Your Experience. Index. Resources.


PROFESSIONAL PR AC TICE

Becoming a Digital Designer: A Guide to Careers in Web, Video, Broadcast, Game and Animation Design

Becoming a Graphic Designer: A Guide to Careers in Design, 4th Edition Steven Heller, 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 Becoming a Graphic Designer continues to provide a comprehensive survey of the graphic design industry, from print to electronic media. Revised throughout, the 4th Edition includes new information on digital editorial design, information design, packaging design, and interactive design.

Becoming a Digital Designer provides a comprehensive survey of the digital design market, including complete coverage of web design, video design, broadcast design, game design and animation. This visual guide has more than 425 illustrations and covers everything from education and training to work settings.

TABLE OF CONTENTS

TABLE OF CONTENTS

Preface. Introduction. So You Want To Be A Graphic Designer? On Being An Influence. Milton Glaser. The Quotable Designer. The Ideal Employee. Section One: Design Specialties. I. Editorial. Ii. Corporate Design. Iii. Book Design. Iv. Music/Cds. V. Information Design. Vi. Advertising And Branding. Vii. Environmental. Viii. Interaction. Ix. Motion. X. Type And Lettering. The Quotable Designer. Advice To Aspiring Designers. Section Two: Design Businesses. Freelancers. Small Studio. Partnerships. Medium Firm. Large Firm. The Quotable Designer. Major Infl Uences. Section Three: Design Options. Crossing Disciplines. Entrepreneurs. Authorship. The Quotable Designer. Design Personality. Section Four: Design Education. Undergraduate. Graduate School. Continuing Education. Art Schools And Colleges: A Selection. Appendix. Resources. Selected Bibliography. Recommended Reading. Index. Designers.

Acknowledgements. Introduction. Who Wants To Be A Digital Designer?. Part One: Understanding The Digital. Chapter 1: Speaking Computer. Sidebars. Chapter 2: Action/Reaction. Chapter 3: Information Visualization. Chapter 4: Designing For Growth. Chapter Five: Designing For Multiple Devices. Part Two: Media And Methods. Chapter 6: Web Design. Chapter 7: Motion Design. Chapter 8: Game Design. Interviews. Rodney Alan Greenblat. Eric Zimmerman. Chapter Nine: Digital Entrepreneurs. Chapter Ten: Blogs. Chapter Eleven: Beyond The Screen. Chapter Twelve: Illustration. Chapter Thirteen: Typography And Graphic Design. Part Three: Digital Education. Chapter Fourteen: The Education Matrix. Educational Resources. Bibliography. Index.

Sustainable Graphic Design: Tools, Systems and Strategies for Innovative Print Design

The Graphic Designer’s Guide to Creative Marketing: Finding & Keeping Your Best 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 practical information on how to incorporate sustainable design techniques into graphic design and print production. This single- source guidebook includes information on materials and processes, listing the advantages and disadvantages of each, and features case studies that tie key concepts together. TABLE OF CONTENTS Foreword. Introduction. Chapter 1: Making The Business Case. Chapter 2: The Psychology Of Graphics. Chapter 3: Seeking Truth In Marketing. Chapter 4 Systems Thinking. Chapter 5: Materials And Processes. Chapter 6: Working Smarter. Chapter 7: Innovation Toolbox. Notes By Chapter. Index.

The marketing of design services is unique because the service is intangible and highly subjective. This book addresses this issue for graphic designers with practical, need-to-know information that makes it a great fit with other graphic design titles. TABLE OF CONTENTS What is Marketing? The Role of the Marketing Account Manager/Rainmaker: or How To Do It Yourself. The Internal Audit: The Foundation of a Realistic Business Plan. The External Audit: A Reality Check. Targeting and Tracking: How to Find the Best Clients. Positioning and Image. The Marketing and Self-Promotion Program. Successful Marketing Programs. Account Management Skills: Keeping the Client. Continuing Education: The Thinking Designer. 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

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 aspiring 3D artists the essential fundamentals of 3D animation and computer graphics (CG). Whether you’re considering a career in as a 3D artist or simply wish to expand your understanding of general CG principles, this book produces a thorough overview of the industry. TABLE OF CONTENTS Introduction. Chapter 1: 3D Animation Overview. Chapter 2: Getting to Know the Production Pipeline. Chapter 3: Understanding Digital Imaging and Video. Chapter 4: Exploring Animation, Story, and Pre-visualization. Chapter 5: Understanding Modeling and Texturing. Chapter 6: Rigging and Animation. Chapter 7: Understanding Visual Effects, Lighting, and Rendering. Chapter 8: Hardware and Software Tools of the Trade. Chapter 9: Industry Trends. Appendix A: Answers to Review Questions. Appendix B: Gaining Insight into 3D Animation Education. Appendix C: Learning from Industry Pros. Index.

3D for Graphic Designers offers a quick and efficient way for 2D digital artists to experiment, learn and implement 3D design into their work. The examples in this book allow artists to broaden their skills and client base as well as save money where outsourcing would have been the only previous option. Readers get hands-on basic training in working in 3D space, product design, industrial design and visualization, modeling, animation, lighting, and rendering -- skills necessary in today’s competitive search for jobs in graphic design. TABLE OF CONTENTS 1 Working in 3D Space, 2 Creation of Objects, 3 Creating Procedural Textures, 4 Lighting, 5 Modeling, 6 Textures, 7 Lighting for Visualization, 8 Interior Model, 9 Interior Texture, 10 Exterior Model, 11 Exterior Texture, 12 Render Outputs, 13 Beginning Animation

The Art of 3D Computer Animation and Effects, 4th Edition

3-D Human Modeling and Animation, 3rd Edition Peter Ratner

Isaac V. Kerlow

978-0-470-39667-4 • 400pp • Paper • 2009

978-0-470-08490-8 • 512pp • Paper • 2009

and professional settings.

The world of 3D animation and imaging is rapidly expanding and changing. Since the publication of The Art of 3D Computer Animation and Effects, 3rd Edition in 2003, there have been major advancements in software, technique and hardware. This new edition is critical to the continued use of the Kerlow book in both academic

TABLE OF CONTENTS Section I: Introduction. Chapter 1: Animation, Visual Effects, And Technology In Context. Chapter 2: Creative Development And The Digital Process. Section Ii: Modeling. Chapter 3: Modeling Concepts. Summary. Space, Objects, And Structures. Chapter 4: Modeling Techniques. Chapter 5: Advanced Modeling And Rigging Techniques. Section III: Rendering. Chapter 6: Rendering Concepts. Chapter 7: The Camera. Chapter 8: Lighting. Chapter 9: Shading And Surface Characteristics. Section IV: Animation And Effects. Chapter 10: Principles Of 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.

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Wiley Graphic & Digital Design Catalog | 2014

This easy-to-follow book guides you through all the necessary steps to create and animate digital humans. Filled with detailed, practical information about creating and animating 3-D human models, it features more that 500 images and is accompanied by a CD that contains Quicktime tutorials tied to each chapter. TABLE OF CONTENTS Preface. About The DVD. Chapter 1: Beginning Modeling Techniques. Chapter 2: Intermediate Modeling Techniques. Chapter 3: Anatomy Of The Human Figure. Chapter 4: Advanced Modeling Techniques. Chapter 5: Advanced Modeling Techniques. Part 2: The Torso. Chapter 6: Advanced Modeling Techniques. Part 3: The Arm And Hand. Chapter 7: Advanced Modeling Techniques. Part 4: The Leg And Foot. Chapter 8: Advanced Modeling Techniques. Part 5: Final Parts. Chapter 9: Surfacing And Lighting Details. Chapter 10: Setting Up The Human Model For Animation. Chapter 11: Fundamentals Of Human Animation. Chapter 12: Human Animation Principles. Bibliography. Index.


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

Principles of TwoDimensional Design

Introduction to TwoDimensional Design: Understanding Form and Function, 2nd Edition

Wucius Wong 978-0-471-28960-9 • 104pp • Paper • 2009

John Bowers

Understanding the elements of twodimensional design and the infinite options available in organizing choices made are at the core of this book. Wong surveys all concepts of forms and structures, covering most situations in two-dimensional composition, formal or informal.

978-0-470-16375-7 • 160pp • Paper • 2008

Introduction to Two-Dimensional Design, 2nd Edition provides a solid foundation in timeless design principles. With the help of more than 200 revealing illustrations, this book explores both the qualitative and quantitative aspects of 2D design, interweaving historical accounts with penetrating analyses of visual principles and issues found in important contemporary examples.

TABLE OF CONTENTS 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: Exploring 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 Essentials: Autodesk Office Press

Introducing Autodesk Maya 2014: Autodesk 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 basics of Maya modeling, texturing, animating, and visual effects to familiarize readers with the program as a whole. The hands-on projects offer realistic, job-related, professional challenges for those new to 3D, and to those coming from another 3D application. Each chapter leads with an introduction to the topic and explains methods, as well as why certain methods are used. Each chapter is richly illustrated with workflow-based projects and examples to make following the sometimes-difficult subject matter much easier and fun. TABLE OF CONTENTS Chapter 1 Understanding the Maya Interface, Chapter 2 Creating Your First Animation, Chapter 3 Modeling with Polygons, Part 1, Chapter 4 Modeling with Polygons, Part 2 , Chapter 5 Modeling with Polygons, Part 3, Chapter 6 Sur facing Your Character, Chapter 7 Get ting Bent Out of Shape: Blend Shapes, Chapter 8 Dem Bones: Set ting Up Your Joint System, Chapter 9 Weighting Your Joints, 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

Professional visual effects artist and instructor Dariush Derakhshani leads readers through the nuances of the complex software without overexplaining or over-simplifying. The tutorials offer realistic, professional challenges for those new to 3D, and to those coming from another 3D application. Introducing Autodesk Maya is the perfect guide to get you up and running in the world’s most popular professional 3D software application. TABLE OF CONTENTS Chapter 1 Introduction to Computer Graphics and 3D, Chapter 2 Jumping in Headfirst, with Both Feet, Chapter 3 The Autodesk Maya 2014 Interface, Chapter 4 Beginning Polygonal Modeling, Chapter 5 Modeling with NURBS Surfaces and Deformers, Chapter 6 Practical Experience, Chapter 7 Autodesk Maya Shading and Texturing, Chapter 8 Introduction to Animation, Chapter 9 More Animation!, Chapter 10 Autodesk Maya Lighting, Chapter 11 Autodesk Maya Rendering, Chapter 12 Autodesk Maya Dynamics and Effects

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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

Todd Palamar

Maya Visual Effects: The Innovator’s Guide, Autodesk Official Press, Second Edition

978-1-118-57496-6 • 1008pp • Paper • 2013

Eric Keller

Mastering Autodesk Maya 2014: Autodesk Official Press

978-1-118-44160-2 • 400pp • Paper • 2013

From modeling, texturing, animation, and visual effects to high-level techniques for film, television, games, and more, this book provides professionallevel instruction on Maya. You’ll learn Dynamics, Maya Muscle, Stereo Cameras, Assets, rendering with mental ray, and more. Filled with challenging tutorials and real-world scenarios from some of the leading professionals in the industry, this one-of-a-kind guide gives you valuable insight into the entire CG production pipeline. If you’ve been looking for a complete, professional quality Maya resource to turn to again and again, this is the book for you.

Maya artists often have to find shortcuts and work-arounds to make the deadline while still delivering impeccable professional results. Sybex’s Maya Visual Effects The Innovator’s Guide, 2nd Edition takes that same “MacGyver” type approach as the first edition with new projects and new challenges for the intermediate to advanced Maya user. Just like in the studio, each chapter presents a director’s sketch on the back of a napkin envisioning fire, otherworldly phenomenon, and dreamlike sequences that the reader-artists have to interpret and bring to life in Maya. TABLE OF CONTENTS

TABLE OF CONTENTS Chapter 1 Working in Autodesk Maya, Chapter 2 Virtual Filmmaking. Chapter 3 Modeling I, Chapter 4 Modeling II, Chapter 5 Animation Techniques, Chapter 6 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 Compositing, Chapter 13 Introducing Particles, Chapter 14 Dynamic Effects, Chapter 15 Fur, Hair, and Clothing, Chapter 16 Maya Fluids

Maya Studio Projects: Texturing and Lighting

Maya Studio Projects: 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 Lighting is an all-projects book that shows you how to use Autodesk Maya 2012’s shading and rendering tools to prepare your renders for film, video, and games. Learn industry techniques by following the projects in the book to light and texture a set of headphones, a female character, a military ambulance, and an interior room with skylights. TABLE OF CONTENTS 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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Chapter 1 Texture Effects, Chapter 2 Particle Effects, Chapter 3 Joint Rigging for Effects, Chapter 4 Creative Blend Shape Techniques, Chapter 5 Paint Effects, Chapter 6 Cloth Techniques, Chapter 7 Fluid Effects, Chapter 8 nHair and Fur Effects

Wiley Graphic & Digital Design Catalog | 2014

Maya Studio Projects: Photorealistic Characters is an all-projects book that shows you how to use Maya 2012’s tools to make realistic characters that are ready for professional-level films, videos, and games

TABLE OF CONTENTS 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 Capture. Chapter 8: Composition.


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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, 3rd Edition

ZBrush Professional Tips 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, including coverage of ZBrush’s robust rendering tools. It dispels myths about the difficulty of ZBrush with a thorough tour and exploration of the program’s interface. Engaging projects also allow the reader to become comfortable with digital sculpting in with a relaxed and fun book atmosphere.

Let Pixologic’s ZBrush expert Paul Gaboury show you all the cool things you can do with ZBrush to make your pipeline more productive or to just get things done with fewer steps. Paul reveals many treasures that can be found inside the most popular software application that has taken the CG industry by storm.

TABLE OF CONTENTS

TABLE OF CONTENTS

Foreword. Introduction. Chapter 1: Digital Art Basics. Chapter 2: Understanding the ZBrush Interface. Chapter 3: Basic Digital Sculpting. Chapter 4: Polymesh Editing. Chapter 5: ShadowBox and Clip Brushes. Chapter 6: Advanced ZSphere Techniques. Chapter 7: Advanced Brush Techniques. Chapter 8: Polypainting and SpotLight. Chapter 9: FiberMesh, Materials, and Rendering. Chapter 10: Surface Noise, Layers, and the ZBrush Timeline. Summary. Appendix: About the Companion DVD. Index.

Foreword. Introduction. Chapter 1: Understanding the Basics. Chapter 2: Special Project—Creating Accessories for a Bust. Chapter 3: Sculpting—Developing Your Next Piece. Chapter 4: Sculpting Hard-Surface Details. Chapter 5: Adding a Splash of Color. Chapter 6: Working with Scan Data. Chapter 7: Posing—Bringing Movement to Your Work. Chapter 8: Special Project—Creating Hockey Skates. Chapter 9: Rendering—Bringing Life to Your Image. Appendix : About the Companion DVD. Customer Care. Index.

www.wiley.com/go/gdcatalog

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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, Retopology, 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 techniques 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 Videos. System Requirements. Using the DVD. Troubleshooting. Customer Care. Index.

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3DS MAX

Autodesk 3ds Max 2014 Essentials: Autodesk Official Press Randi L. Derakhshani, Dariush Derakhshani 978-1-118-57514-7 • 416pp • Paper • 2013

Autodesk 3ds Max Essentials: Autodesk Official Training Guide teaches the basics of 3ds Max modeling, texturing, animating, and visual effects to familiarize readers with the program as a whole.  The hands-on projects offer realistic, job-related, professional challenges for those new to 3D and to those coming from another 3D application. TABLE OF CONTENTS

coMpANIoN WEBsITE

WRIT TEN BY

16-pAgE, full-coloR INsERT

KEllY l. MuRdocK

Autodesk

®

3ds Max 2014 ®

Autodesk 3ds Max 2014 Bible Kelly L. Murdock 978-1-118-75507-5 • 1296pp • Paper • 2013

Autodesk 3ds Max Bible is the only comprehensive reference-tutorial, making it a favorite of all users, from beginners to pros. This bestseller is packed with expert advice, timesaving tips, a 16 page full color insert featuring cutting edge work from 3ds Max artists, and more than 150 step-by-step tutorials. A companion website includes all the examples and content from the book, including unique models and textures that readers can customize on their own. NAvIgATE 3ds MAx 2013 WITh EAsE

ANIMATE oBjEcTs, scENEs, ANd chARAcTERs

dEsIgN foR fIlM, Tv, gAMEs, ANd vIsuAlIzATIoN

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 Lighting, Chapter 15 3ds Max Rendering, Chapter 16 mental ray

BLENDER

Introducing Character Animation with Blender, 2nd Edition

Mastering Blender, 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 intermediate and advanced users on the usages for the modeling, texturing, animation, and visual effects tools in a professional environment. It covers advanced topics on cloth, fur, and fluids, as well as Python scripting for improving productivity.

This friendly yet professional reference provides clear descriptions and illustrative screenshots to bring your character animation skills to the next level. TABLE OF CONTENTS Chapter 1: Blender Basics: Interface And Objects. Chapter 2: Working With Meshes. Chapter 3: Completing The Model With Materials, Textures, And Particles. Chapter 4: Armatures And Rigging. Chapter 5: Shape Keys And Facial Rigging. Chapter 6: Basics Of Animation. Chapter 7: Armature Animation. Chapter 8: Facial Animation And Lip Sync. Chapter 9: Nonlinear Animation. Chapter 10: Further Issues In Character Animation. Chapter 11: Lighting, Rendering, And Editing Your Animation. Chapter 12: Using Python Scripts. Chapter 13: Blender Institute. Chapter 14: A Look Inside Blender Open Movies. Chapter 15: Behind The Scenes At Sintel. Chapter 16: Plumiferos. Chapter 17: Other Software And Formats. Chapter 18: Resources For Further Learning.

TABLE OF CONTENTS Chapter 1: Working in Blender. Chapter 2: Working with Textures and Materials. Chapter 3: Sculpting and Retopo Workflow. Chapter 4: Rendering and Render Engines. Chapter 5: Getting Flexible with Soft Bodies and Cloth. Chapter 6: Working with Particles. Chapter 7: Volumetric Fluid, Smoke and Fire. Chapter 8: Rendering and Render Engines. Chapter 9: Compositing with Nodes. Chapter 10: 3D/Video Compositing with Camera Tracking. Chapter 11: Working with the Video Sequence Editor. Chapter 12: The Blender-Python Interpreter. 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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BLENDER

SKETCHUP

Blender Studio Projects: Digital Movie-Making

Introduction to Google SketchUp, 2nd Edition

Tony Mullen, Claudio Andaur

Aidan Chopra, Laura Town, Chris Pichereau,

978-0-470-54313-9 • 272pp • Paper w/ DVD • 2010

Through several real-world projects, Blender Studio Projects shows you how to use the open-source software in a studio setting to get professional results. Projects start from nothing, just as they do in the studio. But here, readers have a guide to take them step by step through attributes and tools. Projects encompass multiple disciplines to create finished, renderable objects. Although some step by step explanations are given, projects serve more as a guide for readers to complete their own version of the project. Each project comes with starter, intermediate, and final files to validate results, as well as movie files for reference. TABLE OF CONTENTS Introduction, Chapter 1: Blender in the Studio, Chapter 2: Planning and Preproduction, Chapter 3: Creating a 3D Animatic, Chapter 4: Modeling, Chapter 5: Rigging Characters, Chapter 6: Animating a Character Scene, Chapter 7: Descent into the Maelstrom, Appendix: About the Companion DVD, Index.

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978-1-118-07782-5 • 554pp • Paper • 2012

This 2nd Edition prepares readers for the workforce. The content provides real-world and applied material, including better PowerPoint presentations and how-to animations. TABLE OF CONTENTS 1: Meeting Google SketchUp: A Brief Overview. 2: Establishing the Modeling Mindset: Model Basics. 3: Building Simple Models: Step-by-Step Instructions for Creating a Model of a Doghouse. 4: Modeling Buildings: From Drafting a Floor Plan to Adding a Roof . 5: Keeping Your Models Appearance: Working with Components. 6: Creating Everyday Objects: Tools, Techniques, and Tips. 7: Keeping Your Model Organized: Using the Outliner and Layers. 8: Modeling with Photographs: Using Photo Match to Build Models. 9: Changing Your Models Appearance: Applying Styles and Shadows. 10: Presenting Your Model Inside SketchUp: Showing Off Your Model. 11: Working with Google Earth and the 3D Warehouse: Tying Together All of Googles 3D Software. 12: Printing Your Work: With a Windows PC and a Mac. 13: Exporting Images and Animations: Making Image Files and Movies. 14: Exporting to CAD, Illustration, and Other Modeling 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.


GAME DESIGN AND PROGR AMMING

Game Design Essentials

98-374 MTA Gaming Development Fundamentals

Briar Lee Mitchell 978-1-118-15927-9 • 320pp • Paper • 2012

Microsoft Official Academic Course

Game Design Essentials gives aspiring digital game designers and creators the essential fundamentals they need to get started in the growing field of gaming. This general but thorough overview teaches the core art and technology fundamentals of digital game design for the 21st century.

978-1-118-35989-1 • 244pp • Paper • 2012

The Microsoft Technology Associate certification (MTA) curriculum helps instructors teach and validate fundamental technology concepts with a foundation for sudents’ careers. This MTA text covers the following Gaming Development vital fundamental skills: understanding game design, understanding hardware, understanding graphics, and understanding animation technology. TABLE OF CONTENTS Preface. Chapter 1: Ideating and Conceptualizing a Game. Chapter 2: Identifying and Managing Game Requirements. Chapter 3: Creating the Game Output Design. Chapter 4: Designing Specific Game Components. Chapter 5: Developing the Game. Appendix A: Working with XNA Game Studio 4.0

TABLE OF CONTENTS Introduction. Chapter 1: Game Design Origins. Chapter 2: Gameplay Styles. Chapter 3: Core Game Design Concepts. Chapter 4: Visual Design. Chapter 5: Detailed Development of Visuals. Chapter 6: Navigation and Interfaces. Chapter 7: Designing Levels and the Game Design Document. Chapter 8: Sound. Chapter 9: Job Descriptions, Game Tracking, and Legal Issues. Chapter 10: Distribution and Marketing. Appendix A: Answers to Review Questions. Appendix B: Education, Training, and Working in Games. Appendix C: Game Design Document. Index.

Game Design Secrets

Game Character Creation 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—todays largest gaming platforms— offer endless opportunities for game developers and want-to-be developers who want to turn their passion for games into a money making hobby or career. This book shows how that’s done, synthesizing the insights of the industry’s best game designers who all started small.

Game Character Creation with Blender and Unity takes you step-by-step through the creation of a character in Blender through to editing, testing, and playing in Unity. This book covers Blender modeling, sculpting, texturing, rigging and animating a character from start to finish, with a large emphasis on low polygon modeling

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 Web. 2: iOS Versus Facebook Versus the Web: What’s the Right Platform? Part II: Facebook. 3: Facebook Games: The Users, the Money, and the Major Players. 4: Facebook Game Design: Basic Principles for Growth and Revenue. 5: Facebook Design Lessons from KIXEYE and 5th Planet Games. 6: Future Trends and Opportunities for Facebook Games. Part III: The Web. 7: Deep Dive into Gaming: Who Pays, 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

Introduction. Chapter 1: Basic Game Art Concepts. Chapter 2: Blender Basics forGame Characters. Chapter 3: Modeling the Character. Chapter 4: Prepping for Zombie Details with UV. Chapter 5: Sculpting for Normal Maps. Chapter 6: Digital Painting Color Maps. Chapter 7: Rigging for Realistic Movement. Chapter 8: Animating the Zombie. Chapter 9: Unity Engine Basics. Chapter 10: Implementing Your Zombie in a Unity Game. Wrapping Up. Index.

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GAME DESIGN AND PROGR AMMING

ZBrush Studio Projects: Realistic Game Characters Ryan Kingslien

Maya Studio Projects: Game Environments and Props

978-0-470-87256-7 • 320pp • Paper • 2010

Michael McKinley

This book offers tips and insights that provide readers with the depth and breadth they need to bring reality and creativity to their game characters and art. Projects start from the beginning, just as they do in the studio, with the author to guide you step by step through attributes and tools.

978-0-470-52403-9 • 288pp • Paper • 2010

Author Michael McKinley shares techniques for getting the most out of Maya to create realistic, vivid, and compelling worlds and otherworldly props. Along the way, he provides notes and FYIs that give readers depth 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 Body. Project 1: Modeling Base Mesh in Maya. Chapter 3: The Head and the Face. Chapter 4: Texturing the Head. Chapter 6: Building Weapons. Chapter 7: Getting It Into the Game. Chapter 8: Posing and Rendering in ZBrush. Appendix. About the Companion DVD. What You’ll Find on the DVD. System Requirements. Using the DVD. Troubleshooting. Customer Care. Index.

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

Game Design: Principles, Practice, and Techniques – The Ultimate Guide for the Aspiring Game Designer Jim Thompson, Barnaby Berbank-Green, Nic Cusworth, 978-0-471-96894-8 • 192pp • Paper • 2007

This structured coursebook offers complete coverage of game design basics. Heavily illustrated with well-known game examples, the book is four-color throughout and is supported by a website that contains links to key websites, sample programs, and more. TABLE OF CONTENTS Introduction. Design Theory. History. Shoot-em-ups. First person shooter. Platform games. Strategy games. Puzzle games. Game structure types. Game structure case studies. Single-player v. multiplayer. Single-player/multiplayer case studies. Platform-specific design. Simulation and abstraction. 2D v. 3D . 2D/3D case study. Player viewpoints. From real world to game world. Storytelling in games. Cut scenes. Motivation and objectives . Players roles. Difficulty curves. Three catchwords . Design Process. Starting the design process. Design inspirations. Research and development. Gathering material. Developing the game concept. Developing character concepts. Developing the environment concept. Communication and writing. Detailed design spec. Level design. User interaction 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.

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Level Up!: The Guide to Great Video Game Design Scott Rogers 978-0-470-68867-0 • 520pp • Paper • 2010

Level Up! covers the entire video game creation process, including developing marketable ideas and discovering what perils and pitfalls await them during a game’s pre-production, production, and post-production stages. Rogers’ also provides creative ideas to serve as fuel for the reader’s own projects from game theme and environments to gameplay mechanics. TABLE OF CONTENTS Level 1 Welcome, N00bs!, Level 2 Ideas, Level 3 Writing the Story, Level 4 You Can Design a Game, But Can You Do the Paperwork?, Level 5 The Three Cs, Part 1—Character, Level 6 The Three Cs, Part 2—Camera, Level 7 The Three Cs, Part 3—Controls, Level 8 Sign Language--HUD and Icon Design, Level 9 Everything I Learned about Level Design, I Learned from Level 9, Level 10 The Elements of Combat, Level 11 They All Want You Dead, Level 12 The Nuts and Bolts of Mechanics, Level 13 Now You’re Playing with Power, Level 14 Multiplayer--the More the Merrier, Level 15 Some Notes on Music, Level 16 Cutscenes, or No One’s Gonna Watch ‘Em Anyway, Level 17 And Now the Hard Part


GAME DESIGN AND PROGR AMMING

Swipe This! The Guide to Great Touchscreen Game Design

98-374 MTA Gaming Development Fundamentals

Scott Rogers

Microsoft Official Academic Course

978-1-119-96696-8 • 384pp • Paper • 2012

Tablet gaming has become the fastest growing video game market in history, an exciting playing field where any developer can gain success...with the right game. But where to start? Expert game designer Scott Rogers hands you the tools to create your own tablet game design for the iPad, Android tablets, Nintendo DS and other touchscreen systems. Swipe This! The Guide to Great Tablet Game Design presents Rogers’ hows and whys of tablet game design using proven techniques, wry observations and charming illustrations. TABLE OF CONTENTS CHAPTER 1 Hardware Wars, CHAPTER 2 Clown-On-A-Unicycle, CHAPTER 3 Finger Fu!, CHAPTER 4 GenreBusters, CHAPTER 5 Puzzlings, CHAPTER 6 Arcade Crazy, CHAPTER 7 Action Guy, CHAPTER 8 DoodleCat, CHAPTER 9 Casual Fryday, CHAPTER 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

978-1-118-35989-1 • 244pp • Paper • 2012

The Microsoft Technology Associate certification (MTA) curriculum helps instructors teach and validate fundamental technology concepts with a foundation for sudents’ careers. This MTA text covers the following Gaming Development vital fundamental skills: Understand Game Design, Understand Hardware, Understand Graphics, Understand Animation Technology. TABLE OF CONTENTS Preface. Chapter 1: Ideating and Conceptualizing a Game. Chapter 2: Identifying and Managing Game Requirements. Chapter 3: Creating the Game Output Design. Chapter 4: Designing Specific Game Components. Chapter 5: Developing the Game. Appendix A: Working with XNA Game Studio 4.0

3D PRINTING

Fabricated: The New World of 3D Printing

3D Printing For Dummies Kirk Hausman

Hod Lipson, Melba Kurman 978-1-118-35063-8 • 320pp • Paper • 2013

Fabricated takes the reader onto a rich and fulfilling journey that explores how 3D printing is poised to impact nearly every part of our lives. Inside, they’ll meet pioneering teachers, small businesses, artists, surgeons and researchers who are applying 3D printing and innovative design software to expand the limits of what they do. TABLE OF CONTENTS Chapter 1: Everything is becoming science fiction, Chapter 2: A machine that can make almost anything, Chapter 3: Nimble manufacturing: Good, fast, and cheap, Chapter 4: Tomorrow’s economy of printable products, Chapter 5: Printing 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, Chapter 10: Unleashing a new aesthetic, Chapter 11: Green, clean manufacturing, Chapter 12: Ownership, safety, and new legal frontiers, Chapter 13: Designing the future, Chapter 14: The next episode of 3D printing 263

978-1-118-66075-1 • 384pp • Paper • 2013

3D Printing For Dummies examines each type of 3D printing technology available today: stereolithography, selective sintering, fused deposition, and granular binding. Readers discover methods for the creation of 3D printable objects using software, 3D scanners including the Microsoft Kinect game controller, and even photographs through open source photogrammatograph photogrammatographic software applications like 123D Catch. The book then covers the potential for transformation of production and manufacturing, reuse and recycling, intellectual property design controls and the commoditization of traditional products from magazines to material goods. TABLE OF CONTENTS Introduction, Chapter 1: Seeing How 3D Printers Fit into Modern Manufacturing, Chapter 2: The Types of 3D Printing and What They Can’t Do, Chapter 3: Exploring Applications of 3D Printing, Chapter 4: Identifying Available Materials for 3D Printing, Chapter 5: Identifying Sources for 3D Printable Objects, Chapter 6: Commoditizing 3D Printing Capabilities, 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: Understanding RepRap Control Electronics, Chapter 14: Assembling The RepRap Extruder, Chapter 15: Identifying Software and Calibration, Glossary, Index.

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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

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 booming, but not everyone entering the market is armed with the knowledge and skill to take great pictures. Digital Photography Simplified offers techniques that can be used to make better digital photos, prints, and photo-based projects. TABLE OF CONTENTS Chapter 1: Getting Ready to Take Pictures. Chapter 2: Taking a Better Picture through Composition. Chapter 3: Using Light to Your Advantage. Chapter 4: Understanding Exposure and White Balance. Chapter 5: Choosing Shutter Speed and F-Stop. Chapter 6: Getting Maximum Sharpness. Chapter 7: Getting 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 Your Photos. Chapter 11: Basic Adjustments with Photoshop Elements. Chapter 12: Additional Controls with Photoshop Elements. Chapter 13: Printing Photos. Chapter 14: Basic Video Editing with Premiere Elements.

In one well-organized volume, readers get a years worth of questions and very specific and reliable answers from an experienced and respected professional photographer and best-selling author. Using more than 35 years of photo experience, Jeff Wignall responds to each question with informative, practical replies that eliminate ambiguity and instead provide straightforward and authoritative answers. One or more photos illustrate each of the questions and answers; a roadmap and quick reference guide are provided to give photographers easy access to must-know information; and a straightforward, full-color design makes it easy for readers to find just what they are looking for. TABLE OF CONTENTS Part I: Cameras and Gear, Part II: Basic Photography Techniques, Part III: Lenses and Accessories, Part IV: Creative Shooting Techniques

Ubiquitous Photography Zen of Post Production: Stress-Free Photography Workflow and Editing

Martin Hand 978-0745-64715-9 • 200pp • Paper • 2012

Ubiquitous Photography provides a critical examination of the technologies, practices, and cultural significance of digital photography, placing the phenomenon in historical, social, and political-economic context. It examines shifts in imagemaking, storage, commodification, and interpretation as highly significant processes of digitally mediated communication in an increasingly image-rich culture. It covers debates in social and cultural theory, the history and politics of image-making and manipulation, the current explosion in amateur photography, tagging and sharing via social networking, and citizen journalism. TABLE OF CONTENTS 1 Ubiquitous Photography: an introduction, 2 Visual Culture, Consumption, and Technology, 3 Images and Information: variation, manipulation and ephemerality, 4 Technologies and Techniques: reconfiguring camera, photographer and image, 5 Memory and Classification: between the album and the tag cloud, 6 Conclusion: ubiquitous photography and public culture

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Mark Fitzgerald 978-1-118-74942-5 • 384pp • Paper • 2013

Post-production tasks such as downloading, sorting, tagging, editing, and distributing images can be overwhelming and stressful, especially for creative-minded photographers. Zen of Post Production: Stress Free Photography Workflow and Editing will help photographers reduce stress by providing effective, efficient, and hassle-free post-production solutions. TABLE OF CONTENTS Front Matter, Acknowledgements, Introduction, Chapter 1: Getting Grounded, Chapter 2: Beginning the Journey with Lightroom, Chapter 3: Importing photos into Lightroom, Chapter 4: Organizing Your Visual Life, Chapter 5: Using Keywords to Find Anything at Anytime, Chapter 6: Adjusting Color and Tone in the Develop Module, Chapter 7: Going Deeper into the Develop Module, Chapter 8: Mastering Lightroom’s Develop Tools, Chapter 9: Traveling Between Lightroom and Photoshop, Chapter 10: Learning the Photoshop Way, Chapter 11: Creating 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.


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 Classroom

Teach Yourself VISUALLY Photoshop CC

Jennifer Smith

Mike Wooldridge, Brianna Stuart

978-1-118-63956-6 • 448pp • Paper w/ DVD • 2013

This book includes 13 self-paced lessons that let you discover essential skills and explore new features and capabilities of Adobe Photoshop. Each lesson includes step-by-step instructions, and lesson files, along with video tutorials that complement the topics covered in each lesson. TABLE OF CONTENTS Photoshop CC Digital Classroom, Starting up, Lesson 1: Navigating Photoshop CC: Workspace, Tools, and Panels, Lesson 2: Introduction to Photoshop CC, Lesson 3: Organizing and Managing Your Files with Adobe Bridge, Lesson 4: Making Selective Changes in Photoshop CC, Lesson 5: Painting and Retouching, Lesson 6: Color Correcting an Image, Lesson 7: Using Content-Aware Tools in Photoshop, Lesson 8: Introduction to Photoshop Layers, Lesson 9: Removing Backgrounds to Create Layered Compositions, Lesson 10: Using Layer Styles and Adjustment Layers, Lesson 11: Working with the Pen Tool, Lesson 12: Using Smart Objects in Photoshop, Lesson 13: Creating Images for Web, Video, and Interactive Use, Lesson 14: New Features in Photoshop CC, Appendix A: Top Photoshop Keyboard Shortcuts.

978-1-118-64364-8 • 352pp • Paper • 2013

This book guides users through basic Photoshop CC tasks and also introduces some intermediate techniques to help them create images with impact. The book covers the most important features of PHOP including: importing photos from digital cameras and scanners, using the new creative options, retouching and repairing damaged photos, enhancing digital images, add custom 3-D effects, editing images for posting on the Web, creating a Web photo gallery, incorporating graphics into desktop publishing programs, color management, using palettes, compositing, using layers, applying gradients, and setting type and filters. TABLE OF CONTENTS Intro, Chapter 1 The ABC of Programming, Chapter 2 Basic JavaScript Instructions, Chapter 3 Functions, Methods, and Objects, Chapter 4 Decisions and Loops, Chapter 5 The Document Object Model, Chapter 6 Events, Chapter 7 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 CS6 Digital Classroom

Photoshop CC Bible

Jennifer Smith, AGI Creative Team

978-1-118-64369-3 • 1272pp • Paper • 2013

978-1-118-12414-7 • 416pp • Paper • 2012

Advanced Photoshop CS6 Digital Classroom includes 13 self-paced lessons that let you expand on the essential skills and explore the new advanced features and capabilities of Adobe Photoshop.

Lisa DaNae Dayley, Brad Dayley Photoshop CC Bible is the only book you need to succeed in any Photoshop endeavor.  It shows readers how to retouch, color correct, manipulate, and combine images using Photoshop CC. Readers will learn to create cuttingedge 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

Introduction to Adobe Photoshop CS6 with ACA Certification

Lightroom 4: Streamlining Your Digital 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 turtorials, this book provides students with a complete introduction to Photoshop, along with comprehensive coverage of the Adobe Certified Associate (ACA) certification. TABLE OF CONTENTS Lesson 1: Exploring Photoshop CS6. Lesson 2: Getting to Know the Workspace. Lesson 3: Taking Advantage of Adobe Bridge. Lesson 4: Photoshop Basics. Lesson 5: Making the Best Selections. Lesson 6: Painting and Retouching. Lesson 7: Creating a Good Image. Lesson 8: Getting to Know Layers. Lesson 9: Taking Layers to the Max. Lesson 10: Getting Smart in Photoshop Converting a layer to a Smart Object. Lesson 11: Using Adobe Photoshop Filters. Lesson 12: Creating Images for Web and Video. Lesson 13: Introducing 3D. Lesson 14: Photoshop CS6 New Features.

32

New Edition Coming Soon

Wiley Graphic & Digital Design Catalog | 2014

This book offers you the digital imaging fundamentals and the Lightroom-specific skills you need to quickly learn and retain a mastery of Lightroom 4. Written and designed by a professional photographer, designer, and instructor, it is designed to simplify and accelerate the learning process and is unique in both content and presentation. TABLE OF CONTENTS Foreword. Preface. Getting Started: Foundations For Success. Import: Indexing Photos With Lightroom Catalog. Library: Managing Your Photos With Lightroom. Develop: Making Your Photos Look Their Best. Export: Saving New Files From Lightroom. Map: Plot Your Photo Locations With GPS Coordinates. Book: Design 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.


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 instructions. 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 challenges 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: Exporting from Smoke®.

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33


DESKTOP PUBLISHING / WEBSITE DESIGN AND DEVELOPMENT

The classic reference, updated for Acrobat X!

InDesign CC Digital Classroom Christopher Smith 978-1-118-63964-1 • 496pp • Paper w/ DVD • 2013

InDesign CC Digital Classroom is like having your own personal instructor guiding you through each lesson while you work at your own speed. This book includes 13 self-paced lessons that let you discover essential skills and explore the new features and capabilities of InDesign. Each lesson includes step-by-step instructions and lesson files, along with video tutorials that complement the topics covered in each lesson. These accompanying files are provided on the included DVD, developed by the same team of Adobe Certified Instructors and InDesign experts who have created many of the official training titles for Adobe Systems. TABLE OF CONTENTS Starting up, Lesson 1: InDesign CC Essential Skills, Lesson 2: Working Smarter with Master Pages, Lesson 3: Working with and Formatting Text, Lesson 4: Using Styles to Save Time, Lesson 5: Designing with Graphics, Lesson 6: Organizing Information Using Tables, Lesson 7: Designing with Color, Lesson 8: Getting Creative with Effects, Lesson 9: Working Efficiently with Advanced Document Features, Lesson 10: Preparing Files for Output from InDesign, Lesson 11: Getting Started with Digital Documents, Lesson 12: Creating an ePub in InDesign, Lesson 13: Adobe InDesign CC New Features.

Ted Padova

Adobe

Acrobat X PDF ®

®

Discover the latest tools and features Repurpose content for print, Web, or CDs Understand all PDF standards

The book you need to succeed!

Adobe Acrobat X PDF Bible Ted Padova 978-0-470-61291-0 • 936pp • Paper • 2011

Written by Acrobat expert and speaker Ted Padova, this book is packed with real-world insights and techniques gained from the author’s use of Acrobat and PDF every single day under deadline situations. TABLE OF CONTENTS

Chapter 1: Getting to Know Adobe Acrobat. Chapter 2: Using Acrobat Viewers. Chapter 3: Using Help and Resources. Chapter 4: Getting Familiar with Adobe Reader. Chapter 5: Viewing and Navigating PDF Files. Chapter 6: Searching PDF Files. Chapter 7: Converting Files to PDF. Chapter 8: Using Acrobat PDFMaker with Microsoft Programs. Chapter 9: Exporting to PDF from Authoring Applications. Chapter 10: Exporting PDF Content. Chapter 11: Combining, Packaging, and Attaching PDFs. Chapter 12: Editing Text. Chapter 13: Redacting PDFs. Chapter 14: Editing Images and Objects. Chapter 15: Editing Pages. Chapter 16: Scanning and OCR Conversion. Chapter 17: Repurposing and Creating Actions. Chapter 18: Enabling Features for Adobe Reader. Chapter 19: Annotating PDFs. Chapter 20: Working with Review Sessions. Chapter 21: Creating Links and Actions. Chapter 22: Working with Multimedia and PDFs. Chapter 23: Creating Accessibility and Tagging PDF Files. Chapter 24: Using Authentication and Security Methods. Chapter 25: Working with PDFs and the Web. Chapter 26: Using Acrobat.com for Online Collaboration. Chapter 27: Working with eBooks. Chapter 28: 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 understanding 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 Applications.

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Wiley Graphic & Digital Design Catalog | 2014


WEBSITE DESIGN AND DEVELOPMENT

WORDPRESS

WordPress: Design and Build Websites

Professional WordPress: Design and Development, Second Edition

WordPress: Design and Build Websites Jon Duckett 978-1-118-58253-4 • 512pp • Paper • 2014

WordPress: Design & Development uses the same graphical approach that was adopted in HTML & CSS, which has proven very popular with readers. The examples and sample themes used in Jon Duckett the book are of the same quality as commercial themes (not just proofof-concept examples), and achieve the same kinds of things that WordPress users pay for in commercial themes. The title also makes use of lifestyle photography to inspire the reader and make the skills taught by this book feel aspirational.

Brad Williams, David Damstra, Hal Stern 978-1-118-44227-2 • 456pp • Paper • 2013

Updated for the latest version of WordPress, this second edition of the well-reviewed Professional WordPress: Design and Development will resonate with developers with its added content and examples continuing the book’s dominance in the advance content management system shelf. 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 – Beyond the Blog, Fourth Edition

WordPress: Pushing the Limits Rachel McCollin

Thord Daniel Hedengren 978-1-118-60075-7 • 384pp • Paper • 2013

Smashing WordPress smashes readers with the WordPress information they need to make their lives easier. Really. Inside, WordPress expert Thord Daniel Hedengren takes readers beyond the basic blog, to push WordPress to its limits as a CMS, a forum, a photo gallery, an e-commerce site and more. Updated and revised to cover the changes to WordPress 3.5 including the latest theme features such as sidebar widgets, navigation menu, custom backgrounds, responsive design, and more.

978-1-118-59719-4 • 456pp • Paper • 2013

Building a successful business based on WordPress is about more than just being a great developer (although that’s important). WordPress: Pushing the Limits teaches you how to work effectively with clients, manage a project team, scale up the way you develop with WordPress for larger projects and push WordPress so that your clients have the customized site they need. You’ll discover that in many instances there’s more than one approach to a challenge and learn how to choose the best one for you, your client and the rest of your team. TABLE OF CONTENTS Chapter 1 WordPress As a Professional Web Development Tool, Chapter 2 Kicking 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.

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35


WEBSITE DESIGN AND DEVELOPMENT

HTML, CSS, XML

Web Design with HTML and CSS Digital Classroom, (Book and Video Training)

HTML and CSS: Design and Build Websites Jon Duckett 978-1-118-00818-8 • 512pp • Paper • 2011

HTML and CSS: Learn to Design and Build Websites teaches readers the basics of HTML and CSS. This book is unique because it throws away dull templates and presents the information in full color, with the use of helpful info-graphics. TABLE OF CONTENTS Introduction. Chapter 1: Structure 12. Chapter 2: Text 40. Chapter 3: Lists. Chapter 4: Links. Chapter 5: Images. Chapter 6: Tables. Chapter 7: Forms. Chapter 8: Extra Markup. Chapter 9: Flash, Video & Audio. Chapter 10: Introducing CSS. Chapter 11: Color. Chapter 12: Text. Chapter 13: Boxes. Chapter 14: Lists, Tables & Forms. Chapter 15: Layout. Chapter 16: Images. Chapter 17: HTML5 Layout. Chapter 18: Process & Design. Chapter 19: Practical Information. Index.

AGI Creative Team, Jennifer Smith, Jeremy Osborn, 978-0-470-58360-9 • 304pp • Paper • 2010

Web Design with HTML and CSS Digital Classroom is like having your own personal instructor guiding you through each lesson, while you work at your own pace. This book includes 12 self-paced lessons that let you discover essential skills and explore new aspects of and possibilities in Web design. TABLE OF CONTENTS Lesson 1: Planning Your Website. Lesson 2: Fundamentals of the Web. Lesson 3: Web Design Tools. Starting up. Web editors versus WYSIWYG tools. Lesson 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 blueprint for designing rich Web pages and applications

Rob Larsen 978-1-118-34018-9 • 600pp • Paper • 2013

Beginning HTML and CSS teaches readers the basics of building web sites in HTML5 and CSS3. It begins by talking about different versions of HTML and CSS, and describes how modern web pages should use structure and semantics to describe their contents. There are chapters that deal with core topics including: marking up text, images, lists, tables, forms, audio and video.

36

Adam McDaniel 978-0-470-95222-1 • 384pp • Paper • 2011

Using a visual approach to demonstrate the HTML5 programming language, this book builds from existing HTML knowledge, offering visual learners a solid reference that employs straight forward examples to teach 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 and Navigation. Chapter 3: Images, Audio, and Video. Chapter 4: Tables. Chapter 5: Forms. Chapter 6: Cascading Style Sheets. Chapter 7: More Cascading Style Sheets. Chapter 8: Animations, Transitions and more with CSS3. Chapter 9: Learning JavaScript. Chapter 10: Working with jQuery. Chapter 11 jQuery, Beyond the Basics. Chapter 14: Checklists. Appendix A: Answers to Exercises. Appendix B: html Element Reference. Appendix C: CSS Properties. Appendix D: Color Names and Values. Appendix E: Character Encodings. Appendix F: Special Characters. Appendix G: Language Codes. Appendix H: Mime Media Types. Appendix I: Changes between HTML4 and HTML5. Index.

Chapter 1: Introducing HTML5. Chapter 2: Getting Started with HTML5. Chapter 3: Using New HTML5. Chapter 4: Styling with CSS3. Chapter 5: Enhancing Your Web Page Visually with CSS3. Chapter 6: Creating Boxes and Columns with CSS3. Chapter 7: Creating HTML5 Form Inputs. Chapter 8: Using jQuery with HTML5. Chapter 9: Inspecting and Debugging Your Website. Chapter 10: Drawing with the HTML5. Chapter 11: Adding HTML5 Multimedia. Chapter 12: Using Drag and Drop in HTML5. Chapter 13: Storing Data Using a Client-Side Database. Chapter 14: Providing Offline Access to Web Applications. Chapter 15: Using Geolocation Display. Chapter 16: Running Secondary JavaScript Threads. Chapter 17: Communicating with WebSockets. Chapter 18: Displaying Desktop Notifications. Index.

Wiley Graphic & Digital Design Catalog | 2014


WEBSITE DESIGN AND DEVELOPMENT

HTML, CSS, XML

HTML5 Foundations

HTML5 Digital Classroom, (Book and Video Training) Jeremy Osborn, AGI Creative Team

Matt West 978-1-118-35655-5 • 384pp • Paper • 2012

HTML5 Digital Classroom is like having your own personal instructor guiding you through each lesson, while you work at your own pace. This book includes 15 self-paced lessons that let you discover essential skills and explore the new creative possibilities allowed for in HTML5.

HTML5 Foundations will teach you how to turn plain words and images into stunningly beautiful websites using HTML5. HTML5 Foundations will give you the knowledge 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

TABLE OF CONTENTS

Starting Up. Section 1: Essentials Of HTML, HTML5, And CSS. Lesson 1: Defining HTML5. Lesson 2: Fundamentals Of HTML, XHTML, And CSS. Lesson 3: Formatting Text With CSS. Lesson 4: Introduction To CSS Layout. Lesson 5: Advanced CSS Layout. Section 2: HTML5 With CSS3 And Javascript. Lesson 6: Using HTML5 Markup. Lesson 7: Creating HTML5 Forms. Lesson 8: Introduction To Javascript And Jquery. Lesson 9: Working With Video And Audio Elements. Lesson 10: Working With Canvas. Lesson 11: Styling With CSS3. Lesson 12: CSS3 Media Queries And The Future Of CSS3. Lesson 13: Offl Ine Storage In HTML5. Lesson 14: HTML5 Geolocation. Lesson 15: HTML5 Drag And Drop. Appendix: HTML5 Elements And Attributes.

Part 1: Creating Web Pages with HTML5, Chapter One: Getting Started with HTML5 7, Chapter Two: Structuring a Web Page, Chapter Three: Creating the Page Templates, Chapter Four: Creating the Web Pages, Part 2: Dealing with Data, Chapter Five: Working with Forms, Chapter Six: Enhancing Your Web Forms with HTML5, Chapter Seven: Validating Form Data Using HTML5, Chapter Eight: Using Microdata, Chapter Nine: Ensuring Accessibility, Part 3: Enhancing Web Pages with HTML5 and JavaScript, Chapter Ten: Introducing JavaScript, Chapter Eleven: Adding Video and Audio, Chapter Twelve: Storing Data, Part 4: Advanced HTML5 Technologies, Chapter Thirteen: Using Geolocation, Chapter Fourteen: Using Canvas to Create Online Ads, Appendix A: Additional HTML Markup for Text, Appendix B: HTML Elements Index, Appendix C: Where to Go from Here, Index.

978-1-118-01618-3 • 432pp • Paper • 2011

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, web developers will learn how to create extraordinary websites. This advanced guide goes beyond the basics to teach what CSS3 is really capable of. CSS3 Pushing The Limits assumes that the reader has learned the basics of CSS3, and is now ready to really dig into the language, and learn what’s really possible.

CSS3 Foundations will teach you how to turn plain words and images into stunningly beautiful websites that use cascading style sheets. HTML is fun when you’re first learning, but when the instant gratification of CSS is mixed in, webpages become something more. Magical, even. CSS3 Foundations will give you the knowledge 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 Creating 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.

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WEBSITE DESIGN AND DEVELOPMENT

HTML, CSS, XML

98-375 MTA HTML5 Application Development Fundamentals

Beginning XML, 5th Edition Joe Fawcett, Danny Ayers, Liam R. E. Quin,

Microsoft Official Academic Course

978-1-118-16213-2 • 864pp • Paper • 2012

Beginning XML 5th Edition begins with new material on the currentday advantages and disadvantages of XML. It moves on with added material updating standards and the current uses of XML. Best practices and new detail of namespaces follow. TABLE OF CONTENTS Introduction. 1: What is XML? 2: Well-Formed XML. 3: XML Namespaces. II Validation. 4: Document Type Definitions. 5: XML Schemas. 6: RELAX NG and Schematron. III Processing. 7: Extracting Data from XML. 8: XSLT. IV Databases. 9: XQuery. 10: XML and Databases. V Programming. 11: Event Driven Programming. 12: LINQ to XML. VI Communication. 13: RSS, Atom, and Content Syndication. 14: Web Services. 15: SOAP and WSDL. 16: AJAX. VII Display. 17: XHTML and HTML 5. 18: Scalable Vector Graphics (SVG). VIII Case Study. 19: Case Study: XML in Publishing. Appendix A: Exercise Solutions. Appendix B: Xpath Functions. Appendix C: XML Schema Data Types. Index.

978-1-118-35993-8 • 244pp • Paper • 2012

Perfect for adding HTML web app development to any existing programming course, 98-375 MTA HTML5 Application Development Fundamentals covers all aspects of HTML5 and everything required to earn the Microsoft Technology Associate certification. TABLE OF CONTENTS Lesson 1: Managing the Application Life Cycle. Lesson 2: Building the User Interface by Using HTML5: Text, Graphics, and Media. Lesson 3: Building the User Interface by Using HTML5: Organization, Input, and Validation. Lesson 4: Understanding CSS Essentials: Content Flow, Positioning, Styling. Lesson 5: Understanding CSS Essentials: Layouts. Lesson 6: Managing Text Flow by Using CSS. Lesson 7: Managing the Graphical Interface by Using CSS. Lesson 8: Understanding JavaScript and Coding Essentials. Lesson 9: Creating Animations, Working 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: Interactive Front-End Web Development Jon Duckett 978-1-118-53164-8 • 464pp • Paper • 2013

Unlike the majority of books on JavaScript or JQuery, this title covers both (because JQuery makes it easier and faster to develop your own scripts), and it does not assume experience of either of these technologies. It makes use of some popular JQuery plugins to illustrate techniques that would otherwise require many pages of detailed explanation (if the reader were being taught to create the plugins from scratch themselves). TABLE OF CONTENTS Chapter 1 The ABC of Programming. Chapter 2 Basic JavaScript Instructions. Chapter 3 Functions, Methods, and Objects. Chapter 4 Decisions and Loops. Chapter 5 The Document Object Model. Chapter 6 Events. Chapter 7 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.

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Wiley Graphic & Digital Design Catalog | 2014

Professional jQuery Cesar Otero, Rob Larsen 978-1-118-02668-7 • 336pp • Paper • 2012

jQuery is one of the hottest emerging web development technologies. Fully supported by Microsoft, Google, and a who’s who list of companies and platforms it simplifies the development of standards based interactive websites. Professional jQuery provides a complete, in depth look at jQuery and related technologies providing developers a single source of all the information they need to maximize their web development skills. TABLE OF CONTENTS Introduction, Part I Jquery Fundamentals, Chapter 1 Getting Started, Chapter 2 Javascript Primer, Chapter 3 The Jquery Core, Chapter 4 Dom Element Selection And Manipulation, Chapter 5 Event Handling, Chapter 6 Html Forms, Data, And Ajax, Chapter 7 Animations And Effects, Part Ii Applied Jquery, Chapter 8 Jquery Ui Part I--Making Things Look Slick, Chapter 9 Jquery Ui Part Ii--Mouse Interactions, Chapter 10 Writing Effective Jquery Code, Chapter 11 Jquery Templates, Chapter 12 Writing Jquery Plugins, Chapter 13 Advanced Asynchronous Programming With Jquery Deferred, Chapter 14 Unit Testing With Qunit


WEBSITE DESIGN AND DEVELOPMENT

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

JavaScript Programming: Pushing the Limits

Professional JavaScript for Web Developers, Third Edition

Jon Raasch

Nicholas C. Zakas 978-1-118-02669-4 • 960pp • Paper • 2012

Professional JavaScript, 3rd Edition, written by best selling author Nicholas Zakas, updates one of Wrox’s best selling and best reviewed JavaScript books. This update includes significant advances in using JavaScript along with the HTML5 and CSS 3 which increase demand for JavaScript knowledge. TABLE OF CONTENTS

978-1-118-52456-5 • 408pp • Paper • 2013

Learn how to build an app that is loosely coupled, with each component built to exist separately - an approach that avoids the bugs associated with “spaghetti code,” but also allows you to create components that can be easily swapped out at a later data. JavaScript Programming: Pushing the Limits delves into advanced topics not generally found in other more intermediate JS development books.

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 Document 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 Applications 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 Digital Classroom Mike Arguin

Introduction to Adobe Dreamweaver CS6 with 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 lessons that help you discover essential skills and explore the new features and capabilities of Dreamweaver. Each lesson includes step-by-step instructions and lesson files, along with video tutorials that complement the topics covered in each lesson. TABLE OF CONTENTS Starting up, Lesson 1: Navigating Photoshop CC: Workspace, Tools, and Panels, Lesson 2: Introduction to Photoshop CC,Lesson 3: Organizing and Managing Your Files with Adobe Bridge, Lesson 4: Making Selective Changes in Photoshop CC, Lesson 5: Painting and Retouching, Lesson 6: Color Correcting an Image, Lesson 7: Using Content-Aware Tools in Photoshop, Lesson 8: Introduction to Photoshop Layers, Lesson 9: Removing Backgrounds to Create Layered Compositions, Lesson 10: Using Layer Styles and Adjustment Layers, Lesson 11: Working with the Pen Tool, Lesson 12: Using Smart Objects in Photoshop, Lesson 13: Creating Images for Web, Video, and Interactive Use, Lesson 14: New Features in Photoshop CC, Appendix A: Top Photoshop Keyboard Shortcuts.

Written by expert instructors, this book offers a comprehensive introduction to Adobe Dreamweaver and provides all the classroom tools needed to teach a complete certification program. TABLE OF CONTENTS Starting Up. Lesson 1: Dreamweaver CS6 Jumpstart. Lesson 2: Setting Up a New Site. Lesson 3: Adding Text and Images. Lesson 4: Styling Your Pages with CSS. Lesson 5: Creating Page Layouts with CSS. Lesson 6: Advanced Page Layout. Lesson 7: CSS3 Transitions and Web Fonts. Lesson 8: Working with Tables. Lesson 9: FineTuning Your Workflow. Lesson 10: Adding Flash, Video, and Sound Content. Lesson 11: Maximizing Site Design. Lesson 12: Working with Code-editing Features. Lesson 13: Building Web Forms. Lesson 14: Adding Interactivity with the Spry Framework. Lesson 15: Mobile Design and Layout. Lesson 16: Managing your Website: Reports, Optimization, and Maintenance. Lesson 17: Dreamweaver CS6 New Features.

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. 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?

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 communications—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 in Your Organization ...........................................................................................12 3-‐D Human Modeling and Animation, 3rd Edition ........................................20 3D Animation Essentials.....................................................................................20 3D for Graphic Designers ..................................................................................20 3D Printing For Dummies...................................................................................29 98-‐374 MTA Gaming Development Fundamentals ........................................27 98-‐374 MTA Gaming Development Fundamentals ........................................29 98-‐375 MTA HTML5 Application Development Fundamentals.....................38

A

A Graphic Design Student’s Guide to Freelance: Practice Makes Perfect ....18 A Guide to Graphic Print Production, 3rd Edition ...........................................13 A Typographic Workbook: A Primer to History, Techniques, and Artistry, 2nd Edition.....................................................................................11 Adobe Acrobat X PDF Bible ..............................................................................34 Adobe Flash Professional CS6 Digital Classroom ...........................................40 Adobe Flash Professional CS6 Essentials .........................................................40 Advanced Photoshop CC Digital Classroom ...................................................31 Advertising by Design: Generating and Designing Creative Ideas Across Media, 2nd Edition .............................................................................................13 After Effects CC Digital Classroom ...................................................................33 AGI Creative Team/Adobe Flash Professional CS6 Digital Classroom ..........40 AGI Creative Team/Introduction to Adobe Dreamweaver CS6 with ACA Certification .........................................................................................................39 AGI Creative Team/Introduction to Adobe Flash Professional CS6 with ACA Certification ........................................................................................40 AGI Creative Team/Introduction to Adobe Photoshop CS6 with ACA Certification ........................................................................................32 AGI Creative Team/Web Design with HTML and CSS Digital Classroom, (Book and Video Training)..................................................................................36 Arguin/Dreamweaver CC Digital Classroom....................................................39 Au/Game Design Secrets...................................................................................27 Autodesk 3ds Max 2014 Bible ...........................................................................25 Autodesk 3ds Max 2014 Essentials: Autodesk Official Press ..........................25 Autodesk Maya 2014 Essentials: Autodesk Official Press ...............................21 Autodesk Smoke Essentials: Autodesk Official Press ......................................33

B

Basic Perspective Drawing: A Visual Approach, 6th Edition .............................8 Beane/3D Animation Essentials ........................................................................20 Becoming a Digital Designer: A Guide to Careers in Web, Video, Broadcast, Game and Animation Design .........................................................19 Becoming a Graphic Designer: A Guide to Careers in Design, 4th Edition ....... 19 Beginning HTML and CSS .................................................................................36 Beginning XML, 5th Edition ...............................................................................38 Blender Studio Projects: Digital Movie-‐Making .............................................26 Bowen/The Graphic Designer’s Guide to Creative Marketing: Finding & Keeping Your Best Clients .................................................................................19 Bowers/Introduction to Graphic Design Methodologies and Processes: Understanding Theory and Application .............................................................6 Bowers/Introduction to Two-‐Dimensional Design: Understanding Form and Function, 2nd Edition..................................................................................21 Brand Atlas: Branding Intelligence Made Visible ............................................17

C

Calori/Signage and Wayfinding Design: A Complete Guide to Creating Environmental Graphic Design Systems...........................................................16 Carter/Meggs: Making Graphic Design History ................................................6 Carter/Typographic Design: Form and Communication, 5th Edition ............10 Chopra/Introduction to Google SketchUp, 2nd Edition .................................26 Clair/A Typographic Workbook: A Primer to History, Techniques,

and Artistry, 2nd Edition.....................................................................................11 Coalson/Lightroom 4: Streamlining Your Digital Photography Process ........32 Communicating The New: Methods to Shape and Accelerate Innovation ...12 Connell/3D for Graphic Designers ....................................................................20 Conover/Designing for Print, 2nd Edition ........................................................13 Cool Infographics: Effective Communication with Data Visualization and Design..................................................................................................................17 Cooper/Drawing and Perceiving: Real-‐World Drawing for Students of Architecture and Design, 4th Edition .............................................................9 Corporate Identity Design .................................................................................14 Creating Exhibitions: Collaboration in the Planning, Development, and Design of Innovative Experiences .....................................................................18 CSS3 Foundations ..............................................................................................37 CSS3 Pushing the Limits.....................................................................................37

D

Dabner/Graphic Design School: The Principles and Practice of Graphic Design, 5th Edition ...............................................................................................6 Dayley/Photoshop CC Bible ..............................................................................31 Derakhshani/Autodesk 3ds Max 2014 Essentials: Autodesk Official Press ....25 Derakhshani/Introducing Autodesk Maya 2014: Autodesk Official Press .....21 Design for Communication: Conceptual Graphic Design Basics .....................7 Design Fundamentals for the Digital Age ..........................................................7 Designing Brand Identity: An Essential Guide for the Whole Branding Team, 4th Edition ...................................................................13 Designing Brand Identity: An Essential Guide for the Whole Branding Team, 4th Edition ...................................................................17 Designing for Print, 2nd Edition ........................................................................13 Designing Information: Human Factors and Common Sense in Information Design..................................................................................................................16 Digital Creativity: Techniques for Digital Media and the Internet ....................7 Digital Design for Print and Web: An Introduction to Theory, Principles, and Techniques ................................................................................14 Digital Photography FAQs .................................................................................30 Digital Photography Simplified, 2nd Edition....................................................30 DiMarco/Digital Design for Print and Web: An Introduction to Theory, Principles, and Techniques ..............................................................14 Doorley/Make Space: How to Set the Stage for Creative Collaboration ......12 Drawing and Designing with Confidence: A Step-‐by-‐Step Guide ................9 Drawing and Perceiving: Real-‐World Drawing for Students of Architecture and Design, 4th Edition..................................................................9 Drawing in the Digital Age: An Observational Method for Artists and Animators.......................................................................................................8 Drawing Shortcuts: Developing Quick Drawing Skills Using Today’s Technology, 2nd Edition .........................................................................9 Dreamweaver CC Digital Classroom ................................................................39 Duckett/HTML and CSS: Design and Build Websites .....................................36 Duckett/JavaScript & JQuery: Interactive Front-‐End Web Development....38 Duckett/WordPress: Design and Build Websites.............................................35

E

Erwin/Communicating The New: Methods to Shape and Accelerate Innovation ........................................................................................12 Exam 98-‐363 Web Development Fundamentals ............................................34

F

Fabricated: The New World of 3D Printing ......................................................29 Fawcett/Beginning XML, 5th Edition ................................................................38 Fitzgerald/Zen of Post Production: Stress-‐Free Photography Workflow and Editing ..........................................................................................................30 Franz/Typographic Web Design: How to Think Like a Typographer in HTML and CSS ...............................................................................................................11

www.wiley.com/go/gdcatalog

41


TITLE INDEX

G

Gaboury/ZBrush Professional Tips and Techniques ........................................23 Game Character Creation with Blender and Unity ..........................................27 Game Design Essentials.....................................................................................27 Game Design Secrets .........................................................................................27 Game Design: Principles, Practice, and Techniques– The Ultimate Guide for the Aspiring Game Designer .....................................28 Graphic Design School: The Principles and Practice of Graphic Design, 5th Edition ................................................................................6 Greig/CSS3 Pushing the Limits .........................................................................37 Grids: Creative Solutions for Graphic Design ..................................................14

H

Hand/Ubiquitous Photography ........................................................................30 Hannam/A Graphic Design Student’s Guide to Freelance: Practice Makes Perfect..................................................................................................................18 Hausman/3D Printing For Dummies .................................................................29 Hedengren/Smashing WordPress -‐ Beyond the Blog, 4th Edition .............35 Heldman/Adobe Flash Professional CS6 Essentials ........................................40 Heller/Becoming a Digital Designer: A Guide to Careers in Web, Video, Broadcast, Game and Animation Design .........................................................19 Heller/Becoming a Graphic Designer: A Guide to Careers in Design, 4th Edition ...........................................................................................................19 Holtzschue/Design Fundamentals for the Digital Age .....................................7 Hotzschue/Understanding Color: An Introduction for Designers, 4th Edition .............................................................................................................8 HTML and CSS: Design and Build Websites ....................................................36 HTML5 Digital Classroom, (Book and Video Training) ....................................37 HTML5 Foundations ...........................................................................................37 HTML5: Your visual blueprint for designing rich Web pages and applications .................................................................................................36

I

Illustrator CC Digital Classroom ........................................................................10 InDesign CC Digital Classroom .........................................................................34 Industrial Design: Materials and Manufacturing Guide, 2nd Edition .............15 Introducing Autodesk Maya 2014: Autodesk Official Press ............................21 Introducing Character Animation with Blender, 2nd Edition ..........................25 Introducing ZBrush 3rd Edition .........................................................................23 Introduction to Adobe Dreamweaver CS6 with ACA Certification ................39 Introduction to Adobe Flash Professional CS6 with ACA Certification .........40 Introduction to Adobe Photoshop CS6 with ACA Certification .....................32 Introduction to Google SketchUp, 2nd Edition ...............................................26 Introduction to Graphic Design Methodologies and Processes: Understanding Theory and Application .............................................................6 Introduction to Two-‐Dimensional Design: Understanding Form and Function, 2nd Edition..................................................................................21

J

JavaScript & JQuery: Interactive Front-‐End Web Development ..................38 JavaScript Programming: Pushing the Limits ...................................................39 Jedlicka/Packaging Sustainability: Tools, Systems and Strategies for Innovative Package Design ..........................................................................15 Jedlicka/Sustainable Graphic Design: Tools, Systems and Strategies for Innovative Print Design.................................................................................19 Johansson/A Guide to Graphic Print Production, 3rd Edition .......................13

K

Katz/Designing Information: Human Factors and Common Sense in Information Design .........................................................................................16 Keller/Introducing ZBrush 3rd Edition ..............................................................23 Keller/Maya Visual Effects The Innovator’s Guide: Autodesk Official Press, 2nd Edition..........................................................................................................22

42

Wiley Graphic & Digital Design Catalog | 2014

Kerlow/The Art of 3D Computer Animation and Effects, 4th Edition ............20 Kingslien/ZBrush Studio Projects: Realistic Game Characters........................28 Klimchuk/Packaging Design: Successful Product Branding From Concept to Shelf, 2nd Edition .................................................................15 Krum/Cool Infographics: Effective Communication with Data Visualization and Design ..........................................................................................................17 Kumar/101 Design Methods: A Structured Approach for Driving Innovation in Your Organization...........................................................12

L

Landa/Advertising by Design: Generating and Designing Creative Ideas Across Media, 2nd Edition .................................................................................13 LanierMaya Studio Projects Texturing and Lighting ........................................22 Larsen/Beginning HTML and CSS .....................................................................36 Leggitt/Drawing Shortcuts: Developing Quick Drawing Skills Using Today’s Technology, 2nd Edition ..............................................................9 Lesko/Industrial Design: Materials and Manufacturing Guide, 2nd Edition ....... 15 Level Up!: The Guide to Great Video Game Design.......................................28 Lightroom 4: Streamlining Your Digital Photography Process........................32 Lin/Drawing and Designing with Confidence: A Step-‐by-‐Step Guide ..........9 Lipson/Fabricated: The New World of 3D Printing ........................................29 Lipton/The Practical Guide to Information Design..........................................16 Lunn/CSS3 Foundations ....................................................................................37

M

Make Space: How to Set the Stage for Creative Collaboration .....................12 Mastering Autodesk Maya 2014: Autodesk Official Press ...............................22 Mastering Blender, 2nd Edition .........................................................................25 Maya Studio Projects Photorealistic Characters ..............................................22 Maya Studio Projects Texturing and Lighting ..................................................22 Maya Studio Projects: Dynamics .......................................................................23 Maya Studio Projects: Game Environments and Props ...................................28 Maya Visual Effects The Innovator’s Guide: Autodesk Official Press, 2nd Edition ..........................................................................................................22 McCollin/WordPress: Pushing the Limits..........................................................35 McDanielHTML5: Your visual blueprint for designing rich Web pages and applications .........................................................................................................36 McKenna-‐Cress/Creating Exhibitions: Collaboration in the Planning, Development, and Design of Innovative Experiences ....................................18 McKinley/Maya Studio Projects: Game Environments and Props ..................28 Meggs: Making Graphic Design History ............................................................6 Meggs’ History of Graphic Design, 5th Edition .................................................6 Meggs/Meggs’ History of Graphic Design, 5th Edition ....................................6 Meggs/Type and Image: The Language of Graphic Design ..........................11 Meggs/Typographic Specimens: The Great Typefaces...................................11 Microsoft Official Academic Course/98-‐374 MTA Gaming Development Fundamentals .............................................................................27 Microsoft Official Academic Course/98-‐374 MTA Gaming Development Fundamentals .............................................................................29 Microsoft Official Academic Course/98-‐375 MTA HTML5 Application Development Fundamentals ........................................................38 Microsoft Official Academic Course/Exam 98-‐363 Web Development Fundamentals .............................................................................34 Mitchell/Game Design Essentials .....................................................................27 Montague/Basic Perspective Drawing: A Visual Approach, 6th Edition..........8 Mullen/Blender Studio Projects: Digital Movie-‐Making ................................26 Mullen/Introducing Character Animation with Blender, 2nd Edition .............25 Mullen/Mastering Blender, 2nd Edition............................................................25 Murdock/Autodesk 3ds Max 2014 Bible ...........................................................25 Myers/The Graphic Designer’s Guide to Portfolio Design, 3rd Edition.........18


TITLE INDEX

N

Naas/Autodesk Maya 2014 Essentials: Autodesk Official Press .....................21

T

Teach Yourself VISUALLY Photoshop CC ..........................................................31

Napoles/Corporate Identity Design .................................................................14

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

O

The Graphic Designer’s Guide to Creative Marketing: Finding & Keeping Your Best Clients ................................................................19

Osborn/HTML5 Digital Classroom, (Book and Video Training) ......................37 Otero/Professional jQuery .................................................................................38

P

Packaging Design: Successful Product Branding From Concept t o Shelf, 2nd Edition ............................................................................................15 Packaging Sustainability: Tools, Systems and Strategies for Innovative Package Design ..................................................................................................15 Padova/Adobe Acrobat X PDF Bible ................................................................34 Palamar/Mastering Autodesk Maya 2014: Autodesk Official Press................22 Palamar/Maya Studio Projects Photorealistic Characters ...............................22 Palamar/Maya Studio Projects: Dynamics ........................................................23 Pencil Sketching, 2nd Edition ..............................................................................9 Photoshop CC Bible ...........................................................................................31 Photoshop CC Digital Classroom .....................................................................31 Premiere Pro CC Digital Classroom ..................................................................33 Principles of Color Design, 2nd Edition..............................................................8 Principles of Form and Design ...........................................................................7 Principles of Two-‐Dimensional Design ............................................................21 Professional JavaScript for Web Developers, 3rd Edition...............................39 Professional jQuery.............................................................................................38

The Graphic Designer’s Guide to Portfolio Design, 3rd Edition ....................18 The Human Figure: A Photographic Reference for Artists..............................10 The Packaging Designer’s Book of Patterns, 4th Edition ................................15 The Practical Guide to Information Design ......................................................16 Thompson/Game Design: Principles, Practice, and Techniques– The Ultimate Guide for the Aspiring Game Designer .....................................28 Totten/Game Character Creation with Blender and Unity ..............................27 Type and Image: The Language of Graphic Design ........................................11 Type Rules: The Designer’s Guide to Professional Typography, 4th Edition ....... 10 Typographic Design: Form and Communication, 5th Edition ........................10 Typographic Specimens: The Great Typefaces ................................................11 Typographic Web Design: How to Think Like a Typographer in HTML and CSS ....................................................................................................11

U

Ubiquitous Photography ....................................................................................30 Understanding Color: An Introduction for Designers, 4th Edition...................8

V

Van Hurkman/Autodesk Smoke Essentials: Autodesk Official Press ..............33

Professional WordPress: Design and Development, 2nd Edition ..................35

W

R

Wang/Pencil Sketching, 2nd Edition ..................................................................9

Ratner/3-‐D Human Modeling and Animation, 3rd Edition ............................20

Web Design with HTML and CSS Digital Classroom, (Book and Video Training)..................................................................................36

Raasch/JavaScript Programming: Pushing the Limits .....................................39

Wands/Digital Creativity: Techniques for Digital Media and the Internet .......7

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 Whole Branding Team, 4th Edition ...................................................................13

Rogers/Swipe This!: The Guide to Great Touchscreen Game Design...........29 Roth/The Packaging Designer’s Book of Patterns, 4th Edition ......................15 Ruby/The Human Figure: A Photographic Reference for Artists....................10

S

Sheppard/Digital Photography Simplified, 2nd Edition .................................30 Signage and Wayfinding Design: A Complete Guide to Creating Environmental Graphic Design Systems ...........................................16 Smashing WordPress -‐ Beyond the Blog, 4th Edition ..................................35 Smith/Advanced Photoshop CC Digital Classroom ........................................31 Smith/After Effects CC Digital Classroom ........................................................33 Smith/Illustrator CC Digital Classroom .............................................................10 Smith/InDesign CC Digital Classroom..............................................................34 Smith/Photoshop CC Digital Classroom ..........................................................31

Wheeler/Designing Brand Identity: An Essential Guide for the Whole Branding Team, 4th Edition ...................................................................17 Wignall/Digital Photography FAQs ..................................................................30 Williams/Professional WordPress: Design and Development, 2nd Edition ........ 35 Wong/Principles of Color Design, 2nd Edition ..................................................8 Wong/Principles of Form and Design ................................................................7 Wong/Principles of Two-‐Dimensional Design ................................................21 Wooldridge/Teach Yourself VISUALLY Photoshop CC ....................................31 WordPress: Design and Build Websites ...........................................................35 WordPress: Pushing the Limits ..........................................................................35

X

Smith/Premiere Pro CC Digital Classroom .......................................................33

Xu/Drawing in the Digital Age: An Observational Method for Artists and Animators ..............................................................................................................8

Spencer/ZBrush Character Creation: Advanced Digital Sculpting, 2nd Edition ..........................................................................................................24

Z

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 Strizver/Type Rules: The Designer’s Guide to Professional Typography, 4th Edition ...........................................................................................................10

Zakas/Professional JavaScript for Web Developers, 3rd Edition....................39 ZBrush Creature Design: Creating Dynamic Concept Imagery for Film and Games ..........................................................................................................24 ZBrush Digital Sculpting Human Anatomy .......................................................24 ZBrush Professional Tips and Techniques ........................................................23

Sustainable Graphic Design: Tools, Systems and Strategies for Innovative 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


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Graphic digital design catalog 2014  

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