Batman: The Animated Series

Batman: The Animated Series
Title Batman: The Animated Series PDF eBook
Author Mondo
Publisher Insight Editions
Pages 144
Release 2020-10-06
Genre Art
ISBN 1683839641

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"Chock-full of gorgeous pieces of art, many of which I would love to hang on my wall, Batman: The Animated Series: The Phantom City Creative Collection, is one of my favorite pieces." – DC Comics News Mondo is proud to present Batman: The Animated Series: The Phantom City Creative Collection, a visually breathtaking celebration of the Emmy Award–winning series. Known for their limitless passion and incredible ingenuity for film and television posters, Mondo turns their attention to the highly acclaimed show Batman: The Animated Series. The show first aired in 1992 and was instantly met with critical praise for its sophisticated writing and distinctive, noir-influenced art style, generating an intense following that still exists today. Over the years, Mondo has received global recognition for their astonishing artisanal posters, and their creations for Batman: The Animated Series are no exception. The studio has partnered exclusively with the award-winning artist at Phantom City Creative, Inc., Justin Erickson, in order to bring this show to life in a striking and unparalleled way. Filled with Erikson’s slick graphic design as well as beautifully rendered illustrations, this Batman: The Animated Series art book is a one-of-a-kind tribute to one of the greatest animated shows of all time.

Make Space

Make Space
Title Make Space PDF eBook
Author Scott Doorley
Publisher John Wiley & Sons
Pages 275
Release 2012-01-03
Genre Architecture
ISBN 1118143728

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"If you are determined to encourage creativity and provide a collaborative environment that will bring out the best in people, you will want this book by your side at all times." —Bill Moggridge, Director of the Smithsonian's Cooper-Hewitt National Design Museum "Make Space is an articulate account about the importance of space; how we think about it, build it and thrive in it." —James P. Hackett, President and CEO, Steelcase An inspiring guidebook filled with ways to alter space to fuel creative work and foster collaboration. Based on the work at the Stanford University d.school and its Environments Collaborative Initiative, Make Space is a tool that shows how space can be intentionally manipulated to ignite creativity. Appropriate for designers charged with creating new spaces or anyone interested in revamping an existing space, this guide offers novel and non-obvious strategies for changing surroundings specifically to enhance the ways in which teams and individuals communicate, work, play--and innovate. Inside are: Tools--tips on how to build everything from furniture, to wall treatments, and rigging Situations--scenarios, and layouts for sparking creative activities Insights--bite-sized lessons designed to shortcut your learning curve Space Studies--candid stories with lessons on creating spaces for making, learning, imagining, and connecting Design Template--a framework for understanding, planning, and building collaborative environments Make Space is a new and dynamic resource for activating creativity, communication and innovation across institutions, corporations, teams, and schools alike. Filled with tips and instructions that can be approached from a wide variety of angles, Make Space is a ready resource for empowering anyone to take control of an environment.

Creativity, Inc. (The Expanded Edition)

Creativity, Inc. (The Expanded Edition)
Title Creativity, Inc. (The Expanded Edition) PDF eBook
Author Ed Catmull
Publisher Random House
Pages 367
Release 2014-04-08
Genre Business & Economics
ISBN 0679644504

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The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.

Creative Acts for Curious People

Creative Acts for Curious People
Title Creative Acts for Curious People PDF eBook
Author Sarah Stein Greenberg
Publisher Ten Speed Press
Pages 305
Release 2021-09-21
Genre Business & Economics
ISBN 1984858173

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WINNER OF THE PORCHLIGHT BUSINESS BOOK AWARD • “A delightful, compelling book that offers a dazzling array of practical, thoughtful exercises designed to spark creativity, help solve problems, foster connection, and make our lives better.”—Gretchen Rubin, New York Times bestselling author and host of the Happier podcast In an era of ambiguous, messy problems—as well as extraordinary opportunities for positive change—it’s vital to have both an inquisitive mind and the ability to act with intention. Creative Acts for Curious People is filled with ways to build those skills with resilience, care, and confidence. At Stanford University’s world-renowned Hasso Plattner Institute of Design, aka “the d.school,” students and faculty, experts and seekers bring together diverse perspectives to tackle ambitious projects; this book contains the experiences designed to help them do it. A provocative and highly visual companion, it’s a definitive resource for people who aim to draw on their curiosity and creativity in the face of uncertainty. Teeming with ideas about discovery, learning, and leading the way through unknown creative territory, Creative Acts for Curious People includes memorable stories and more than eighty innovative exercises. Curated by executive director Sarah Stein Greenberg, after being honed in the classrooms of the d.school, these exercises originated in some of the world’s most inventive and unconventional minds, including those of d.school and IDEO founder David M. Kelley, ReadyMade magazine founder Grace Hawthorne, innovative choreographer Aleta Hayes, Google chief innovation evangelist Frederik G. Pferdt, and many more. To bring fresh approaches to any challenge–world changing or close to home–you can draw on exercises such as Expert Eyes to hone observation skills, How to Talk to Strangers to foster understanding, and Designing Tools for Teams to build creative leadership. The activities are at once lighthearted, surprising, tough, and impactful–and reveal how the hidden dynamics of design can drive more vibrant ways of making, feeling, exploring, experimenting, and collaborating at work and in life. This book will help you develop the behaviors and deepen the mindsets that can turn your curiosity into ideas, and your ideas into action.

Forthcoming Books

Forthcoming Books
Title Forthcoming Books PDF eBook
Author Rose Arny
Publisher
Pages 1736
Release 2001-06
Genre American literature
ISBN

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Minecraft: Guide to Redstone (2017 Edition)

Minecraft: Guide to Redstone (2017 Edition)
Title Minecraft: Guide to Redstone (2017 Edition) PDF eBook
Author Mojang AB
Publisher Random House Worlds
Pages 99
Release 2017-10-17
Genre Computers
ISBN 152479743X

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Learn the art of redstone and become a master engineer with Minecraft: Guide to Redstone, then put theory into practice to construct intricate contraptions in Minecraft. Pick up the basics of the redstone components and their uses, discover how to make working circuits, and create incredibly complex builds using your new skills. With insider info and tips from the experts at Mojang, this is the definitive guide to redstone in Minecraft. This ebook is best viewed on a color device with a larger screen. Collect all of the official Minecraft books: Minecraft: The Island Minecraft: The Crash Minecraft: The Lost Journals Minecraft: The Survivors’ Book of Secrets Minecraft: Exploded Builds: Medieval Fortress Minecraft: Guide to Exploration Minecraft: Guide to Creative Minecraft: Guide to the Nether & the End Minecraft: Guide to Redstone Minecraft: Mobestiary Minecraft: Guide to Enchantments & Potions Minecraft: Guide to PVP Minigames Minecraft: Guide to Farming Minecraft: Let’s Build! Theme Park Adventure Minecraft for Beginners

Minecraft Guide Collection

Minecraft Guide Collection
Title Minecraft Guide Collection PDF eBook
Author Mojang AB (Firm)
Publisher
Pages 368
Release 2017-10-05
Genre Computer adventure games
ISBN 9781405288576

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COMPUTER GAME GUIDES (CHILDREN'S / TEENAGE). Four Minecraft Guides in one slipcase! The Guide to Exploration will teach you how to thrive in the Overworld in Survival mode. The Guide to Creative will teach you how to build amazing constructions. The Guide to Redstone will teach you how to use this amazing substance to create circuits.The Guide to the Nether and the End will teach you how to survive in each of these dangerous dimensions. Age 9+