Customer Reviews:
Great Overview of the Comic Publishing Business.......2006-08-22
Although this book pertains specifically to Comics, it's a great overview of what things are involved in starting a publisher, be it comics, games, etc.
Lots of good general small business advice is involved, too, with very good overviews of accounting (cash flow sheets), licensing, and more.
Overall, I found the book to be very informative, and I haven't seen a more concise reference that covers all aspects of being a small publisher/developer. This book isn't a replacement for digging further in more specific references, but as far as general overview goes, it's fantastic! Very happy with it!
This book is a bit dated..........2005-09-26
It does have a bit of good information though, but it's definitely dated.
Highly Recommended.......2005-08-20
First and foremost, this book is not for artists who are only considering self-publishing their work - it's for people who are willing to put in the time and effort it takes to successfully self-publish or launch their own self-publishing company. Even Jeff Smith (yes, he's a self-publisher) has used this book and commented that it is "full of very real commercial information." This book goes into all the information a self-publisher needs to ease through the necessary legal processes involved in self-publishing and starting a publishing company, and teaches us what the author himself took many years to figure out.
The book contains the following chapters:
1. GETTING STARTED
Contains the following sections: THE COMIC BOOK INDUSTRY, INDUSTRY OUTLOOK, ONLINE COMIC BOOKS, YOUR BASE OF OPERATIONS, OFFICE FURNATURE AND EQUIPMENT, COMPANY STTRUCTURE (sole proprietorship vs. partnership vs. C corporation vs. sub-chapter S corporation), COMPANY IDENTITY
2. TRADEMARKS, COPYRIGHTS, AND LICENSES
TRADEMARKS AND COPYRIGHTS, THE INDICIA, COPYRIGHTS AND FREELANCE EMPLOYEES, LICENSING ARRANGEMENTS
3. COMIC BOOK CREATION
AN OVERVIEW OF COMIC BOOK PRODUCTION, WRITING, PENCILING: THE ART OF STORYTELLING, PENCILING QUALITY, LETTERING, INKING, HAND COLORING, COMPUTER COLORING, FREELANCERS AND CO-CREATORS, SCOUTING FOR TALENT
4. PRINTERS AND COLOR SEPARATORS
THE PRINTING PROCESS, FINDING A PRINTER, COLOR SEPARATORS, LINESCREENS AND COLOR COMPOSITION, PRODUCCING A DIRT CHEAP COLOR COVER
5. CONTRACTS
LETTER OF INTENT, ARTIST CONTRACT, PAYMENT VOUCHER, SECURITY AGREEMENT, CONFIDENTIALITY AGREEMENT, includes samples of each
6. COMIC BOOK DISTRIBUTION AND SALES
THE DIRECT MARKET, NEWSSTAND DISTRIBUTION, CMAA, UPC BAR CODE, BOOKSTORE DISTRIBUTION, DISCOUNT DISTRIBUTION, SUBSCRIPTIONS, THE FOREIGN MARKET, COLLECTORS AND BANK ISSUES, PAID ADVERTISING, SELLING DIRECT
7. SALES AND MARKETING STRATEGIES
THE KEY ELEMENTS OF MARKETING SUCCESS, DIRECT MARKETING SALES AND STRATEGIES (these I found particularly useful), DEVELOPING LICENSING AND MERCHANDISING OPPORTUNITIES, ESTABLISHING FOREIGN PUBLISHING RELATIONSHIPS, AQUIRING INTELLECTUAL PROPERTIES, USING NATIONAL PUBLICITY TO INCREASE SALES, SURVIVING THE GLUT, NEWSSTANDS AND BOOKSTORES: THE MASS MARKET, INCREASING NEWSSTAND SALES THROUGH INNOVATIVE TECHNIQUES, THINGS TO AVOID
8. PROMOTIONS, ADVERTISING, AND PUBLIC RELATIONS
NEWS RELEASES (and how to write them, includes samples), THE NEWS MEDIA, PUBLIC RELATIONS FIRMS, TRADE SHOW AND CONVENTION PROMOTIONS, PRINT ADVERTISING, THE INTERNET
9. BUDGETS AND BOOKKEEPING
INVOICES AND SHIPPING MANIFESTS, KEEPING AND MONITORING YOUR FINANCIAL RECORDS, INCOME STATEMENTS, SPREADSHEETS, CASH FLOW
10. CAPITAL AND INVESTORS
RAISING CAPITAL, A START-UP BUSINESS PLAN, AQUISITION AND EXPANSION, SELLING YOUR COMPANY, INVESTORS, LOVE MONEY: BORROWING FROM FAMILY OR FRIENDS, LAWYERS
11. SECONDARY RIGHTS
SUCCESS WITH LICENSED PROPERTIES AND SECONDARY RIGHTS, THE PRESENTATION PACKAGE, SELLING AN OPTION,
APPENDIX
Contains a listing of about 300 comic trade shows and conventions, trademark and copyright agencies, licensing resources, printers, color separators, computer colorists, distributor and trade publications, different types of distributors, foreign publishers, foreign agents, foreign sales representatives, foreign and domestic comic specialty shops, lawyers, investor services, internet service providers and browsers, and national and midwest news wires, all with attourney names and contact information.
All in all, this is a very detailed and well-written book. If you are serious about starting a publishing company but are unsure about some of the legal processes (or clueless where to begin), then I cannot think of a better book for you.
T. Fischer
Killer T-Rex Comics
Check it out at the library........2005-06-28
It was a good read, but it didn't have absolutely everything that should've been in there. It was too vague on many of it's subjects. It felt as if it really should've put it's foot down and gave specifics in certain areas.
It is were cheaper, I'd give it a better rating.
A VERY GOOD BOOK!.......2004-11-02
Since I was 12 years old, I wanted to break into the comic book industry. It was my goal in life, and by the time that I was 18 years old, I started attending Comic book Conventions. That's when I realized that breaking in would not be a walk in the park. After 2 years of trying, I finally gave up on breaking in and I gave up on comics. Something happened that changed my life and impacted me in a lot of ways. Coming home one day from work my brother and I went to pick up some music cds, I really can't remember from where, but something I will never forget that day was seeing a book on the shelf titled "How to Self -Publish your own Comic Book " by Tony C. Caputo. My brother and I looked at each other and smiled, we then without hesitation combined our money and paid $19.95 and picked up the book.
Four years later, I now own my own comic book publishing company working with the likes of Image Comics, Dreamwave Productions, New York Times Best selling Authors; Robert Jordan, Raymond E. Feist, George R.R. Martin, Robert Silverberg and much much more. With blessings from God and "How to Self -Publish your own Comic Book " by Tony C. Caputo, I was able to take my dead dream, revive it and turn it into my lively hood. I have since then been in touch with Mr. Caputo and we are very good friends, I still seek his advice from time to time. Thank you for putting out this book Mr. Caputo.
Les Dabel
V.P. Dabel Brother Production LLC.
Customer Reviews:
Great advice!.......2005-01-03
This book is packed with great advice from all walks of the comic strip business. It gives you perspectives from professional cartoonists, editors and syndicates, as well as basic how-tos. Since this book was written in 1995, many of the mailing addresses and contacts are incorrect, so just be sure to look them up on-line and call.
Great Book.......2003-05-15
Lots of good info & insight. Hard to find this quality of knowledge around. Buy it if you have any interest in the market
Simply Outstanding!!!.......2003-04-30
If you're serious about cartooning, stop reading this and buy this book right now!!! A must have for every serious cartoonist's library!!! Entertaining, informative... WOW!
Provides insite in the world of Comics.......2001-08-16
This is a pretty good book. It has the author's own view of the comic syndication process and backs it up with many interviews by current comic strip artists, editors and syndicates. There are a few places where a little editing to remove some of the interviews would be favorable. Some topics are very agreed on by all of the people interviewed. They say "exactly the same thing." After the first few people repeat the idea or concern, any interview after that is redundant. The multiple interviews on each subject do show that everyone seems to have the same or similar issues with the business. This really drives it home, but it also slows down the reading. I guess you could read the first few interviews on each subject and skip to the next section, but I didn't. I kept hoping that the next interview had a little extra in it the others didn't. I rarely found this to be the case. Almost every one was very similar. It was interesting that the views and complaints of each syndicate was similar to the other syndicates. The same could be said for the editors or the cartoonist. Usually, each group (ie. syndicates vs. cartoonist vs. editors) commented about the same thing, but from opposite views. This point was very well brought out by this book. Overall, it is a pretty good book. I would have given it a five out of five, but as described the interviews became too repetatitive. It is still worth reading if you are interested in the subject.
Info, truth and a reality check.......2000-05-10
I'm a syndicated cartoonist who has worked on a panel and a strip. If you want a realistic view on the world of cartooning, this is the book. Sure it provides useful insights into the creative and business processes. But best of all, it provides a serious reality check. It serves its readers best by honestly conveying the difficulty of cartooning; the relentless task of meeting dealines and quality standards; and the often surprising lack of huge monetary rewards. About the only thing missing (though you can't fault the author since the book published in 1995) is the growing use of the computer to create, send and disseminate cartoons. If you are serious about cartooning, read this book. If you're still serious after that, go be a cartoonist.
Average customer rating:
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Frank and Ernest Career Advice: How to Make Your Job Work for You
Tom Greening
Manufacturer: Pharos Books
ProductGroup: Book
Binding: Paperback
General
| Job Hunting & Careers
| Business & Investing
| Subjects
| Books
General
| Business & Investing
| Subjects
| Books
Management & Leadership
| Business & Investing
| Subjects
| Books
| Business Ethics
| Consolidation & Merger
| Decision-Making & Problem Solving
| Distribution & Warehouse Management
| Industrial
| Information Management
| Leadership
| Management
| Management Science
| Motivational
| Negotiating
| Operations Research
| Planning & Forecasting
| Pricing
| Production & Operations
| Project Management
| Quality Control
| Risk Assessment
| Statistics
| Strategy & Competition
| Systems & Planning
| Systems Analysis
| Teams
| Total Quality Management
| Training
ASIN: 0886875277 |
Average customer rating:
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Taormina: Debut de siecle
Wilhelm von Gloeden
Manufacturer: Chene
ProductGroup: Book
Binding: Unknown Binding
General
| Photography
| Arts & Photography
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French
| Foreign Language Nonfiction
| Nonfiction
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Arts & Photography
| French
| Foreign Language Books
| Specialty Stores
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Nonfiction
| French
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All French Books
| French
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ASIN: 2851080423 |
Book Description
From Armageddon, Dante's Peak, Interview with a Vampire, and Apollo 13 to Titanic, The X-Men, Fight Club, and the record-breaking The Grinch Who Stole Christmas, Digital Domain has been on the cutting edge of effects production. Founded in 1993 by industry veterans James Cameron, Stan Winston, and Scott Ross, this studio has produced some of the most spectacular special effects ever seen in cinema.
Digital Domain: The Leading Edge of Visual Effects provides an exclusive, first-ever look at the Academy Award-winning production company at the forefront of the Hollywood special effects industry. Readers will discover dozens of cutting-edge special effects techniques, ranging from model-making and CGI morphing to digitally created virtual sets and synthespians. Unique, frame-by-frame deconstructions demonstrate how the most sophisticated special effects are achieved, and stunning case examples from the company's work illustrate basic effects from conception to completed sequences.
Plus, dozens of previously unpublished, behind-the-scenes photos reveal the expert artistry needed to create these groundbreaking effects, as well as the various ways digital imaging is combined with the work of set designers, model makers, and production artists to achieve brilliant results.
Digital Domain also includes an interesting overview of the future of movie technologyincluding the almost certain elimination of film stockas well as the recent blurring between the traditional cinema experience and the growing new market for theme park rides and PC game simulators.
Customer Reviews:
Reinventing Hollywood and the Movies -- techno-media.......2003-07-20
Digital Domain is James Cameron's special effects firm in Venice, California. The book is a story of their challenges and success in creating the new worlds of techno-media where we are immersing ourselves within the story because of the power of special and visual effects. Titanic, Terminator and more -- are used as examples. Visually gorgeous, great cover and lots of terrific information. Focuses JUST on Digital Domain but does introduce us to the world of visual effects that is being created as you read this by the melding of art and science in the new multimedia environment. Beyond the technology there is a brilliance that is influencing all of our communication today -- from the rise of the SCREENAGER who uses multiple communications devices and techniques to the interactive experience that even shopping has become. Shoppertainment, infotainment, edutainment and more -- all are being changed by firms and innovators like Digital Domain and ILM of course. Not easy to read but great to thumb through and then focus on later.
What do you know anyway?.......2003-04-22
As a book, this is an interesting, if often glowing report of the Digital Domain saga. Anyone who spends that much time around talented, creative and hardworking people is bound to leave biased by that experience...it is a healthy and positive bias born from the atmosphere production engenders.
I would caution those who slate authors and their work to use a spell check before running their ill-informed mouths. (see the previous review).
The Glory Days are OVER.......2002-04-11
This book would have been hot, about 10 years ago. However, the glory days are over. Nothing really new here. I guess thats why they have not been nominated for any visual effects awards in years. Some say most of their origional artists who created Titanic have moved on.
I read a review here where someone bables on and on about working on Lord of the rings, Grinch, A Beautiful Mind and so on but the problem is thoses movies won awards that had nothing to do with visual effects. They didnt produce them either. Just because someone won best actress, or best story doesent mean the effects were any good. Or claiming they did Lord of the rings when in reality the award went to WETA Digital for their work.
This is typical, any movie remotly successful they try to link themselves to profit of the backs of the companies that created them. And they forget to mention about the bombs at the box office they spent a lot of time on like Super Nova or Lake Placed.
For whatever reason its strange they came out with a book like this now. I would save my money for a book on Weta Digital's Lord of the Rings, or Shreak.
Your could argue that well, "its great for kids", but then I could say that about my old computer sitting in the grage because it cant run any programs made after 1995.
Great book.......2002-03-26
It's a great book, (sure for one who does the job, or who got fired after Titanic, funky George, it ain't a manual)
They explain basics as 8 and 32 bit images, why green and why blue, motion control, 3Dskeletons, modelling etc... very clear and simple
BUT with bloody great pictures, loads and loads and that's what we all want to see,
my boy loves the book,
the singing baby,(cfr SIRevolv)is missing,
frontcover is very nice,
Peolpe making these 'Company Books' should put a (multizone)DVD
with interesting making-offs, with interesting making-offs, with interesting making-offs , with interesting making-offs.... .
Highly recommended for any involved in film art.......2002-03-21
Digital Domain has provided some of the finest special effects in the movie world, and this provides the first inside look at the works of a company noted for creating stunning scenes. Their techniques, special effects, and processes are demonstrated visually in frame-by-frame deconstructions which are involving and most illuminating. Highly recommended for any involved in film art.
Book Description
This book offers new interpretations of many of Bach's late compositions which include complex musical techniques such as canon. These techniques held great significance for Bach and his contemporaries not only on account of the great skill they demanded but because of the meanings attached to them. Intricate musical devices were crucial to the Lutheran rituals of death and dying, to alchemy, to Enlightenment philosophies of stylistic change and musical progress, to musical representations of political power, and to the legacy of Bach into our own time.
Customer Reviews:
Finally someone who fully understands counterpoint!.......2007-09-26
Truly an excellent study of the meaning behind Bach's use of counterpoint in his treatises on Harmony, Counterpoint, and Fugue. David Yarsley's insightful understanding of tonal counterpoint and how it functions, in conjunction with his great historical perspective, allows him to draw some very interesting and useful conclusions on Bach's works. For example his explanation of Crab Cannon is about as good as it gets and clearly shows his mastery of the material at hand. This book is a must read for any serious composer or lover of Bach.
Product Description
Not exactly a Second Edition, because most of the rules will remain unchanged, Rifts Ultimate Edition is expanded and improved. There will be more world information, tips on how to use the time-line and World Books, rewrites on O.C.C.s, and in some cases, expansions of and more details on O.C.C.s such as the Headhunter, Mercenaries, the Techno-Wizard and Shifter, as well as a few new O.C.C.s. Our goal is to make Rifts® more exciting and compelling than ever, while at the same time making the rules better organized, clearer and easier to use. The wonder and infinite possibilities of Rifts® all brought to pulse-pounding life like never before. Of course, there will be a few fun changes and additions, but nothing so dramatic as to make the 40+ available sourcebooks obsolete.
Approximately 30 unique Occupational and Racial Character Classes, including Cyber-Knights, cyborgs, Glitter Boys, Psi-Stalkers, Dog Boys (mutant humanoid dogs), Juicers, Crazies, Techno-Wizards, Ley Line Walkers, Mystics, Shifters, Elemental Fusionists, Mind Melters, and many others.
Supernatural and magical creatures, like dragons, available as player characters, others are horrifying menaces from the Rifts.
Bionics and cybernetics offer a vast range of mechanical augmentation, meanwhile chemical enhancement (Juicers) and brain implants (Crazies) can turn a human into a superman, though with tragic results.
Psychic powers are the source of the Burster, Mind Melter and Mystics abilities.
Strange forms of magic are at the command of characters like the Ley Line Walker, Shifter, Elemental Fusionist, Rifter and Techno-Wizard (who combine magic and technology).
Super-technology with Mega-DamageTM body armor, energy weapons, rail guns, power armor, and human augmentation.
The Coalition States. Humankind's salvation, or its own worst nightmare?
Character sheets.
Color end sheets by John Zeleznik.
New artwork and color pages throughout.
Written and created by Kevin Siembieda.
Customer Reviews:
HELP! Palladium is in TROUBLE!.......2006-07-04
I'm writing this as another way of raising awareness on Palladiums troubles.
Due to internal treachery Palladium books has recently been taken for close to a million dollars. Not a sum easily absorbed by a publisher of RPG's. The very definition of niche.
At any rate YOU CAN HELP.
GO TO PALLADIUMBOOKS.COM there you will find information on what has happened and how to help.
Please.
If you love Rifts or any other of Palladiums games as much as I do HELP ME SAVE THEM FROM CLOSING THEIR DOORS FOR GOOD!
A Great Update.......2006-06-28
I enjoyed this game the first time it came out, and while there are really minor changes, I'd recommend anyone who has to update, as well as new players to fully enjoy this edition. The reasons - first off, it was one of the few "multigenre" games that actually had a setting that made sense; its system (used in all of Palladium's games) is fairly easy and intuitive; the characters are exciting and dynamic; and it just seems to capture the essence of adventuring best over older, more established games.
Siembeda does a great job in packaging this book, making it more durable (hardcover) and beautiful (additional color artwork). His company suffers from many issues, most notably delays (this being no exception), but he and this series deserves gamers' support. If for nothing else that he makes his product inexpensive and worth the wait.
Tne quibble I DO have about a new basic edition for such an established game is how many of the extra books you will no doubt want to buy in order to truly develop a global campaign. It can be expensive, which is why one must take care in finding out just WHAT kind of campaign or world you wish to develop. Here, the author does TRY to take care of the beginner by adding a suggestion section to the back of this book, and I advise anyone buying the Rifts game for the first time to read through it. There's a temptation to buy all, but, as mentioned earlier, costs will keep one from doing so.
Well worth the purchase price.
Rifts - Orginized!.......2006-03-06
The Major draw back to all of Kevin's books in the past was a lack of orinization. That has changed. In addition to the massivly detailed Table of contents (more like a subject oriented Index at the begining of the book) this books actually has a stucture to it! The Main rules that apply to everyone are in the back of the book right ater the second full color art section. All the classic Core OCC's and RCC's (Classes) are back and they brought along some friends like the Elemental Fusionist (Very cool idea think Magial Bi-polor disored then you'll start to understand)
If after reading the history of the world you feel there is not enough information the GM Guide has a large section devoted to explaining the world and it's major events up to the seige on Tolkeen. (Which is a 6 book story arc in itself if anyone is interested)
The rules are all clearly orginized making this system easier to understand then D&D 3.5 and much more fun.
He who Lives by the Vibroblade Dies by the Particle Beam
-Rifts Bumper sticker
The Book Rifts fans have been waiting years for!!!.......2005-09-03
I became a fan of Rifts back when the original books were published in 1990. In it's 15 year history it has become one of the most diverse and richest RPG settings ever published, with over 25 World Books, 7 Dimension Books, 5 Sourcebooks, a quarterly magazine (The Rifter), etc.
As such the original 15 year old rule book had become fairly dated, which I discovered when I became re-acquainted with this game early in 2004. While reading the early rulebook I found page after page of rules that had been totally re-written in the various supplements. Ranged Combat, for example, had gone through 4 or 5 different re-writes from the time of the publication of the first book. Many crucial OCC abilities (like the Zen Combat skills of the Cyber Knights) were added years after the original publication. Sorting out the current, official rules was difficult; generally I had to check the publication date of a book to validate the rules that it contained, as often rules in a newer book superseded an older book.
All of that has changed.
In this 376 page volume the Palladium staff has managed to collect all of the important rules needed to play the game, from all of the supplements published to date. Additionally, this book is organized in a much more novice friendly way. Fans of the original book will recall that it opened with a one and a half page into by Kevin Siembieda and then went straight to the character generation section. This new volume starts with another into by Kev, but then goes straight into a complete history of the coming of the Rifts and the Dark Ages. After the history section we are given an overview of life in the current time, included here is info from a number of books (including a lot of info from the recent, post Tolkeen, Aftermath book.) The book then proceeds to detail character classes, magic, equipment, vehicles etc. Finally at page 274, we get to the "Game Rules"; a design choice that I feel is brilliant. Siembieda truly immerses the reader in the world of Rifts before ever requiring them to work at actually learning the rules of the game itself. This seems to be a much more effective writing style than the previous convention of "rules first". Included in this section are the current (and hopefully final) Ranged Combat rules, including another reworking of the Dodge rules, that is quite cool.
Lastly, the layout of this book is much improved over any previous Palladium effort, it's a hard cover, for starters, and contains page after page of illustrations, including a ton of smaller color plates from the Rifts CCG that are just amazing. Palladium books can almost always beat those of the competition with quality and quantity of content; this is the first Palladium book that I've seen that can kill the competition on looks alone.
If you're a fan BUY IT NOW!!!!
RIFTS - Science Fiction & Fantasy RPG.......2004-02-25
The RIFTS rulebook is a complete set of role playing rules for $24.95. While there are literally dozens of optional, supplemental rulebooks available, this main book is more than adequate to allow years of playing by itself. Like most role playing games written in the 1980's, it requires at least one set of polyhedral dice (also known as a "d20 dice set", a set contains dice with four, six, eight, ten, twelve, and twenty sides,) to play. It is preferred that each player has their own set of dice, but it is not required as people can share them. If you wish to give a role playing game as a gift, then the RIFTS main rulebook and a set of dice (if they don't already have a set,) would be a fine choice that would allow them to play almost immediately.
RIFTS has been in print continuously since 1983, and has been a perennial steady seller in comic book stores since that time. Strangely, RIFTS has not received the respect it deserves from mainstream bookstores, which tend to only carry Dungeons and Dragons and White Wolf's role playing games. Hopefully this will soon be remedied, as at this time, spring 2004, a motion picture is being filmed set in the world of RIFTS.
RIFTS uses Palladium book's house game mechanics, which are the same as those of their other games, including Heroes Unlimited, Palladium Fantasy, and the now defunct Robo-tech and Teenage Mutant Ninja Turtles games. The mechanics are similar to, but simpler and easier to use than the current "d20" rules, which they pre-date by about twenty years.
The setting of RIFTS is a unique, post-apocalyptic North America, with both technology and the supernatural. At some time in the distant future, man developed bionics, cybernetics, genetic engineering, and other advanced technologies. Then a nuclear holocaust decimated the population and opened a number of inter-dimensional portals, called rifts. Various people and creatures wondered thought the rifts from alternate realities, including fantastic beings like vampires, elves, dragons, and wizards. Some factions, most notably a totalitarian state based in Chi-Town (the remains of Chicago), still have access to high technology, such as Mecha (giant fighting robots as in Robo-tech or Battle Tech) and suits of power armor. Since inter-dimensional travel is available, players can encounter anything conceivable. Using the main rulebook alone, players can pick from thirty character types, including: scientists, rouges, Mecha pilots, high tech soldiers, mutants, medically enhanced humans, cyborgs, genetically enhanced dogs, psychics, wizards, and dragons. This means that if one player wants to play a more-science fiction type character, and another wants to play fantasy type character, both can easily be accommodated.
Average customer rating:
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Off Soap Opera Annl
Bryna Laub
Manufacturer: Ballantine Books
ProductGroup: Book
Binding: Mass Market Paperback
General
| Television
| Entertainment
| Subjects
| Books
Soap Operas
| Shows
| Television
| Entertainment
| Subjects
| Books
Performing Arts
| Arts & Photography
| Subjects
| Books
| Dance
| General
| Reference
| Theater
General
| Arts & Photography
| Subjects
| Books
General
| Foreign Languages
| Reference
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| Books
ASIN: 0345256956
Release Date: 1977-03-12 |
Books:
- Human Figure
- In the Midst of Chaos, Peace
- Inner Vision: An Exploration of Art and the Brain
- Jan van Eyck: The Play of Realism
- Kant's Theory of Taste: A Reading of the Critique of Aesthetic Judgment (Modern European Philosophy)
- Launching the Imagination Comprehensive with Core Concepts CD-ROM v3.0
- Letterpress: New Applications for Traditional Skills
- Love Revealed: Simeon Solomon And the Pre-raphaelites
- Maharajas' Jewels
- Marimekko: Fabrics, Fashion, Architecture (Bard Graduate Centre for Studies in the Decorative Arts, Design & Culture)
Books Index
Books Home
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- Quantum Field Theory: From Operators to Path Integrals
- Portarse Bien Con Uno Mismo/Behaving With Oneself
- Op-Art Quilt Illusions: Fast, Fun & Fabulous 3-D Illusions.
- Raymond Pettibon: A Reader
- Prime Witness