PDF Ebook The Work of Art: Plein Air Painting and Artistic Identity in Nineteenth-Century France

PDF Ebook The Work of Art: Plein Air Painting and Artistic Identity in Nineteenth-Century France

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The Work of Art: Plein Air Painting and Artistic Identity in Nineteenth-Century France

The Work of Art: Plein Air Painting and Artistic Identity in Nineteenth-Century France


The Work of Art: Plein Air Painting and Artistic Identity in Nineteenth-Century France


PDF Ebook The Work of Art: Plein Air Painting and Artistic Identity in Nineteenth-Century France

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The Work of Art: Plein Air Painting and Artistic Identity in Nineteenth-Century France

Review

“Callen, probably more than anyone else working on nineteenth-century painting today, is able to combine an artist’s experience of studio practice with an art historian’s rigorous use of documentation. Her work is immensely valuable for its combination of sensitive visual observation and scrupulous attention to details of historical fact. . . . This book is a major accomplishment.” (Richard Shiff, University of Texas at Austin)“Callen’s book is a fascinating exploration of the material practices of French outdoor landscape painters in the nineteenth century. Focusing on hardware, including folding seats, paint boxes, backpacks, palette knives, brushes, and newly available tube paints, Callen argues that this often overlooked dimension of the work of the outdoor landscape painter is crucial for understanding how plein air painting took form. Her discussion includes the class associations of painter’s smocks and trowels, as well as the gender restrictions of what was an almost exclusively masculine practice. The book is organized into four richly illustrated and carefully researched chapters. Readers first encounter the early techniques and procedures of practitioners of plein air landscape sketching, including Pierre-Henri de Valenciennes and Jean-Baptiste-Camille Corot, before moving to the coarse-grained and materialist concerns of Gustav Courbet, Camille Pissarro, and Paul Cézanne. The text concludes with a fascinating discussion of the neo-Impressionist landscapes of Georges Seurat and Paul Signac and their relationship to the traditional craft practices of needlework, embroidery, and weaving. Callen’s presentation and analysis of the hardware available to outdoor landscape painters contributes an important new dimension to the broader understanding of nineteenth-century French painting. . . . Highly recommended.” (Choice)“It is a well-known story, but Callen brings to it the illumination of technical art history, combining an authoritative understanding of artists materials and how they were used with the history of their availability and practical application. Her focused investigation of process, or the work of art, is enriched by the latest developments in conservation science, archival research in the history of art materials and close visual examination of paintings, as well as by her own practice as a painter.” (Burlington Magazine)“The rise of painting en plein air was a key change in French artistic practice in the nineteenth century. This study examines how this new approach informed the avant garde, leading to the Impressionist revolution.” (Apollo Magazine)“Callen’s The Work of Art is a welcome return to the material and technical matter of Impressionist paintings. . . . Callen skillfully interweaves performative, social, and aesthetic evidence that propelled the identity-construct of male plein-air landscape painters. The author casts her evidential net wide. . . . Particularly compelling is that these tangents converge on the multilayered identity of (male) plein-air painters as manual laborers. . . . Callen’s eloquent descriptions of the painting and knifing process mirror the tactile plasticity of the thick pigments on the canvases she describes. Likewise, the author’s lively prose captures the dynamics of hand and tool movements not only as indexical marks of the making process, but also of the changing components of manufactured pigments. . . . We can conclude from Callen’s densely demonstrated deconstruction of Impressionist practices and the tactile materiality of the painted canvases that the complex manufacture of Impressionist paintings compels a sense of wonder. Indeed, Callen’s book is a testimony to the Impressionists’ achievement.” (Nineteenth-Century French Studies)

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About the Author

Anthea Callen is professor of art in the School of Art at the Australian National University, Canberra, and professor emerita of visual studies at the University of Nottingham, UK. Her many books include Art, Sex and Eugenics: Corpus Delecti and The Art of Impressionism: Painting Technique and the Making of Modernity.

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Product details

Hardcover: 256 pages

Publisher: Reaktion Books (June 15, 2015)

Language: English

ISBN-10: 1780233558

ISBN-13: 978-1780233550

Product Dimensions:

7.5 x 1.3 x 9.8 inches

Shipping Weight: 2.8 pounds (View shipping rates and policies)

Average Customer Review:

4.0 out of 5 stars

1 customer review

Amazon Best Sellers Rank:

#1,943,521 in Books (See Top 100 in Books)

Excellent scholarship.Small and dark reproductions.

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The Work of Art: Plein Air Painting and Artistic Identity in Nineteenth-Century France PDF

The Work of Art: Plein Air Painting and Artistic Identity in Nineteenth-Century France PDF

The Work of Art: Plein Air Painting and Artistic Identity in Nineteenth-Century France PDF
The Work of Art: Plein Air Painting and Artistic Identity in Nineteenth-Century France PDF

Ebook Free Ordinary People Change the World Sticker Activity Book

Ebook Free Ordinary People Change the World Sticker Activity Book

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Ordinary People Change the World Sticker Activity Book

Ordinary People Change the World Sticker Activity Book


Ordinary People Change the World Sticker Activity Book


Ebook Free Ordinary People Change the World Sticker Activity Book

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Ordinary People Change the World Sticker Activity Book

About the Author

Brad Meltzer is the author of the New York Times best-selling Ordinary People Change the World series for children, as well as six New York Times best-selling thrillers for adults: The Tenth Justice, Dead Even, The First Counsel, The Millionaires, The Zero Game, and The Book of Fate. He is also the #1 best-selling author of the critically acclaimed comic books Identity Crisis and Justice League of America, and is the co-creator of the TV series Jack & Bobby. A graduate of the University of Michigan and Columbia Law School, he currently lives in Florida. To learn more about Brad, please visit him at www.bradmeltzer.com.Christopher Eliopoulos began his illustration career as a letterer for Marvel, and has worked on thousands of comics, including Franklin Richards: Son of a Genius, Pet Avengers, and Cow Boy, all of which he wrote and illustrated. He is the illustrator of the New York Times Bestselling Ordinary People Change the World series of picture book biographies. He lives in New Jersey with his wife and their identical twin sons.

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Product details

Age Range: 5 - 8 years

Grade Level: Kindergarten - 3

Series: Ordinary People Change the World

Paperback: 48 pages

Publisher: Grosset & Dunlap; Act Csm St edition (November 7, 2017)

Language: English

ISBN-10: 0515159646

ISBN-13: 978-0515159646

Product Dimensions:

8.5 x 0.2 x 10.9 inches

Shipping Weight: 8 ounces (View shipping rates and policies)

Average Customer Review:

4.7 out of 5 stars

9 customer reviews

Amazon Best Sellers Rank:

#118,194 in Books (See Top 100 in Books)

I was really looking forward to using this book with my 5 year old but a few of the activities are for younger kids, a few are for his age, and a few are for kids way older than him...probably 8 years old. Therefore, I can only use a few pages out of the book right now unless I sit there and basically just do the pages for him while I discuss them. I put it up telling him that we will work on the book when we finish reading through all of this series of books; I guess he will be older by then. It is a cute book but I just don't understand why they didn't narrow the age-range of the exercises. It would have been far better for them to create two different books. One for the 3-5 age range and one for the 6-8 age range. Maybe it is something they will consider in the future.

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Ebook Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition

Ebook Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition

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Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition

Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition


Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition


Ebook Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition

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Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition

Review

"Game Design Workshop is a truly great book and has become, in my opinion, the de facto standard text for beginner- to intermediate-level game design education. This updated new edition is extremely relevant, useful, and inspiring to all kinds of game designers."―Richard Lemarchand, Interactive Media & Games Division, School of Cinematic Arts, University of Southern California "This is the perfect time for a new edition. The updates refresh elements of the book that are important as examples, but don’t radically alter the thing about the book that is great: a playcentric approach to game design."―Colleen Macklin, Associate Professor, Parsons The New School for Design "Tracy Fullerton’s Game Design Workshop covers pretty much everything a working or wannabe game designer needs to know. She covers game theory, concepting, prototyping, testing, and tuning, with stops along the way to discuss what it means to a professional game designer and how to land a job. When I started thinking about my game studies course at the University of Texas at Austin, this was one book I knew I had to use."―Warren Spector, Creative Director, Junction Point Studios

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Product details

Paperback: 535 pages

Publisher: A K Peters/CRC Press; 3 edition (March 7, 2014)

Language: English

ISBN-10: 1482217163

ISBN-13: 978-1482217162

Product Dimensions:

7.5 x 1.2 x 8.8 inches

Shipping Weight: 1.8 pounds (View shipping rates and policies)

Average Customer Review:

4.4 out of 5 stars

55 customer reviews

Amazon Best Sellers Rank:

#246,095 in Books (See Top 100 in Books)

If you are looking for a "course text book" to inspire discussion and thinking and further research this is a an awesome book (although the print quality is poor, or did I get a counterfeit print again?!). But if you are looking for a book for personal learning this is just an OK book. Probably you already know all of this, but this is just organized and well put together.

For students going through a multi year degrees. This can be one of your touchstone book you keep throughout your career. Practical advice and exercises for all without being too theoretical.For indies, it a great set of practical ideas to 'stress test' your design and to explore its edges for new opportunities in game play.

This is an amazing book! If you want to learn about the best game designers and if you want exercises to help you generate game ideas, buy this book. It's a game designing curriculum that is helping me create an educational video game for my graduate research project.

The top rating is well-deserved -- this book is both thorough and well-written. Fullerton provides in-depth discussion and a progressive approach to introducing the material. It begins with the absolute basics, discussing the basics of where game ideas come from, and ends with a treatise on the inner-workings of the game publishing industry.I highly recommend this book to anyone looking to learn more about game development, as a trade, and especially for anyone looking to do it as a profession.There were so many things to love about this book, but three things really stand out in my mind as being particularly awesome: 1. The "Designer Perspective" sidebars (insight into how some famous game designers got started and some behind-the-scenes knowledge about the industry) 2. The focus on iterative-design (prototype and test early and often) 3. The Exercises (real application exercises that hold your hand through the development of games, and of yourself as a career designer)There were basically only two things I *didn't* like about this book, and they are purely circumstantial.The first thing is that this book is college-textbook dense. Seriously. The page-count is just shy of 450 pages, and each page is divided into two columns, with a relatively small font-size. It was a beast to get through. There were many times when finishing the book felt like a daunting task, particularly towards the end.The second thing that I wished was different was that the book's focus changes almost completely to digital game development (video games). The first half of the book was about basic game development, and so it could apply to either tabletop games or digital games; but as the book progresses, it makes a clear shift towards digital game development.Realistically, this is not surprising -- the video game industry is gigantic, with revenues exceeding Box Office sales, and it keeps growing. The market for tabletop games is vastly smaller, domestically, and although it enjoys a much larger market share in Europe, particularly Germany, it is still comparatively diminuitive. So this particular nitpick is purely arbitrary, on my part -- I don't begrudge the authors for their decision regarding the content.

I liked the excerices throughout the book but I think that it isn't well organized.Some of the "interviews" are disruptions the flow of the book and some are just not very interesting.I think it's an OK read but only if the format is regular and not a PDF which makes it so much harder to get through.

good resource

Pleased

For me, it's the second best game design book, being A book of lenses the only better.I find Game Design Workshop easier to understand and the workflow the book presents is ideal for teaching.

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Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition PDF

Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition PDF

Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition PDF
Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition PDF

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