2013 graphic & digital design catalog issuu

40
GRAPHIC AND DIGITAL DESIGN 2013

Upload: john-wiley-and-sons

Post on 19-Mar-2016

223 views

Category:

Documents


0 download

DESCRIPTION

2013 Graphic & Digital Design Catalog Issuu

TRANSCRIPT

Page 1: 2013 Graphic & Digital Design Catalog Issuu

GRAPHIC AND DIGITAL DESIGN 2013

Page 2: 2013 Graphic & Digital Design Catalog Issuu

T A B L E O F C O N T E N T S

CourseSmart

Inkling

VitalSource

Wiley Custom Select

Instructor Supplement

Catalog icons

O R D E R Y O U R E X A M C O P I E S O N L I N E Go to: www.wiley.com

If you prefer, you can contact your local Wiley sales representative directly at:

www.wiley.com/college/repBe sure to include the book title/author/ISBN, the course you teach, and your course enrollment.

For all other inquiries, please email us at:

• In the U.S.: [email protected]

• In Canada: [email protected]

• In U.K., Europe, Middle East, and Austria: [email protected]

• In Asia: [email protected]

• In Australia: [email protected]

Different terms and prices apply to high schools. Contact Peoples Publishing at 1-800-822-1080 for details. Get the latest news on new titles in your discipline: www.wiley.com/college/mailbag.

History of Graphic Design ............................ 6Graphic Design Foundations ....................... 6Color Theory ................................................. 8Drawing ....................................................... 9Typography ............................................... 11

Illustrator .................................................................12Innovation and Creativity ........................... 12Printing and Advertising Design ............... 13

Adobe Acrobat ........................................................14InDesign ..................................................................15

Product and Industrial Design ................... 15Environmental and Graphic Design .......... 16Information Design ..................................... 17Brand Management/Strategy .................... 17Portfolio Design .......................................... 18Professional Practice .................................. 182D/3D Design and Computer Animation.... 20

Maya ........................................................................21ZBrush ......................................................................233ds Max ...................................................................24Blender ....................................................................25After Effects .............................................................25SketchUp .................................................................25

Game Design and Programming .............. 26Web/Mobile Design and Development ... 28

Dreamweaver ..........................................................29Flash ........................................................................30Adobe Muse ............................................................30HTML, CSS, XML .....................................................31

Digital Photography ................................... 33Photoshop ...............................................................34Lightroom ................................................................36

Adobe Creative Suite ................................. 36

2 Wiley Graphic & Digital Design Catalog | 2013

Page 3: 2013 Graphic & Digital Design Catalog Issuu

Discover innovative ideas and gain knowledge you can use.

Learn from instructors around the world, as well as recognized leaders across disciplines. Join thousands of faculty just like you who participate in virtual and live events each semester. You’ll connect with fresh ideas, best practices, and practical tools for a wide range of timely topics. • Training• Virtual Guest Lectures• Product Information Sessions

Connect with colleagues— your greatest resource.

Tap into your greatest resource: your peers. Exchange ideas and teaching tools, while broadening your perspective. Whether you choose to blog, join interest groups, or connect with a Mentor, you’ve come to the right place.• Connect with Colleagues• Find a Mentor• Interest Groups• Blog

The Wiley Faculty Network (WFN) is a global community of faculty connected by a passion for teaching and a drive to learn, share, and collaborate.

Whether you’re seeking guidance, training, and resources or simply looking to re-energize your course, you’ll find what you need with the WFN. The WFN also partners with institutions to provide customized professional development opportunities. Connect with the Wiley Faculty Network to collaborate with your colleagues, find a Mentor, attend virtual and live events, and view a wealth of resources all designed to help you grow as an educator.

The Wiley Faculty Network… you belong here!Get connected at www.WhereFacultyConnect.com

Explore your resources and development opportunities.

See all that is available to you when you connect with the Wiley Faculty Network. From Learning Modules and Archived Guest Lectures to faculty development and peer-reviewed resources, there is a wealth of materials at your fingertips.• Teaching Resources• Archived Guest Lectures • Learning Modules

Embrace the art of teaching—great things happen where faculty connect!

Page 4: 2013 Graphic & Digital Design Catalog Issuu

Meggs’History ofGraphicDesign

Fifth Edition

Philip B. MeggsAlston W. Purvis

We have an inkling you’re going to like thisInkling, provider of digital textbooks, takes

the reading experience to a whole new level,

letting you instantly sync and share all of your

Inkling titles—from individual chapters to full

textbooks—with your computer or your iPad.

Tap it, swipe it, pinch it, or click it

Spin 3D graphics. Zoom in on a medieval castle.

Track your progress on a quiz. Compare notes

on an assignment. And do it all for a fraction of

the retail price.

Inkling … it stands the text of time.

For more information about Inkling or to learn how to

download a sample chapter, visit www.inkling.com/educators

Meggs’History ofGraphicDesign

Fifth Edition

Philip B. MeggsAlston W. Purvis

CUSTOMIZED ONLINE LEARNING. Offer it with DigitalClassroom.com

Available Fall 2012Contact your Wiley rep for more information and special institutional pricing — www.wiley.com/college/rep

DigitalClassroom.com:• Is a subscription-based online education platform

featuring content from Wiley authors and recognized experts

• Offers courses taught by industry experts in assorted technologies including Photoshop, Dreamweaver, Flash, HTML, Offi ce, and Windows

• Presents content via video, e-book, and other digital media

• Enables students to discuss their learning experience on both internal DigitalClassroom.com forums and external social media sites including Facebook, Twitter, Pinterest, YouTube, and LinkedIn

• Empowers you to customize a unique course for your students

Offer your students � exible training opportunities they can access from their laptops, smartphones, or tablets anywhere, anytime. With DigitalClassroom.com, you can choose among hundreds of classes developed and presented by experts, or incorporate these into a customized training course you design yourself.

4 Wiley Graphic & Digital Design Catalog | 2013

Page 5: 2013 Graphic & Digital Design Catalog Issuu

Wiley Flex offers content in � exible, cost-saving options to students. Our goal is to deliver our learning materials to our customers in the formats that work best for them, whether it’s traditional text, E-Textbook, or customized content and binding through Wiley Custom. For more information, contact your local rep.

Wiley Custom allows you to create a textbook with precisely the content you want, in a simple, three-step online process that gives your students a cost-effective alternative to a traditional textbook. Select from an extensive collection of content at http://customselect.wiley.com, upload your own materials as well, and select from multiple delivery formats—full color or black-and-white print with a variety of binding options, or e-Book. Preview the full text online, get an instant price quote, and submit your order. We’ll take it from there.

FLEXIBLE PRICING, FORMAT & CONTENT!Many recent books in Graphic & Digital Design are available in these formats, and additional books are frequently added.

E-Textbooks are complete digital versions of the text that help students study more ef� ciently as they:

Wiley E-Text: Powered by VitalSource and CourseSmart E-Textbooks available for all titles.Ask about additional E-Textbook formats.

• Access content online or offl ine across multiple computers and mobile devices

• Search across the entire books content

• Take notes and highlight

• Copy and paste or print key sections

5www.wiley.com/go/graphicdigitaldesign | 2013

Page 6: 2013 Graphic & Digital Design Catalog Issuu

6

H I S TO RY O F G R A PH I C DE S I G N /G R A PH I C DE S I G N FOU N DAT I O N S

Meggs: Making Graphic Design HistoryRob Carter

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

Meggs: Making Graphic Design History is the definitive retro-spective 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.

T A B L E O F C O N T E N T S

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.

Graphic Design School: A Foundation Course in Principles and Practice, 4th EditionDavid Dabner, Sheena Calvert, Anoki Casey

978-0-470-46651-3 • 192pp • Paper • 2009

This 4th Edition of this bestselling foundation-level book has been fully

revised to include information on the latest design trends and technolo-gies, and how they related to the key principles of graphic design. Using examples taken from all forms of media, it provides readers with practical advice on all aspects of graphic design.

T A B L E O F C O N T E N T S

Part One: Principles. Unit One: Research and Early Concepts. Unit Two: Fun-damentals of Composition. Basics of composition. Unit Three: Fundamentals of Typography. Unit Four: Fundamentals of Color. Part Two: Practice. Unit Five: Tools and Technologies. Unit Six: Production Process and Issues. Unit Seven: Web Design Basics. Unit Eight: Commercial Applications. Resources. Glossary. Index. Bibliography. Acknowledgments.

Graphic Design Schoola foundation course in pr inciples and practice

DAVID DABNER

SHEENA CALVERT

ANOKI CASEY

F O U R T H E D I T I O N

Meggs’ History of Graphic Design, 5th EditionPhilip B. Meggs, Alston W. Purvis

978-0-470-16873-8 • 624pp • Hardcover • 2012

Meggs’ History of Graphic Design, 5th Edition is the unrivaled, compre-hensive 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.

T A B L E O F C O N T E N T S

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 com-munications. 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.

Meggs’History ofGraphicDesign

Fifth Edition

Philip B. MeggsAlston W. Purvis

Introduction to Graphic Design Methodologies and Processes: Understanding Theory and ApplicationJohn Bowers

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 method-ologies is growing. This concise, visually-based introduction to graphic design methodologies helps designers to design more creatively, collabora-tively and strategically.

T A B L E O F C O N T E N T S

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.

John Bowers

Introduction to Graphic Design

Understanding Theory and Application

Methodologies and Processes

G R A PH I C DE S I G N FOU N DAT I O N S

Wiley Graphic & Digital Design Catalog | 2013

Page 7: 2013 Graphic & Digital Design Catalog Issuu

7

Principles of Form and DesignWucius Wong

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

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.

T A B L E O F C O N T E N T S

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.

Design for Communication: Conceptual Graphic Design BasicsElizabeth 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.

T A B L E O F C O N T E N T S

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? Sec-tion 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.

Digital Creativity: Techniques for Digital Media and the InternetBruce Wands

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.

T A B L E O F C O N T E N T S

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.

G R A PH I C DE S I G N FOU N DAT I O N S

www.wiley.com/go/graphicdigitaldesign | 2013

Page 8: 2013 Graphic & Digital Design Catalog Issuu

8

Design Fundamentals for the Digital AgeLinda Holtzschue, Edward Noriega

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

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 stu-dents, architects, fashion designers, product designers, and fine art professionals.

T A B L E O F C O N T E N T S

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.

Understanding Color: An Introduction for Designers, 4th EditionLinda Holtzschue

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.

T A B L E O F C O N T E N T S

Dedication. Acknowledgments. Preface. Contents. Chapter 1: An Introduction to Color Study. Chapter 2: A Little Light on the Sub-ject. 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. Chap-

ter 10: The Medium of Light. Chapter 11: The Business of Color. Glossary. Bibliography. Index. Online Workbook (www.wiley.com/go/understandingcolor4e).

F O U R T H E D I T I O N

L I N D A H O LT Z S C H U E

U N D E R S TA N D I N G

COLORAN INTRODUCTION FOR DESIGNERS

G R A PH I C DE S I G N FOU N DAT I O N S/CO LO R TH EO RY

Principles of Color Design, 2nd EditionWucius Wong

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

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.

T A B L E O F C O N T E N T S

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.

CO LO R TH EO RY

Wiley Graphic & Digital Design Catalog | 2013

Page 9: 2013 Graphic & Digital Design Catalog Issuu

9

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

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.

T A B L E O F C O N T E N T S

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 Gal-lery. Kirk Fromm. Jennifer Mahoney. Paul Stevenson Oles, Faia. Terry J. Leonard, Aia. Michael P. O’beirne. Seth Harry, Aia. Stanley Doctor. Conclusion. Contribu-tors. Project Credits. Index. Jim Leggitt.

J IM LEGGITT , FA IA

Drawing ShortcutsD E V E L O P I N G Q U I C K D R A W I N G S K I L L S U S I N G T O D A Y ’ S T E C H N O L O G Y

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

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

Drawing is the way architects and designers communicate with col-leagues, clients and others. Drawing and Perceiving discusses the knowl-edge, 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.

T A B L E O F C O N T E N T S

Preface. Acknowledgments. Chapter 1: Engaging the Visual World. Chapter 2: The Order of Appearance. Chapter 3: When Order is Made. Appendix A: Per-spective: Office Method. Appendix B: Perspective: One-Point Magic Method. Ap-pendix C: Shadow Projection in Orthographic Views. Appendix D: Shadow Projec-tion in Perspective Views. Bibliography. Glossary. Index. About the CD-Rom.

Drawing in the Digital Age: An Observational Method for Artists and AnimatorsWei Xu, PhD

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. Draw-ing 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.

T A B L E O F C O N T E N T S

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. Demonstra-tions. Summary. Exercises. Post-Test: Drawing Van Gogh. Index.

Drawing in the Digital AgeA N O B S E RVAT I O N A L M E T H O D F O R A RT I ST S A N D A N I M ATO R S

Wei

Xu,

PhD

SERIOUS SKILLS.

Basic Perspective Drawing: A Visual Approach, 6th EditionJohn Montague

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

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.

T A B L E O F C O N T E N T S

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: Free-hand 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.

BAS IC PerSPeCt I ve DrAWINGA VisuAl ApproAch

J o h n M o n t A g u e

s i X t h e D i t i o n

D R AW I N G

www.wiley.com/go/graphicdigitaldesign | 2013

Page 10: 2013 Graphic & Digital Design Catalog Issuu

10

D R AW I N G

Drawing and Designing with Confidence: A Step-by-Step GuideMike W. Lin

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

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

T A B L E O F C O N T E N T S

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

Pencil Sketching, 2nd EditionThomas C. Wang

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

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.

T A B L E O F C O N T E N T S

Materials and Equipment. Technique. Composition. Sketching. Sketching from Memory

Wiley Graphic & Digital Design Catalog | 2013

Page 11: 2013 Graphic & Digital Design Catalog Issuu

11

Typographic Specimens: The Great TypefacesPhilip B. Meggs, Rob Carter

978-0-471-28429-1 • 416pp • Paper • 1993

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.

T A B L E O F C O N T E N T S

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 Goth-ic. Optima. Palatino. Perpetua. Plantin. Sabon. Serifa. Stone Sans. Stone Serif. Stymie. Times New Roman. Trump Mediaeval. Univers. Zapf Book.

A Typographic Workbook: A Primer to History, Techniques, and Artistry, 2nd EditionKate Clair, Cynthia Busic-Snyder

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

This 2nd Edition is much more inter-active, 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.

T A B L E O F C O N T E N T S

Preface. Acknowledgments. Chapter 1: Ancient Writing Systems. Chapter 2: Lettering During the Roman Empire and Middle Ages. Chapter 3: Renaissance Ty-pography and Printing. Chapter 4: Typography During Colonization and Industri-alization. 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 Identifica-tion 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.

Type Rules!: The Designer’s Guide to Professional Typography, 3rd EditionIlene Strizver

978-0-470-54251-4 • 272pp • Paper • 2010

Type Rules! explains the technical side of typography and applies it to effec-tive design by covering the history of design along with current trends, methods for customizing fonts, techniques for setting type, common

mistakes to avoid, and guidelines for selecting the right type for the job.

T A B L E O F C O N T E N T S

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. Design Goals. Chapter 5: Formatting Your Type. Chapter 6: Techniques for Emphasis. Chapter 7: Fine-Tuning and Tweaking Your Type. Chapter 8: Finess-ing Your Type. Chapter 9: Typographic Typos (and How to Avoid Them). Chapter 10: Fractions, Signs, Symbols, and Dingbats. Chapter 11 Nonprint Typography. Chapter 12: Designing Your Own Typeface. Glossary. Bibliography. Picture Cred-its. Digital Font Foundries and Distributors. Typographic Resources. Index.

type

the designer’s guide to

professional typography

IleneStrizver

Typographic Design: Form and Communication, 5th EditionRob Carter, Ben Day, Philip B. Meggs

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

This new 5th Edition is updated throughout, including many new images and case studies. New addi-tions 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.

T A B L E O F C O N T E N T S

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.

Rob CarterBen DayPhilip Meggs

Typographic Design: Form and Communication Fifth Edition

T Y P O G R A PH Y

www.wiley.com/go/graphicdigitaldesign | 2013

Page 12: 2013 Graphic & Digital Design Catalog Issuu

12

Make Space: How to Set the Stage for Creative CollaborationScott Doorley, Scott Witthoft

978-1-118-14372-8 • 272pp • Paper • 2011

Based on the work of the Stanford d.schools Environments Collabora-tive, Make Space is filled with concrete ways to alter space to enhance creativ-

ity and collaboration. It highlights the details that matter when designing space to support creative teams.

T A B L E O F C O N T E N T S

Foreword: David Kelley. Preface: George Kembel. The Environments Collabora-tive. Chapter 1: Instructions. Chapter 2: Tools. Chapter 3: Situations. Chapter 4: Insights. Chapter 5: Design Template. Chapter 6: Space Studies. Index.

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

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

101 Design Methods is the first step-by-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.

T A B L E O F C O N T E N T S

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.

A Structured Approach For Driving Innovation In Your Organization

V I J A Y K U M A R

101Design Methods

Adobe Illustrator CS6 Digital ClassroomJennifer Smith, AGI Creative Team

978-1-118-12407-9 • 368pp • Paper • 2012

Illustrator CS6 Digital Classroom is like having a personal instructor guiding you through each lesson, while you work at your own pace. This book includes 12 self-paced lessons that let readers discover essential skills and explore new features and capabilities of Adobe Illustrator. Every lesson is presented in full color with step-by-step instructions.

Tutorials and lesson files on companion DVD

Adobe®

Illustrator® CS6

D

A Complete Training Package!

Type and Image: The Language of Graphic DesignPhilip B. Meggs

978-0-471-28492-5 • 208pp • Paper • 2009

In this lively and lavishly illustrated book, the author reveals the very es-sence 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 inspi-ration, hundreds of exciting examples

by many of America’s outstanding graphic designers.

T A B L E O F C O N T E N T S

The Elements of Graphic Design. The Union of Word and Picture. Graphic Space. Graphic Resonance. The Design Process. Epilogue. Notes. Bibliography. Picture Credits. Index.

T Y P O G R A PH Y/ I N N OVAT I O N A N D CR E AT I V IT Y

I N N OVAT I O N A N D CR E AT I V IT Y

I LLUS TR ATO R

Wiley Graphic & Digital Design Catalog | 2013

Page 13: 2013 Graphic & Digital Design Catalog Issuu

13

Advertising by Design: Generating and Designing Creative Ideas Across Media, 2nd EditionRobin Landa

978-0-470-36268-6 • 288pp • Paper • 2010

Specifically geared toward designers and design students, this book pro-vides a detailed, illustrated, behind-the-scenes view of the development process behind great advertising. Top-ics covered include everything from advertising ethics and the history of

the profession to design composition and copywriting.

T A B L E O F C O N T E N T S

Preface. Acknowledgments. Part 1 The Essentials: Purpose, Process, And Think-ing 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: Ap-proaches.. 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.

Generating and Designing Creative Ideas Across Media

Robin LandaSecond Edition

A Guide to Graphic Print Production, 3rd EditionKaj 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.

T A B L E O F C O N T E N T S

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

Designing for Print, 2nd EditionCharles Conover

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

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.

T A B L E O F C O N T E N T S

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 Typogra-phy Using the Character and Paragraph Palettes. Chapter 5: Preparing Your Im-ages. Chapter 6: Illustrating Effectively Simple Illustration Approaches. Chapter 7: Putting It All Together. Bibliography. Photography and Illustration. Credits. Index.

charles conover

Designing for Printsecond edition

an in-depth guide to planning creating and producing successful design projects

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

978-1-118-09920-9 • 320pp • Hardcover • 2012

Writers have The Elements of Style. Managers have The Effective Execu-tive. 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.

T A B L E O F C O N T E N T S

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: Brand-marks. 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.

PR I NT I N G A N D A DVE R T I S I N G DE S I G N

www.wiley.com/go/graphicdigitaldesign | 2013

Page 14: 2013 Graphic & Digital Design Catalog Issuu

14

Corporate Identity DesignVeronica Napoles

978-0-471-28947-0 • 144pp • Paper • 2002

In a market cluttered with big and small companies competing for the con-sumer’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, compre-hensive corporate identity program.

T A B L E O F C O N T E N T S

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. Implemen-tation—Phase IV. What is in a Name? Appendices. Notes. Bibliography. Index.

Grids: Creative Solutions for Graphic DesignersLucienne 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 success-ful 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.

T A B L E O F C O N T E N T S

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

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

T A B L E O F C O N T E N T S

Preface. Acknowledgments. Part One Theory and Principles. Chapter 1: Com-munication 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.

PR I N T I N G A N D A DVE R T I S I N G DE S I G N

Adobe Acrobat X PDF BibleTed 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.

T A B L E O F C O N T E N T S

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 Applica-tions. 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 Ac-tions. Chapter 22: Working with Multimedia and PDFs. Chapter 23: Creating Ac-cessibility and Tagging PDF Files. Chapter 24: Using Authentication and Security Methods. Chapter 25: Working with PDFs and the Web. Chapter 26: Using Acro-bat.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.

The book you need to succeed!

Ted Padova

Adobe®Acrobat® XPDF

The classic reference, updated for Acrobat X!

Discover the latest tools and features

Repurpose content for print, Web, or CDs

Understand all PDF standards

A D O B E ACR O B AT

Wiley Graphic & Digital Design Catalog | 2013

Page 15: 2013 Graphic & Digital Design Catalog Issuu

15

Adobe InDesign CS6 Digital ClassroomChristopher Smith, AGI Creative Team

978-1-118-12406-2 • 416pp • Paper • 2012

Adobe InDesign 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 thirteen self-paced lessons that let you discover essential skills and explore the new features and capabilities of InDesign.

Christopher Smith and the AGI Creative Team

A Complete Training Package!

instructional book

Adobe Certified Experts

Adobe®

InDesign® CS6

Tutorials and lesson files on companion DVD

rts

d on

ePublishing with InDesignPariah S. Burke

978-1-118-30559-1 • 550pp • Paper • 2012

ePublishing with InDesign provides the key ingredients you need to know to build, deploy, and manage digital publications using InDesign, includ-ing creating e-content from scratch with the various systems available and converting existing print publications to digital formats.

T A B L E O F C O N T E N T S

Chapter 1: Exploring Ereading Devices. Chapter 2: Learning about Digital Pub-lishing Formats. Chapter 3: Surveying the Digital Publication Types. Chapter 4: Creating Basic Ebooks. Chapter 5: Working with Images and Multimedia. Chapter 6: Fine-Tuning EPUBs. Chapter 7: Creating Fixed-Layout Ebooks, Part 1. Chapter 8: Creating Fixed-Layout Ebooks, Part 2. Chapter 9: Creating an Interactive Rep-lica Tablet App Publication. Chapter 10: Creating Interactive Magazines. Chapter 11: Building Interactivity in Rich Media Tablet Publications. Glossary. Appendix A: Resources and Communities. Appendix B: Selling in Ebook Stores. Appendix C: Creating a PDF Publication .

ePublishingwith InDesign

SeriouS SkillS.

Pariah S . Burke

Design and produce digital publications for tablets, digital magazines, and more

The Packaging Designer’s Book of Patterns, 4th EditionLaszlo Roth, George L. Wybenga

978-1-118-13415-3 • 688pp • Paper • 2013

Packaging design is increasingly inte-gral to product development activities and is among the earliest consider-ations of product designers and brand managers. This book shows how pack-aging design involves the design of the physical shape of the package, and the integration of the packaging process into the production process.

T A B L E O F C O N T E N T S

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.

The packaging

LA

SZ

LO

RO

TH

GEORGE W YBENGA

&FOURTH EDITION

DESIGNEr’SBook of

pattErNS

Packaging Design: Successful Product Branding From Concept to Shelf, 2nd EditionMarianne 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 environ-ment. This new edition is the most

comprehensive and timely resource of practical and professional informa-tion for creating packaging designs that serve as the marketing vehicles for consumer products.

T A B L E O F C O N T E N T S

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 Profes-sion. Bibliography: Consumer Product Categories. Glossary: Materials & Tools Professional Resources. Figures. Credits. Index.

Marianne Rosner Klimchuk and Sandra A. KrasovecSuccessful Product Branding from Concept to ShelfPACKAgingDeSign

Second edition

PR I N T I N G A N D A DVE R T I S I N G DE S I G N / PRO DU C T A N D I N DUS TR I A L DE S I G N

PR O DU C T A N D I N DUS TR I A L DE S I G N

I N D E S I G N

www.wiley.com/go/graphicdigitaldesign | 2013

Page 16: 2013 Graphic & Digital Design Catalog Issuu

16

Industrial Design: Materials and Manufacturing Guide, 2nd EditionJim Lesko

978-0-470-05538-0 • 256pp • Hardcover • 2008

Industrial Design: Materials and Manufacturing Guide, 2nd

Edition provides detailed coverage of materials and manufacturing pro-cesses that industrial designers need without the in-depth and overly technical discussions commonly directed toward engineers.

T A B L E O F C O N T E N T S

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.

Packaging Sustainability: Tools, Systems and Strategies for Innovative Package DesignWendy Jedlicka

978-0-470-24669-6 • 368pp • Paper • 2008

Packaging design is increasingly inte-gral to product development activities and is among the earliest consider-ations 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.

T A B L E O F C O N T E N T S

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: In-novation Toolbox. Endnotes and Resources.

Signage and Wayfinding Design: A Complete Guide to Creating Environmental Graphic Design SystemsChris 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 refer-ence for design professionals. Comprehensive and accessible, this resource enables readers to apply a standard, proven design process to large and small projects in an efficient and systematic manner.

T A B L E O F C O N T E N T S

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.

PR O DU C T A N D I N DUS TR I A L DE S I G N /E N V I RO N M E NTA L A N D G R A PH I C DE S I G N

E N V I R O N M E NTA L A N D G R A PH I C DE S I G N

Wiley Graphic & Digital Design Catalog | 2013

Page 17: 2013 Graphic & Digital Design Catalog Issuu

17

Brand Atlas: Branding Intelligence Made VisibleAlina Wheeler, Joel Katz

978-0-470-43342-3 • 144pp • Hardcover • 2010

Brand Atlas is the worlds first defini-tive compendium of diagrams and process maps about branding, market-ing, 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.

T A B L E O F C O N T E N T S

1: Dynamics. Brand Landscape Global Sourcing. Speed. Design Thinking. Word of Mouth. Conversation. Interconnected. Open Source. Social Networks. Experi-ence. 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. Authen-ticity. 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. Col-laboration. 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 Manage-ment. Brand Decisions. Branding Process. Big Idea Process. Bibliography. Credits. Index . Gratitude. Authors Reflections. Diagram Matrix. About the Authors.

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 infor-mation 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 this gap with a detailed, behind-the-scenes view of the development process for a range of media.

T A B L E O F C O N T E N T S

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.

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

T A B L E O F C O N T E N T S

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: Brand-marks. 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.

Designing Information: Human Factors and Common Sense in Information DesignJoel Katz

978-1-118-34197-1 • 256pp • Hardcover • 2012

Designing Information identifies and examines issues of communicating in-formation. Through real life problems and examples, hypothetical and his-torical examples, and seminal student

work, the book establishes a conceptual and pragmatic understanding of human factors-driven information design.

T A B L E O F C O N T E N T S

Chapter 1: Aspects of Information Design. The nature of information. Chapter 2: Qualitative Issues. Perceptions, conventions, proximity. Chapter 3: Quantita-tive 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.

I N FO R M AT I O N DE S I G N / B R A N D M A N AG E M E NT/S TR ATEGY

B R A N D M A N AG E M E NT/S TR ATEGY

www.wiley.com/go/graphicdigitaldesign | 2013

Page 18: 2013 Graphic & Digital Design Catalog Issuu

18

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

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

Practice Makes Perfect: 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.

T A B L E O F C O N T E N T S

Accessing Digital Files Online. Preface. Acknowledgments. Chapter 1: Introduc-tion. 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: Advanced-Stretching Your Wings. Chapter 8: Moving Forward Epilogue. Chapter 9: Looking Back On Your Experience. Index. Resources.

PRACTICE MAKES PERFECT

Ben Hannam

Becoming a Graphic Designer: A Guide to Careers in Design, 4th EditionSteven Heller, Teresa Fernandes

978-0-470-57556-7 • 368pp • Paper • 2010

The 4th Edition of the bestselling Be-coming 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.

T A B L E O F C O N T E N T S

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. Environmen-tal. 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. Recom-mended Reading. Index. Designers.

STEVEN HELLER & TERESA FERNANDES

DESIGNERBECOMING A GRAPHIC

A GUIDE TO CAREERS IN DESIGN • FOURTH EDITION

The Graphic Designer’s Guide to Portfolio Design, 2nd EditionDebbie Rose Myers

978-0-470-18476-9 • 272pp • Paper • 2009

This book equips students with everything they need to know to make the transition from design student to design pro-fessional. It provides step-by-step instruction for creating professional portfolios, both traditional and digital. It includes interviewing tips, sample resumes, cover letters, and action verb lists.

T A B L E O F C O N T E N T S

Chapter 1: The Portfolio Process: Start to Finish. Chapter 2: Planning Your Portfolio. Chapter 3: The Traditional Portfolio: The Resume, Cover Letter, and Business Card. Chapter 4: The Traditional Portfolio: Design and Art Projects. Chapter 5: The Digital Portfolio: CD-ROMs and Web Sites. Chapter 6: The Digital Portfolio: Technical Elements. Chapter 7: The Design Phase. Chapter

8: Working with Type and Layout. 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: Taking Interviews and Presenting Your Portfo-lio. Glossary. Bibliography. Appendix: Internet Resources. Index.

P O R TFO L I O DE S I G N / PRO FE SS I O N A L PR AC T I CE

PRO FE SS I O N A L PR AC T I CE

Wiley Graphic & Digital Design Catalog | 2013

Page 19: 2013 Graphic & Digital Design Catalog Issuu

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

978-0-470-24670-2 • 528pp • Paper • 2009

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.

T A B L E O F C O N T E N T S

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.

Sustainable Graphic Design Graphic Design

Wendy JedliˇWendy J ckaˇ

Tools, Systems, and Strategies for

Innovative Print Design

19

The Graphic Designer’s Guide to Creative Marketing: Finding & Keeping Your Best ClientsLinda Cooper Bowen

978-0-471-29314-9 • 192pp • Paper • 1999

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.

T A B L E O F C O N T E N T S

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.

Becoming a Digital Designer: A Guide to Careers in Web, Video, Broadcast, Game and Animation DesignSteven Heller, David Womack

978-0-470-04844-3 • 336pp • Paper • 2007

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 illustra-tions and covers everything from education and training to work settings.

T A B L E O F C O N T E N T S

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.

PR O FE SS I O N A L PR AC T I CE

www.wiley.com/go/graphicdigitaldesign | 2013

Page 20: 2013 Graphic & Digital Design Catalog Issuu

20

Introduction to Two-Dimensional Design: Understanding Form and Function, 2nd EditionJohn Bowers

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 prin-ciples and issues found in important contemporary examples.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Thinking Broadly. Chapter 2: Sending and Receiving Messages. Chapter 3: Applying Theories and Methodologies. Chapter 4: Explor-ing 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.

The Art of 3D Computer Animation and Effects, 4th EditionIsaac V. Kerlow

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

The world of 3-D 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 and professional settings.

T A B L E O F C O N T E N T S

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.

3-D Human Modeling and Animation, 3rd EditionPeter Ratner

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

This easy-to-follow book guides you through all the necessary steps to cre-ate and animate digital humans. Filled with detailed, practical information about creating and animating 3-D hu-man models, it features more that 500 images and is accompanied by a CD

that contains Quicktime tutorials tied to each chapter.

T A B L E O F C O N T E N T S

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.

3D Animation EssentialsAndy Beane

978-1-118-14748-1 • 352pp • Paper • 2012

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 prin-ciples, this book produces a thorough overview of the industry.

T A B L E O F C O N T E N T S

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: Under-standing 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.

Andy Beane

SERIOUS SKILLS.

3D AnimationE S S E N T I A L S

2 D/3 D D E S I G N A N D CO M PUTE R A N I M AT I O N

Wiley Graphic & Digital Design Catalog | 2013

Page 21: 2013 Graphic & Digital Design Catalog Issuu

21

2 D/3 D DE S I G N A N D CO M PUTE R A N I M AT I O N

Introducing Autodesk Maya 2013Dariush Derakhshani

978-1-118-13056-8 • 648pp • Paper • 2012

The ideal primer to getting started with Maya. Learn the Maya inter-face and the basics of modeling, tex-turing, animating, and visual effects. The expository text is reinforced with fun and challenging step-by-step tutorials that lead readers through the nuances of the complex

software without over-explaining or over-simplifying.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Introduction to Computer Graphics and 3D. Chapter 2: Jumping in Headfirst, with Both Feet. Chapter 3: The Autodesk Maya 2013 Interface Chapter 4: Beginning Polygonal Modeling. Chapter 5: Modeling with NURBS, Subdivisions, 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. Summary. Index.

INTRODUCING AUTODESK

®

MAYA® 2013

Dariush DerakhshaniSERIOUS SKILLS.

Autodesk Maya 2013 EssentialsPaul Naas

978-1-118-16774-8 • 304pp • Paper • 2012

Autodesk Maya 2013 Essentials is an Autodesk Official Training Guide that teaches the basics of Maya modeling, texturing, animating, and lighting to familiarize readers with the program as a whole. The hands-on projects offer realistic, job-relat-ed, professional challenges for those

new to 3D, and to those coming from another 3D application.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Understanding The Maya Interface. Chapter 2: Creat-ing 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: Modeling With Subdivision Surfaces. Chapter 7: Surfacing Your Character. Chapter 8: Getting Bent Out Of Shape: Blend Shapes. Chapter 9: Dem Bones: Setting Up Your Joint System. Chapter 10: Weighting Your Joints. Chapter 11: Rigging Your Character. Chapter 12: Making It Move: Animating Your Char-acter. Chapter 13: Let There Be Light: Lighting Your Shot. Chapter 14: Rendering And Compositing Your Scene. Index.

Paul Naas

SERIOUS SKILLS.

Maya® 2013E S S E N T I A L S

Autodesk®

Matchmoving: The Invisible Art of Camera Tracking, 2nd EditionTim Dobbert

978-1-118-35205-2 • 325pp • Paper • 2012

Written by Tim Dobbert, a match-moving expert and CG artist at Industrial Light & Magic, this book is much more than a technical primer. It helps you think like a pro so that you

can find the right solution for your matchmoves, no matter how tricky, along with advice on the contributions you can make on the set of a live-action shoot.

T A B L E O F C O N T E N T S

Chapter 1: The Basics of Matchmoving. Chapter2: Matchmoving Software. Chap-ter 3: 2D Tracking. Chapter 4: 3D Calibration. Chapter 5: Automatic Tracking. Chapter 6: Cameras. Chapter 7: Set Fitting. Chapter 8: Being on Set. Chapter 9: Matchamation. Chapter 10: Troubleshooting and Advanced Techniques. Chapter 11: Object Tracking. Chapter 12: Multipurposing Matchmove Data. Chapter 13: Stereo. Appendix A: Resources. Appendix B: Matchmoving Software and Links. Appendix C: Film Formats. Appendix G: Glossary

SERIOUS SKILLS.

THE INVISIBLE ART OF C A M E RA T RAC K I N G

Matchmoving

S E CO N D E D I T I O N

T I M D O B B E RT

Principles of Two-Dimensional DesignWucius Wong

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

Understanding the elements of two-dimensional 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 situa-tions in two-dimensional composi-tion, formal or informal.

T A B L E O F C O N T E N T S

Form. Repetition. Structure. Similarity. Gradation. Radiation. Anomaly. Contrast. Concentration. Texture. Space.

M AYA

www.wiley.com/go/graphicdigitaldesign | 2013

Page 22: 2013 Graphic & Digital Design Catalog Issuu

22

Maya Studio Projects: DynamicsTodd 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.

T A B L E O F C O N T E N T S

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.

Maya Studio Projects: Photorealistic CharactersTodd Palamar

978-0-470-94497-4 • 352pp • Paper • 2011

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

T A B L E O F C O N T E N T S

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.

SERIOUS SKILLS.

MAYA® STUDIO PROJECTS

Photorealistic Characters

Your project guide to creating photorealistic characters with Maya

TODD PALAMAR

Maya Studio Projects: Texturing and LightingLee Lanier

978-0-470-90327-8 • 272pp • 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 head-

phones, a female character, a military ambulance, and an interior room with skylights.

T A B L E O F C O N T E N T S

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.

SERIOUS SKILLS.

MAYA® STUDIO PROJECTS

Texturing and Lighting

Your project guide to Maya’s texturing and lighting tools

LEE LANIER

Mastering Autodesk Maya 2013Todd Palamar, Lee Lanier

978-1-118-13058-2 • 1008pp • Paper • 2012

If you already know the basics of Maya, now you can elevate your skills with the advanced coverage in this authoritative reference and tutorial. From modeling, textur-ing, animation, and visual effects to high-level techniques for film, television, games, and more, this

book provides professional-level instruction on Maya.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Working in Autodesk Maya. Chapter 2: Virtual Filmmak-ing. Chapter 3: Modeling I. Chapter 4: Modeling II. Chapter 5: Animation Tech-niques. Chapter 6: Animating with Deformers. Chapter 7: Rigging and Muscle Systems. Chapter 8: Paint Effects. Chapter 10: mental ray Shading. Chapter 11: Texture Mapping. Chapter 12: Rendering for Compositing. Chapter 13: Introduc-ing nParticles. Chapter 14: Dynamic Effects. Chapter 15: Fur, Hair, and Clothing. Chapter 16: Maya Fluids. Appendix A: The Bottom Line. Appendix B: Autodesk Maya 2013 Certification. Index.

Todd Palamarwith Lee Lanier and Anthony Honn

Mastering Autodesk®

Maya® 2013

SERIOUS SKILLS.

Autodesk Certifi cation Preparation

2 D/3 D D E S I G N A N D CO M PUTE R A N I M AT I O N

M AYA

Wiley Graphic & Digital Design Catalog | 2013

Page 23: 2013 Graphic & Digital Design Catalog Issuu

23

2 D/3 D DE S I G N A N D CO M PUTE R A N I M AT I O N

ZBrush Creature Design: Creating Dynamic Concept Imagery for Film and GamesScott 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 char-acter projects (a biped, a quadruped, a female mystic, and an alien), il-lustrating the process of conceptual-

izing a design through to final rendering.

T A B L E O F C O N T E N T S

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 Biome-chanical 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.

SERIOUS SKILLS. Scott Spencer

ZBrush ®

Creating Dynamic Concept Imagery for Film and Games

ZBrush Character Creation: Advanced Digital Sculpting, 2nd EditionScott Spencer

978-0-470-57257-3 • 432pp • Paper • 2011

ZBrush Character Creation, 2nd Edi-tion is a stunning four-color guide that blends technology with artistry. It offers detailed, hands-on tutori-als to help maximize the reader’s

protential for using this revolutionary software to create extraordinary 3D characters.

T A B L E O F C O N T E N T S

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.

Introducing ZBrush, 3rd EditionEric Keller

978-1-118-24482-1 • 528pp • Paper • 2012

This edition is fully updated, includ-ing 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. Engag-ing projects also allow the reader to become comfortable with digital

sculpting in with a relaxed and fun book atmosphere.

T A B L E O F C O N T E N T S

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 Compan-ion DVD. Index.

INTRODUCING ZBrush®

Eric KellerSERIOUS SKILLS.

THIRD EDITION

Z B RUSH

ZBrush Professional Tips and TechniquesPaul Gaboury, Rick Baker

978-1-118-06680-5 • 336pp • Paper • 2012

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.

T A B L E O F C O N T E N T S

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 Com-panion DVD. Customer Care. Index.

ZBrush®

P R O F E S S I O N A LT I P S + T E C H N I Q U E SP

aul G

abou

ry

Foreword by Rick BakerSeven-Time Academy Award Winner for Best Makeup

SERIOUS SKILLS.

www.wiley.com/go/graphicdigitaldesign | 2013

Page 24: 2013 Graphic & Digital Design Catalog Issuu

24

Mastering Autodesk 3ds Max 2013Jeffrey Harper

978-1-118-12971-5 • 800pp • Paper • 2012

If you already know the basics of 3ds Max, now you can elevate your skills with the advanced coverage in this authoritative reference and tutorial. From modeling, textur-ing, animation, and visual effects to high-level techniques for film, television, games, and architectural

visualization, this book provides professional-level instruction on 3ds Max 2013.

T A B L E O F C O N T E N T S

Chapter 1: Getting to Know Autodesk 3ds Max 2013. Chapter 2: Introducing Objects. Chapter 3: Creating Shapes with Splines. Chapter 4: Editing Meshes and Creating Complex Objects. Chapter 5: Working with External Design Data. Chapter 6: Organizing and Editing Objects. Chapter 7: Light and Shadow. Chap-ter 8: Enhancing Models with Materials. Chapter 9: Using the Camera. Chapter 10: Organizing Objects and Scene Management. Chapter 11: Understanding Animation. Chapter 12: Creating Animations. Chapter 13: Character Modeling, Rigging, Animation. Chapter 14: Advanced Rendering Using mental ray. Chapter 15: Finishing It Off: Atmosphere, Effects, and Compositing. Appendix 1: Modifiers and Materials. Appendix: MaxScript.

Jeffrey M. Harper

Mastering Autodesk® 3ds Max® 2013

SERIOUS SKILLS.

Autodesk Certification Preparation

2 D/3 D D E S I G N A N D CO M PUTE R A N I M AT I O N

Autodesk 3ds Max 2013 EssentialsRandi L. Derakhshani, Dariush Derakhshani

978-1-118-13055-1 • 400pp • Paper • 2012

Autodesk 3ds Max 2013 Essentials is an Autodesk Official Training Guide that teaches the basics of 3ds Max model-ing, 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.

T A B L E O F C O N T E N T S

Introduction. 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: Animating a Bounc-ing Ball. Chapter 6: Animating a Thrown Knife. Chapter 7: Character Poly Model-ing: 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: Introduc-tion to Lighting: Interior Lighting. Chapter 15: 3ds Max Rendering. Chapter 16: Mental ray and HDRI. Index.

Randi L. DerakhshaniDariush Derakhshani

SERIOUS SKILLS.

3ds Max® 2013E S S E N T I A L S

Autodesk®

ZBrush Digital Sculpting Human AnatomyScott 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 work-ing 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.

T A B L E O F C O N T E N T S

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.

Autodesk 3ds Max 2013 BibleKelly L. Murdock

978-1-118-32832-3 • 840pp • Paper • 2012

Autodesk 3ds Max 2013 Bible is the only comprehensive reference-tutorial on 3ds Max, making it a favorite of all users, from beginners to pros. It’s packed with expert advice, timesaving tips, and more than 150 step-by-step tutorials.

Autodesk®

3ds Max® 2013

W R I T T E N B Y

KELLY L. MURDOCKCOMPANION WEBSITE

NAVIGATE 3DS MAX 2013 WITH EASE

ANIMATE OBJECTS, SCENES, AND CHARACTERS

DESIGN FOR FILM, TV, GAMES, AND VISUALIZATION

Z B RUSH 3 DS M A X

3 DS M A X

Wiley Graphic & Digital Design Catalog | 2013

Page 25: 2013 Graphic & Digital Design Catalog Issuu

25

2 D/3 D DE S I G N A N D CO M PUTE R A N I M AT I O N

Introduction to Google SketchUp, 2nd EditionAidan Chopra, Laura Town, Chris Pichereau,

978-1-118-07782-5 • 554pp • Paper •

This 2nd Edition prepares readers for the workforce. The content provides real-world and applied material, including better PowerPoint presentations and how-to animations.

T A B L E O F C O N T E N T S

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 Model-ing 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.

AIDAN CHOPRA with Laura Town and Chris Pichereau

SECOND EDITION

Mastering Blender, 2nd EditionTony Mullen

978-1-118-27540-5 • 600pp • Paper • 2012

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.

T A B L E O F C O N T E N T S

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.

Mastering Blender

SERIOUS SKILLS.

Tony Mullen

Second Edition

Introducing Character Animation with Blender, 2nd EditionTony Mullen

978-0-470-42737-8 • 496pp • Paper • 2011

This friendly yet professional reference provides clear descriptions and illustra-tive screenshots to bring your character animation skills to the next level.

T A B L E O F C O N T E N T S

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 Anima-tion 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.

INTRODUCING CHARACTER ANIMATION WITH BLENDERSECOND EDITION Tony Mullen

SERIOUS SKILLS.

Adobe After Effects CS6 Digital ClassroomJerron Smith and the AGI Creative Team

978-1-118-14279-0 • 464pp • Paper • 2012

Adobe After Effects CS6 Digital Class-room is like having your own personal instructor guiding you through each les-son, while you work at your own pace. This book includes 16 self-paced lessons that let readers discover essential skills and explore new features and capabili-ties of Adobe After Effects CS6.

Jerron Smith and the AGI Creative Team

Adobe®

After Eff ects® CS6

AGI Creative Team

Tutorials and lesson fi les on companion DVD

• Full-color, step-by-step instructional book

• Video training from Adobe Certifi ed Experts

A Complete Training Package!

A F TE R EFFEC T S SK ETCH U P

B LE N DE R

www.wiley.com/go/graphicdigitaldesign | 2013

Page 26: 2013 Graphic & Digital Design Catalog Issuu

26

Game Design: Principles, Practice, and Techniques – The Ultimate Guide for the Aspiring Game DesignerJim Thompson, Barnaby Ber-bank-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 sup-ported by a website that contains links to key websites, sample programs, and more.

T A B L E O F C O N T E N T S

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 inspira-tions. 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 interac-tion design. Games editors. Game physics. Digital modeling. Digital modeling applications . Polygons and NURBs. Props and set-dressing. Texturing. Building characters. Audio design. Design Production. Design production. Production realities. Tools of the trade. Pre-production. Prototyping. Pitching ideas. Bedroom coders. Where to from here? Resources. Glossary. Index. Credits.

Game Design SecretsWagner James Au

978-1-118-33774-5 • 408pp • Paper • 2011

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.

T A B L E O F C O N T E N T S

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

98-374 MTA Gaming Development FundamentalsMicrosoft Official Academic Course

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

The Microsoft Technology Associate certification (MTA) curriculum helps instructors teach and validate funda-mental technology concepts with a foundation for sudents’ careers. This MTA text covers the following Gaming

Development vital fundamental skills: Understand Game Design, Under-stand Hardware, Understand Graphics, Understand Animation Technology.

T A B L E O F C O N T E N T S

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

MTA Exam 98-374

Gaming Development Fundamentals

Game Design EssentialsBriar Lee Mitchell

978-1-118-15927-9 • 320pp • Paper • 2012

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.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Game Design Origins. Chapter 2: Gameplay Styles. Chap-ter 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 Descrip-tions, 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.

Briar Lee Mitchell

SERIOUS SKILLS.

Game DesignE S S E N T I A L S

G A M E D E S I G N A N D PRO G R A M M I N G

Wiley Graphic & Digital Design Catalog | 2013

Page 27: 2013 Graphic & Digital Design Catalog Issuu

ZBrush Studio Projects: Realistic Game CharactersRyan Kingslien

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

This book offers tips and insights that provide readers with the depth and breadth they need to bring reality and creativ-ity 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.

T A B L E O F C O N T E N T S

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.

SERIOUS SKILLS. RYAN KINGSLIEN

ZBrush® STUDIO PROJECTS

Your project guide to sculpting realistic human characters in ZBrush

Realistic Game Characters

Maya Studio Projects: Game Environments and PropsMichael McKinley

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 compel-ling 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.

T A B L E O F C O N T E N T S

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.

SERIOUS SKILLS.

MAYA® STUDIO PROJECTS

Game Environments and Props

Your project guide to creating breathtaking backgrounds and gaming graphics in Maya

MICHAEL McKINLEYCover Image by Paul Presley

27

Game Character Creation with Blender and UnityChris Totten

978-1-118-17272-8 • 320pp • Paper • 2012

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 ani-mating a character from start to finish, with a large emphasis on low polygon modeling for game engines, and much more.

T A B L E O F C O N T E N T S

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.

C H R I S T O T T E N

SERIOUS SKILLS.

WITH BLENDER AND UNITY

G A M E DE S I G N A N D PRO G R A M M I N G

www.wiley.com/go/graphicdigitaldesign | 2013

Page 28: 2013 Graphic & Digital Design Catalog Issuu

28

98-373 MTA Mobile Development FundamentalsMicrosoft Official Academic Course

978-1-118-35992-1 • 244pp • Paper • 2012

The Microsoft Technology Associate certification (MTA) curriculum helps instructors teach and validate fundamental technology concepts with a foundation for students’ careers as well as the confidence they need to succeed in advanced studies.

T A B L E O F C O N T E N T S

Lesson 1: Understanding Mobile Devices, Interactions, and Tools. Lesson 2: Exploring Networked Data and Data Stores. Lesson 3: Working in a Mobile App Development Environment. Lesson 4: Exploring Mobile Device Networking. Lesson 5: Understanding Silverlight and Mobile Code. Lesson 6: Understanding Mobile App Development Concepts and Working with APIs. Lesson 7: Using Mobile Device Controls and Creating User Interfaces. Lesson 8: Testing, Debugging, and Deploying a Mobile App.

MTA Exam 98-373

Mobile Development Fundamentals

Exam 98-363: MTA Web Development FundamentalsMicrosoft 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 under-standing 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

T A B L E O F C O N T E N T S

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.

W E B / M O B ILE DE S I G N A N D DE VELO PM E NT

Creating Web Pages Simplified, 2nd EditionMike Wooldridge, Brianna Stuart

978-1-118-06351-4 • 304pp • Paper • 2011

In Creating Web Pages Simplified, readers get the building blocks needed to take them through all phases of Web pub-lishing; from laying out and formatting text to enlivening pages with graphics and animation. This full-color, easy-to-follow guide is an indispensable tool for both first-timers and seasoned Web authors

T A B L E O F C O N T E N T S

1: Getting Started with HTML5 and Web Pages. 2: Creating Your First HTML5 Web Page. 3: Adding and Modifying Text. 4: Adding CSS Styles. 5: Styling Text. 6: Adding Images. 7: Adding Links. 8: Working with Tables. 9: Creating Forms. 10: Controlling Page Layout. 11: Adding Semantic Tags. 12: Working with JavaScript. 13: Adding Canvases. 14: Adding Video and Audio. 15: Publishing Your Web Pages.

Creating Web Pages

Mike Wooldridge

Simply the Easiest Way to Learn

Second Edition

Wiley Graphic & Digital Design Catalog | 2013

Page 29: 2013 Graphic & Digital Design Catalog Issuu

29

W E B / M O B ILE DE S I G N A N D DE VELO PM E NT

Dreamweaver CS6 BibleJoseph W. Lowery

978-1-118-17063-2 • 1224pp • Paper • 2012

The Dreamweaver CS6 Bible is a com-prehensive guide to the world’s best-selling web authoring software from Adobe. This book includes coverage of all the latest features of Dreamweaver CS6, including developing websites from multiple screens (desktop, tablet and phone) and new HTML5 and CSS 3 capabilities.

T A B L E O F C O N T E N T S

Chapter 1: Introducing Dreamweaver CS6. Chapter 2: Touring Dreamweaver. Chapter 3: Setting Your Preferences. Chapter 4: Setting Up Sites and Servers. Chapter 5: Accessing the Code Directly. Chapter 6: Building Style Sheet Web Pages. Chapter 7: Working with Text. Chapter 8: Inserting Images. Chapter 9: Establishing Web Links. Chapter 10: Working with Layouts. Chapter 12: Setting Up Tables. Chapter 13: Enabling User Interaction with Forms. Chapter 14: Creating Lists. Chapter 15: Using Frames and Framesets. Chapter 16: Powering Ajax Pages with Spry. Chapter 17: Working with JavaScript Frameworks. Chapter 18: Establishing Connections and Recordsets. Chapter 19: Making Data Dynamic. Chapter 20: Managing Data. Chap-ter 21: Working with Dynamic Live View. Chapter 22: Crafting Multi-Page Applica-tions. Chapter 23: Using Web Content Management Systems. Chapter 24: Adobe Photoshop, Fireworks, and Bridge Integration. Chapter 25: Inserting Flash Elements. Chapter 26: Adding Video to Your Web Page. Chapter 27: Using Audio on Your Web Page. Chapter 28: Using Dreamweaver Templates. Chapter 29: Using Library Items and Server-Side Includes. Chapter 30: Maximizing Cross-Browser Compatibility. Chapter 31: Building Websites with a Team. Chapter 32: Integrating XML and XSLT. Chapter 33: Customizing Dreamweaver. Chapter 34: Handling Server Behaviors. Chapter 35: Creating Adobe AIR Applications.

Adobe®

Dreamweaver® CS6

W R I T T E N B Y

JOSEPH LOWERYWEBSITE INCLUDED

DESIGN SITES FOR PCS AND MOBILE DEVICES

GET UP TO SPEED ON HTML5 AND CSS 3

INTEGRATE MULTIMEDIA ELEMENTS

Teach Yourself VISUALLY Adobe Dreamweaver CS6Janine Warner

978-1-118-25471-4 • 320pp • Paper • 2012

Containing 150 useful and interest-ing Dreamweaver CS6 tasks, Teach Yourself VISUALLY Dreamweaver CS6 demonstrates how easy it can be to design, develop, and maintain a fully functioning website.

T A B L E O F C O N T E N T S

Chapter 1: Getting Started with Dreamweaver. Chapter 2: Setting Up Your Website. Chapter 3: Exploring the Dreamweaver Interface. Chapter 4: Working with HTML. Chapter 5: Formatting and Styling Text. Chapter 6: Working with Images and Multimedia. Chapter 7: Creating Hyperlinks. Chapter 8: Adding and Editing Tables. Chapter 9: Creating Web-Based Forms. Chapter 10: Using Library Items and Templates. Chapter 11: Creating and Applying Cascading Style Sheets. Chapter 12: Designing a Website with CSS. Chapter 13: Publishing a Website. Chapter 14: Maintaining a Website. Chapter 15: Adding Interactivity with Spry and JavaScript. Index.

Janine Warner

Adobe

Dreamweaver CS6®®

®®

Introduction to Adobe Dreamweaver CS6 with ACA CertificationAGI Creative Team

978-1-118-39406-9 • 400pp • Paper • 2012

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.

T A B L E O F C O N T E N T S

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: Fine-Tuning 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.

Adobe Dreamweaver CS6 Digital ClassroomJeremy Osborn, AGI Creative Team

978-1-118-12409-3 • 496pp • Paper • 2012

Dreamweaver CS6 Digital Classroom is like having your own personal instruc-tor guiding you through each lesson while you work at your own speed. This book includes 16 self-paced les-sons that help you discover essential skills and explore the new features and capabilities of Dreamweaver.

T A B L E O F C O N T E N T S

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: Fine-Tuning 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.

Tutorials and lesson files on companion DVD

Adobe®

Dreamweaver® CS6

d n

A Complete Training Package!

D R E A M W E AVE R

www.wiley.com/go/graphicdigitaldesign | 2013

Page 30: 2013 Graphic & Digital Design Catalog Issuu

30

Teach Yourself VISUALLY Adobe MuseRob Huddleston

978-1-118-24051-9 • 320pp • Paper • 2012

Teach Yourself VISUALLY Adobe Muse provides tested advice on how to create Web sites that are visually stunning, highly functional, and engaging to the target audience. Readers will learn how to create gorgeous content using the most popular Adobe products and how to make that gorgeous content function well with HTML .

T A B L E O F C O N T E N T S

Chapter 1: Introducing Adobe. Chapter 2: Planning a Site. Chapter 3:Designing Your Site in Adobe Muse. Chapter 4: Working with Content Add Text to Pages. Chapter 5: Formatting Text. Chapter 6: Creating Graphics for Your Site. Chapter 7 Using Images. Chapter 8: Adding Navigation. Chapter 9: Using Master Pages. Chapter 10: Adding Widgets. Chapter 11 Using Content from Other Sources. Chapter 12: Designing for Mobile. Chapter 13: Publishing Your Site. Index.

Rob Huddleston

Adobe® Muse™

Introduction to Adobe Flash Professional CS6 with ACA CertificationAGI 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.

T A B L E O F C O N T E N T S

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 Tutori-als. 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?

Adobe Flash Professional CS6 EssentialsWilliam 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 Certi-fied Associates.

T A B L E O F C O N T E N T S

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. Chap-ter 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.

William Heldman

SERIOUS SKILLS.

Flash® Professional CS6ESSENT IALS

Adobe®

Prepare for the Adobe Certified Associate for Rich Media Communication Exam

W E B / M O B ILE DE S I G N A N D DE VELO PM E NT

FL A SH

Adobe Flash Professional CS6 Digital ClassroomAGI Creative Team

978-1-118-12408-6 • 480pp • Paper • 2012

Flash Professional CS6 Digital Class-room 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.

T A B L E O F C O N T E N T S

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?

FL A SH

A D O B E M USE

Wiley Graphic & Digital Design Catalog | 2013

Page 31: 2013 Graphic & Digital Design Catalog Issuu

31

Beginning HTML and CSSRob 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 struc-ture 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.

T A B L E O F C O N T E N T S

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: Learn-ing 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. Ap-pendix I: Changes between HTML4 and HTML5. Index.

Beginning

HTML and CSS

Rob Larsen

Wrox Programmer to Programmer™Join the discussion @ p2p.wrox.com

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

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

HTML5 Digital Classroom is like having your own personal instruc-tor 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.

T A B L E O F C O N T E N T S

Starting Up. Section 1: Essentials Of HTML, HTML5, And CSS. Lesson 1: Defining HTML5. Lesson 2: Fundamentals Of HTML, XHTML, And CSS. Lesson 3: Format-ting 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.

A Complete Training Package!• Full-color, step-by-step

instructional book

• Training from expert instructors

HTML5

Jeremy Osborn & AGI Creative Team

Tutorials and lesson fi les on companion DVD

98-375 MTA HTML5 Application Development FundamentalsMicrosoft Official Academic Course

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

Perfect for adding HTML web app de-velopment to any existing programming course, 98-375 MTA HTML5 Applica-tion Development Fundamentals covers all aspects of HTML5 and everything required to earn the Microsoft Technol-ogy Associate certification.

T A B L E O F C O N T E N T S

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: Un-derstanding CSS Essentials: Layouts. Lesson 6: Managing Text Flow by Using CSS. Lesson 7: Managing the Graphical Interface by Using CSS. Lesson 8: Understand-ing 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.

MTA Exam 98-375

HTML5 ApplicationDevelopment Fundamentals

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

T A B L E O F C O N T E N T S

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.

Web Design with HTML and CSS

• Full-color, step-by-step instructional book

• Training from experienced experts

A Complete Training Package!

Jeremy Osborn, Jennifer Smith, and the AGI Creative Team

Videos and lesson fi les on

s.comdigitdigitalclassroigitalc ombosroom oks.cbook mcoms.comom

W E B / M O B ILE DE S I G N A N D DE VELO PM E NT

H T M L , C SS , X M L

www.wiley.com/go/graphicdigitaldesign | 2013

Page 32: 2013 Graphic & Digital Design Catalog Issuu

32

Teach Yourself VISUALLY HTML5Mike Wooldridge

978-1-118-06332-3 • 336pp • Paper • 2011

Using clear, step-by-step instructions, Teach Yourself Visually HTML5 helps readers master the exciting new tags in HTML5 while also getting new web designers up to speed on the familiar and wildly popular language. Every step is set out in clear detail and all of the most commonly used features of HTML5 are covered.

T A B L E O F C O N T E N T S

Chapter 1: Getting Started with HTML5 and Web Pages. Chapter 2: Creating Your First HTML5 Web Page. Chapter 3: Adding and Modifying Text. Chap-ter 4: Adding CSS Styles. Chapter 5: Styling Text. Chapter 6: Adding Images. Chapter 7: Adding Links. Chapter 8: Working with Tables. Chapter 9: Creating Forms. Chapter 10: Controlling Page Layout. Chapter 11: Adding Semantic Tags. Chapter 12: Working with JavaScript. Chapter 13: Adding Canvases. Chapter 14: Adding Video and Audio. Chapter 15: Publishing Your Web Pages. HTML Refer-ence. Index.

Mike Wooldridge

HTML5

HTML5: Your visual blueprint for designing rich Web pages and applicationsAdam 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 ex-amples to teach developers how to utilize the newest HTML5 techniques.

T A B L E O F C O N T E N T S

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: Commu-nicating with WebSockets. Chapter 18: Displaying Desktop Notifications. Index.

HTML and CSS: Design and Build WebsitesJon 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 informa-tion in full color, with the use of helpful info-graphics.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Structure 12. Chapter 2: Text 40. Chapter 3: Lists. Chap-ter 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.

HTML&CSSdesign and build websites

JON DUCKETT

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

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

Beginning XML 5th Edition begins with new material on the current-day 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.

T A B L E O F C O N T E N T S

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. Ap-pendix C: XML Schema Data Types. Index.

Beginning

XMLJoe Fawcett, Liam R. E. Quin, Danny Ayers

Join the discussion @ p2p.wrox.comF I F T H E D I T I O N

W E B / M O B ILE DE S I G N A N D DE VELO PM E NT

H T M L , C SS , X M L

Wiley Graphic & Digital Design Catalog | 2013

Page 33: 2013 Graphic & Digital Design Catalog Issuu

33

Teach Yourself VISUALLY Web DesignRob Huddleston

978-0-470-88101-9 • 368pp • Paper • 2010

Teach Yourself VISUALLY Web Design provides tested advice on how to create Websites that are visually stunning, highly functional, and engaging to the target audience. Readers will learn how to create gorgeous content using the most popular Adobe products and how to make that gorgeous content function well with HTML and CSS.

T A B L E O F C O N T E N T S

Chapter 1: The Tools of Web Design and Planning Your Site. Chapter 2: Getting Started with HTML. Chapter 3: Creating Images. Chapter 4: Formatting Your Pages. Chapter 5: Advanced CSS. Chapter 6: Laying Out Pages. Chapter 7: Adding Tables and Lists. Chapter 8: Creating a Page Visually in Dreamweaver. Chapter 9: Adding Interactivity and Multimedia. Chapter 10: Making Sites Accessible. Chapter 11: Adding Forms to Your Site. Chapter 12: Creating Dynamic Pages. Chapter 13: Adding Information from a Database. Chapter 14: Publishing Your Site and Getting Noticed. Index.

D I G ITA L PH OTO G R A PH Y

W E B / M O B ILE DE S I G N A N D DE VELO PM E NT/ D I G ITA L PH OTO G R A PH Y

H T M L , C SS , X M L

Focus your students on the fine points with Wiley’s PHOTO WORKSHOP series

BLACK AND WHITE DIGITAL PHOTOGRAPHYPHOTO WORKSHOP Develop your digital photography talent

CHRIS BUCHER

Written by working photographers, Photo Workshop books offer in-depth training on photography essentials. Students can complete the exercises in each chapter and upload their work to photoworkshop.com for input from their peers.

Request your evaluation copy today at wiley.com! Coming this fall — a Digital Photography Special Collection on customselect.wiley.com

BLACK AND WHITE DIGITAL PHOTOGRAPHYPHOTO WORKSHOP Develop your digital photography talent

CHRIS BUCHER

EXPOSUREPHOTO WORKSHOP

JEFF WIGNALL

Develop your digital photography talent

SECOND EDITION

NATURE PHOTOGRAPHY

NAT COALSON

PHOTO WORKSHOP Develop your digital photography talent

NIGHT AND LOW-LIGHT PHOTOGRAPHY PHOTO WORKSHOP

ALAN HESS

Develop your digital photography talent

PORTRAIT AND CANDID PHOTOGRAPHYPHOTO WORKSHOP

ERIN MANNING

Develop your digital photography talent

SECOND EDITION

978-0-470-42193-2

978-1-118-13822-9978-0-470-53491-5978-0-470-11433-9978-1-118-02454-6 978-1-118-10005-9

978-0-470-11436-0

www.wiley.com/go/graphicdigitaldesign | 2013

Page 34: 2013 Graphic & Digital Design Catalog Issuu

34

Adobe Photoshop CS6 Digital ClassroomJennifer Smith, AGI Creative Team

978-1-118-12389-8 • 448pp • Paper • 2012

Photoshop CS6 Digital Classroom is like having your own personal instructor guiding you through each lesson, while you work at your own pace. This book includes 13 self-paced lessons that let you discover essential skills and explore new features and capabilities of Adobe Photoshop.

T A B L E O F C O N T E N T S

Starting up. 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. Lesson 11: Using Adobe Photoshop Filters. Lesson 12: Creating Images for Web and Video. Lesson 13: Introducing 3D. Lesson 14: Photoshop CS6.

Adobe®

Photoshop® CS6

• Full-color, step-by-step instructional book

• Video training from Adobe Certifi ed Experts

A Complete Training Package!

Jennifer Smith and the AGI Creative Team

Tutorials and lesson fi les on companion DVD

Teach Yourself VISUALLY Digital Photography, 4th EditionChris Bucher

978-0-470-58946-5 • 352pp • Paper • 2010

Teach Yourself VISUALLY Digital Photog-raphy, 4th Edition is a brand new take on the Teach Yourself VISUALLY Digital Photography books. Totally updated by a professional photographer with new photos and coverage of not only the latest camera features but also more tips and tricks for capturing great photos.

T A B L E O F C O N T E N T S

Chapter 1: Understanding Digital Photography. Chapter 2: What You Need to Get Started. Chapter 3: Controlling Exposure and Focal Length. Chapter 4: Understanding Light. Chapter 5: Learning About Focus. Chapter 6: Composing Pictures like a Pro. Chapter 7: Putting It All Together. Chapter 8: Taking Your First Digital Photos. Chapter 9: Taking Advantage of Your Camera’s Settings. Chapter 10: Avoiding Digital Photography Pitfalls. Chapter 11: Capturing Unique Photo Opportunities. Chapter 12: Organizing Your Photos. Chapter 13: Enhance Your Photos with Basic Photo Editing. Chapter 14: Advanced Photo Editing with Photoshop Elements. Chapter 15: Printing Photos and Other Projects. Chapter 16: Sharing Photos Electronically. Chapter 17: Special Projects for Photoshop Elements.

Adobe Photoshop CS6 EssentialsScott Onstott

978-1-118-09495-2 • 384pp • Paper • 2012

Adobe Photoshop CS6 Essentials teaches the basics of Photoshop using real-world projects that give users a foundation in visual communications, as well as prepare them to become Adobe Certi-fied Associates. It covers the five primary areas for becoming proficient in Photo-shop, as well as preparing for the exam.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Design Basics. Chapter 2: Get ting Acquainted with Photoshop’s User Interface. Chapter 3: Digital Imaging Fundamentals. Chapter 4: Painting. Chapter 5: Drawing. Chapter 6: Writing. Chapter 7: Selecting Pixels. Chapter 8: Working with Layers and Masks. Chapter 9: Using Layer Styles and Comps. Chapter 10: Transforming Paths, Layers, and Smart Objects. Chapter 11: Adjusting and Filtering. Chapter 12: Developing Photos. Chapter 13: Retouching Photos. Chapter 14: Merging Photos. Chapter 15: Working with Color. Chapter 16: Creating Output. Appendix: Adobe Visual Communication Using Photoshop CS6 Objectives.

Scott Onstott

SERIOUS SKILLS.

Photoshop® CS6ESSENT IALS

Adobe®

Prepare for the Adobe Certified Associate Exam for Visual Communication

Digital Photography Simplified, 2nd EditionRob Sheppard

978-1-118-02934-3 • 256pp • 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.

T A B L E O F C O N T E N T S

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.

Edition2nd E

Rob Sheppard

D I G ITA L PH OTO G R A PH Y

PH OTOSH O P

Wiley Graphic & Digital Design Catalog | 2013

Page 35: 2013 Graphic & Digital Design Catalog Issuu

35

D I G ITA L PH OTO G R A PH Y

Teach Yourself VISUALLY Adobe Photoshop CS6Mike Wooldridge, Brianna Stuart

978-1-118-19667-0 • 352pp • Paper • 2012

A full color, step-by-step resource for getting acclimated to the Photoshop CS6 environment. This book guides users through basic Photoshop CS6 tasks and also introduces some intermediate techniques to help them create images with impact.

T A B L E O F C O N T E N T S

Chapter 1: Getting Started. Chapter 2: Understanding Photoshop Basics. Chap-ter 3: Changing the Size of an Image. Chapter 4: Making Selections. Chapter 5: Manipulating Selections. Chapter 6: Painting and Drawing with ColorSelect. Chapter 7: Adjusting Lighting and Colors. Chapter 8: Working with Layers. Chap-ter 9: Applying Layer Styles. Chapter 10: Applying Filters. Chapter 11: Drawing Shapes. Chapter 12: Adding and Manipulating Type. Chapter 13: Automating Your Work. Chapter 14 Saving and Printing Images. Index.

Mike Wooldridge Brianna Stuart

Adobe

Photoshop CS6 ®

®

Adobe Photoshop CS6 BibleBrad Dayley, DaNae Dayley

978-1-118-12388-1 • 1104pp • Paper • 2012

The Photoshop CS6 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 CS6. Readers will learn to create cutting-edge special ef-fects for their digital or film-based images, and use them on the Web or in print.

T A B L E O F C O N T E N T S

Acknowledgments. Introduction. Part I: Getting Started with Adobe Photoshop CS6 Part II: Working with Camera Raw Images. Part III: Working with Selections, Layers, and Channels. Part IV: Enhancing, Correcting, and Retouching Images. Part V: Using Paint, Paths, Shapes, and Text Tools. Part VI: Creating Artistic Effects. Part VIII: Working with Video and Animation. Part IX: Using Advanced Output Techniques. Part X: Appendixes. Appendix A: Timesaving Keyboard Shortcuts. Appendix B: Extending the Capabilities of Photoshop with Plug-Ins. Appendix C: Finding Resources. Index.

Adobe®

Photoshop® CS6

THE COMPREHENSIVE, TUTORIAL RESOURCEGET THE MOST OUT OF PHOTOSHOP CS6

EXPLORE NEW FEATURES SUCH AS THE DARK UI

RETOUCH PHOTOS, CREATE3D IMAGES, AND MORE

W R I T T E N B Y

DANAE DAYLEY

BRAD DAYLEY 16-PAGE, FULL-COLOR INSERTWEBSITE INCLUDED

BIBLE

Introduction to Adobe Photoshop CS6 with ACA CertificationAGI Creative Team

978-1-118-39408-3 • 400pp • 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 As-sociate (ACA) certification.

T A B L E O F C O N T E N T S

Lesson 1: Exploring Photoshop CS6. Lesson 2: Getting to Know the Workspace. Lesson 3: Taking Advantage of Adobe Bridge. Lesson 4: Photoshop Basics. Les-son 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.

Advanced Adobe Photoshop CS6 Digital ClassroomJennifer Smith, AGI Creative Team

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

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

Tutorials and lesson files on companion DVD

Adobe®

Photoshop® CS6

A Complete Training Package!

A D V A N C E D

PH OTOSH O P

www.wiley.com/go/graphicdigitaldesign | 2013

Page 36: 2013 Graphic & Digital Design Catalog Issuu

36

Adobe Creative Suite 6 Design and Web Premium Digital ClassroomJennifer Smith, Jeremy Osborn, AGI Creative Team,

978-1-118-12405-5 • 896pp • Paper • 2012

Advanced Photoshop CS6 Design and Web Premium Digital Classroom includes self-paced lessons that let you expand on the essential skills and explore the new advanced features and capabilities of Adobe Creative Creative Suite 6.

T A B L E O F C O N T E N T S

Starting up. Bridge Lesson 1: Taking Advantage of Adobe Bridge. Photoshop Lesson 1: Exploring Photoshop CS6. Photoshop Les-son 2: Getting to Know the Workspace. Photoshop Lesson 3: Photoshop Basics. Photoshop Lesson 4: Making the Best Selections. Photoshop Lesson 5: Painting and Retouching. Photoshop Lesson 6: Creating a Good Image. Dreamweaver Lesson 1: Dreamweaver CS6 Jumpstart. Dreamweaver Lesson 2: Setting Up a New Site. Dreamweaver Lesson 3: Adding Text and Images. Dreamweaver Lesson 4: Styling Your Pages with CSS. Dreamweaver Lesson 5: Managing your Website: Reports, Optimization, and Maintenance. Flash Lesson 1: Flash CS6 Jumpstart. Flash Lesson 2: Getting Started with the Drawing Tools. Flash Lesson 3: Creating Basic Anima-

tion. Flash Lesson 4: Delivering Your Final Movie. Fireworks Lesson 1: Adobe Fireworks Jumpstart. Illustrator Lesson 1: Illustrator CS6 Essentials. Illustrator Lesson 2: Adding Color. Illustrator Lesson 3: Working with the Drawing Tools. InDesign Lesson 1: InDesign CS6 Essential Skills. InDesign Lesson 2: Building Documents with Master Pages. InDesign Lesson 3: Working with Text and Type. InDesign Lesson 4: Working with Styles. InDesign Lesson 5: Working with Graphics.

Jennifer Smith, Jeremy Osborn, and the AGI Creative Team

Adobe®

Creative Suite® 6 Design & Web Premium

Tutorials and lesson fi les on companion DVD

• Full-color, step-by-step instructional book

• Video training from Adobe Certifi ed Experts

A Complete Training Package!

Lightroom 4: Streamlining Your Digital Photography ProcessNat Coalson

978-1-118-20617-1 • 512pp • Paper • 2012

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.

T A B L E O F C O N T E N T S

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.

LIGHTROOM®

Adobe® Photoshop®

Streamlining your digital photography processNAT COALSON

Bodyshop: The Photoshop Retouching Guide for the Face and BodyBirgit Nitzsche, Karsten Rose

978-0-470-62438-8 • 480pp • Paper • 2010

The book is a collection of the best and most successful tips and tricks for portrait and beauty retouching written by two seasoned experts of photography and image editing. The authors demonstrate all the tips and tricks and explain how to elegantly

correct problematic skin, figure, or clothing.

T A B L E O F C O N T E N T S

Retouching Tutorials. Chapter 1: Body contours. Chapter 2: Facial contours. Chapter 3: Eyes. Chapter 4: Mouth. Apply Lip gloss. Chapter 5: Skin. Chapter 6: Hair. Chapter 7: Hands and feet. Basic Overview: Paths. Online Workshops. Index.

BODYSHOPThe Photoshop® Retouching Guide for the Face and Body

Access online workshops from www.wiley.com/go/bodyshop

Birgit NitzscheKarsten Rose

Includes examples, trial versions of Nik Multimedia filters, and more!DVD

D I G ITA L PH OTO G R A PH Y/A D O B E CR E AT I VE SU ITE

A D O B E CR E AT I VE SU ITE

PH OTOSH O P L I G HTR O O M

Wiley Graphic & Digital Design Catalog | 2013

Page 37: 2013 Graphic & Digital Design Catalog Issuu

37

T I TLE I N DE X

101 Design Methods/Kumar ................................................................................................................................ 978-1-118-08346-8 ................. 12

3-D Human Modeling and Animation/Ratner .................................................................................................... 978-0-470-39667-4 ................. 20

3D Animation Essentials/Beane .......................................................................................................................... 978-1-118-14748-1 ................. 20

98-373 MTA Mobile Development Fundamentals/Microsoft Official Academic Course ............................... 978-1-118-35992-1 ................. 28

98-374 MTA Gaming Development Fundamentals/Microsoft Official Academic Course.............................. 978-1-118-35989-1 ................. 26

98-375 MTA HTML5 Application Development Fundamentals/Microsoft Official Academic Course .......... 978-1-118-35993-8 ................. 31

AA Graphic Design Student’s Guide to Freelance/Hannam ............................................................................... 978-1-118-34196-4 ................. 18

A Guide to Graphic Print Production/Johansson .............................................................................................. 978-0-470-90792-4 ................. 13

A Typographic Workbook/Clair ........................................................................................................................... 978-0-471-69690-2 ................. 11

Adobe Acrobat X PDF Bible/Padova .................................................................................................................. 978-0-470-61291-0 ................. 14

Adobe After Effects CS6 Digital Classroom/Smith ........................................................................................... 978-1-118-14279-0 ................. 25

Adobe Creative Suite 6 Design and Web Premium Digital Classroom/AGI Creative Team .......................... 978-1-118-12405-5 ................. 36

Adobe Dreamweaver CS6 Digital Classroom/Osborn ...................................................................................... 978-1-118-12409-3 ................. 29

Adobe Flash Professional CS6 Digital Classroom/AGI Creative Team ............................................................ 978-1-118-12408-6 ................. 30

Adobe Flash Professional CS6 Essentials/Heldman .......................................................................................... 978-1-118-12965-4 ................. 30

Adobe Illustrator CS6 Digital Classroom/Smith................................................................................................. 978-1-118-12407-9 ................. 12

Adobe InDesign CS6 Digital Classroom/Smith ................................................................................................. 978-1-118-12406-2 ................. 15

Adobe Photoshop CS6 Bible/Dayley .................................................................................................................. 978-1-118-12388-1 ................. 35

Adobe Photoshop CS6 Digital Classroom/Smith .............................................................................................. 978-1-118-12389-8 ................. 34

Adobe Photoshop CS6 Essentials/Onstott ........................................................................................................ 978-1-118-09495-2 ................. 34

Advanced Adobe Photoshop CS6 Digital Classroom/Smith ............................................................................ 978-1-118-12414-7 ................. 35

Advertising by Design/Landa .............................................................................................................................. 978-0-470-36268-6 ................. 13

Autodesk 3ds Max 2013 Bible/Murdock ............................................................................................................. 978-1-118-32832-3 ................. 24

Autodesk 3ds Max 2013 Essentials/Derakhshani ............................................................................................... 978-1-118-13055-1 ................. 24

Autodesk Maya 2013 Essentials/Naas ................................................................................................................ 978-1-118-16774-8 ................. 21

BBasic Perspective Drawing/Montague ................................................................................................................ 978-1-118-13414-6 ................... 9

Becoming a Digital Designer/Heller ................................................................................................................... 978-0-470-04844-3 ................. 19

Becoming a Graphic Designer/Heller ................................................................................................................. 978-0-470-57556-7 ................. 18

Beginning HTML and CSS/Larsen ....................................................................................................................... 978-1-118-34018-9 ................. 31

Beginning XML/Fawcett....................................................................................................................................... 978-1-118-16213-2 ................. 32

Black and White Digital Photography Photo Workshop/Bucher ...................................................................... 978-0-470-42193-2 ................. 33

Bodyshop/Nitzsche .............................................................................................................................................. 978-0-470-62438-8 ................. 36

Brand Atlas/Wheeler ............................................................................................................................................ 978-0-470-43342-3 ................. 17

CComposition Photo Workshop/Fier .................................................................................................................... 978-0-470-11436-0 ................. 33

Corporate Identity Design/Napoles ................................................................................................................... 978-0-471-28947-0 ................. 14

Creating Web Pages Simplified/Wooldridge..................................................................................................... 978-1-118-06351-4 ................. 28

DDesign for Communication/Resnick ................................................................................................................... 978-0-471-41829-0 ................... 7

Design Fundamentals for the Digital Age/Holtzschue ..................................................................................... 978-0-471-28786-5 ................... 8

Designing Brand Identity /Wheeler .................................................................................................................... 978-0-471-66295-2 ........... 13, 17

Designing for Print/Conover................................................................................................................................ 978-0-470-90597-5 ................. 13

Designing Information/Katz ................................................................................................................................. 978-1-118-34197-1 ................. 17

www.wiley.com/go/graphicdigitaldesign | 2013

Page 38: 2013 Graphic & Digital Design Catalog Issuu

38

T I TLE I N DE X

Digital Creativity/Wands ...................................................................................................................................... 978-0-471-39057-2 ................... 7

Digital Design for Print and Web/DiMarco ........................................................................................................ 978-0-470-39836-4 ................. 14

Digital Photography Simplified/Sheppard ......................................................................................................... 978-1-118-02934-3 ................. 34

Drawing and Designing with Confidence/Lin .................................................................................................... 978-0-471-28390-4 ................. 10

Drawing and Perceiving/Cooper ......................................................................................................................... 978-0-470-04716-3 ................... 9

Drawing in the Digital Age/Xu ............................................................................................................................ 978-1-118-17650-4 ................... 9

Drawing Shortcuts/Leggitt ................................................................................................................................... 978-0-470-43548-9 ................... 9

Dreamweaver CS6 Bible/Lowery ......................................................................................................................... 978-1-118-17063-2 ................. 29

EePublishing with InDesign/Burke ........................................................................................................................ 978-1-118-30559-1 ................. 15

Exam 98-363/Microsoft Official Academic Course ............................................................................................ 978-0-470-88915-2 ................. 28

Exposure Photo Workshop/Wignall .................................................................................................................... 978-1-118-02454-6 ................. 33

GGame Character Creation with Blender and Unity/Totten ................................................................................ 978-1-118-17272-8 ................. 27

Game Design Essentials/Mitchell ....................................................................................................................... 978-1-118-15927-9 ................. 26

Game Design Secrets/Au..................................................................................................................................... 978-1-118-33774-5 ................. 26

Game Design/Thompson .................................................................................................................................... 978-0-471-96894-8 ................. 26

Graphic Design School/Dabner .......................................................................................................................... 978-0-470-46651-3 ................... 6

Grids/Roberts ........................................................................................................................................................ 978-0-470-19508-6 ................. 14

HHTML and CSS/Duckett ....................................................................................................................................... 978-1-118-00818-8 ................. 32

HTML5 Digital Classroom/Osborn ...................................................................................................................... 978-1-118-01618-3 ................. 31

HTML5/McDaniel .................................................................................................................................................. 978-0-470-95222-1 ................. 32

IIndustrial Design/Lesko ........................................................................................................................................ 978-0-470-05538-0 ................. 16

Introducing Autodesk Maya 2013/Derakhshani ................................................................................................. 978-1-118-13056-8 ................. 21

Introducing Character Animation with Blender/Mullen .................................................................................... 978-0-470-42737-8 ................. 25

Introducing ZBrush 3rd Edition /Keller ............................................................................................................... 978-1-118-24482-1 ................. 23

Introduction to Adobe Dreamweaver CS6 with ACA Certification/AGI Creative Team ................................. 978-1-118-39406-9 ................. 29

Introduction to Adobe Flash Professional CS6 with ACA Certification/AGI Creative Team .......................... 978-1-118-39407-6 ................. 30

Introduction to Adobe Photoshop CS6 with ACA Certification/AGI Creative Team ...................................... 978-1-118-39408-3 ................. 35

Introduction to Google SketchUp/Chopra ......................................................................................................... 978-1-118-07782-5 ................. 25

Introduction to Graphic Design Methodologies and Processes/Bowers ........................................................ 978-0-470-50435-2 ................... 6

Introduction to Two-Dimensional Design/Bowers ............................................................................................. 978-0-470-16375-7 ................. 20

LLighting Photo Workshop/Bucher....................................................................................................................... 978-0-470-11433-9 ................. 33

Lightroom 4/Coalson ........................................................................................................................................... 978-1-118-20617-1 ................. 36

MMake Space/Doorley ............................................................................................................................................ 978-1-118-14372-8 ................. 12

Mastering Autodesk 3ds Max 2013/Harper ........................................................................................................ 978-1-118-12971-5 ................. 24

Mastering Autodesk Maya 2013/Palamar ........................................................................................................... 978-1-118-13058-2 ................. 22

Mastering Blender/Mullen ................................................................................................................................... 978-1-118-27540-5 ................. 25

Matchmoving/Dobbert ........................................................................................................................................ 978-1-118-35205-2 ................. 21

Maya Studio Projects Photorealistic Characters/Palamar ................................................................................. 978-0-470-94497-4 ................. 22

Maya Studio Projects Texturing and Lighting/Lanier ........................................................................................ 978-0-470-90327-8 ................. 22

Wiley Graphic & Digital Design Catalog | 2013

Page 39: 2013 Graphic & Digital Design Catalog Issuu

39

T I TLE I N DE X

Maya Studio Projects/McKinley ........................................................................................................................... 978-0-470-52403-9 ................. 27

Maya Studio Projects/Palamar ............................................................................................................................. 978-0-470-48776-1 ................. 22

Meggs’ History of Graphic Design/Meggs ........................................................................................................ 978-0-470-16873-8 ................... 6

Meggs/Carter........................................................................................................................................................ 978-0-470-00839-3 ................... 6

NNature Photography Photo Workshop/Coalson ................................................................................................ 978-0-470-53491-5 ................. 33

Night and Low-Light Photography Photo Workshop/Hess .............................................................................. 978-1-118-13822-9 ................. 33

PPackaging Design/Klimchuk ................................................................................................................................ 978-1-118-02706-6 ................. 15

Packaging Sustainability/Jedlicka ....................................................................................................................... 978-0-470-24669-6 ................. 16

Pencil Sketching/Wang ........................................................................................................................................ 978-0-471-39919-3 ................. 10

Portrait and Candid Photography Photo Workshop/Manning ......................................................................... 978-1-118-10005-9 ................. 33

Principles of Color Design/Wong ....................................................................................................................... 978-0-471-28708-7 ................... 8

Principles of Form and Design/Wong ................................................................................................................ 978-0-471-28552-6 ................... 7

Principles of Two-Dimensional Design/Wong .................................................................................................... 978-0-471-28960-9 ................. 21

SSignage and Wayfinding Design/Calori ............................................................................................................. 978-0-471-74891-5 ................. 16

Sustainable Graphic Design/Jedlicka ................................................................................................................. 978-0-470-24670-2 ................. 19

TTeach Yourself VISUALLY Adobe Dreamweaver CS6/Warner ........................................................................... 978-1-118-25471-4 ................. 29

Teach Yourself VISUALLY Adobe Muse/Huddleston ......................................................................................... 978-1-118-24051-9 ................. 30

Teach Yourself VISUALLY Adobe Photoshop CS6/Wooldridge ........................................................................ 978-1-118-19667-0 ................. 35

Teach Yourself VISUALLY HTML5/Wooldridge ................................................................................................... 978-1-118-06332-3 ................. 32

Teach Yourself VISUALLY Digital Photography/Bucher ..................................................................................... 978-0-470-58946-5 ................. 34

Teach Yourself VISUALLY Web Design/Huddleston .......................................................................................... 978-0-470-88101-9 ................. 33

The Art of 3D Computer Animation and Effects/Kerlow ................................................................................... 978-0-470-08490-8 ................. 20

The Graphic Designer’s Guide to Creative Marketing/Bowen ......................................................................... 978-0-471-29314-9 ................. 19

The Graphic Designer’s Guide to Portfolio Design/Myers ............................................................................... 978-0-470-18476-9 ................. 18

The Packaging Designer’s Book of Patterns/Roth ............................................................................................. 978-1-118-13415-3 ................. 15

The Practical Guide to Information Design/Lipton............................................................................................ 978-0-471-66295-2 ................. 17

Type and Image/Meggs ....................................................................................................................................... 978-0-471-28492-5 ................. 12

Type Rules!/Strizver .............................................................................................................................................. 978-0-470-54251-4 ................. 11

Typographic Design/Carter ................................................................................................................................. 978-0-470-64821-6 ................. 11

Typographic Specimens/Meggs .......................................................................................................................... 978-0-471-28429-1 ................. 11

UUnderstanding Color/Holtzschue ....................................................................................................................... 978-0-470-38135-9 ................... 8

WWeb Design with HTML and CSS Digital Classroom/AGI Creative Team ....................................................... 978-0-470-58360-9 ................. 31

ZZBrush Character Creation/Spencer ................................................................................................................... 978-0-470-57257-3 ................. 23

ZBrush Creature Design/Spencer ....................................................................................................................... 978-1-118-02433-1 ................. 23

ZBrush Digital Sculpting Human Anatomy/Spencer ......................................................................................... 978-0-470-45026-0 ................. 24

ZBrush Professional Tips and Techniques/Gaboury .......................................................................................... 978-1-118-06680-5 ................. 23

ZBrush Studio Projects/Kingslien ........................................................................................................................ 978-0-470-87256-7 ................. 27

www.wiley.com/go/graphicdigitaldesign | 2013

Page 40: 2013 Graphic & Digital Design Catalog Issuu

pinterest.com/wileyarchdesign/facebook.com/WileyArchitectureDesign

CUSTOM SOLUTIONS 

Discover how Wiley Custom Learning Solutions can enhance your curriculum with custom textbooks, course packs, and lab manuals. You can also add your own personal, departmental, or institutional content to augment the text. 

CUSTOM SELECT 

Wiley Custom Select (customselect.wiley.com) is a revolutionary online tool that lets you build your own course materials, all with the click of a mouse. With our low 25-copy minimum, you can provide tailored content regardless of your class size. There are 3 easy steps to creating the perfect textbook: 

1. Search and select 2. Customize and personalize 3. Preview and submit 

CUSTOM(ER) SERVICE 

Our team is dedicated to helping simplify your coursework materials so you can focus on teaching. Your local Publisher’s Representative together with your Custom Account Manager can guide you through our diverse array of custom options and make sure you get what you need for your class. 

 YOU DRIVE, we navigateOne size doesn’t always fit all when it comes to developing learning materials.

That’s why Wiley Custom Learning Solutions offers an array of tools and services designed to give you control over content creation for your course.

Start exploring today! Visit www.wiley.com/college/custom

111 River Street, Hoboken, NJ 07030-5774 ISBN: 978KCTLG02514