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Avoiding the lure of creating a straightforward sequel or the simple repetition of the winning formula, pictoplasma has once again distilled a fine selection of first-rate works from over 9,000 entries. While the traditional role of these loveable icons as commercial branding tools remains important, this volume delves even deeper into the world of contemporary character design, additionally focussing on their wider usage outside of the printed page. No matter if it's sculptures, installations, graphical work, street art, urban vinyl toys, dolls or fine art, for pictoplasma its all about the power of reduced and abstract character visualization, and its usage as an global language.
 
Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design.

GR's spirited reviews of canned coffee drinks, instant ramen packs, Japanese candies, Asian frozen desserts, and marinated bugs have spawned numerous copycat articles in other publications. GR's historical pieces on the Yellow Power Movement, footbinding, Asian-American gangsters, and other savory topics have been cited by both academics and journalists. Other regular features include travel journals, art and design studies, and sex.




House Industries is best known for their on-the-edge fonts. Now they have released a brand new magazine. You can check it out on their site www.house industries.com!

 
Computer Arts, the world’s best-selling magazine for digital artists and designers, boasts a strong line-up of tutorials every issue, covering everything from manipulating photographs with Photoshop to creating amazing vector illustrations with Illustrator. You’ll also find tonnes of tips and tricks for web design, typography, 3D, animation, motion graphics and multimedia. It’s the one-stop shop for professional advice.

Each month, the magazine also reviews the latest hardware and software releases, gives creative tips and technical advice, and interviews the leading lights in the global design world.
In 2001 the BLK/MRKT Gallery was created as a way present emerging design talent as well as compelling urban art and fine art. This book is an overview of BLK/MRKT’s work.
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