22,99 €
inkl. MwSt.
Sofort lieferbar
- Broschiertes Buch
- Merkliste
- Auf die Merkliste
- Bewerten Bewerten
- Teilen
- Produkt teilen
- Produkterinnerung
- Produkterinnerung
How do you navigate a career as an entertainment designer and work collaboratively to achieve creative goals? The Art of Scenic Design provides an in-depth look at the scenic design process for young designers as well as creative entrepreneurs seeking to nurture a collaborative environment that leads to rediscovery and innovation in their work. Based on 30 years of experience in stage and exhibit design, art direction for film, and theme park and industrial design, Morgan guides readers through the theatrical design process from early phases through to its execution and manifestation with a team of artisans.…mehr
Andere Kunden interessierten sich auch für
- Alberto AlessiThe Dream Factory25,99 €
- William LidwellUniversal Principles of Design, Updated and Expanded Third Edition27,99 €
- Kaoime E. Malloy (University of Wisconsin, Green Bay, Department ofThe Art of Theatrical Design78,99 €
- Kaoime E. Malloy (University of Wisconsin, Green Bay, Department ofThe Art of Theatrical Design147,99 €
- Kravis, George R., II100 Designs for a Modern World: Kravis Design Center22,99 €
- Paul MiquelRare Watches38,99 €
- Peter MerholzOrg Design for Design Orgs27,99 €
-
-
-
How do you navigate a career as an entertainment designer and work collaboratively to achieve creative goals? The Art of Scenic Design provides an in-depth look at the scenic design process for young designers as well as creative entrepreneurs seeking to nurture a collaborative environment that leads to rediscovery and innovation in their work. Based on 30 years of experience in stage and exhibit design, art direction for film, and theme park and industrial design, Morgan guides readers through the theatrical design process from early phases through to its execution and manifestation with a team of artisans.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Introductions to Theatre
- Verlag: Bloomsbury Publishing PLC
- Seitenzahl: 168
- Erscheinungstermin: September 2022
- Englisch
- Abmessung: 231mm x 154mm x 13mm
- Gewicht: 306g
- ISBN-13: 9781350139541
- ISBN-10: 1350139548
- Artikelnr.: 62812391
- Introductions to Theatre
- Verlag: Bloomsbury Publishing PLC
- Seitenzahl: 168
- Erscheinungstermin: September 2022
- Englisch
- Abmessung: 231mm x 154mm x 13mm
- Gewicht: 306g
- ISBN-13: 9781350139541
- ISBN-10: 1350139548
- Artikelnr.: 62812391
Robert Mark Morgan is Teaching Professor of Drama and Director of the Beyond Boundaries Program at Washington University in St. Louis, USA, and a Teaching Artist for arts education and consultancy COCAbiz. For 30 years he has designed professionally in the areas of theatre, film, museum, and theme park venues, including for American Conservatory Theatre, the MUNY, Old Globe Theatre, Denver Center for the Performing Arts, Indiana Repertory Theatre, and the Cleveland Play House.
List of Illustrations Foreword Acknowledgements Introduction: "And Just
Like That" Let's Recognize the Theatrical Identity Crisis Rely on Story -
Always Adjacent Possible and the Liminal Space What Has Changed . and What
Has Not 1. The Designer as a Child Futurist Who I Am and Why You Should
Bother to Care The Creative Adult is the Child Who Survived Creativity
Scars Take the Risk of Not Knowing You Are a Designer Everyday Two Worlds
That Collide at the Stage Edge 2. Empathy and Answering "What Story Are We
Telling" With Collaborators The Beginning of the Design Journey - and the
Possibility Represented in "What If." Creating Creative Space The Design
Jacket and How it Fits (or Does Not Fit) the Play If/then as a Catalyst for
Design Ideas Renaissance Teams 3. The Importance of Research as 'Fuel' for
ANY Process The Playlist of the Mind Designer as Translator into a Visual
Language Visual Alchemy Designer as Visual Collector (Bordering on Visual
Hoarder) Get Your Inspiration from ANYwhere! Responsibility to the Story as
a Storyteller Identifying Patterns Identify What is Your "Cup of Tea".and
Ignore That Primary and Secondary Research 4. Clawing and Scratching out an
Idea Design is Messy.and Lose the Boxes Get Lost in the Woods Across Space
and Time The Design Digestive System Avoiding the Self-edit Your Inner
Clown What is Working.and What Isn't? Answering "What if." with Your Pencil
Space, Time, and the Default Mode Network 5. Modeling and Shaping an Object
and an Idea You are Your Own Instrument Don't Tell Me, Show Me The Saint
Joan Saga The Model: It's Not Jewelry. Don't Fall in Love. Modeling as
Prototyping 6. Creative Swings, Career Fields, and Collaboration
Collaboration is Key The Myth of the Sole Genius The Path vs the Field
Don't Fit In. Don't Try to Fit In. Q-Theory and the Creative Team Design as
Collaborative Craft 7. The Tech and Preview Process - the Ultimate
Proof-of-Concept Recognize Your Role A Musical Factory with Lessons to
Spare The Leap of Faith The Playwright as Prophet The Promise of the Payoff
8. The Inevitability of Failure and the Sea of Criticism Courage: The Man
(or Woman or Person) in the Arena Do No Harm, Take No Shit A Moon for the
Misbegotten and the Very Public Failure Channel the Haters: Prove them
Wrong 9. Where Do We Go From Here? The Certainty of Uncertainty Take Stock:
What has not Changed Re-think the Theatre Volume: Where Are We.and Where is
"Where"? Don't Pack Up! Notes Further Reading Index
Like That" Let's Recognize the Theatrical Identity Crisis Rely on Story -
Always Adjacent Possible and the Liminal Space What Has Changed . and What
Has Not 1. The Designer as a Child Futurist Who I Am and Why You Should
Bother to Care The Creative Adult is the Child Who Survived Creativity
Scars Take the Risk of Not Knowing You Are a Designer Everyday Two Worlds
That Collide at the Stage Edge 2. Empathy and Answering "What Story Are We
Telling" With Collaborators The Beginning of the Design Journey - and the
Possibility Represented in "What If." Creating Creative Space The Design
Jacket and How it Fits (or Does Not Fit) the Play If/then as a Catalyst for
Design Ideas Renaissance Teams 3. The Importance of Research as 'Fuel' for
ANY Process The Playlist of the Mind Designer as Translator into a Visual
Language Visual Alchemy Designer as Visual Collector (Bordering on Visual
Hoarder) Get Your Inspiration from ANYwhere! Responsibility to the Story as
a Storyteller Identifying Patterns Identify What is Your "Cup of Tea".and
Ignore That Primary and Secondary Research 4. Clawing and Scratching out an
Idea Design is Messy.and Lose the Boxes Get Lost in the Woods Across Space
and Time The Design Digestive System Avoiding the Self-edit Your Inner
Clown What is Working.and What Isn't? Answering "What if." with Your Pencil
Space, Time, and the Default Mode Network 5. Modeling and Shaping an Object
and an Idea You are Your Own Instrument Don't Tell Me, Show Me The Saint
Joan Saga The Model: It's Not Jewelry. Don't Fall in Love. Modeling as
Prototyping 6. Creative Swings, Career Fields, and Collaboration
Collaboration is Key The Myth of the Sole Genius The Path vs the Field
Don't Fit In. Don't Try to Fit In. Q-Theory and the Creative Team Design as
Collaborative Craft 7. The Tech and Preview Process - the Ultimate
Proof-of-Concept Recognize Your Role A Musical Factory with Lessons to
Spare The Leap of Faith The Playwright as Prophet The Promise of the Payoff
8. The Inevitability of Failure and the Sea of Criticism Courage: The Man
(or Woman or Person) in the Arena Do No Harm, Take No Shit A Moon for the
Misbegotten and the Very Public Failure Channel the Haters: Prove them
Wrong 9. Where Do We Go From Here? The Certainty of Uncertainty Take Stock:
What has not Changed Re-think the Theatre Volume: Where Are We.and Where is
"Where"? Don't Pack Up! Notes Further Reading Index
List of Illustrations Foreword Acknowledgements Introduction: "And Just
Like That" Let's Recognize the Theatrical Identity Crisis Rely on Story -
Always Adjacent Possible and the Liminal Space What Has Changed . and What
Has Not 1. The Designer as a Child Futurist Who I Am and Why You Should
Bother to Care The Creative Adult is the Child Who Survived Creativity
Scars Take the Risk of Not Knowing You Are a Designer Everyday Two Worlds
That Collide at the Stage Edge 2. Empathy and Answering "What Story Are We
Telling" With Collaborators The Beginning of the Design Journey - and the
Possibility Represented in "What If." Creating Creative Space The Design
Jacket and How it Fits (or Does Not Fit) the Play If/then as a Catalyst for
Design Ideas Renaissance Teams 3. The Importance of Research as 'Fuel' for
ANY Process The Playlist of the Mind Designer as Translator into a Visual
Language Visual Alchemy Designer as Visual Collector (Bordering on Visual
Hoarder) Get Your Inspiration from ANYwhere! Responsibility to the Story as
a Storyteller Identifying Patterns Identify What is Your "Cup of Tea".and
Ignore That Primary and Secondary Research 4. Clawing and Scratching out an
Idea Design is Messy.and Lose the Boxes Get Lost in the Woods Across Space
and Time The Design Digestive System Avoiding the Self-edit Your Inner
Clown What is Working.and What Isn't? Answering "What if." with Your Pencil
Space, Time, and the Default Mode Network 5. Modeling and Shaping an Object
and an Idea You are Your Own Instrument Don't Tell Me, Show Me The Saint
Joan Saga The Model: It's Not Jewelry. Don't Fall in Love. Modeling as
Prototyping 6. Creative Swings, Career Fields, and Collaboration
Collaboration is Key The Myth of the Sole Genius The Path vs the Field
Don't Fit In. Don't Try to Fit In. Q-Theory and the Creative Team Design as
Collaborative Craft 7. The Tech and Preview Process - the Ultimate
Proof-of-Concept Recognize Your Role A Musical Factory with Lessons to
Spare The Leap of Faith The Playwright as Prophet The Promise of the Payoff
8. The Inevitability of Failure and the Sea of Criticism Courage: The Man
(or Woman or Person) in the Arena Do No Harm, Take No Shit A Moon for the
Misbegotten and the Very Public Failure Channel the Haters: Prove them
Wrong 9. Where Do We Go From Here? The Certainty of Uncertainty Take Stock:
What has not Changed Re-think the Theatre Volume: Where Are We.and Where is
"Where"? Don't Pack Up! Notes Further Reading Index
Like That" Let's Recognize the Theatrical Identity Crisis Rely on Story -
Always Adjacent Possible and the Liminal Space What Has Changed . and What
Has Not 1. The Designer as a Child Futurist Who I Am and Why You Should
Bother to Care The Creative Adult is the Child Who Survived Creativity
Scars Take the Risk of Not Knowing You Are a Designer Everyday Two Worlds
That Collide at the Stage Edge 2. Empathy and Answering "What Story Are We
Telling" With Collaborators The Beginning of the Design Journey - and the
Possibility Represented in "What If." Creating Creative Space The Design
Jacket and How it Fits (or Does Not Fit) the Play If/then as a Catalyst for
Design Ideas Renaissance Teams 3. The Importance of Research as 'Fuel' for
ANY Process The Playlist of the Mind Designer as Translator into a Visual
Language Visual Alchemy Designer as Visual Collector (Bordering on Visual
Hoarder) Get Your Inspiration from ANYwhere! Responsibility to the Story as
a Storyteller Identifying Patterns Identify What is Your "Cup of Tea".and
Ignore That Primary and Secondary Research 4. Clawing and Scratching out an
Idea Design is Messy.and Lose the Boxes Get Lost in the Woods Across Space
and Time The Design Digestive System Avoiding the Self-edit Your Inner
Clown What is Working.and What Isn't? Answering "What if." with Your Pencil
Space, Time, and the Default Mode Network 5. Modeling and Shaping an Object
and an Idea You are Your Own Instrument Don't Tell Me, Show Me The Saint
Joan Saga The Model: It's Not Jewelry. Don't Fall in Love. Modeling as
Prototyping 6. Creative Swings, Career Fields, and Collaboration
Collaboration is Key The Myth of the Sole Genius The Path vs the Field
Don't Fit In. Don't Try to Fit In. Q-Theory and the Creative Team Design as
Collaborative Craft 7. The Tech and Preview Process - the Ultimate
Proof-of-Concept Recognize Your Role A Musical Factory with Lessons to
Spare The Leap of Faith The Playwright as Prophet The Promise of the Payoff
8. The Inevitability of Failure and the Sea of Criticism Courage: The Man
(or Woman or Person) in the Arena Do No Harm, Take No Shit A Moon for the
Misbegotten and the Very Public Failure Channel the Haters: Prove them
Wrong 9. Where Do We Go From Here? The Certainty of Uncertainty Take Stock:
What has not Changed Re-think the Theatre Volume: Where Are We.and Where is
"Where"? Don't Pack Up! Notes Further Reading Index