"Colour And Interior Decoration" 1926 IONIDES, Basil (SOLD)
SKU: 54058706794

"Colour And Interior Decoration" 1926 IONIDES, Basil (SOLD)

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"Colour And Interior Decoration" 1926 IONIDES, Basil (SOLD)IONIDES, Basil [81] pp. Country Life Ltd 1926 10" x 7 3 4" VG Scroll Down for (11) Additional Scans: Basil Ionides's influential book on the use of colour in interiors, very scarce with the dust jacket. Ionides was an Art Deco architect and interior decorator and contributed to the Savoy Theatre and Claridges. Each chapter in Colour and Interior Decoration focuses on a single colour. Ionides gives complete decorative schemes based on the colour and

 IONIDES, Basil

[81] pp.

Country Life Ltd

1926

10" x 7 3/4"

VG

Scroll Down for (11) Additional Scans:

Basil Ionides's influential book on the use of colour in interiors, very scarce with the dust jacket. Ionides was an Art Deco architect and interior decorator and contributed to the Savoy Theatre and Claridges. Each chapter in Colour and Interior Decoration focuses on a single colour. Ionides gives complete decorative schemes based on the colour and prescribes complementary shades for walls, woodwork, ceiling, floor, curtains, covers, cushions and ornaments. A handbook that is still relevant today.

Basil Ionides (20 June 1884 – 23 September 1950) was a British architect who published two best-selling books, Colour and Interior Decoration (1926) and Colour in Everyday Rooms (1934). He is best known for his 1929 interior design of the rebuilt Savoy Theatre in London.

Biography
Ionides was born in Scotland, the fourth son of Luke Ionides and grandson of Alexander Constantine Ionides, Greek ambassador to London. He studied at Tonbridge School and Glasgow School of Art 1900–1903. While there, he wrote architecture articles. He served his apprenticeship with Alexander Nisbet Paterson, during which he designed his first building, the double villa in Winton Drive, when he was only 18. Upon the completion of his apprenticeship in 1904 or 1905, he moved to London and joined the office first of Leonard Stokes and then of Harold Ainsworth Peto.

Ionides entered independent practice in 1908 and designed a number of English houses. During the First World War, he served in the Naval Reserve and was commissioned. He relinquished the commission, however, preferring to serve as an ordinary seaman, as he did not like giving orders to more experienced men. He was injured in 1917 and returned to private practice, particularly performing interior work.

Ionides married the Honourable Nellie Samuel (1883–1962), the widow of Walter Henry Levy, daughter of the 1st Viscount Bearsted, in 1930 after meeting her while he was decorating her residence in Berkeley Square. She was an expert in Oriental porcelain and collected art works, many of which were donated to Richmond Council. Basil and Nellie had one child, Adam, who died at the age of nine. The Ionides acquired Buxted Park in Buxted, Sussex in 1931. With a combination of Basil's discerning eye and Nellie's fortune as the Shell Oil heiress, they restored the Park and became important art collectors. But fire destroyed much of the house in 1940, and the top storey was lost entirely, with much of their collection. Ionides scavenged architectural pieces from bombed-out buildings around the country with which to rebuild his stately home (now a hotel). He served as High Sheriff of Sussex for 1944.

Ionides was an important Art Deco designer. He was best known as the architect (with Frank A. Tugwell) for the rebuilding of the Savoy Theatre in London in 1929 and for Claridge's Restaurant. For the Savoy Hotel's restaurant, he famously sculpted Kaspar, the Black Cat, who acts as a good-luck guest at tables if thirteen would otherwise be present. He published the important books Colour and Interior Decoration in 1926 and Colour in Everyday Rooms in 1934. He also designed the interior of the ticket hall at Hounslow West tube station. Ionides was admitted to the Royal Institute of British Architects (RIBA) in 1931 and was elevated to Fellow in 1938.

Ionides died in Brighton at the age of 66 and is buried in St Margaret's Church in Buxted Park

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Tinkerer
San Leandro, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
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robert thompson
Pawtucket, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Battle Creek, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
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Joan Rubio
Natrona Heights, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
Bozeman, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019

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