SKU: 93166001177

Snail Friends - Limited Edition Print

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Description

Snail Friends - Limited Edition PrintSnail Friends Limited Edition Fine Art Print By Belfast Artist Dawn Crothers Bring colour, creativity, and joy into your home with The Snail Artist. This limited edition fine art print is taken from Dawn Crothers debut childrens book and shows the Snail Artist painting lots of his freinds. Originally painted in oil on canvas, this vibrant artwork captures the charm and imagination of Dawns beloved snail characters and celebrates the beauty of

“Snail Friends” Limited Edition Fine Art Print

By Belfast Artist Dawn Crothers

Bring colour, creativity, and joy into your home with The Snail Artist. This limited edition fine art print is taken from Dawn Crothers’ debut children’s book and shows the Snail Artist painting lots of his freinds.

Originally painted in oil on canvas, this vibrant artwork captures the charm and imagination of Dawn’s beloved snail characters and celebrates the beauty of creativity and self-expression.

Each Giclée print is produced at Dawn's Studio and Gallery in Belfast, individually signed and numbered by Dawn Crothers, and accompanied by a certificate of authenticity.

A perfect collectible gift for art lovers, book fans, and creative families, this colourful snail family portrait print brings a sense of wonder to any child’s room, studio, or gallery wall.

• Available in 3 sizes
• Limited Edition Giclée Print
• Edition of 250
• Signed and Numbered by the artist
• Signed Certificate of Authentication
• Made in Belfast, Northern Ireland
• Framed Prints are collection only

FRAMING
This print can be framed in a custom made white, Black or Silver frame.
Please write your preference in the 'Special Instructions' section at checkout or contact us to discuss more framing options. Framed orders are usually fulfilled within a week and if needed faster, please contact the gallery.
Framed orders are only available to collect from the gallery, please get in contact if you would like your framed order shipped.

SIZE GUIDE:
    Small - Unframed 195mm x 390mm
    Framed with white mount - 361mm High x 541mm Wide

   Medium - Unframed 245mm x 490mm
   Framed with white mount - 411mm High x 641mm Wide


   L
arge - Unframed 295mm x 590mm
   Framed with white mount - 461mm High x 741mm Wide

• Framed pieces can be ordered and collected from Dawn Crothers Gallery and Studios       in Belfast 
on a Saturday or by appointment during the week.
   (Select 'Pick Up' at checkout )

Shipping Notes
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Exchange/Return Notes
  • We offer a 30-day return/exchange service after receiving.
  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
  • Please click here for more details>>> Return & Exchange Policy
SKU: 93166001177

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Verified Purchase
robert thompson
Omaha, 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
V
Verified Purchase
Vincent Marias
Lake Worth, 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
J
Verified Purchase
Joan Rubio
Draper, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on October 15, 2025
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Piotr S.
Port Orchard, 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
T
Verified Purchase
Tyler aldrich
Grantham, US
★★★★★ 4
An Invaluable Book
Format: Hardcover, Format: Hardcover
Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming. What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in. However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size. Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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Reviewed in the United States on November 11, 2023

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