SKU: 45259194366
purple fall dress

purple fall dress Fall 1987 Ady Couture Lausanne for Givenchy Iridescent Purple Metallic – Shrimpton Couture

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Description

purple fall dress Fall 1987 Ady Couture Lausanne for Givenchy Iridescent Purple Metallic – Shrimpton CoutureThis dress was made by hand in the atelier of Ady Couture who was based in Lausanne Switzerland. Ady herself was a couture trained seamstress and headed a team who had full permission of the Haute Couture houses she worked with to make the designs they showed in Paris for clients based in Switzerland and the surrounding areas. She would purchase the couture fabrics from the couture houses along with the patterns and then make the actual dresses in her

This dress was made by hand in the atelier of Ady Couture who was based in Lausanne Switzerland. Ady herself was a couture trained seamstress and headed a team who had full permission of the Haute Couture houses she worked with to make the designs they showed in Paris for clients based in Switzerland and the surrounding areas. She would purchase the couture fabrics from the couture houses along with the patterns and then make the actual dresses in her atelier. This arrangement with the couture houses was a way to work around customs during this time period and do fittings for clients unable to travel to Paris. So far we have verified that she had this arrangement with Yves Saint Laurent, Christian Dior, Givenchy and Ungaro. There may have been others but those are the four labels we have documentation on from the runway. This dress is from the Fall 1987 Haute Couture collection. Several variations of this dress where produced and we have included reference photos where you can see the strapless version from the runway. And a shorter version of this dress was also shown on the runway and one was worn by Audrey Hepburn as well.

The dress is made from the most incredible iridescent metallic fabric. It is purple first and foremost but when the light hits here it gets a highlight of a hint of the green that is just amazing to see. The fabric has enough weight to it to hold the shape that you see. The neckline is scooped and the sleeves are set into the shoulders so that you get a bit of a peak where they are gathered into the bodice. They are cut wider near the top of your arm and then taper down to the wrist. The bodice skims over you to the slightly dropped waist seam. Around the hip area is a wide band of gathered fabric that creates that incredible volume. A black velvet bow sits the front. The skirt is cut on a sharp angle that widens out to be quite full as it nears the floor. The cut is meant to feel sculptural and contrast the volume around the hips. The back of the skirt is fuller and set a little longer then the front. One version on the runway was belted and you could easily add a belt to add shape. The interior of the dress is completely finished to couture standards with every single seam done by hand. It is beautifully made and appears to have been worn very little if at all. Excellent condition 

Fully lined in a black silk and closes with a hidden set zipper at the back and there are hidden set zippers at each wrist. Hand finished throughout. It appears to have been worn very little if at all. Made to Haute Couture standards

Sleeves: 26"
Shoulders: 16"
Bust: to 20" flat across from side seam to side seam
Waist: to 16.5" flat across from side seam to side seam
Hips: to 20" flat across from side seam to side seam
Length: 54.5" from top of shoulder to front hem, 58" to the longest part of the back hem 

Modern Sizing Equivalent: MED-LRG

Item# DD3808

Reference Photos: (1) A/W 1987 Givenchy Haute Couture Silver metallic lame brocade strapless gown dress with a black velvet chest and bow and 2-layer puffy skirt. L'Officiel No. 734, September 1987.  /  (2-4) Fall 1987 Givenchy Haute Couture Runway.  /  (5) Audrey Hepburn, in Givenchy, at the Sheraton Hotel in New York City for the 17th Annual International Emmy Awards in 1989.

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SKU: 45259194366

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Aurélien
Pawtucket, US
★★★★★ 5
Great Book for Project-Based Learning
Format: Paperback
As a Unity Instructor I can say the book is really amazing I was expecting that I'd face a basic book, but instead, the book is very complete, even having AR and VR chapters totally adapted to the new version of Unity, which makes it one of the best books to master Unity (if not the best).
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Reviewed in the United States on December 19, 2022
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Bradley Wardell
Pawtucket, US
★★★★★ 5
Thorough and approachable
Format: Paperback
Mastering Game Design with Unity is a must-have for any developer looking to use Unity as their platform for developing a video game for today's audience. What makes this book particularly compelling is that it goes through the entire game design and development process. From UI design to audio to graphics, this is a book that provides a one-stop shop of knowledge for developers. If you're already a developer or just looking for a book at act as the heart of your Unity development, this is the book to get.
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Reviewed in the United States on February 20, 2023
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Mike Athey
Lexington, US
★★★★★ 2
Content seems good, but support files/code are insufficient, and the code seems illogical in places
Format: Paperback
This books starts out great and the content/approach seems solid. But I ran into several issues when the coding portions were introduced, notably when it came to collisions and destroying enemy game objects. There's scripting to set up a bullet behavior, but from the outset the behavior is buggy, and when the "explosion" behavior is introduced, there's no coding to actually destroy the object you're introducing the explosion behavior to. On top of that, the explosion behavior is tied to the playerObj's "onDeath" function, so ... I'm not sure how any of that ties into destroying an enemy game object. This is about 150 pages in. The go-to method in these cases is, of course, to reference the support files, but these files only include the code and the book images. What's really needed is the Unity project files to ensure the code is being implemented in the components of the game objects and seeing the core structure there. With only the scripts, you can only check your scripts against those, but you can't be sure you're utilizing them correctly and tying it all together in Unity. Granted, I'm still learning the platform, but things like where you're expected to fire a bullet that has no "destroy gameObject" function into an enemy gameObject that also has no such behavior ... and the behavior is tied to the player? There's definitely something amiss. All the while you're dealing with "soft locks" in the test gameplay that could have been immediately addressed, but aren't. And you can't really move forward with such core inconsistencies in place because you fear the problems would just compound from there.
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Reviewed in the United States on July 31, 2023
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Shannon
Houston, US
★★★★★ 5
Very helpful
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Given as a gift. They wanted to learn about coding and how it works. They found it very helpful and was able to understand it
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Reviewed in the United States on May 9, 2024
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ChargingBull
New York, US
★★★★★ 5
Lots of uses in Roblox
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Son loves getting these for birthdays and holidays.
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Reviewed in the United States on July 6, 2025

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