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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
Become the best comic book artist - ever! Graphic novelist Dan
Cooney will show you how to draw credible perspective from any
point of view for your own stories, from creating convincing
backgrounds to capturing the 'right' angle of the characters that
inhabit your world. This isn't your regular instructional book on
perspective; it's a journal with proper guidance and relevant
exercises on drawing scenes for the context of storytelling:
practical demonstrations, an interactive workbook with grids to
fill in, and inspiring artwork to complete specially designed by
Daniel, makes the development of your sketching skills and the
drawing mechanics needed for your storytelling an enjoyable,
progressive experience. It's all here: the behaviour of light and
its importance for drawing from imagination, the concepts of
composition, visually engaging characters and environments,
perspective (of course) and using references to create fantastic
work from unique camera angles. Discover everything you need to
know about drawing perspective and bring your ideas to the drawing
board with confidence, in this book that will inspire graphic novel
artists and storytellers from beginners upwards.
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Smpl
(Hardcover)
Simon Horan
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R458
Discovery Miles 4 580
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Ships in 10 - 17 working days
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Literary scholar Michael A. Chaney examines graphic novels to
illustrate that in form and function they inform readers on how
they ought to be read. His arguments result in an innovative
analysis of the various knowledges that comics produce and the
methods artists and writers employ to convey them. Theoretically
eclectic, this study attends to the lessons taught by both the form
and content of today's most celebrated graphic novels. Chaney
analyzes the embedded lessons in comics and graphic novels through
the form's central tropes: the iconic child storyteller and the
inherent childishness of comics in American culture; the use of
mirrors and masks as ciphers of the unconscious; embedded puzzles
and games in otherwise story-driven comic narratives; and the
form's self-reflexive propensity for showing its work. Comics
reveal the labor that goes into producing them, embedding lessons
on how to read the ""work"" as a whole. Throughout, Chaney draws
from a range of theoretical insights from psychoanalysis and
semiotics to theories of reception and production from film
studies, art history, and media studies. Some of the major texts
examined include Marjane Satrapi's Persepolis; Chris Ware's Jimmy
Corrigan: The Smartest Kid on Earth; Joe Sacco's Palestine; David
B.'s Epileptic; Kyle Baker's Nat Turner; and many more. As Chaney's
examples show, graphic novels teach us even as they create meaning
in their infinite relay between words and pictures.
Ed Brubaker (b. 1966) has emerged as one of the most popular,
significant figures in art comics since the 1990s. Most famous as
the man who killed Captain America in 2007, Brubaker's work on
company-owned properties such as Batman and Captain America and
creator-owned series like Criminal and Fatale live up to the usual
expectations for the superhero and crime genres. And yet, Brubaker
layers his stories with a keen self-awareness, applying his
expansive knowledge of American comic book history to invigorate
his work and challenge the dividing line between popular
entertainment and high art. This collection of interviews explores
the sophisticated artist's work, drawing upon the entire length of
the award-winning Brubaker's career.With his stints writing
Catwoman, Gotham Central, and Daredevil, Brubaker advanced the work
of crime comic book writers through superhero stories informed by
hard-boiled detective fiction and film noir. During his time on
Captain America and his series Sleeper and Incognito, Brubaker
revisited the conventions of the espionage thriller. With double
agents who lose themselves in their jobs, the stories expose the
arbitrary superhero standards of good and evil. In his series
Criminal, Brubaker offered complex crime stories and, with a clear
sense of the complicated lost world before the Comics Code,
rejected crusading critic Fredric Wertham's myth of the innocence
of early comics. Overall, Brubaker demonstrates his self-conscious
methodology in these often little-known and hard-to-find
interviews, worthwhile conversations in their own right as well as
objects of study for both scholars and researchers.
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