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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
Freedom vs. security: that is the dilemma explored here - and two
iconic superheroes come to completely opposite conclusions. This
collection of 11 provocative essays examines the complex
psychological and political choices made by Captain America and
Iron Man in the wake of a civil war. Why do they see things so
differently? What are their motivations? Who is right? This book
analyzes the polar sides of this debate - national security vs.
individual freedoms - exploring how trauma shaped these heroic
characters, what it takes to become a superhero and what role
gender plays in one's ability to resolve conflicts, along with
questions of morality, leadership and teamwork.
How to draw food step by step. This drawing book will teach you how
to draw all you need to know about drawing food.
From the Galaxy's Greatest Comic, 2000 AD, comes the most gripping
colouring book of the year: the toughest, strongest, most defiant
and sometimes meanest action heroines in comics. Intricate and
bold, be mindful that these are the most determined characters you
will get to colour this year!
Along with Batman, Spider-Man, and Superman, the Joker stands out
as one of the most recognizable comics characters in popular
culture. While there has been a great deal of scholarly attention
on superheroes, very little has been done to understand
supervillains. This is the first academic work to provide a
comprehensive study of this villain, illustrating why the Joker
appears so relevant to audiences today. Batman's foe has cropped up
in thousands of comics, numerous animated series, and three major
blockbuster feature films since 1966. Actually, the Joker debuted
in DC comics Batman 1 (1940) as the typical gangster, but the
character evolved steadily into one of the most ominous in the
history of sequential art. Batman and the Joker almost seemed to
define each other as opposites, hero and nemesis, in a kind of
psychological duality. Scholars from a wide array of disciplines
look at the Joker through the lens of feature films, video games,
comics, politics, magic and mysticism, psychology, animation,
television, performance studies, and philosophy. As the first
volume that examines the Joker as complex cultural and cross-media
phenomenon, this collection adds to our understanding of the role
comic book and cinematic villains play in the world and the ways
various media affect their interpretation. Connecting the Clown
Prince of Crime to bodies of thought as divergent as Karl Marx and
Friedrich Nietzsche, contributors demonstrate the frightening ways
in which we get the monsters we need.
![Infected by Art, Volume 3 (Hardcover): Rebecca Guay](//media.loot.co.za/images/x80/560767186449179215.jpg) |
Infected by Art, Volume 3
(Hardcover)
Rebecca Guay; Artworks by Rebecca Guay, Jon Schindehette; Jon Schindehette; Edited by Bill Cox, …
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This ground-breaking collector's edition features over 300 pieces
of art from the world's best fantasy, science fiction, and horror
artists in a range of various medium, including Donato Giancola,
Greg Hildebrandt, Rebecca Guay, and Jon Schindehette. With over 100
years of combined experience, each of these artists are uniquely
qualified to decide the best of the best in all of the submissions
to IBA for Volume 3.
![Francine (Paperback): Michiel Budel](//media.loot.co.za/images/x80/169977473424179215.jpg) |
Francine
(Paperback)
Michiel Budel
bundle available
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Save R65 (14%)
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Welcome to the 2nd book in Rob Mcleay's cartoon project book
series for 8 - 12 year olds. Rob digs deep into his unorthodox
imagination with tantalizing lessons to keep you occupied for many
hours on end Each project has been handcrafted with his special
genius of mixing technical drawing skills and projects together. To
get the best of both worlds. he also works his magic by creating
lessons that any budding cartoonist can take on whether their skill
level is an absolute beginner or a super, epic awesome cartoonist
with magnificent levels of awesomeness. We've got The Ghost Hunters
with their Ghost Capture Contraptions. A Robot and his Broken TV.
There's a make your own game section using a cute little character
called a Fudsy. You've got Flingers which can be aimed at asteroid
planets, then you will need to create an Alien's Best Friend. After
that you have to develop a Mouse Capture Unit using TNT and
rockets. Once you've finished them you will get straight into Nuts
Which is a side scrolling platform game where you are the Art
Director. Then you will find yourself in space with no one to talk
to but your imaginary friend an Alien Robot. And if you have
managed to get to the last project, you will be in charge of
creating your very own Frank E Steins Pet using a load of different
animal parts What are you waiting for Get your pencils and start
drawing.
Boys Love Manga and Beyond looks at a range of literary, artistic
and other cultural products that celebrate the beauty of adolescent
boys and young men. In Japan, depiction of the ""beautiful boy""
has long been a romantic and sexualized trope for both sexes and
commands a high degree of cultural visibility today across a range
of genres from pop music to animation. In recent decades, ""Boys
Love"" (or simply BL) has emerged as a mainstream genre in manga,
anime, and games for girls and young women. This genre was first
developed in Japan in the early 1970s by a group of female artists
who went on to establish themselves as major figures in Japan's
manga industry. By the late 1970s many amateur women fans were
getting involved in the BL phenomenon by creating and
self-publishing homoerotic parodies of established male manga
characters and popular media figures. The popularity of these
fan-made products, sold and circulated at huge conventions, has led
to an increase in the number of commercial titles available. Today,
a wide range of products produced both by professionals and
amateurs are brought together under the general rubric of ""boys
love,"" and are rapidly gaining an audience throughout Asia and
globally. This collection provides the first comprehensive overview
in English of the BL phenomenon in Japan, its history and various
subgenres and introduces translations of some key Japanese
scholarship not otherwise available. Some chapters detail the
historical and cultural contexts that helped BL emerge as a
significant part of girls' culture in Japan. Others offer important
case studies of BL production, consumption, and circulation and
explain why BL has become a controversial topic in contemporary
Japan.
Slow Ball Cartoonist takes readers on a journey to an earlier era
in America when cartoonists played a pivotal role each day in
enabling major daily newspapers to touch the lives of their
readers. No American cartoonist was more influential than the
Chicago Tribune's John T. McCutcheon-the plainspoken Indiana native
and Purdue University graduate whose charming and delightful
cartoons graced the pages of the newspaper from 1903 until his
retirement in 1946. This book chronicles McCutcheon's
adventure-filled life, from his birth on a rural small farm near
Lafayette in 1870, to his rise as the "Dean of American
Cartoonists." His famous cartoon, Injun Summer, originally
published in 1907, was a celebration of autumn through childlike
imagination and made an annual appearance in the Tribune each fall
for decades. McCutcheon was the first Tribune staff member to earn
the coveted Pulitzer Prize for his poignant 1931 cartoon about a
victim of bank failure at the height of the Great Depression. Born
with an itch for adventure, McCutcheon served as a World War I
correspondent, combat artist, occasional feature writer, portrait
artist, and world traveler. While the gangly and tall McCutcheon
looked the part of the down-home characters featured in his
cartoons, the world-wise flavor of his work influenced public
opinion while making readers smile. Hard-hitting and even vicious
attacks on public figures were common among his contemporaries;
however, McCutcheon's gentle humor provided a change in pace, thus
prompting a colleague to borrow a phrase from baseball and anoint
him "the slow ball cartoonist." Slow Ball Cartoonist is a timeless
story about a humble man who made the most of his talents and lived
life to the fullest, being respectful and fair to all-including the
targets of his cartoonist's pen.
The Thing. Daredevil. Captain Marvel. The Human Fly. Drawing on DC
and Marvel comics from the 1950s to the 1990s and marshaling
insights from three burgeoning fields of inquiry in the
humanities--disability studies, death and dying studies, and comics
studies--Jose Alaniz seeks to redefine the contemporary
understanding of the superhero. Beginning in the Silver Age, the
genre increasingly challenged and complicated its hypermasculine,
quasi-eugenicist biases through such disabled figures as Ben
Grimm/The Thing, Matt Murdock/Daredevil, and the Doom Patrol.
Alaniz traces how the superhero became increasingly vulnerable,
ill, and mortal in this era. He then proceeds to a reinterpretation
of characters and series--some familiar (Superman), some obscure
(She-Thing). These genre changes reflected a wider awareness of
related body issues in the postwar United States as represented by
hospice, death with dignity, and disability rights movements. The
persistent highlighting of the body's ""imperfection"" comes to
forge a predominant aspect of the superheroic self. Such moves,
originally part of the Silver Age strategy to stimulate sympathy,
enhance psychological depth, and raise the dramatic stakes,
developed further in such later series as The Human Fly,
Strikeforce: Morituri, and the landmark graphic novel The Death of
Captain Marvel, all examined in this volume. Death and disability,
presumed routinely absent or denied in the superhero genre, emerge
to form a core theme and defining function of the Silver Age and
beyond.
The Comics of Joe Sacco addresses the range of his award-winning
work, from his early comics stories as well as his groundbreaking
journalism Palestine (1993) and Safe Area to Gorazde (2000), to
Footnotes in Gaza (2009) and his most recent book The Great War
(2013), a graphic history of World War I. First in the new series,
Critical Approaches to Comics Artists, this edited volume explores
Sacco's comics journalism, and features established and emerging
scholars from comics studies, cultural studies, geography, literary
studies, political science, and communication studies. Sacco's work
has already found a place in some of the foundational scholarship
in comics studies, and this book solidifies his role as one of the
most important comics artists today. Sections focus on how Sacco's
comics journalism critiques and employs the ""standard of
objectivity"" in mainstream reporting, what aesthetic principles
and approaches to lived experience can be found in his comics, how
Sacco employs the space of the comics page to map history and war,
and the ways that his comics function in the classroom and as human
rights activism. The Comics of Joe Sacco offers definitive,
exciting approaches to some of the most important--and
necessary--comics today, by one of the most acclaimed
journalist-artists of our time.
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