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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
The American Villain: Encyclopedia of Bad Guys in Comics, Film, and
Television seeks to provide one go-to reference for the study of
the most popular and iconic villains in American popular culture.
Since the 1980s, pop culture has focused on what makes a villain a
villain. The Joker, Darth Vader, and Hannibal Lecter have all been
placed under the microscope to get to the origins of their
villainy. Additionally, such bad guys as Angelus from Buffy the
Vampire Slayer and Barnabas Collins from Dark Shadows have
emphasized the desire for redemption-in even the darkest of
villains. Various incarnations of Lucifer/Satan have even gone so
far as to explore the very foundations of what we consider "evil."
The American Villain: Encyclopedia of Bad Guys in Comics, Film, and
Television seeks to collect all of those stories into one
comprehensive volume. The volume opens with essays about villains
in popular culture, followed by 100 A-Z entries on the most
notorious bad guys in film, comics, and more. Sidebars highlight
ancillary points of interest, such as authors, creators, and tropes
that illuminate the motives of various villains. A glossary of key
terms and a bibliography provide students with resources to
continue their study of what makes the "baddest" among us so bad.
Examines in detail how villains and villainesses have appeared in
comics and other media over the decades Shows how villains and
villainesses have reflected the fears, anxieties, and hopes of
American society at any given period Provides scholarly material
that gives readers additional important historical context in five
essays Ensures that diverse and obscure villains and villainesses
are given equal coverage
Discover the complete history of DC Comics' Harley Quinn comic art
with this deluxe book. Harley Quinn made her comic book debut in
The Batman Adventures #12 and soon became one of the most popular
characters in the DC Comics pantheon. From there, Harley made
regular appearances in multiple series, eventually getting her own
ongoing comic in 2001. This deluxe art book provides the complete
history of Harley Quinn comic art, detailing the creation and
evolution of the character through exclusive interviews with the
writers and artists who have brought the character to life. Packed
with the most iconic covers and panels in Harley Quinn history, The
Art of Harley Quinn is the ultimate visual guide to one of the most
beloved villains in comic book history.
Nineteenth-century women illustrators and cartoonists provides an
in-depth analysis of fourteen women illustrators of the later
nineteenth and early twentieth centuries: Jemima Blackburn, Eleanor
Vere Boyle, Marianne North, Amelia Francis Howard-Gibbon, Mary
Ellen Edwards, Edith Hume, Alice Barber Stephens, Florence and
Adelaide Claxton, Marie Duval, Amy Sawyer, Eleanor Fortescue
Brickdale, Pamela Colman Smith and Olive Allen Biller. The chapters
consider these women's illustrations in the areas of natural
history, periodicals and books, as well as their cartoons and
caricatures. Using diverse critical approaches, the volume brings
to light the works and lives of these important women illustrators
and challenges the hegemony of male illustrators and cartoonists in
nineteenth-century visual and print culture. -- .
World War One was the landmark event of the first quarter of the
20th century. In "The Great War, 1914-1918, " Roy Douglas tells the
history of the period through an international collection of over
100 cartoons, many of them previously unknown. This pioneering
pan-European approach offers new perspectives of key themes, events
and figures, forcing a new reinterpretation of the familiar. Both
"establishment" and "subversive" cartoons demonstrate the real
concerns of all participants from the governments of the combative
powers, to the soldier to those at home.
This unique collection will inform in a fresh way the continued
historical debates surrounding the Great War and the implications
which reach to the present day.
In a film eight years in making, Studio Ghibli's cofounder Isao
Takahata tells the untold story of Princess Kaguya. An old bamboo
cutter and his wife find a tiny girl inside a bamboo shoot and
raise her. The mysterious little princess grows rapidly into a
young lady, enthralling everyone who encounters her-but ultimately,
she must face her fate. This book captures the breathtaking art of
the film from conception to production, and features commentary,
interviews, and an in-depth look at the production process. "Every
frame is worthy of being its own painting." -Joe Hisaishi, film's
composer
Acre, 1291. The last Crusadercity in the Holy Land is about to
fall. TwoKnights Templar, obeying the grandmaster's orders, manage
to escape theinvading Muslim army on the order's last ship. New
York City, nowadays. During the unveilingof an exhibition of some
of the Vatican's treasures, four men disguised asTemplars attack
the Metropolitan Museum and steal several artefacts, includinga
centuries-old decoder - a loss that horrifies the Church.
Marie Duval: maverick Victorian cartoonist offers the first
critical appraisal of the work of Marie Duval (Isabelle Emilie de
Tessier, 1847-1890), one of the most unusual, pioneering and
visionary cartoonists of the later nineteenth century. It discusses
key themes and practices of Duval's vision and production, relative
to the wider historic social, cultural and economic environments in
which her work was made, distributed and read, identifing Duval as
an exemplary radical practitioner. The book interrogates the
relationships between the practices and the forms of print,
story-telling, drawing and stage performance. It focuses on the
creation of new types of cultural work by women and highlights the
style of Duval's drawings relative to both the visual conventions
of theatre production and the significance of the visualisation of
amateurism and vulgarity. Marie Duval: maverick Victorian
cartoonist establishes Duval as a unique but exemplary figure in a
transformational period of the nineteenth century. -- .
Animal characters abound in graphic narratives ranging from Krazy
Kat and Maus to WE3 and Terra Formars. Exploring these and other
multispecies storyworlds presented in words and images, Animal
Comics draws together work in comics studies, narrative theory, and
cross-disciplinary research on animal environments and human-animal
relationships to shed new light on comics and graphic novels in
which animal agents play a significant role. At the same time, the
volume's international team of contributors show how the
distinctive structures and affordances of graphic narratives
foreground key questions about trans-species entanglements in a
more-than-human world. The writers/artists covered in the book
include: Nick Abadzis, Adolpho Avril, Jeffrey Brown, Sue Coe, Matt
Dembicki, Olivier Deprez, J. J. Grandville, George Herriman, Adam
Hines, William Hogarth, Grant Morrison, Osamu Tezuka, Frank
Quitely, Yu Sasuga, Charles M. Schultz, Art Spiegelman, Fiona
Staples, Ken'ichi Tachibana, Brian K. Vaughan, and others.
Douglas covers all the great political and social issues of the interwar period. His greatest gift is for concise, clear explanation, setting each cartoon into its historical context. The scope is international.
Comic empires is a unique collection of new research exploring the
relationship between imperialism and political cartoons,
caricature, and satirical art. Edited by leading scholars across
both fields (and with contributions from contexts as diverse as
Egypt, Australia, the United States, and China, as well as Europe)
the volume provides new perspectives on well-known events, and
illuminates little-known players in the 'great game' of empire in
modern times. Some of the finest comic art of the period is
deployed as evidence, and examined seriously, in its own right, for
the first time. Accessible to students of history at all levels,
Comic empires is a major addition to the world-leading 'Studies in
Imperialism' series, as well as standing alone as an innovative and
significant contribution to the ever-growing international field of
comics studies. -- .
Batman fans can call upon the world's greatest superhero with this
high-quality die-cast metal Bat-Signal--projects up to 20 feet!
Special features: - 5-inch tall authentically detailed Bat-Signal
replica - Metal construction - LED light-up function, up to 20-feet
projection in darkness - 360A Degrees rotatable base - 48-page
hardcover book on Batman and Bat-Signal lore, featuring full-color
illustrations throughout 3 AAA batteries not included.
Combined for the first time here are Maus I: A Survivor's Tale and Maus II - the complete story of Vladek Spiegelman and his wife, living and surviving in Hitler's Europe. By addressing the horror of the Holocaust through cartoons, the author captures the everyday reality of fear and is able to explore the guilt, relief and extraordinary sensation of survival - and how the children of survivors are in their own way affected by the trials of their parents. A contemporary classic of immeasurable significance.
Part of a ten-volume bibliography series on comic art compiled by
John A. Lent during the past decade, this volume provides more
information on U.S. and Canadian comic art, animation, caricature,
and gag, political, illustrative, and magazine cartoons than any
other printed source in the world. Lent, founding editor of
International Journal of Comic Art and longtime scholar of
cartooning globally, takes great pains to be exhaustive,
representative, and accurate in providing 11,367 citations of
books, chapters, articles, and "fugitive" materials gleaned from a
variety of sources worldwide, including about 400 periodicals and
journals. Easy to use, incorporating a well-structured outline that
includes categories and sub-categories, Lent spans every
conceivable aspect of comic art. Other features include periodical
directories for both Canada and the United States with addresses,
typical contents, and inaugural dates of 101 comic art-related
journals, magazines, and fanzines, and citations to hundreds of
cartoonists and animators and their characters and works.
Undoubtedly, this volume and the other nine in the
Greenwood/Praeger series are unequalled as the definitive comic art
bibliographies.
In late 1995 and early 1996, cartoonist/reporter Joe Sacco
travelled four times to Gorazde, a UN-designated safe area during
the Bosnian War, which had teetered on the brink of obliteration
for three and a half years. Still surrounded by Bosnian Serb
forces, the mainly Muslim people of Gorazde had endured heavy
attacks and severe privation to hang on to their town while the
rest of Eastern Bosnia was brutally 'cleansed' of its non-Serb
population. But as much as Safe Area Gorazde is an account of a
terrible siege, it presents a snapshot of people who were slowly
letting themselves believe that a war was ending and that they had
survived. Since it was first published in 2000, Safe Area Gorazde
has been recognized as one of the absolute classics of graphic
non-fiction. We are delighted to publish it in the UK for the first
time, to stand beside Joe Sacco's other books on the Cape list -
Palestine, The Fixer and Notes from a Defeatist.
'BEST GRAPHIC NOVEL OF 2021' Guardian and Irish Times 'Starts as a
charming romantic comedy and turns into something tender and
affecting about our need for connection. I loved this one. ' David
Nicholls 'Beautiful, bittersweet portrait of modern life . . . his
tragicomedy will also make the heart swell.' Guardian 'Brilliant.'
Candice Carty-Williams 'This is a miraculous book.' Joe Dunthorne
Nick, a young illustrator, can't connect with people. Whether it's
the barista down the street, his own family or Wren, an oncologist
whose life becomes painfully tangled with his, Nick can't shake the
feeling that there is some hidden realm of human interaction beyond
his reach. He staggers through meaningless conversations and haunts
lookalike, vacuous coffee shops in the hope that he will find it
there. But it isn't until Nick learns to stop performing and speak
about the things that really matter that the complex and colourful
worlds of the people he meets are finally revealed to him.
Illustrated in both colour and black-and-white in McPhail's
instantly recognisable style, In is poignant, fresh and hilarious.
McPhail transforms the graphic novel with a heart-wrenching
compassion uncannily appropriate for our isolated times.
What is it about anime that is so appealing to a transnational fan
base? Is the American attraction to anime similar to the popularity
of previous fads of Japanese culture, like the Japonisants of
fin-de-siecle France enamored of Japanese art and architecture, or
the American poets in the fifties and sixties who latched onto
haiku? Or is this something new, a product of global culture in
which ethnic identities carry less weight? This book explores these
issues by taking a look at anime fans and the place they occupy,
both in terms of subculture in Japan and America, and in relation
to Western perceptions of Japan since the late 1800s.
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