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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
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.
With How to Draw Manga Furries, you'll follow the lead of five
professional Japanese artists as they show you how to bring dynamic
fantasy characters to life--on the page or on screen! Furries are
anthropomorphic characters--animals who have human traits (not to
be confused with kemonomimi, or humans with some animal features!).
They're widely popular in manga, anime and cosplay--from fan
favorites like Wolf's Rain and Lackadaisy to the newer Beastars and
BNA: Brand New Animal. The genre allows creators to be more
imaginative, freeing artists from traditional human personality
traits, actions and physical appearance. With the help of the
expert authors, you'll learn to draw: Anatomically correct furry
manga bodies, skulls, faces, appendages and tails with human
proportions Characters based on cats, dogs, wolves, foxes, goats,
birds, whales, sharks, crocodiles, dragons--and more! Furries seen
from their most powerful perspective--from muzzle to rump to
flipper tip Illustrations shown from many various angles with
different poses, positions and movements And so much more! With
this book as your guide, your imagination will run wild as you
create memorable heroes, wicked villains and compelling sidekicks
with your pen or on screen. *Recommended for artists 10 & up*
Steve Gerber (1947-2008) is among the most significant comics
writers of the modern era. Best known for his magnum opus Howard
the Duck, he also wrote influential series such as Man-Thing, Omega
the Unknown, The Phantom Zone, and Hard Time, expressing a
combination of intelligence and empathy rare in American comics.
Gerber rose to prominence during the 1970s. His work for Marvel
Comics during that era helped revitalize several increasingly
cliched generic conventions of superhero, horror, and funny animal
comics by inserting satire, psychological complexity, and
existential absurdism. Gerber's scripts were also often socially
conscious, confronting, among other things, capitalism,
environmentalism, political corruption, and censorship. His
critique also extended into the personal sphere, addressing such
taboo topics as domestic violence, racism, inequality, and poverty.
This volume follows Gerber's career through a range of interviews,
beginning with his height during the 1970s and ending with an
interview with Michael Eury just before Gerber's death in 2008.
Among the pieces featured is a 1976 interview with Mark Lerer,
originally published in the low-circulation fanzine Pittsburgh Fan
Forum, where Gerber looks back on his work for Marvel during the
early to mid-1970s, his most prolific period. This volume concludes
with selections from Gerber's dialogue with his readers and
admirers in online forums and a Gerber-based Yahoo Group, wherein
he candidly discusses his many projects over the years. Gerber's
unique voice in comics has established his legacy. Indeed, his
contribution earned him a posthumous induction into the Will Eisner
Comic Book Hall of Fame.
Encompassing 29 countries of Europe, this detailed bibliography
covers the field of comic art. European academicians and
journalists began the study of comic art earlier than their
counterparts in other areas of the world. This volume reflects
those efforts as well as the substantial growth of contemporary
writings. Art Historian David Kunzle introduces the work, thus
acknowledging the importance of Europe's lead in the scholarship of
comic art in all its forms. This is one of four volumes dealing
with various regions of the world in an attempt for the first time
to present a comprehensive, international study of comic art
scholarship.
Chapters are country(ies) specific, except for the first, which
includes continental, regional, and comparative perspectives. A
feature of chapter one is its resources component, including an
annotated directory of 81 comic art-related periodicals. Because of
an unusually large number of sources, the chapters on Belgium,
France, Germany, Great Britain, and Italy were expanded and
subcategorised beyond historical and contemporary perspectives and
specific comic art forms. Thus, many citations appear under
categories of children's press, festivals, humor periodicals,
anthologies, art and aesthetics, cinema, education and culture,
effects debate, genres, industry, language and semiotics, legal
aspects, literature, psychology, religion, socio-cultural aspects,
and technical aspects. Additionally, more than 250 individual
cartoonists and over 110 characters and titles were given separate
categories. Art Historian David Kunzle, who has written the
definitive histories of comic art precursors, wrote a personalized
foreword. A preface delineating the unique characteristics of the
book and complete indices conveniently divided by authors,
cartoonists, characters and titles, periodicals, and subjects are
provided.
In The Transmedia Construction of the Black Panther: Long Live the
King, Bryan J. Carr explores and analyzes the evolution of the
Black Panther character since his inception in the 1960s across
comics, film, television, video games, and music. The Black
Panther, Carr argues, is the sum of the creative works of countless
individuals across various media that have each contributed to the
legacy of the first mainstream Black superhero, all happening
against a backdrop of social and cultural upheaval, global
political struggle for equality, and the long shadow of colonizing
Western attitudes. The Panther's existence is a complex one that
not only illustrates in microcosm those same struggles in the
historically white superhero space, but also offers a perfect case
study for media trends of representation then and now. Carr
addresses a number of questions: Does the Black Panther really
represent a powerful counter-narrative to long-standing regressive
attitudes toward Black identity and Africa? Who were the key
contributors to our understanding of the character? And finally,
how can we use the character to understand the complexities of our
modern consolidated media systems? Scholars of media studies, film
and television studies, comics studies, cultural studies, critical
race studies, and African studies will find this book particularly
useful.
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Theology and Spider-Man
(Hardcover)
George Tsakiridis; Contributions by Peter Admirand, Michael Buttrey, Leah DeJong, Joseph E. Gaston, …
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Discovery Miles 30 330
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Theology and Spider-Man provides a look at the religious themes
present in one of the most popular heroes of the past half-century,
Spider-Man. In order to create a systematic theology of Spider-Man,
the contributors delve into themes of sin, salvation, and creedal
theology, while also addressing liberation theology, Black
theology, bioethics, and hermeneutics. This volume balances
theological depth with discussion of the comics and films, which
makes it a perfect collection for those interested in theology,
Spider-Man, or both.
Superman is the original superhero, an American icon, and arguably
the most famous character in the world--and he's Jewish! Introduced
in June 1938, the Man of Steel was created by two Jewish teens,
Jerry Siegel, the son of immigrants from Eastern Europe, and Joe
Shuster, an immigrant. They based their hero's origin story on
Moses, his strength on Samson, his mission on the golem, and his
nebbish secret identity on themselves. They made him a refugee
fleeing catastrophe on the eve of World War II and sent him to tear
Nazi tanks apart nearly two years before the US joined the war. In
the following decades, Superman's mostly Jewish writers, artists,
and editors continued to borrow Jewish motifs for their stories,
basing Krypton's past on Genesis and Exodus, its society on Jewish
culture, the trial of Lex Luthor on Adolf Eichmann's, and a future
holiday celebrating Superman on Passover. A fascinating journey
through comic book lore, American history, and Jewish tradition,
this book examines the entirety of Superman's career from 1938 to
date, and is sure to give readers a newfound appreciation for the
Mensch of Steel!
An eye-opening exploration of the toxic masculinity and sexism that
pervades the superhero genre. Superheroes have been exciting and
inspirational cultural icons for decades, dating back to the debut
of Superman in the 1930s. The earliest tales have been held up as
cornerstones of the genre, looked upon with nostalgic reverence.
However, enshrining these tales also enshrines many outdated values
that have allowed sexist gender dynamics to thrive. In Not All
Supermen: Sexism, Toxic Masculinity, and the Complex History of
Superheroes, Tim Hanley examines how anger, aggression, and
violence became the norm in superhero comics, paired with a disdain
for women that the industry has yet to fully move beyond. The
sporadic addition of new female heroes over the years proved
largely ineffective, the characters often underused and
objectified. Hanley also reveals how the genre's sexism has had
real-world implications, with many creators being outed as sexual
harassers and bigots, while intolerant fan movements are awash with
misogynistic hate speech. Superheroes can be a force for good,
representing truth, justice, and courage, but the industry is laden
with excessive baggage. The future of the genre depends on what
elements of its past are celebrated and what is left behind. Not
All Supermen unravels this complex history and shows how
superheroes can become more relevant and inspiring for everyone.
Follow Peter Parker's journey from ordinary boy to Spider-Man. This
is the story of Peter Parker, a shy and brainy boy living in New
York. He struggles to fit in with the cool crowd at school, but he
loves science and going to watch the wrestling with his Uncle Ben
and Aunt May. Then one day, his whole world is changed forever as a
chance encounter with a radioactive spider turns him into
Spider-Man, one of the most remarkable Super Heroes in history.
Spider-Man must learn about the responsibility that comes with his
powers. Marvel Origins tell the stories of our favourite Marvel
characters from their early lives and struggles to getting their
powers and becoming some of the best-known Super Heroes of all
time. These action-packed books are the perfect way to introduce
children to the world of Marvel or to learn more about their
favourite heroes. (c) 2020 MARVEL
Contributions by Paul Fisher Davies, Lisa DeTora, Yasemin J. Erden,
Adam Gearey, Thomas Giddens, Peter Goodrich, Maggie Gray, Matthew
J. A. Green, Vladislav Maksimov, Timothy D. Peters, Christopher
Pizzino, Nicola Streeten, and Lydia Wysocki. Recent decades have
seen comics studies blossom, but within the ecosystems of this
growth, dominant assumptions have taken root - assumptions around
the particular methods used to approach the comics form, the ways
we should read comics, how its ""system"" works, and the
disciplinary relationships that surround this evolving area of
study. But other perspectives have also begun to flourish. These
approaches question the reliance on structural linguistics and the
tools of English and cultural studies in the examination and
understanding of comics. In this edited collection, scholars from a
variety of disciplines examine comics by addressing materiality and
form as well as the wider economic and political contexts of
comics' creation and reception. Through this lens, influenced by
poststructuralist theories, contributors explore and elaborate
other possibilities for working with comics as a critical resource,
consolidating the emergence of these alternative modes of
engagement in a single text. This opens comics studies to a wider
array of resources, perspectives, and modes of engagement. Included
in this volume are essays on a range of comics and illustrations as
well as considerations of such popular comics as Deadpool,
Daredevil, and V for Vendetta, and analyses of comics production,
medical illustrations, and original comics. Some contributions even
unfold in the form of comics panels.
In Asterix and the Chariot Race, Senator Lactus Bifidus announces a
special one-off chariot race, to defend his name and prove Rome's
greatness. Julius Caesar insists a Roman must win, or Bifidus will
pay. Open to anyone from the known world, competitors arrive from
far and wide, including Asterix and Obelix. With Bifidus secretly
scheming, who will win this almighty chariot race? In Asterix and
the Chieftain's Daughter, Adrenalin, the rebellious daughter of the
great Gaulish chieftain Vercingetorix, arrives at their village,
and Asterix and Obelix are tasked with protecting her from the
Romans chasing her. This is easier said than done though, as
Adrenalin is desperate to escape! Follow our favourite heroes as
they try and reach Adrenalin before the Romans do. In Asterix and
the Griffin, Asterix and Obelix set out on their 39th adventure on
a long journey in search of a strange and terrifying creature.
Half-eagle, half-lion, and idolised and feared by ancient peoples,
this creature is the griffin.
Part human, part animal -- all fantastic! Veteran illustrator Ryo
Sumiyoshi stretches the boundaries of fantasy human-animal hybrids
in his new book--presenting not just the usual jungle beasties but
a fascinating array of strange and unusual creatures found nowhere
else! Sumiyoshi's extensive sketchbook ideas, drawing tips and
full-color examples combine insights on body structures and
movement with conceptual sketches and notes linking physical
attributes to personality and behavior. The hundreds of drawings in
this book show you how to create a rich menagerie of fantasy
characters: Anthropomorphic furries based on the classic dog, cat,
fox and werewolf-type characters Humans with animal features like a
hunter with a bushy tail and the crafty face of a cat Animals with
human features, for example a six-legged tiger with a human face
Animal-to-animal hybrids including a snake-fox and a griffinesque
chimera These creatures boast mix-and-match fangs, beaks, paws,
claws, fur, fins, feathers, scales and plates paired with
expressive human attributes. And they come from every branch of the
animal kingdom--from mammals to birds, reptiles, fish and
insects--and everything in between. This is the ultimate sourcebook
for anyone interested in fantasy creature design!
Comics have become icons of U.S. popular culture familiar
throughout the world. This huge bibliography, one of four compiled
by Lent to cover all parts of the world, cites many publications in
various writing styles, formats, time periods, and languages. This
volume is introduced by famed cartoonists Mort Walker ("Beetle
Bailey") and Jerry Robinson ("The Joker"). The genres of comic art
have had a phenomenal growth in recent years; the literature has
grown with these developments, making this volume of interest to
scholars of popular culture and fans alike.
Featured are sections on resources, including an annotated
directory of 128 comic art-related periodicals; comics collecting;
portrayals of comics in movies, television, and radio; and
relationships of comics with art, education and children,
eroticism, ethnicity, humanism, the professions, violence, and war.
Other parts deal with historical, business, legal, and technical
aspects of comics. Two hundred and ninety-one comics-related
personnel are singled out for special consideration, as well as 143
individual comic strip characters and 48 comic book titles under 13
genres. The foreword by Mort Walker deals with comics over the
years and the topic of political correctness, and the introduction
by Jerry Robinson gives a history of comic art. The indices are
conveniently divided by authors, cartoonists, characters and
titles, periodicals, and subjects. The other three books in this
international series cover animation, caricature, gag, magazine,
illustrative, and political cartoons in the United States and
Canada; comic art of Europe; and comic art of Africa, Asia,
Australia and Oceania, and Latin America and the Caribbean.
The male form is the focus here--twisting, leaping and tumbling in
dramatic action sequences! Master manga and anime artist Kyachi
shows you the secrets professional Japanese artists use to create
dynamic motion on the page. A series of detailed tutorials show you
how to draw the male form in every possible position. Individual
lessons cover standing, sitting, reclining, walking, running,
kicking, pitching, swimming, dribbling and sparring. A rogues'
gallery is also presented, showing how to create dastardly
villains, armed with weapons and ready to rumble. With the help of
this complete guide, you'll be able to: Populate the page or screen
with eye-catching movement and powerful action poses Master
Kyachi's methods through step-by-step progressions--before it's
time to try it on your own Follow along with charming caricature
guides who offer essential tips and steer you clear of pitfalls It
can be intimidating to draw people as a beginning artist, but Learn
to Draw Manga Men is meant to dispel those exact fears and wipe
away any hesitations you may have. Begin with a blank page or empty
screen and start populating it with people. Before you know it,
your characters will come to life before you! Kyachi has distilled
her specialized knowledge of the skeleton, muscles and physical
structures, explaining and analyzing the most difficult aspects of
figure drawing and presenting it to you in a clear and simple way.
With the help of this fantastic resource, you'll soon master
detailed male characters to include in your own comic strip or
graphic novel! *Recommended for artists 16 & up*
The ultimate guide to visual storytelling! How to make the
audience "feel" the story while they are "reading" the story. Using
his experiences from working in the comic book industry, movie
studios and teaching, Marcos introduces the reader to a
step-by-step system that will create the most successful
storyboards and graphics for the best visual communication.
After a brief discussion on narrative art, Marcos introduces us
to drawing and composing a single image, to composing steady shots
to drawing to compose for continuity between all the shots. These
lessons are then applied to three diverse story lines - a train
accident, a cowboy tale and bikers approaching a mysterious
house.
In addition to setting up the shots, he also explains and
illustrates visual character development, emotive stances and
expressions along with development of the environmental setting to
fully develop the visual narrative.
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