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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
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
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.
Bring your manga to life with awesome action, powerful poses, body basics: IT'S ALL HERE! Learn the essentials of manga drawing from professional Japanese illustrators, and let them show you how to tell better stories with your manga art. Start with anatomy and body structure to create compelling characters in a few simple head-to-toe steps. Then it's time to build your world and tell your story. With this all-in-one guide, your characters, drawing, and storytelling abilities will quickly soar! In this book you'll learn not only the basics, but the insider tips and secrets only the professionals know. You'll also learn to avoid common pitfalls and overcome obstacles that might otherwise lessen the impact of your work and prevent you from becoming a successful artist! Here are just some of the features of this practical handbook: A complete art course in one volume--from anatomy and body structure to facial features and expressions, clothing and accessories, action poses and narrative techniques A guide to world-building and storytelling in the authentic Japanese manga style Two professional Japanese illustrators share their expertise in figure drawing and composition as well as two- and three-dimensional design and perspective Hundreds of dynamic examples and tips show you how to master the details that make a difference and the effects that can elevate your work to another level Over 1,000 color illustrations help to guide you on your path to becoming a better artist! Drawing Manga gives you the tips and tools you need to develop your skills and tell the stories you want to tell effectively-- just like the pros! *Recommended for artists 16 & up*
This anthology explores tensions between the individualistic artistic ideals and the collective industrial realities of contemporary cultural production with eighteen all-new chapters presenting pioneering empirical research on the complexities and controversies of comics work. Art Spiegelman. Alan Moore. Osamu Tezuka. Neil Gaiman. Names such as these have become synonymous with the medium of comics. Meanwhile, the large numbers of people without whose collective action no comic book would ever exist in the first place are routinely overlooked. Cultures of Comics Work unveils this hidden, global industrial labor of writers, illustrators, graphic designers, letterers, editors, printers, typesetters, publicists, publishers, distributors, translators, retailers, and countless others both directly and indirectly involved in the creative production of what is commonly thought of as the comic book. Drawing upon diverse theoretical and methodological perspectives, an international and interdisciplinary cohort of cutting-edge researchers and practitioners intervenes in debates about cultural work and paves innovative directions for comics scholarship.
This work takes an in-depth look at the world of comic books through the eyes of a Native American reader and offers frank commentary on the medium's cultural representation of the Native American people. It addresses a range of portrayals, from the bloodthirsty barbarians and noble savages of dime novels, to formulaic secondary characters and sidekicks, and, occasionally, protagonists sans paternal white hero, examining how and why Native Americans have been consistently marginalized and misrepresented in comics. Chapters cover early representations of Native Americans in popular culture and newspaper comic strips, the Fenimore Cooper legacy, the ""white"" Indian, the shaman, revisionist portrayals, and Native American comics from small publishers, among other topics.
Larry Hama (b. 1949) is the writer and cartoonist who helped develop the 1980s G.I. Joe toyline and created a new generation of comic book fans from the tie-in comic book. Through many interviews with Hama, this volume reveals that G.I. Joe is far from his greatest feat as an artist. At different points in his life and career, Hama was mentored by comics' legends Bernard Krigstein, Wallace Wood, and Neal Adams. Though their impact left an impression on his work, Hama has created a unique brand of storytelling that crosses various media. For example, he devised the character Bucky O'Hare, a green rabbit in outer space that was made into a comic book, toy line, video game, and television cartoon-with each medium in mind. Hama also discusses his varied career, from working at Neal Adams and Dick Giordano's legendary Continuity to editing a humor magazine at Marvel, developing G.I. Joe, and enjoying a long run as writer of Wolverine. This volume also explores Hama's life outside of comics. He is an activist in the Asian American community, a musician, and an actor in film and stage. He has also appeared in minor roles on the television shows M*A*S*H and Saturday Night Live and on Broadway. Editor and historian Christopher Irving compiles six of his own interviews with Hama, some of which are unpublished, and compiled others that range through Hama's illustrious career. The first academic volume on the artist, this collection gives a snapshot of Hama's unique character-driven and visual approach to comics' storytelling.
Of those things in life one finds unavoidable - death, taxes, middle-aged spread - there's at least one bright spot to look forward to: a new Little Black Book from the fevered minds of Steve Fastner and Rich Larson! Once more, these two purveyors of pulpy goodness compile new full color works that reflect the highest quality of low-brow tastes! Scantily-clad cuties running from foul-tempered monsters, aliens, interdimensional time demons... did we mention the girls are not wearing much? And in the fine tradition of the Little Black Book series, an all-new full color tale from the House of Haunted Lingerie is also included! It's a yearly showcase of paintings, projects, and pretty girls from the team of Fastner and Larson, and a must-have for anyone with a sense of humor and/or adventure!
Magnificent hardcover art books featuring the incredible images and lore of Magic: The Gathering (R)! Danger and adventure await in these pages, lavishly illustrated with the award-winning art of Magic: The Gathering (R)! "Even gods shall kneel." -Nicol Bolas Centuries of scheming have come to fruition at last. Meet Nicol Bolas: Elder dragon, Planeswalker, God-Pharaoh. He is the ultimate mastermind, whose plots for domination twist through the histories of countless worlds. Now those plots culminate on the shattered streets of Ravnica, with undead armies marching at his command and dozens of Planeswalkers marshaled to oppose him. In these lavishly illustrated pages, featuring art carefully chosen from more than two decades of Magic: The Gathering (R), the full scope of Nicol Bolas's plans is revealed at last. It has all led to this. The greatest heroes of the Multiverse make their stand against the ultimate villain in the War of the Spark!
Tell your friends how much they mean to you with this customizable gift book, which pairs 46 endearing fill-in-the-blank prompts with humorous illustrations of the Peanuts gang. Once completed, this interactive fill-in book becomes a personalized gift full of funny, memorable, and sweet expressions of appreciation that friends and loved ones will cherish for years to come.
Contributions by Frederick Luis Aldama, Melissa Burgess, Susan Kirtley, Rachel Luria, Ursula Murray Husted, Mark O'Connor, Allan Pero, Davida Pines, Tara Prescott-Johnson, Jane Tolmie, Rachel Trousdale, Elaine Claire Villacorta, and Glenn Willmott Lynda Barry (b. 1956) is best known for her distinctive style and unique voice, first popularized in her underground weekly comic Ernie Pook's Comeek. Since then, she has published prolifically, including numerous comics, illustrated novels, and nonfiction books exploring the creative process. Barry's work is genre- and form-bending, often using collage to create what she calls "word with drawing" vignettes. Her art, imaginative and self-reflective, allows her to discuss gender, race, relationships, memory, and her personal, everyday lived experience. It is through this experience that Barry examines the creative process and offers to readers ways to record and examine their own lives. The essays in Contagious Imagination: The Work and Art of Lynda Barry, edited by Jane Tolmie, study the pedagogy of Barry's work and its application academically and practically. Examining Barry's career and work from the point of view of research-creation, Contagious Imagination applies Barry's unique mixture of teaching, art, learning, and creativity to the very form of the volume, exploring Barry's imaginative praxis and offering readers their own. With a foreword by Frederick Luis Aldama and an afterword by Glenn Willmott, this volume explores the impact of Barry's work in and out of the classroom. Divided into four sections-Teaching and Learning, which focuses on critical pedagogy; Comics and Autobiography, which targets various practices of rememorying; Cruddy, a self-explanatory category that offers two extraordinary critical interventions into Barry criticism around a challenging text; and Research-Creation, which offers two creative, synthetic artistic pieces that embody and enact Barry's own mixed academic and creative investments-this book offers numerous inroads into Barry's idiosyncratic imagination and what it can teach us about ourselves.
Contributions by Dorian Alexander, Janine Coleman, Gabriel Gianola, Mel Gibson, Michael Goodrum, Tim Hanley, Vanessa Hemovich, Christina Knopf, Christopher McGunnigle, Samira Nadkarni, Ryan North, Lisa Perdigao, Tara Prescott, Philip Smith, and Maite Ucaregui The explosive popularity of San Diego's Comic-Con, Star Wars: The Force Awakens and Rogue One, and Netflix's Jessica Jones and Luke Cage all signal the tidal change in superhero narratives and mainstreaming of what were once considered niche interests. Yet just as these areas have become more openly inclusive to an audience beyond heterosexual white men, there has also been an intense backlash, most famously in 2015's Gamergate controversy, when the tension between feminist bloggers, misogynistic gamers, and internet journalists came to a head. The place for gender in superhero narratives now represents a sort of battleground, with important changes in the industry at stake. These seismic shifts-both in the creation of superhero media and in their critical and reader reception-need reassessment not only of the role of women in comics, but also of how American society conceives of masculinity. Gender and the Superhero Narrative launches ten essays that explore the point where social justice meets the Justice League. Ranging from comics such as Ms. Marvel, Batwoman: Elegy, and Bitch Planet to video games, Netflix, and cosplay, this volume builds a platform for important voices in comics research, engaging with controversy and community to provide deeper insight and thus inspire change.
From knitting personality Vickie Howell comes an adorable collection of modern baby knits featuring a fresh new take garter stitch, everyone s go-to for easy projects. Taking this stitch into new creative territory, Howell designer, author, "Knit Simple(r) "columnist, and host of PBS "Knitting Daily TV with Vickie Howell "has created 28 standout garments for boys and girls, including plenty of unisex items. These pieces wow with their inventiveness and modern appeal including stylish fringed moccasins, a boho hooded poncho, a feathered pom-pom toboggan hat, and a baby Cowichan sweater that grownup knitters will envy!"
What exactly are comics? Can they be art, literature, or even pornography? How should we understand the characters, stories, and genres that shape them? Thinking about comics raises a bewildering range of questions about representation, narrative, and value. Philosophy of Comics is an introduction to these philosophical questions. In exploring the history and variety of the comics medium, Sam Cowling and Wesley D. Cray chart a path through the emerging field of the philosophy of comics. Drawing from a diverse range of forms and genres and informed by case studies of classic comics such as Watchmen, Tales from the Crypt, and Fun Home, Cowling and Cray explore ethical, aesthetic, and ontological puzzles, including: - What does it take to create—or destroy—a fictional character like Superman? - Can all comics be adapted into films, or are some comics impossible to adapt? - Is there really a genre of “superhero comics”? - When are comics obscene, pornographic, and why does it matter? At a time of rapidly growing interest in graphic storytelling, this is an ideal introduction to the philosophy of comics and some of its most central and puzzling questions.
Contributions by Frederick Luis Aldama, Melissa Burgess, Susan Kirtley, Rachel Luria, Ursula Murray Husted, Mark O'Connor, Allan Pero, Davida Pines, Tara Prescott-Johnson, Jane Tolmie, Rachel Trousdale, Elaine Claire Villacorta, and Glenn Willmott Lynda Barry (b. 1956) is best known for her distinctive style and unique voice, first popularized in her underground weekly comic Ernie Pook's Comeek. Since then, she has published prolifically, including numerous comics, illustrated novels, and nonfiction books exploring the creative process. Barry's work is genre- and form-bending, often using collage to create what she calls "word with drawing" vignettes. Her art, imaginative and self-reflective, allows her to discuss gender, race, relationships, memory, and her personal, everyday lived experience. It is through this experience that Barry examines the creative process and offers to readers ways to record and examine their own lives. The essays in Contagious Imagination: The Work and Art of Lynda Barry, edited by Jane Tolmie, study the pedagogy of Barry's work and its application academically and practically. Examining Barry's career and work from the point of view of research-creation, Contagious Imagination applies Barry's unique mixture of teaching, art, learning, and creativity to the very form of the volume, exploring Barry's imaginative praxis and offering readers their own. With a foreword by Frederick Luis Aldama and an afterword by Glenn Willmott, this volume explores the impact of Barry's work in and out of the classroom. Divided into four sections-Teaching and Learning, which focuses on critical pedagogy; Comics and Autobiography, which targets various practices of rememorying; Cruddy, a self-explanatory category that offers two extraordinary critical interventions into Barry criticism around a challenging text; and Research-Creation, which offers two creative, synthetic artistic pieces that embody and enact Barry's own mixed academic and creative investments-this book offers numerous inroads into Barry's idiosyncratic imagination and what it can teach us about ourselves.
Breaking box office records around the globe, the Marvel Cinematic Universe (MCU) has achieved an unparalleled level of success and gripped the imaginations of fans across the world, raising the films to a higher level of narrative: myth. Using the field of religious studies, this is the first book to analyze the Marvel Cinematic Universe as a modern myth, comparing it to epics, symbols, rituals, and stories from multiple world religious traditions. By exploring how the characters and events of the MCU resemble religious themes and ancient mythic stories, this book places the exploits of Iron Man, Captain America, Black Panther, and the other stars of the Marvel films, alongside the legends of Achilles, Gilgamesh, Arjuna, the Buddha, and many others. It examines their origin stories and rites of passage, the monsters, shadow-selves, and familial conflicts they contend with, and the symbols of death and the battle against it that stalk them at every turn. As a result, we can appreciate how the films deal with timeless human dilemmas and questions, evoking an enduring sense of adventure and wonder common across world mythic traditions.
Witness what the gods do after dark in the fifth volume of a stylish
and contemporary reimagining of one of the best-known stories in Greek
mythology, featuring exclusive behind-the-scenes content from creator
Rachel Smythe.
Snippets - 52 Weeks of Diary Comics teaches the basics of writing and drawing comic strips in a diary format that provides a record of your year, your growth as an artist and storyteller, and a place to experiment and explore your creativity. For artists and non-artists alike, each week a new prompt will inspire users with suggestions of stories they can tell, or tips they can try. Extremely accessible and undemanding, the diary is designed for only one panel a day to be drawn, making it easy to fit into your life while at the same time allowing the use to establish a new hobby and skill. At the end of the week, the user has a completed comic strip to share with others, use as the basis for a bigger, longer story, or simply a private record of their life and growth as an artist.
Whereas in English-speaking countries comics are for children or adults 'who should know better', in France and Belgium the form is recognized as the 'Ninth Art' and follows in the path of poetry, architecture, painting and cinema. The bande dessinee [comic strip] has its own national institutions, regularly obtains front-page coverage and has received the accolades of statesmen from De Gaulle onwards. On the way to providing a comprehensive introduction to the most francophone of cultural phenomena, this book considers national specificity as relevant to an anglophone reader, whilst exploring related issues such as text/image expression, historical precedents and sociological implication. To do so it presents and analyses priceless manuscripts, a Franco- American rodent, Nazi propaganda, a museum-piece urinal, intellectual gay porn and a prehistoric warrior who's really Zinedine Zidane.
In a 2019 interview with the webzine DC in the 80s, Jeff Lemire (b. 1976) discusses the comics he read as a child growing up in Essex County, Ontario-his early exposure to reprints of Silver Age DC material, how influential Crisis on Infinite Earths and DC's Who's Who were on him as a developing comics fan, his first reading of Watchmen and The Dark Knight Returns, and his transition to reading the first wave of Vertigo titles when he was sixteen. In other interviews, he describes discovering independent comics when he moved to Toronto, days of browsing comics at the Beguiling, and coming to understand what was possible in the medium of comics, lessons he would take to heart as he began to establish himself as a cartoonist. Many cartoonists deflect from questions about one's history with comics and the influences of other artists, while others indulge the interviewer briefly before attempting to steer the questions in another direction. But Lemire, creator of Essex County Trilogy, Sweet Tooth, The Nobody, and Trillium, seems to bask in these discussions. Before he was ever a comics professional, he was a fan. What can be traced in these interviews is the story of the movement from comics fan to comics professional. In the twenty-nine interviews collected in Jeff Lemire: Conversations, readers see Lemire come to understand the process of collaboration, the balancing act involved in working for different kinds of comics publishers like DC and Marvel, the responsibilities involved in representing characters outside his own culture, and the possibilities that exist in the comics medium. We see him embrace a variety of genres, using each of them to explore the issues and themes most important to him. And we see a cartoonist and writer growing in confidence, a working professional coming into his own.
American comics from the start have reflected the white supremacist culture out of which they arose. Superheroes and comic books in general are products of whiteness, and both signal and hide its presence. Even when comics creators and publishers sought to advance an antiracist agenda, their attempts were often undermined by a lack of awareness of their own whiteness and the ideological baggage that goes along with it. Even the most celebrated figures of the industry, such as Jerry Siegel and Joe Shuster, Jack Jackson, William Gaines, Stan Lee, Robert Crumb, Will Eisner, and Frank Miller, have not been able to distance themselves from the problematic racism embedded in their narratives despite their intentions or explanations. Bandits, Misfits, and Superheroes: Whiteness and Its Borderlands in American Comics and Graphic Novels provides a sober assessment of these creators and their role in perpetuating racism throughout the history of comics. Josef Benson and Doug Singsen identify how whiteness has been defined, transformed, and occasionally undermined over the course of eighty years in comics and in many genres, including westerns, horror, crime, funny animal, underground comix, autobiography, literary fiction, and historical fiction. This exciting and groundbreaking book assesses industry giants, highlights some of the most important episodes in American comic book history, and demonstrates how they relate to one another and form a larger pattern, in unexpected and surprising ways.
Dive into this monstrously massive compendium and explore all of the hunting fields, monsters, weaponry and lore that turned Capcom’s beloved Monster Hunter franchise into a global hit! Monster Hunter: World is one of the biggest games to release in years, and an epic game deserves an epic book! Explore the world of Monster Hunter firsthand with detailed commentary from the producers, beautiful reproductions of designs and concept art, spotlights on the weapons you can forge, and a trek through the story of the game—from the moment the Fifth Fleet made landfall in the New World all the way through the end of their hunt for Zorah Magdaros and their investigation of the Elder Crossing!
One of the most popular comic strips of the 1950s and the first to reference politics of the day, Walt Kelly's Pogo took on Joe McCarthy before the controversial senator was a blip on Edward R. Murrow's radar. The strip's satire was so biting, it was often relegated to newspaper editorial sections at a time when artists in other media were blacklisted for far less. Pogo was the vanguard of today's political comic strips, such as Doonesbury and Pearls Before Swine, and a precursor of the modern political parody of late night television. This comprehensive biography of Kelly reveals the life of a conflicted man and unravels the symbolism and wordplay of his art for modern readers.
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