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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
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.
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.
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.
British cartoonists and caricaturists are renowned worldwide. Originally published in 2000, this indispensable handbook offers a unique 'who's who' of all the major artists working in Britain in the twentieth century and contains nearly 500 entries. Extensively illustrated, the book provides information on the work of artists such as Steve Bell, Gerald Scarfe, Posy Simmonds, Ronald Searle, Trog, mac and Larry as well as such past masters as David Low, Vicky, H. M. Bateman, Illingworth, Heath Robinson and more. The dictionary concentrates primarily on political cartoonists, caricaturists and joke or 'gag' cartoonists, actively working for the main Fleet Street national dailies and weeklies from 1900 to 1995. Each entry is cross-referenced and provides a concise biographical outline with an account of the artist's style, influences and preferred medium. Where relevant the entry includes suggestions for further reading and notes solo exhibitions, books illustrated and works held in public collections. The Dictionary of Twentieth-Century British Cartoonists and Caricaturists offers an insight into the lives of satirical artists working during a century that provoked cartoonists and caricaturists to a pitch of comic and artistic invention that has rarely been matched.
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.
With Design Your Own Anime and Manga Characters, you'll learn character design for these popular entertainment genres from renowned concept artist and teacher TB Choi. Constructing a Character. Build a character right from the start with the basics of human anatomy and proportion. Simplifying Forms for Poses and Gestures. Streamline form to develop effective poses and gestures from a variety of angles. Drawing Hair, Clothing, and Accessories. Render authentic details that support your characters and enrich your stories. Conveying Dimension, Emotion, and Character. Refine your use of line, shadow, and form to create visual variety, depth, and emotion. Pets, Chibis, and Sidekicks. Create pets, chibis, anthros, and kemonomimi with personality. Exercise: Design and Draw a Character. Learn a simple method for developing an original character, from mind map to finished drawing. Filled with step-by-step demonstrations and expert guidance and advice, Design Your Own Anime and Manga Characters teaches you everything you need to bring unique characters to life.
North Carolina fiddler and banjo player Jim Scancarelli's extensive career as a string band musician began in the early 1960s. A founding member of the Kilocycle Kowboys, one of Charlotte's longest-lived bluegrass bands, he played banjo with the Mole Hill Highlanders, and in the 1980s formed Sanitary Cafe with fiddler Tommy Malboeuf. Through the 1970s, his annual recordings at the Union Grove Fiddlers Convention captured superlative music and performer interviews. Scancarelli also had a successful career as a freelance magazine artist and collaborated on the syndicated comic strips "Mutt and Jeff" and "Gasoline Alley," eventually taking over authorship of the latter in 1986. This biography traces his creative trajectory in music, art, radio and television, and the cartooning industry.
Written in straightforward, jargon-free language, A Concise Dictionary of Comics guides students, researchers, readers, and educators of all ages and at all levels of comics expertise. It provides them with a dictionary that doubles as a compendium of comics scholarship. A Concise Dictionary of Comics provides clear and informative definitions for each term. It includes twenty-five witty illustrations, and pairs most defined terms with references to books, articles, book chapters, and other relevant critical sources. All references are dated and listed in an extensive, up-to-date bibliography of comics scholarship. Each term is also categorized according to type in an index of thematic groupings. This organization serves as a pedagogical aid for teachers and students learning about a specific facet of comics studies and as a research tool for scholars who are unfamiliar with a particular term but know what category it falls into. These features make A Concise Dictionary of Comics especially useful for critics, students, teachers, and researchers, and a vital reference to anyone else who wants to learn more about comics.
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.
Distinguishing the graphic novel from other types of comic books has presented problems due to the fuzziness of category boundaries. Against the backdrop of prototype theory, the author establishes the graphic novel as a genre whose core feature is complexity, which again is defined by seven gradable subcategories: 1) multilayered plot and narration, 2) multireferential use of color, 3) complex text-image relation, 4) meaning-enhancing panel design and layout, 5) structural performativity, 6) references to texts/media, and 7) self-referential and metafictional devices. Regarding the subcategory of narration, the existence of a narrator as known from classical narratology can no longer be assumed. In addition, conventional focalization cannot account for two crucial parameters of the comics image: what is shown (point of view, including mise en scene) and what is seen (character perception). On the basis of Francois Jost's concepts of ocularization and focalization, this book presents an analytical framework for graphic novels beyond conventional narratology and finally discusses aspects of subjectivity, a focal paradigm in the latest research. It is intended for advanced students of literature, scholars, and comics experts.
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.
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.
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.
Neil Gaiman (b. 1960) currently reigns in the literary world as one of the most critically decorated and popular authors of the last fifty years. Perhaps best known as the writer of the Harvey, Eisner, and World Fantasy Award-winning DC/Vertigo series, The Sandman, Gaiman quickly became equally renowned in literary circles for works such as Neverwhere, Coraline, and American Gods, as well as the Newbery and Carnegie Medal-winning The Graveyard Book. For adults, for children, for the comics reader to the viewer of the BBC's Doctor Who, Gaiman's writing has crossed the borders of virtually all media and every language, making him a celebrity on a worldwide scale. The interviews presented here span the length of his career, beginning with his first formal interview by the BBC at the age of seven and ending with a new, unpublished interview held in 2017. They cover topics as wide and varied as a young Gaiman's thoughts on Scientology and managing anger, learning the comics trade from Alan Moore, and being on the clock virtually 24/7. What emerges is a complicated picture of a man who seems fully assembled from the start of his career, but only came to feel comfortable in his own skin and voice far later in life. The man who brought Morpheus from the folds of his imagination into the world shares his dreams and aspirations from different points in his life, including informing readers where he plans to take them next.
Take your manga drawings to the next level with amazing outfits and creative costumes. It just takes two details-wrinkles and shadows. In How to Draw Clothing for Manga, you'll discover how adding a tuck here, a gather there, and hiding some areas in shadow will take your drawings from flat sketches to fantastic illustrations. What you'll find inside: Basic techniques for drawing a variety of fabric details, including pulled wrinkles, gathered folds, tucked shapes, and more! Plus, learn how to express the differences between stiff, thick fabric and soft fabric with drape. 35+ outfits shown side by side with modeled photos to easily break down exactly what to draw for a realistic finished look. From slim-fit tees to skirts that twirl, every style is covered across all genders. Practice line art to get you started mastering wrinkles and shadows before adding details to your own work. With hundreds of sample illustrations and step-by-step guidance, this is your must-have guide to drawing clothes and costumes for your manga characters. What are you waiting for? Grab your supplies and get started drawing with style!
[Re]Start: It's Never Too Late is a narrative graphic novel and guided journal designed to help people on their life's journey. Founded by a seasoned entrepreneur and co-created by young creatives from a range of backgrounds, this novel is a collaborative effort to compassionately guide readers into comfort, confidence and resilience. Our protagonists: Andi, Pete, Priya, Sophie, Tash, TJ and Yasmin enrol onto the [Re]Start programme, and in six bite-sized chapters, learn how to manage the many obstacles they face. Andi grapples with anxiety, managing family expectations while studying alone in a new country. Pete struggles with caring for his ill mum and younger brothers while trying to secure a full-time job. Priya combats family expectations and responsibilities with her ambition to excel at university. Sophie feels like she doesn't fit in with her parents' or her friends' worlds. Tash struggles with her body image and social media presence. TJ struggles to cope in his dysfunctional family while managing college alongside his supermarket job. Yasmin feels guilty for chasing her dreams while remaining committed to her parents' sacrifices. Our book shows through our seven young protagonists: it's never too late to start or restart your journey.
Contributions by Bart Beaty, T. Keith Edmunds, Eike Exner, Christopher J. Galdieri, Ivan Lima Gomes, Charles Hatfield, Franny Howes, John A. Lent, Amy Louise Maynard, Shari Sabeti, Rob Salkowitz, Kalervo A. Sinervo, Jeremy Stoll, Valerie Wieskamp, Adriana Estrada Wilson, and Benjamin Woo The Comics World: Comic Books, Graphic Novels, and Their Publics is the first collection to explicitly examine the production, circulation, and reception of comics from a social-scientific point of view. Designed to promote interdisciplinary dialogue about theory and methods in comics studies, this volume draws on approaches from fields as diverse as sociology, political science, history, folklore, communication studies, and business, among others, to study the social life of comics and graphic novels. Taking the concept of a ""comics world""-that is, the collection of people, roles, and institutions that ""produce"" comics as they are-as its organizing principle, the book asks readers to attend to the contexts that shape how comics move through societies and cultures. Each chapter explores a specific comics world or particular site where comics meet one of their publics, such as artists and creators; adaptors; critics and journalists; convention-goers; scanners; fans; and comics scholars themselves. Through their research, contributors demonstrate some of the ways that people participate in comics worlds and how the relationships created in these spaces can provide different perspectives on comics and comics studies. Moving beyond the page, The Comics World explores the complexity of the lived reality of the comics world: how comics and graphic novels matter to different people at different times, within a social space shared with others.
Comic books and superhero stories mirror essential societal values and beliefs. We can be Superman, Batman, Wonder Woman, Spider-Man, Black Panther or Rocket Raccoon through our everyday choices. We can't fly, fix hyper drives or hear human heartbeats a mile away, but we can think about what Matt Murdock would do in a conflict, how Superman would respond to natural disasters and how Captain America would handle humanitarian crises. This book analyzes the impact of dozens of comics by examining the noble personalities, traits and actions of the main characters. Chapters detail how superheroes, comic books and other pop culture phenomena offer more than pure entertainment, and how we can better model ourselves after our favorite heroes. Through our good deeds, quick thinking and positive choices, we can become more like superheroes than we ever imagined.
Even as the major superhero film franchises appear to be exhausting their runs The Umbrella Academy demonstrates that the superhero genre is still extremely effective at creating role models with lasting psychological resonance and allegories with extraordinary emotional impact. These essays give a voice to the misunderstood family members of The Umbrella Academy in the comic book series and its highly popular Netflix adaptation. They explore different forces like individualism, identity, family, and feminism. One of the most striking features that unites these concepts is the linkage between violence with voice, as well as violence's aestheticized depiction.
Enter the vivid world of manga and anime art, with its unique aesthetic and unmistakably rendered characters. The latest in the popular Sketching from the Imagination series, Anime captures the work of 50 artists as they put their own spin on this intriguing style and share the inspiration, processes, and techniques that brought their imaginary manga creations to life.
Contributions by Jose Alaniz, Ian Blechschmidt, Paul Fisher Davies, Zanne Domoney-Lyttle, David Huxley, Lynn Marie Kutch, Julian Lawrence, Liliana Milkova, Stiliana Milkova, Kim A. Munson, Jason S. Polley, Paul Sheehan, Clarence Burton Sheffield Jr., and Daniel Worden From his work on underground comix like Zap and Weirdo, to his cultural prominence, R. Crumb is one of the most renowned comics artists in the medium's history. His work, beginning in the 1960s, ranges provocatively and controversially over major moments, tensions, and ideas in the late twentieth and early twenty-first centuries, from the counterculture and the emergence of the modern environmentalist movement, to racial politics and sexual liberation. While Crumb's early work refined the parodic, over-the-top, and sexually explicit styles we associate with underground comix, he also pioneered the comics memoir, through his own autobiographical and confessional comics, as well as in his collaborations. More recently, Crumb has turned to long-form, book-length works, such as his acclaimed Book of Genesis and Kafka. Over the long arc of his career, Crumb has shaped the conventions of underground and alternative comics, autobiographical comics, and the ""graphic novel."" And, through his involvement in music, animation, and documentary film projects, Crumb is a widely recognized persona, an artist who has defined the vocation of the cartoonist in a widely influential way. The Comics of R. Crumb: Underground in the Art Museum is a groundbreaking collection on the work of a pioneer of underground comix and a fixture of comics culture. Ranging from art history and literary studies, to environmental studies and religious history, the essays included in this volume cast Crumb's work as formally sophisticated and complex in its representations of gender, sexuality, race, politics, and history, while also charting Crumb's role in underground comix and the ways in which his work has circulated in the art museum.
Bring to life legendary creatures from around the world in this manga-inspired adult colouring book. Camilla d'Errico adds her signature, manga-inspired twist to creatures from myth, folklore, and legend-as well as from her own imagination. From European favorites such as gryphons, fauns, and centauresses, to her particular take on the Persian manticore and the Asian kinnaris and kirin, fans and colouring enthusiasts can embolden these fabled creatures with their own palette and turn striking full-page spreads with dramatic details into one-of-a-kind art. |
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