|
Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
Lose yourself in this incredible collection of art from the
ultra-popular Demon Slayer: Kimetsu no Yaiba anime! The incredible
designs and thrilling animation of global smash hit Demon Slayer:
Kimetsu no Yaiba have cemented its place as one of the most popular
anime series of all time! The Art of Demon Slayer: Kimetsu no Yaiba
the Anime collects a wide variety of art, illustrations, and
production material from the show, artfully crafted by popular
animation studio ufotable. The book includes over 300 illustrations
primarily created for the Tanjiro Kamado Unwavering Resolve arc and
features an exclusive cover illustration by Akira Matsushima,
character designer and chief animation director for the series.
The Art of Destiny 2, the follow-up to the successful The Art of
Destiny, is a celebration of the dynamic art and visual style that
fans have come to love about Destiny. The world of Destiny is
expansive and vibrant, encompassing planets within our solar system
and those far beyond. Praised for its artistic style and
imaginative worlds that paint a complex future of war, exploration,
and hope, Destiny is packed with life and colour. Customisable
characters make every gaming experience visually unique, with the
heroes and villains of Destiny crafted from worlds of science
fiction past, yet brimming with their own style. The Art of Destiny
2 features hundreds of pieces of concept art, from early sketches
and illustrations of characters to the colourful key art the
designers used to help shape the in-game worlds. Each step of the
process is meticulously detailed, from building in-game cinematics
to crafting the complex universe. This book celebrates the
exceptional attention to detail that the developers at Bungie have
put into Destiny 2, and continues the high production quality that
made The Art of Destiny a best-selling gaming art book. With
exclusive, never-before-seen imagery, developer commentary, and
more, The Art of Destiny 2 is the perfect gift for fans of The Art
of Destiny, and those seeking the companion book to one of the most
anticipated game releases of 2017.
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.
Randall Munroe is . . .'Nerd royalty' Ben Goldacre 'Totally
brilliant' Tim Harford 'Laugh-out-loud funny' Bill Gates
'Wonderful' Neil Gaiman AN INSTANT #1 NEW YORK TIMES BESTSELLER The
world's most entertaining and useless self-help guide, from the
brilliant mind behind the wildly popular webcomic xkcd and the
million-selling What If? and Thing Explainer For any task you might
want to do, there's a right way, a wrong way, and a way so
monumentally bad that no one would ever try it. How To is a guide
to the third kind of approach. It's full of highly impractical
advice for everything from landing a plane to digging a hole. 'How
strange science can fix everyday problems' New Scientist 'A
brilliant book: clamber in for a wild ride' Nature
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.
A complete guide to the history, form and contexts of the genre,
Autobiographical Comics helps readers explore the increasingly
popular genre of graphic life writing. In an accessible and
easy-to-navigate format, the book covers such topics as: * The
history and rise of autobiographical comics * Cultural contexts *
Key texts - including Maus, Robert Crumb, Persepolis, Fun Home, and
American Splendor * Important theoretical and critical approaches
to autobiographical comics Autobiographical Comics includes a
glossary of crucial critical terms, annotated guides to further
reading and online resources and discussion questions to help
students and readers develop their understanding of the genre and
pursue independent study.
Author Michael Chabon described Ben Katchor (b. 1951) as "the
creator of the last great American comic strip." Katchor's comic
strip Julius Knipl, Real Estate Photographer: Stories, which began
in 1988, brought him to the attention of the readers of alternative
weekly newspapers along with a coterie of artists who have gone on
to public acclaim. In the mid-1990s, NPR ran audio versions of
several Julius Knipl stories, narrated by Katchor and starring
Jerry Stiller in the title role. An early contributor to RAW,
Katchor has contributed to Forward, New Yorker, Slate, and weekly
newspapers. He edited and published two issues of Picture Story,
which featured his own work, with articles and stories by Peter
Blegvad, Jerry Moriarty, and Mark Beyer. In addition to being a
dramatist, Katchor has been the subject of profiles in the New
Yorker, a recipient of a MacArthur "Genius Grant" and a Guggenheim
Fellowship, and a fellow at both the American Academy in Berlin and
the New York Public Library. Katchor's work is often described as
zany or bizarre, and author Douglas Wolk has characterized his work
as "one or two notches too far" beyond an absurdist reality. And
yet the work resonates with its audience because, as was the case
with Knipl's journey through the wilderness of a decaying city,
absurdity was only what was usefully available; absurdity was the
reality. Julius Knipl, Real Estate Photographer: Stories presaged
the themes of Katchor's work: a concern with the past, an interest
in the intersection of Jewish identity and a secular commercial
culture, and the limits and possibilities of urban life.
Sequential images are as natural at conveying narratives as verbal
language, and have appeared throughout human history, from cave
paintings and tapestries right through to modern comics.
Contemporary research on this visual language of sequential images
has been scattered across several fields: linguistics, psychology,
anthropology, art education, comics studies, and others. Only
recently has this disparate research begun to be incorporated into
a coherent understanding. In The Visual Narrative Reader, Neil Cohn
collects chapters that cross these disciplinary divides from many
of the foremost international researchers who explore fundamental
questions about visual narratives. How does the style of images
impact their understanding? How are metaphors and complex meanings
conveyed by images? How is meaning understood across sequential
images? How do children produce and comprehend sequential images?
Are visual narratives beneficial for education and literacy? Do
visual narrative systems differ across cultures and historical time
periods? This book provides a foundation of research for readers to
engage in these fundamental questions and explore the most vital
thinking about visual narrative. It collects important papers and
introduces review chapters summarizing the literature on specific
approaches to understanding visual narratives. The result is a
comprehensive "reader" that can be used as a coursebook, a
researcher resource and a broad overview of fascinating topics
suitable for anyone interested in the growing field of the visual
language of comics and visual narratives.
As an American comic book writer, editor, and businessman, Jim
Shooter (b. 1952) remains among the most important figures in the
history of the medium. Starting in 1966 at the age of fourteen,
Shooter, as the young protege of verbally abusive DC editor Mort
Weisinger, helped introduce themes and character development more
commonly associated with DC competitor Marvel Comics. Shooter
created several characters for the Legion of Super-Heroes,
introduced Superman's villain the Parasite, and jointly devised the
first race between the Flash and Superman. When he later ascended
to editor-in-chief at Marvel Comics, the company, indeed the medium
as a whole, was moribund. Yet by the time Shooter left the company
a mere decade later, the industry had again achieved considerable
commercial viability, with Marveldominating the market. Shooter
enjoyed many successes during his tenure, such as Chris Claremont
and John Byrne's run on the Uncanny X-Men, Byrne's work on the
Fantastic Four, Frank Miller's Daredevil stories, Walt Simonson's
crafting of Norse mythology in Thor, and Roger Stern's runs on
Avengers and The Amazing Spider-Man, as well as his own successes
writing Secret Wars and Secret Wars II. After a rift at Marvel,
Shooter then helped lead Valiant Comics into one of the most iconic
comic book companies of the 1990s, before moving to start-up
companies Defiant andBroadway Comics. Interviews collected in this
book span Shooter's career. Included here is a 1969 interview that
shows a restless teenager; the 1973 interview that returned Shooter
to comics; a discussion from 1980 during his pinnacle at Marvel;
and two conversations from his time at Valiant and Defiant Comics.
At the close, anextensive, original interview encompasses Shooter's
full career.
Japanese manga comic books have attracted a devoted global
following. In the popular press manga is said to have "invaded" and
"conquered" the United States, and its success is held up as a
quintessential example of the globalization of popular culture
challenging American hegemony in the twenty-first century. In Manga
in America - the first ever book-length study of the history,
structure, and practices of the American manga publishing industry
- Casey Brienza explodes this assumption. Drawing on extensive
field research and interviews with industry insiders about
licensing deals, processes of translation, adaptation, and
marketing, new digital publishing and distribution models, and
more, Brienza shows that the transnational production of culture is
an active, labor-intensive, and oft-contested process of
"domestication." Ultimately, Manga in America argues that the
domestication of manga reinforces the very same imbalances of
national power that might otherwise seem to have been transformed
by it and that the success of Japanese manga in the United States
actually serves to make manga everywhere more American.
Over the past forty years, American film has entered into a formal
interaction with the comic book. Such comic book adaptations as Sin
City, 300, and Scott Pilgrim vs. the World have adopted components
of their source materials' visual style. The screen has been
fractured into panels, the photographic has given way to the
graphic, and the steady rhythm of cinematic time has evolved into a
far more malleable element. In other words, films have begun to
look like comics. Yet, this interplay also occurs in the other
direction. In order to retain cultural relevancy, comic books have
begun to look like films. Frank Miller's original Sin City comics
are indebted to film noir while Stephen King's The Dark Tower
series could be a Sergio Leone spaghetti western translated onto
paper. Film and comic books continuously lean on one another to
reimagine their formal attributes and stylistic possibilities. In
Panel to the Screen, Drew Morton examines this dialogue in its
intersecting and rapidly changing cultural, technological, and
industrial contexts. Early on, many questioned the prospect of a
""low"" art form suited for children translating into ""high"" art
material capable of drawing colossal box office takes. Now the
naysayers are as quiet as the queued crowds at Comic-Cons are
massive. Morton provides a nuanced account of this phenomenon by
using formal analysis of the texts in a real-world context of
studio budgets, grosses, and audience reception.
Billy Batson discovers a secret in a forgotten subway tunnel. There
the young man meets a wizard who offers a precious gift: a magic
word that will transform the newsboy into a hero. When Billy says,
""Shazam!,"" he becomes Captain Marvel, the World's Mightiest
Mortal, one of the most popular comic book characters of the 1940s.
This book tells the story of that hero and the writers and artists
who created his magical adventures. The saga of Captain Marvel is
also that of artist C. C. Beck and writer Otto Binder, one of the
most innovative and prolific creative teams working during the
Golden Age of comics in the United States. While Beck was the
technician and meticulous craftsman, Binder contributed the still,
human voice at the heart of Billy's adventures. Later in his
career, Beck, like his friend and colleague Will Eisner, developed
a theory of comic art expressed in numerous articles, essays, and
interviews. A decade after Fawcett Publications settled a copyright
infringement lawsuit with Superman's publisher, Beck and Binder
became legendary, celebrated figures in comic book fandom of the
1960s. What Beck, Binder, and their readers share in common is a
fascination with nostalgia, which has shaped the history of comics
and comics scholarship in the United States. Billy Batson's
America, with its cartoon villains and talking tigers, remains a
living archive of childhood memories, so precious but elusive, as
strange and mysterious as the boy's first visit to the subway
tunnel. Taking cues from Beck's theories of art and from the
growing field of memory studies, Captain Marvel and the Art of
Nostalgia explains why we read comics and, more significantly, how
we remember them and the America that dreamed them up in the first
place.
Examining a wide range of comics and graphic novels - including
works by creators such as Will Eisner, Leela Corman, Neil Gaiman,
Art Spiegelman, Sarah Glidden and Joe Sacco - this book explores
how comics writers and artists have tackled major issues of Jewish
identity and culture. With chapters written by leading and emerging
scholars in contemporary comic book studies, Visualizing Jewish
Narrative highlights the ways in which Jewish comics have handled
such topics as: *Biography, autobiography, and Jewish identity
*Gender and sexuality *Genre - from superheroes to comedy *The
Holocaust *The Israel-Palestine conflict *Sources in the Hebrew
Bible and Jewish myth Visualizing Jewish Narrative also includes a
foreword by Danny Fingeroth, former editor of the Spider-Man line
and author of Superman on the Couch and Disguised as Clark Kent..
The marvelous recovery of neglected black artists and their awesome
body of comics creativity. Syndicated cartoonist and illustrator
Tim Jackson offers an unprecedented look at the rich yet largely
untold story of African American cartoon artists. This book
provides a historical record of the men and women who created
seventy-plus comic strips, many editorial cartoons, and
illustrations for articles. The volume covers the mid-1880s, the
early years of the self-proclaimed black press, to 1968, when
African American cartoon artists were accepted in the so-called
mainstream. When the cartoon world was preparing to celebrate the
one hundredth anniversary of the American comic strip, Jackson
anticipated that books and articles published upon the anniversary
would either exclude African American artists or feature only the
three whose work appeared in mainstream newspapers after Dr. Martin
Luther King Jr.'s assassination in 1968. Jackson was determined to
make it impossible for critics and scholars to plead an ignorance
of black cartoonists or to claim that there is no information on
them. He began in 1997 cataloging biographies of African American
cartoonists, illustrators, and graphic designers, and showing
samples of their work. His research involved searching historic
newspapers and magazines as well as books and ""Who's Who""
directories. This project strives not only to record the
contributions of African American artists, but also to place them
in full historical context. Revealed chronologically, these
cartoons offer an invaluable perspective on American history of the
black community during pivotal moments, including the Great
Migration, race riots, the Great Depression, and both World Wars.
Many of the greatest creators have already died, so Jackson
recognizes the stakes in remembering them before this hidden yet
vivid history is irretrievably lost.
|
|