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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
'I have been ill and frightfully bored and the one thing I have wanted is a big album of your absurd beautiful drawings to turn over. You give me a peculiar pleasure of the mind like nothing else in the world.' - H. G. Wells to W. Heath Robinson (1914) This book takes a nostalgic look back to the imaginative and often frivolous world of William Heath Robinson, one of the few artists to have given his name to the English language. According to the Oxford English Dictionary, the expression Heath Robinson is used to describe 'any absurdly ingenious and impracticable device of the kind illustrated by this artist'. Yet his elaborate drawings of contraptions are not the only thing to make this book very Heath Robinson. Full of quirky images from Romans wearing polka dots to balding men seducing mermaids, Very Heath Robinson presents an unconventional history of the world in which technology and its social setting get equal billing.
From 1985 to 1995, Mark Gruenwald was the head writer for Captain America. During this decade, Gruenwald wrote some of the most essential stories in Captain America's history and guided the comic through an eventful period of both world history and comic book history. This book dissects the influence of the world at large on Gruenwald's stories and the subsequent influence of Gruenwald's work on the world of comics. The book's ten chapters discuss a wide range of topics including the generational tensions inherent in a comic about a G.I. Generation hero, written by a baby boomer, for an audience of Gen Xers; the enduring threat of the Red Skull and the never-ending aura of World War II; the rising popularity of vigilante characters during the '90s; and how Captain America fits into the war on drugs and its "just say no" mentality. Set against the declining American patriotism of the 1980s and 1990s, this book places special emphasis on the symbolism of the most American of superheroes.
Draw, narrate, and create your own manga adventure with this interactive workbook featuring blank fill-in panels so you can set up your very own comic. What’s behind those big, bright eyes? Why is the student attacking the master? What’s inside that box? That’s up for you to decide with Make Your Own Manga! Featuring six fully illustrated stories from two acclaimed artists along with blank template panels to create your own drawings and dialogue, Make Your Own Manga will inspire you to inject your own imagination into the storyline of each manga comic. Now you can create your own heroes and villains, heartbreaks and desires instead of just reading about them on the page. All you need is a healthy imagination to complete the manga within these pages. The power to create is in your hands!
A full-color art book showcasing the terrific and terrifying work of Sui Ishida, creator of the hit manga and anime Tokyo Ghoul and Tokyo Ghoul:re. A full-color art book showcasing creator Sui Ishida’s incredible work on Tokyo Ghoul :re, the best-selling sequel series to the hit manga and anime Tokyo Ghoul. Tokyo Ghoul:re Illustrations: zakki features artwork and behind-the-scenes notes, commentary and a Q&A from Tokyo Ghoul creator Sui Ishida. Discover the creative process behind the popular series in gloriously ghoulish full color.
Comic books have presented fictional and fact-based stories of the Korean War, as it was being fought and afterward. Comparing these comics with events that inspired them offers a deeper understanding of the comics industry, America's "forgotten war," and the anti-comics movement, championed by psychiatrist Fredric Wertham, who criticized their brutalization of the imagination. Comics--both newsstand offerings and government propaganda--used fictions to justify the unpopular war as necessary and moral. This book examines the dramatization of events and issues, including the war's origins, germ warfare, brainwashing, Cold War espionage, the nuclear threat, African Americans in the military, mistreatment of POWs, and atrocities.
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.
Leiji Matsumoto is one of Japan's most influential myth creators. Yet the huge scope of his work, spanning past, present and future in a constantly connecting multiverse, is largely unknown outside Japan. Matsumoto was the major creative force on Star Blazers, America's gateway drug for TV anime, and created Captain Harlock, a TV phenomenon in Europe. As well as space operas, he made manga on musicians from Bowie to Tchaikovsky, wrote the manga version of American cowboy show Laramie, and created dozens of girls' comics. He is a respected manga scholar, an expert on Japanese swords, a frustrated engineer and pilot who still wants to be a spaceman in his eighties. This collection of new essays-the first book on Matsumoto in English-covers his seven decades of comic creation, drawing on contemporary scholarship, artistic practice and fan studies to map Matsumoto's vast universe. The contributors-artists, creators, translators and scholars-mirror the range of his work and experience. From the bildungsroman to the importance of textual analysis for costume and performance, from early days in poverty to honors around the world, this volume offers previously unexplored biographical and bibliographic detail from a life story as thrilling as anything he created.
A wide-ranging introductory guide for readers making their first steps into the world of manga, this book helps readers move beyond manga available in translation to more fully explore the incredible diversity of Japanese comics styles, forms and traditions from its earliest texts to the internationally popular comics of the 21st century. In an accessible and easy-to-navigate format, the book covers: * A history of Japanese comics, from their emergence within modern print culture, through their astounding growth as an industry and diversification in form in the second half of the 20th century, and on to the present * Case studies of texts reflecting the range of themes, genres, forms and creators, including Osamu Tezuka, Machiko Hasegawa and Katsuhiro Otomo * Key themes and contexts - from gender and sexuality, to history and censorship * Critical approaches to manga, including definitions, biography and reception and global publishing contexts The book includes a bibliography of essential critical writing on manga, discussion questions for classroom use and a glossary of key critical terms.
Epic battles, hideous monsters and a host of petty gods--the world of Classical mythology continues to fascinate and inspire. Heroes like Herakles, Achilles and Perseus have influenced Western art and literature for centuries, and today are reinvented in the modern superhero. What does Iron Man have to do with the Homeric hero Odysseus? How does the African warrior Memnon compare with Marvel's Black Panther? Do DC's Wonder Woman and Xena the Warrior Princess reflect the tradition of Amazon women such as Penthesileia? How does the modern superhero's journey echo that of the epic warrior? With fresh insight into ancient Greek texts and historical art, this book examines modern superhero archetypes and iconography in film as the crystallization of the hero's journey in the modern imagination.
Peter David, award-winning writer of comic books, novels, television, films and video games, has boatloads of stories to tell about his 30-year career. Whether it was attending George Takei's wedding, being described as Will Smith's bodyguard, or wandering around on the set of Babylon 5, David has been telling anecdotes of his life for years. Here they are all in one place, along with the story of a career that has taken him from writing Marvel Comics' Incredible Hulk for twelve years to adventures in the Star Trek universe to the New York Times bestseller list.
Kawaii is a Japanese word meaning 'super-cute', and it's a trend that's sweeping the globe. Anything can be drawn in the kawaii style, from animals, people, vegetables and flowers to food, vehicles and household items. Here, expert comic book and manga artist Yishan Li shows you how to draw amazingly adorable animals in just a few simple steps. Draw the cutest rabbit you've ever seen, a playful panda, koala, fox, sheep and more. There are 28 different drawings to choose from, all full of personality and bubbling over with charm. Each one is developed in 8 easy stages from a rough sketch of the basic shapes through to the finished, coloured drawing, making this book suitable for adults and children of all ages and abilities.
For decades, Marvel Comics' superhero group the Avengers have captured the imagination of millions, whether in comics, multi-billion dollar grossing films or video games. Similar to the chronology of the Marvel Cinematic Universe, the Avengers video games first started with titles driven by single characters, like Iron Man, the Hulk, Thor and Captain America. Over time, the games grew to include more and more heroes, culminating in playing experiences that featured the Avengers assembled. This is the first-ever book assessing the video games starring "Earth's Mightiest Heroes." Featured games span consoles and platforms, from popular PlayStation and Xbox titles to an arcade game in danger of being lost to time. All video games are covered in depth, with each entry including game background and a detailed review from the author. Some game entries also include behind-the-scenes knowledge from the developers themselves, providing exclusive details on the Marvel video game universe.
Comics and cartoons from Japan, or manga and anime, are an increasingly common feature of visual and popular culture around the world. While it is often observed that these media forms appeal to broad and diverse demographics, including many adults, eroticism continues to unsettle critics and has even triggered legal action in some jurisdictions. It is more urgent than ever to engage in productive discussion, which begins with being informed about content that is still scarcely understood outside small industry and fan circles. Erotic Comics in Japan: An Introduction to Eromanga is the most comprehensive introduction in English to erotic comics in Japan, or eromanga. Divided into three parts, it provides a history of eroticism in Japanese comics and cartoons generally leading to the emergence of eromanga specifically, an overview of seven themes running across works with close analysis of outstanding examples and a window onto ongoing debates surrounding regulation and freedom of expression in Japan.
The legendary masterpieces of Hokusai-fifteen volumes in a single
chunky book. Hokusai Manga is one of the masterpieces by Katsushika
Hokusai (1760-1849), a master of Ukiyo-e art, depicting ordinary
people's lives, animals, plants, landscapes and human figures,
historical and supernatural, even demons and monsters, as if it
were a visual encyclopedia, amounting to fifteen volumes. Hokusai
Manga turned out to be very popular among every class of people,
from feudal lords to the general public, and became a long time
best-seller in the Edo period. This book selects pieces from each
volume and compiles them into one charming book.
Wonder Woman, Harley Quinn, Shuri, and Black Widow. These four characters portray very different versions of women: the superheroine, the abuse victim, the fourth wave princess, and the spy, respectively. In this in-depth analysis of female characters in superhero media, the authors begin by identifying ten eras of superhero media defined by the way they portray women. Following this, the various archetypes of superheroines are classified into four categories: boundary crossers, good girls, outcasts, and those that reclaim power. Modern superheroines fall under any of the categories and with the push from the feminist movement, superheroines are becoming more powerful and independent.
This collection examines new comic-book cultures, graphic writing, and bande dessinee texts as they relate to postcolonialism in contemporary Anglophone and Francophone settings. The individual chapters are framed within a larger enquiry that considers definitive aspects of the postcolonial condition in twenty-first-century (con)texts. The authors demonstrate that the fields of comic-book production and circulation in various regional histories introduce new postcolonial vocabularies, reconstitute conventional "image-functions" in established social texts and political systems, and present competing narratives of resistance and rights. In this sense, postcolonial comic cultures are of particular significance in the context of a newly global and politically recomposed landscape. This volume introduces a timely intervention within current comic-book-area studies that remain firmly situated within the "U.S.-European and Japanese manga paradigms" and their reading publics. It will be of great interest to a wide variety of disciplines including postcolonial studies, comics-area studies, cultural studies, and gender studies.
In America, comics and comic books have often been associated with adolescent male fantasy-muscle-bound superheroes and scantily clad women. Nonetheless, comics have also been read and enjoyed by girls. While there have been many strong representations of women throughout their history, the comics of today have evolved and matured, becoming a potent medium in which to explore the female experience, particularly that of girlhood and adolescence. In Girls and Their Comics: Finding a Female Voice in Comic Book Narrative, Jacqueline Danziger-Russell contends that comics have a unique place in the representation of female characters. She discusses the overall history of the comic book, paying special attention to girls' comics, showing how such works relate to a female point of view. While examining the concept of visual literacy, Danziger-Russell asserts that comics are an excellent space in which the marginalized voices of girls may be expressed. This volume also includes a chapter on manga (Japanese comics), which explains the genesis of girls' comics in Japan and their popularity with girls in the United States. Including interviews with librarians, comic creators, and girls who read comics and manga, Girls and Their Comics is an important examination of the growing interest in comic books among young females and will appeal to a wide audience, including literary theorists, teachers, librarians, popular culture and women's studies scholars, and comic book historians.
This guide introduces aspiring manga artists to drawing chibi characters--wide-eyed caricatures beloved for their cartoonish exaggeration. Drawing Cute Manga Chibi walks you through the steps needed to draw these adorable characters, while sidebars offer expert tips, pointers on the pitfalls to avoid, and how to use details to bring your drawings to life. In this book, readers will learn how to imagine and express: Facial expressions Body posture Hairstyles Different ages Poses Bringing your characters into full-color Different character identities--from a punk rocker to a samurai Author and Japanese manga artist Ryusuke Hamamoto (Ryu Moto) is best known for his design and creation of the Petit Eva character--who even makes an appearance in this book! In Drawing Cute Manga Chibi, he shares his personal tips, showing you how to break the "rules" of figure drawing in order to create these bobbleheaded cuties. Artists of all ages and levels will have fun creating original characters or reimagining their friends and family as kawaii chibi drawings.
Engaging some of the most ground-breaking and thought-provoking anime, manga, and science fiction films, "Tokyo Cyberpunk" offers insightful analysis of Japanese visual culture. Steven T. Brown draws new conclusions about electronically mediated forms of social interaction, as well as specific Japanese socioeconomic issues, all in the context of globalization and advanced capitalism. Penetrating and nuanced, this book makes a major contribution to the debate about what it means to be human in a posthuman world.
In a world wedged somewhere between past and future, an airship drifts gently among pillow-soft clouds. This is the Tomeship--purveyor of used books and fresh coffee across the skies. It can only be seen by those who bear the Gearform Scar on their hearts. Are you one such soul? Immerse yourself in a gorgeously illustrated magical realm and find out!
Graphic novels (kurimchaek) are a major art form in North Korea, produced by agents of the regime to set out its vision in a range of important areas. This book provides an analysis of North Korean graphic novels, discussing the ideals they promote and the tensions within those ideals, and examining the reception of graphic novels in North Korea and by North Korean refugees in South Korea. Particular themes considered include the ideal family and how the regime promotes this; patriotism, and its conflict with class identities; and the portrayal of the Korean War - "The Fatherland Liberation War", as it is known in North Korea - and the subsequent, continuing stand-off. Overall, the book demonstrates the importance of graphic novels in North Korea as a tool for bringing up children and for promoting North Korean ideals. In addition, however, the book also shows that although the regime sees the imaginative power of graphic novels as a necessity for effective communication, graphic novels are also viewed with caution in that they exist in everyday social life in ways that the regime may be aware of, and seeks to control, but cannot dominate completely.
Ever since the first appearances of Superman and Batman in comic books of the late 1930s, superheroes have been a staple of the popular culture landscape. Though initially created for younger audiences, superhero characters have evolved over the years, becoming complex figures that appeal to more sophisticated readers. While superhero stories have grown ever more popular within broader society, however, comics and graphic novels have been largely ignored by the world of academia. In Enter the Superheroes: American Values, Culture, and the Canon of Superhero Literature, Alex S. Romagnoli and Gian S. Pagnucci argue that superheroes merit serious study, both within the academy and beyond. By examining the kinds of graphic novels that are embraced by the academy, this book explains how superhero stories are just as significant. Structured around key themes within superhero literature, the book delves into the features that make superhero stories a unique genre. The book also draws upon examples in comics and other media to illustrate the sociohistorical importance of superheroes-from the interplay of fans and creators to unique narrative elements that are brought to their richest fulfillment within the world of superheroes. A list of noteworthy superhero texts that readers can look to for future study is also provided. In addition to exploring the important roles that superheroes play in children's learning, the book also offers an excellent starting point for discussions of how literature is evolving and why it is necessary to expand the traditional realms of literary study. Enter the Superheroes will be of particular interest to English and composition teachers but also to scholars of popular culture and fans of superhero and comic book literature. |
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