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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
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length of his career, beginning with his first formal interview by the BBC at the age of seven and ending with a new, unpublished interview held in 2017.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.
A visual exploration of the weapons,
armour, and technology of the Marvel comics, delving into their
creation and history
Gorgeous color art from Eiichiro Oda’s One Piece! The first three Color Walk art books collected into one beautiful compendium. Color images and special illustrations from the world’s most popular manga, One Piece! This compendium features over 300 pages of beautiful color art as well as interviews between the creator and other famous manga artists, including Taiyo Matsumoto, the creator of Tekkonkinkreet. This second volume continues to showcase the artful adventures of the One Piece series. From the Water Seven arc, where the Straw Hats encounter the sinister CP9 organization, to the Paramount War arc that follows their journey to Marineford where Luffy’s brother Ace resides.
Superheroes and Masculinity: Unmasking the Gender Performance of Heroism explores how heteropatriarchal representations of gender are portrayed within superhero comics, film, and television. The contributors examine how hegemonic masculinity has been continually perpetuated and reinforced within the superhero genre and unpack concise critiques of specific superhero representations, the industry, and the fan base at large. However, Superheroes and Masculinity also argues that possibilities of resistance and change are embedded within these problematic portrayals. To this end, several chapters explore alternative portrayals of queerness within superhero representations and read the hegemonic masculinity of various characters against the grain to produce queer possibilities. Ultimately, this collection argues that the quest to unmask how gender operates within superheroes is a crucial one.
Science fiction first emerged in the Industrial Age and continued to develop into its current form during the twentieth century. This book analyses the role Jewish writers played in the process of its creation and development. The author provides a comprehensive overview, bridging such seemingly disparate themes and figures as the ghetto legends of the golem and their influence on both Frankenstein and robots, the role of, Jewish authors and publishers in developing the first science fiction magazine in New York in the 1930s, and their later contributions to new and developing medial forms like comics film. Drawing on the historical context and the positions Jews held in the larger cultural environment, the author illustrates how themes and tropes in science fiction and fantasy relate back to the realities of Jewish life in the face of global anti-Semitism, the struggle to assimilate in America, and the hope that was inspired by the founding of Israel.
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.
Almost immediately after his first appearance in comic books in June 1938, Superman began to be adapted to other media. The subsequent decades have brought even more adaptations of the Man of Steel, his friends, family, and enemies in film, television, comic strip, radio, novels, video games, and even a musical. The rapid adaptation of the Man of Steel occurred before the character and storyworld were fully developed on the comic book page, allowing the adaptations an unprecedented level of freedom and adaptability. The essays in this collection provide specific insight into the practice of adapting Superman from comic books to other media and cultural contexts through a variety of methods, including social, economic, and political contexts. Authors touch on subjects such as the different international receptions to the characters, the evolution of both Clark Kent's character and Superman's powers, the importance of the radio, how the adaptations interact with issues such as racism and Cold War paranoia, and the role of fan fiction in the franchise. By applying a wide range of critical approaches to adaption and Superman, this collection offers new insights into our popular entertainment and our cultural history.
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.
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.
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.
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.
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.
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.
Learn the insider secrets professional cartoonists use to turn
regular cartoon animals into completely cute characters
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.
A timely new edition featuring the brilliant work from among the most inventive minds in illustration and cartoon wizardry. Heath Robinson was one of Britain's most successful graphic artists. His work has had a huge influence on comic art in this country, but also on the image and self-image of the British. As the champion of pragmatic man, Heath Robinson presented a vision of the British as an unflappable, ingenious and slightly demented breed of inventors that persists to the present day. The British are still a nation of garage-haunting amateur engineers who will recognise the inhabitants of Heath Robinson's world, with their pot bellies and pots of tea, archaic faces and sturdily commonsensical approach to the problems of existence. How to hunt tigers by elephant, how to get an even tan, rise with the sun or put out a chimney fire, these and many more pressing questions are answered in the pages of Contraptions. With illustrations salvaged from the family archives and commentary by Heath Robinson expert, Geoffrey Beare, Contraptions is the best possible introduction to the work of one of Britain's great comic talents.
Learn to draw manga style! In Draw Manga Style, artist and online art educator Scott Harris shows you the key principles of drawing anime and manga-starting with the fundamentals, then illustrating how to create a wide variety of characters-by following his easy step-by-step tutorials. Manga Essentials. The first 20 lessons teach solid drawing fundamentals that demonstrate how to draw manga characters from the ground up and will help you build the skills you need to create the characters of your dreams. Manga Characters, Step by Step. Through step-by-step drawings, from rough sketch to finish, discover the drawing process for more than 40 classic characters in a range of genres and themes, including fairies, ninjas, schoolgirls, witches, samurai, wizards, and chibis, each presented in a different pose. Whether you're just beginning to draw, trying your hand at manga for the first time, or looking for ideas and guidance for bringing your own characters to life, Draw Manga Style is your go-to guide and visual reference.
An epic fantasy written and illustrated by the legendary director Hayao Miyazaki! An addition to the perennially popular line of Studio Ghibli art books-which include interviews, concept sketches, and finished animation cels-of classic animated films such as Spirited Away and My Neighbor Totoro. Hayao Miyazaki's Nausicaa of the Valley of the Wind, based on his own manga, was released in 1984 and has been a cult classic ever since. In a long-ago war, humankind set off a devastating ecological disaster. The earth is slowly submerging beneath the expanding Sea of Decay, an enormous toxic forest that creates mutant insects and poisonous spores. Beyond the sea lies the Valley of the Wind, a kingdom of barely 500 citizens and home to Nausicaa, who risks everything to save her people and bring peace and health to the valley. Includes sketches, developmental water colors, cel animation, and more.
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.
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.
"Carrying ahead the project of cultural criminology, Phillips and Strobl dare to take seriously that which amuses and entertains us--and to find in it the most significant of themes. Audiences, images, ideologies of justice and injustice--all populate the pages of Comic Book Crime. The result is an analysis as colorful as a good comic, and as sharp as the point on a superhero's sword."--Jeff Ferrell, author of Empire of Scrounge Superman, Batman, Daredevil, and Wonder Woman are iconic cultural figures that embody values of order, fairness, justice, and retribution. Comic Book Crime digs deep into these and other celebrated characters, providing a comprehensive understanding of crime and justice in contemporary American comic books. This is a world where justice is delivered, where heroes save ordinary citizens from certain doom, where evil is easily identified and thwarted by powers far greater than mere mortals could possess. Nickie Phillips and Staci Strobl explore these representations and show that comic books, as a historically important American cultural medium, participate in both reflecting and shaping an American ideological identity that is often focused on ideas of the apocalypse, utopia, retribution, and nationalism. Through an analysis of approximately 200 comic books sold from 2002 to 2010, as well as several years of immersion in comic book fan culture, Phillips and Strobl reveal the kinds of themes and plots popular comics feature in a post-9/11 context. They discuss heroes' calculations of "deathworthiness," or who should be killed in meting out justice, and how these judgments have as much to do with the hero's character as they do with the actions of the villains. This fascinating volume also analyzes how class, race, ethnicity, gender, and sexual orientation are used to construct difference for both the heroes and the villains in ways that are both conservative and progressive. Engaging, sharp, and insightful, Comic Book Crime is a fresh take on the very meaning of truth, justice, and the American way.Nickie D. Phillipsis Associate Professor in the Sociology and Criminal Justice Department at St. Francis College in Brooklyn, NY.Staci Stroblis Associate Professor in the Department of Law, Police Science and Criminal Justice Administration at John Jay College of Criminal Justice.In theAlternative Criminologyseries |
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