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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
Explore the greatest art from over two decades of Marvel's Deadpool comics with this deluxe art book, showcasing iconic covers and other amazing art from the Marvel Comics archives. From the Deadpool Corps to team-ups with Spider-Man and other iconic Marvel Comics characters, The Art of Deadpool is the ultimate visual journey into the bizarre world of the Merc with a Mouth. An essential addition to any comic book fan's collection.
If Disney's Snow White and the Seven Dwarfs represented the Animation industry's infancy, Ed Hooks thinks that the current production line of big-budget features is its artistically awkward adolescence. While a well-funded marketing machine can conceal structural flaws, uneven performances and superfluous characters, the importance of crafted storytelling will only grow in importance as animation becomes a broader, more accessible art form. Craft Notes for Animators analyses specific films - including Frozen and Despicable Me - to explain the secrets of creating truthful stories and believable characters. It is an essential primer for the for tomorrow's industry leaders and animation artists.
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.
The ultimate guide to creating the most popular form of
manga--shoujo
Novel Perspectives on German-Language Comics Studies: History, Pedagogy, Theory gathers an international team of contributors from two continents whose innovative scholarship demonstrates a regard for comics and graphic novels as works of art in their own right. The contributions serve as models for further research that will continue to define the relationship between comics and other traditional "high art" forms, such as literature and the visual arts. Novel Perspectives on German-Language Comics Studies is the first English-language anthology that focuses exclusively on the graphic texts of German-speaking countries. In its breadth, this book functions as an important resource in a limited pool of critical works on German-language comics and graphic novels. The individual chapters differ significantly from one another in methodology, subject matter, and style. Taken together, however, they present a cross-section of comics and graphic novel scholarship being performed in North America and Europe today. Moreover, they help to secure a place for these works in a globalized culture of comics. This volume's contributors have helped create a new critical language within which this rapidly expanding medium can be read and interpreted.
Learn the skills to set any scene or capture any mood. With this book, your manga drawings will spring to life and leap off the page! Drawing Action Scenes and Characters is most suited to digital artists, but the tips and techniques in this book are applicable to illustrators of all schools and persuasions. No matter where you're at in your development as a manga master, this companion volume helps bring your skills to the next level. Follow along through the forty mini-lessons, created and guided by experts tapping into years of experience in the Japanese animation and entertainment industries. Open new pathways to your visual storytelling possibilities as your characters find themselves in increasingly complex and compellingly rendered scenarios. Tuttle's How to Create Manga series guides users through the process of reaching a professional-looking final drawing through actual sketch progressions, practical tips and caution on common missteps to avoid. Other books in the series include How to Create Manga: Drawing the Human Body, How to Create Manga: Drawing Facial Expressions and How to Create Manga: Drawing Clothing and Accessories.
A virtual army of those heroic "dolls for boys" is covered in this colorful volume. Starring well-known figures and rarities alike, from Hasbro's GI Joe and Mego's Star Trek figures to Tomland's Star Raiders and Marx's Safari Adventure Series, this lively text and more than 400 color illustrations present the figures, their outfits, vehicles, and accessories. Complete details are provided on every series listed. Combining forces with the Adventure Team are super heroes, science fiction stars, and characters from television and film that will delight aficionados of all stripes. Rounding out the book are up-to-date values for the figures and their accessories. The book is sure to bring back exciting childhood memories of happy hours spent living out the adventures of favorite heroes.
Marvel Studios' approach to its Cinematic Universe-beginning with the release of Iron Man (2008)-has become the template for successful management of blockbuster film properties. Yet films featuring Marvel characters can be traced back to the 1940s, when the Captain America serial first appeared on the screen. This collection of new essays is the first to explore the historical, textual and cultural context of the larger cinematic Marvel universe, including serials, animated films, television movies, non-U.S. versions of Marvel characters, films featuring characters licensed by Marvel, and the contemporary Cinematic Universe as conceived by Kevin Feige and Marvel Studios. Films analyzed include Transformers (1986), Howard the Duck (1986), Blade (1998), Planet Hulk (2010), Iron Man: Rise of Technovore (2013), Elektra (2005), the Conan the Barbarian franchise (1982-1990), Ultimate Avengers (2006) and Ghost Rider (2007).
The legendary Samurai, and the sharp-edged katanas they mastered, are the point of this thrill-seeking guide to drawing swordfights, battle scenes and skirmishes. The Complete Guide to Drawing Dynamic Manga Sword Fighters provides a highly detailed series of lessons--ideal for digital artists--starting with the body, the fighter's stance and the various ways your characters can be twisted, torqued and turned into powerful poses. No detail is overlooked: from the grip on the weapon to the intense look on your character's face. Also included is an entire chapter devoted to the various razor-sharp weapons your characters can come armed with. This invaluable manga drawing guide then concludes with a gallery of full-color scenes, poses and anime stills showing important, aspirational details: captivating scenes, compelling characters and powerful weapons at the ready. With this book, intermediate artists of all ages can refine their style and add intensity, authenticity and drama to their stories. Enjoy as your characters slash, fence and fight their way through your own custom-designed action manga.
In 2002, Vertigo/DC Comics published the first issue of Bill Willingham's Fables. The series imagined the lives of fairly tale figures-Snow White, the Big Bad Wolf, Cinderella and the ubiquitous Prince Charming, among many others-as they made new lives for themselves in modern-day New York City, having fled their storied homeworlds following an invasion. After 150 issues and many awards, Fables concluded its run in July 2015. This collection of new essays is the first study of the sprawling and complex series. The contributors discuss such topics as Fables' status as a contemporary adaptation of folk and fairy tales; its use of conventional genres like sword-and-sorcery, crime and romance; its portrayal of social and political relationships; and its self-referential moments. Providing a detailed introduction to the various themes and ideas in the series, this book explores how Fables portrays redemption and the function of community, and how our hopes and fears influence our ideal of ""happily ever after.
This book is a detailed study of the Indian graphic novel as a significant category of South Asian literature. It focuses on the genre's engagement with history, memory and cultural identity and its critique of the nation in the form of dissident histories and satire. Deploying a nuanced theoretical framework, the volume closely examines major texts such as The Harappa Files, Delhi Calm, Kari, Bhimayana, Gardener in the Wasteland, Pao Anthology, and authors and illustrators including Sarnath Banerjee, Vishwajyoti Ghosh, Durgabai Vyam, Amrutha Patil, Srividya Natarajan and others. It also explores - using key illustrations from the texts - critical themes like contested and alternate histories, urban realities, social exclusion, contemporary politics, and identity politics. A major intervention in Indian writing in English, this volume will be of great importance to scholars and researchers of South Asian literature, cultural studies, art and visual culture, and sociology.
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.
The horror of the Holocaust lies not only in its brutality but in its scale and logistics; it depended upon the machinery and logic of a rational, industrialised, and empirically organised modern society. The central thesis of this book is that Art Spiegelman's comics all identify deeply-rooted madness in post-Enlightenment society. Spiegelman maintains, in other words, that the Holocaust was not an aberration, but an inevitable consequence of modernisation. In service of this argument, Smith offers a reading of Spiegelman's comics, with a particular focus on his three main collections: Breakdowns (1977 and 2008), Maus (1980 and 1991), and In the Shadow of No Towers (2004). He draws upon a taxonomy of terms from comic book scholarship, attempts to theorize madness (including literary portrayals of trauma), and critical works on Holocaust literature.
A full-color art book showcasing the terrific and terrifying work of Sui Ishida, creator of the hit manga and anime Tokyo Ghoul. Tokyo Ghoul Illustrations: zakki features artwork and behind-the-scenes notes, commentary and ruminations from Tokyo Ghoul creator Sui Ishida. Discover the creative process that brought the hit manga and anime to life, in gloriously ghoulish full color. Features the artwork from the grotesque horror/action story about a reluctant monster that became the definitive smash hit of 2015. * Complete in one volume. * Main series concluded at volume 14 in August 2017 with the sequel Tokyo Ghoul: re launchedin October 2017. * The novels and manga volumes 1–11 have sold more than 400,000 copies ( US Bookscan 2/17). * Volumes 1–11 of the manga have consistently been at the top of both the Bookscan and NYT lists since release, often simultaneously. * Manga review: “...The manga continues to surprise me with its character development and extra backstory that it adds.†—Dustin Cabeal, Comic Book Bastards * Manga review: “This is a great series for anyone looking for unrelenting existential dread.†—Che Gilson, Otaku USA
The Incredible Hulk is one of the earliest Marvel Comics superheroes. Through the decades, the character and his narrative elements-the causes of Bruce Banner's transformations, the Hulk's strength, intelligence and skin color, the storys' tone, theme and sources of conflict-have been continually reinvented to remain relevant. This collection of new essays explores Marvel's more than five decades of Hulk comics. The contributors analyze the Hulk and his supporting cast in their shifting historical contexts, offering insights into both our popular entertainment and our cultural history. Topics include the Cold War's influence on early Incredible Hulk issues, a feminist reading of She-Hulk and writer Peter David's focus on the AIDS crisis.
The decolonization of Algeria represents a turning point in world history, marking the end of France's colonial empire, the birth of the Algerian republic, and the appearance of the Third World and pan-Arabism. Algeria emerged from colonial domination to negotiate the release of American hostages in Iran during the Carter administration. Radical Islam would later rise from the ashes of Algeria's failed democracy, leading to a civil war and the training of Algerian terrorists in Afghanistan. Moreover, the decolonization of Algeria offered an imperfect model of decolonization to other nations like South Africa that succeeded in abolishing apartheid while retaining its white settler population. Algeria and its war of national liberation therefore constitute an inescapable reference for those looking to understand today's "war on terror" and ever-expanding islamophobia in Western media circuits. Consequently, it is imperative that students and educators understand the global implications of the Algerian War and how to best approach this conflict in school and at home so as to learn from the consequences of misrepresentation at all levels of the memory transmission chain. These objectives are all the more important today given the West's misunderstanding and mischaracterization of Islam, the Arab Spring, the Muslim-majority world, and, most importantly, the continuing influence of French colonialism-especially in the postcolonial era. Conceived as a case study, The Algerian War in French-Language Comics: Postcolonial Memory, History, and Subjectivity argues that comics provide an alternative to textbook representations of the Algerian War in France because they draw from many of the same source materials yet produce narratives that are significantly different. This book demonstrates that although comics rely on conventional vectors of memory transmission like national education, the family, and mainstream media, they can also create new and productive dialogues using these same vectors in ways unavailable to traditional textbooks. From this perspective, these comics are an effective and alternative way to develop a more inclusive social consciousness.
This anthology hosts a collection of essays examining the role of comics as portals for historical and academic content, while keeping the approach on an international market versus the American one. Few resources currently exist showing the cross-disciplinary aspects of comics. Some of the chapters examine the use of Wonder Woman during World War II, the development and culture of French comics, and theories of Locke and Hobbs in regards to the state of nature and the bonds of community. More so, the continual use of comics for the retelling of classic tales and current events demonstrates that the genre has long passed the phase of for children's eyes only. Additionally, this anthology also weaves graphic novels into the dialogue with comics.
A long overdue look at the famed "fumetti" work of Emanuele Taglietti, a legendary comic book cover artist known for his outrageous artwork In the course of his acclaimed career in the 1970s and 1980s, Emanuele Taglietti painted more than 500 covers for such books as "Zora the Vampire," "Sukia," "Mafia," and "44 Magnum." Taglietti was one of most outstanding artists of the golden age of Italian comics, and crime and horror were his specialties. His iconic work, overflowing with violence and eroticism, is unforgettable. This highly visual biography displays dozens of his amazing full-color paintings, explores his fascinating life and career, and takes a look behind the scenes at his exacting technique. A must-have for comic book fans, artists, and popular culture aficionados alike, the book features never-before-seen photos and art. A unique collection of retrospective of the work of one of the greats of the golden age of Italian comics, this book will appeal to pulp art, comic, and illustration fans.
A great deal of scholarship has focused on Joss Whedon's television and film work, which includes Buffy the Vampire Slayer, Firefly, Doctor Horrible's Sing-Along Blog, The Cabin in the Woods and The Avengers. But Whedon's work in the world of comics has largely been ignored. He created his own dystopian heroine, Fray, assembled the goofy fannish heroes of Sugarshock, and wrote arcs for Marvel's Astonishing X-Men and Runaways. Along with The Avengers, Whedon's contributions to the Marvel Cinematic Universe include script doctoring the first X-Men film, writing a ground-shaking Wonder Woman screenplay, and co-creating ABC's Agents of S.H.I.E.L.D. Today, Whedon continues the Buffy and Firefly stories with innovative comics that shatter the rules of storytelling and force his characters to grow through life-altering conflicts. This collection of new essays focuses on Whedon's comics work and its tie-ins with his film and television productions, emphasizing his auteurism in crossing over from panel to screen to panel. Essays focus on the comic inspirations and subversive tropes of the Whedonverse, as well as character changes and new interpretations.
First published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.
This collaborative book explores the artistic and aesthetic development of shojo, or girl, manga and discusses the significance of both shojo manga and the concept of shojo, or girl culture. It features contributions from manga critics, educators, and researchers from both manga's home country of Japan and abroad, looking at shojo and shojo manga's influence both locally and globally. Finally, it presents original interviews of shojo manga-ka, or artists, who discuss their work and their views on this distinct type of popular visual culture.
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. |
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