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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
"[A] book that mankind has been hungering for, a book that is-now
and forever-a shining beacon of wonder, a titanic tribute to talent
unleashed" - Stan Lee. Explore comic book history with the most
comprehensive encyclopedia of Marvel Comics ever published. This
lavish DK book charts Marvel's fascinating story, decade by decade,
year by year, month by month. Chronologically documenting
everything from the company's beginnings as Timely Comics in the
late 1930s to the present day, Marvel Year by Year: A Visual
History is the definitive account of Marvel Super Heroes and the
company that created them. This incredible Marvel book includes
up-to-date coverage of Thor, Captain America, and the hugely
important Secret Wars. Learn all about the emergence of key Marvel
Super Heroes from Wolverine and the X-Men, to Iron Man, The
Incredible Hulk and the rest of the Avengers, plus popular Marvel
characters Spider-Man, Daredevil and Black Panther. Read all about
their extraordinary comic book debuts, the geniuses that invented
them, including Stan Lee, the crucial events behind their creation
and their continuing influence on the world today via comic books,
TV series and blockbuster movies. Packed with stunning original
comic book art and covers, Marvel Year by Year: A Visual History is
the ultimate Marvel collector's piece. Including a foreword from
Marvel legend Stan Lee, this comprehensive companion to the history
of Marvel Comics is presented in a fantastic slipcase. (c) 2017
MARVEL
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.
Eleven-year-old Satsuki and her sassy little sister Mei are
overjoyed about moving into a historic country house with their dad
- but the girls don't realise what a delightful adventure awaits
them there. While exploring their sprawling home and the beautiful
rural area that surrounds it, Satsuki & Mei meet Granny, a
sweet old woman, and her timid grandson Kanta. They also experience
first hand the magic of the Soot Sprites, mysterious creatures that
live in the walls, and discover a huge camphor tree that just might
be enchanted...
Doc Savage is the prototype of the modern fictional superhero. The
character exploded onto the scene in 1933, with the Great
Depression and the gathering clouds of war as a cultural backdrop.
The adventure series is examined in relation to historical events
and the changing tastes of readers, with special attention paid to
the horror and science fiction elements. The artwork features
illustrations, covers, and original art. Chapters cover Doc Savage
paperbacks, pulp magazines, comic books, and fanzines, and an
appendix offers biographies of all major contributors to the
series.
Cartoonists and animators have given animals human characteristics
for so long that audiences are now accustomed to seeing Bugs Bunny
singing opera and Mickey Mouse walking his dog Pluto. The Animated
Bestiary critically evaluates the depiction of animals in cartoons
and animation more generally. Paul Wells argues that artists use
animals to engage with issues that would be more difficult to
address directly because of political, religious, or social taboos.
Consequently, and principally through anthropomorphism, animation
uses animals to play out a performance of gender, sex and
sexuality, racial and national traits, and shifting identity, often
challenging how we think about ourselves. Wells draws on a wide
range of examples, from the original King Kong to Nick Park's
Chicken Run to Disney cartoons such as Tarzan, The Jungle Book, and
Brother Bear to reflect on people by looking at the ways in which
they respond to animals in cartoons and films.
Create compelling, original characters using archetypes and design
elements such as shadows and line with the tips and techniques
found in this image-packed book. Bryan Tillman bridges the gap
between the technique of drawing characters and the theory of good
character design by using case studies, examples of professional
art, and literary and pop culture references to teach you how to
develop a character, not just draw one. The book also features
Character Model Sheets that will guide you through the creation of
new and unique characters. Finally, Bryan will break down
established character archetypes to show you why and how the
different aspects of good character design work. Key Features:
Learn what makes a character unique and powerful through tools like
character model sheets and case studies from established artists.
Develop your abolity to use story and archetypes to create
compelling new characters. See artwork by professional artists as
examples of the techniques shown in the book Bridges the gap
between the technique of drawing characters and the theory of good
character design in a practical, hands-on way - learn how to use
story and archetypes to develop compelling, new characters Based on
a standing-room only presentation at Comic-Con 2009 in San Diego.
Can comics be documentary, and can documentary take the form of,
and thus be, comics? Examining comics as documentary, this book
challenges the persistent assumption that ties documentary to
recording technologies, and instead engages an understanding of the
category in terms of narrative, performativity and witnessing.
Through a cluster of early twenty-first century comics, Nina
Mickwitz argues that these comics share a documentary ambition to
visually narrate and represent aspects and events of the real
world.
For over 30 years, Stan Winston and his team of artists and
technicians have been creating characters, creatures and monsters
for the silver screen, from "The Terminator" and the
extraterrestrial monstrosities of "Aliens" and "Predator "to the
amazing dinosaurs of "Jurassic Park "and the fanciful character of
"Edward Scissorhands."
Now, at last, he's opening up the Stan Winston Studio to
collaborate on the first-ever book to reveal all the
behind-the-scenes secrets of his groundbreaking and hugely
influential artistry and effects work.
Featuring an extensive array of sketches, production art, and
photographs straight from the studio archives, this is the book his
fans have been waiting for!
In the age of digital media, superheroes are no longer confined to
comic books and graphic novels. Their stories are now featured in
films, video games, digital comics, television programs, and more.
In a single year alone, films featuring Batman, Spider-Man, and the
Avengers have appeared on the big screen. Popular media no longer
exists in isolation, but converges into complex multidimensional
entities. As a result, traditional ideas about the relationship
between varying media have come under striking revision. Although
this convergence is apparent in many genres, perhaps nowhere is it
more persistent, more creative, or more varied than in the
superhero genre. Superhero Synergies: Comic Book Characters Go
Digital explores this developing relationship between superheroes
and various forms of media, examining how the superhero genre,
which was once limited primarily to a single medium, has been
developed into so many more. Essays in this volume engage with
several of the most iconic heroes including Batman, Hulk, and Iron
Man through a variety of academic disciplines such as industry
studies, gender studies, and aesthetic analysis to develop an
expansive view of the genre s potency. The contributors to this
volume engage cinema, comics, video games, and even live stage
shows to instill readers with new ways of looking at, thinking
about, and experiencing some of contemporary media s most popular
texts. This unique approach to the examination of digital media and
superhero studies provides new and valuable readings of well-known
texts and practices. Intended for both academics and fans of the
superhero genre, this anthology introduces the innovative and
growing synergy between traditional comic books and digital media."
The follow-up title to the hit title, Drawing Cutting Edge Comics
which has been translated into 7 languages, this drawing tutorial
shows artists how to draw the exaggerated musculature of
super-sized figures in action poses. The guesswork is taken out of
figuring out which muscles show through to the surface and how
muscles appear through clothing. This instructional manual even
gives both the Latin and the common term for particular body parts
such as scapula/shoulder blade. Hart covers all aspects of extreme
anatomy. The book opens by providing detailed diagrams of all of
the various muscle groups, including chest, back, shoulder, arm,
and leg muscles. Then he covers many of the various extreme comic
book types including good guy, bad guy, insane guy, punk, genius,
and brute for men; and the heroine, bad gal, trashy gal,
seductress, fighter babe, and cyber chick for women. As an added
bonus, this book closes with two invaluable sections to all
aspiring comic book artists. One provides a roadmap of all the
steps an artist must take if he or she is going to get started in
the comic book business, and advice on how the comic book business
works. The second section features interviews with people from two
of the most significant companies in the world of comics, Marvel
Comics and Dark Horse!
Celebrating 35 years of rare and iconic TRANSFORMERS imagery, this
deluxe art book will delight fans of all ages! One of the world's
most popular franchises, Transformers has been delighting fans
since 1984. Now, in this deluxe hardcover celebration, Hasbro
reveals behind-the-scenes production sketches, beautifully polished
final art, and everything in-between. From the obscure to the
iconic, this book features packaging artwork, animation models,
video game designs, comic pages, and, for the first time ever,
production artwork from all six Paramount live-action films!
Lovingly curated by Transformers archivist Jim Sorenson, this is
the most comprehensive collection of Transformers imagery ever
assembled. (c) 2019 Hasbro. All Rights Reserved.
In this highly portable mini version of Chibi Art Class,
renowned anime artist Yoai teaches you the art of chibi, step by
adorable step. Chibi is Japanese slang for “short,” and popular
Instagram anime artist Yoai (@yoaihime) shows you how to draw these
adorable doll-like characters in Mini Chibi Art Class. Chibis are
mini versions of Japanese anime and manga characters and are
defined by their large heads and tiny bodies, both of which
contribute to their kawaii, or cuteness, factor. Â Here,
you'll learn how to create chibis’ signature bodies, facial
features, and props, including dreamy eyes, fun clothes and shoes,
vibrant hair, colorful accessories, and lively backgrounds. You'll
also learn how to color and shade your vertically challenged
characters for optimal cuteness. This book also features 19 chibi
tutorials with simplestep-by-step illustrations and instructions,
inspiration galleries, blank body bases for you to start your own
chibi drawings, and uncolored chibis for practicing coloring and
shading. ​Mini Chibi Art Class is part of a series of adorable
mini versions of Race Point art reference books that include Mini
Kawaii Doodle Class and Mini Kawaii Doodle Cuties. Thanks to this
take-anywhere crash course, soon you will be enhancing your
notebooks, stationery, artwork, and more with your own unique chibi
world. Mini Chibi Art Class is now in session!
The story of the most inspired comic book promotional campaign of
all time, collected here for the first time In 1974, Marvel Comics
publisher Stan Lee devised an ingenious promotional
campaign—Marvel Value Stamps, which appeared on the letters pages
of their monthly comics. Readers could cut out all 100 of these
Super Hero and Super Villain stamps and place them in a special
mail-order booklet. Once complete, these stamp books could then be
redeemed for special discounts and exclusive merchandise. The
program was so successful, a second set was released in 1975. And
now, for the first time, these original stamp books, stamps, and
all of the surrounding ephemera and source material are collected
into one must-have volume for collectors and fans, along with text
from Marvel Comics former editor in chief and historian Roy Thomas.
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.
A complete guide to the history, form and contexts of the genre,
Superhero Comics helps readers explore the most successful and
familiar of comic book genres. In an accessible and
easy-to-navigate format, the book reveals: *The history of
superhero comics-from mythic influences to 21st century evolutions
*Cultural contexts-from the formative politics of colonialism,
eugenics, KKK vigilantism, and WWII fascism to the Cold War's
transformative threat of mutually assured destruction to the
on-going revolutions in African American and sexual representation
*Key texts-from the earliest pre-Comics-Code Superman and Batman to
the latest post-Code Ms. Marvel and Black Panther *Approaches to
visual analysis-from layout norms to narrative structure to styles
of abstraction
This book looks at the representation of female characters in
French comics from their first appearance in 1905. Organised into
three sections, the book looks at the representation of women as
main characters created by men, as secondary characters created by
men, and as characters created by women. It focuses on female
characters, both primary and secondary, in the francophone comic or
bande dessinee, as well as the work of female bande dessinee
creators more generally. Until now these characters and creators
have received relatively little scholarly attention; this new book
is set to change this status quo. Using feminist scholarship,
especially from well-known film and literary theorists, the book
asks what it means to draw women from within a phallocentric,
male-dominated paradigm, as well as how the particular medium of
bande dessinee, its form as well as its history, has shaped
dominant representations of women. This is the first book to study
the representation of women in the French-language drawn strip.
There are no other works with this specific focus, either on women
in Franco-Belgian comics, or on the drawn representation of women
by men. This is a very useful addition to both general discussions
of French-language comics, and to discussions of women's comics,
which are focused on comics by women only. As it is written in
English, and due to the popularity of comic art in Britain and the
United States, this book will primarily appeal to an Anglo-American
market. However, the cultural and gender studies approach this text
employs (theoretical frameworks still not widely seen in
non-Anglophone studies of the bande dessinee) will ensure that the
text is also of interest to a Franco-Belgian audience. With a focus
on an art-form which also inspires a lot of public (non-academic)
enthusiasm, it will also appeal to fans of the bande dessinee (or
wider comic art medium) who are interested in the representation of
women in comic art, and to comics scholars on a broad scale.
Contributions by Joshua T. Anderson, Chad A. Barbour, Susan
Bernardin, Mike Borkent, Jeremy M. Carnes, Philip Cass, Jordan
Clapper, James J. Donahue, Dennin Ellis, Jessica Fontaine, Jonathan
Ford, Lee Francis IV, Enrique Garcia, Javier Garcia Liendo, Brenna
Clarke Gray, Brian Montes, Arij Ouweneel, Kevin Patrick, Candida
Rifkind, Jessica Rutherford, and Jorge Santos Cultural works by and
about Indigenous identities, histories, and experiences circulate
far and wide. However, not all films, animation, television shows,
and comic books lead to a nuanced understanding of Indigenous
realities. Acclaimed comics scholar Frederick Luis Aldama shines
light on how mainstream comics have clumsily distilled and
reconstructed Indigenous identities and experiences. He and
contributors emphasize how Indigenous comic artists are themselves
clearing new visual-verbal narrative spaces for articulating more
complex histories, cultures, experiences, and narratives of self.
To that end, Aldama brings together scholarship that explores both
the representation and misrepresentation of Indigenous subjects and
experiences as well as research that analyzes and highlights the
extraordinary work of Indigenous comic artists. Among others, the
book examines Daniel Parada's Zotz, Puerto Rican comics Turey el
Taino and La Borinquena, and Moonshot: The Indigenous Comics
Collection. This volume's wide-armed embrace of comics by and about
Indigenous peoples of the Americas and Australasia is a first step
to understanding how the histories of colonial and imperial
domination connect the violent wounds that still haunt across
continents. Aldama and contributors resound this message:
Indigeneity in comics is an important, powerful force within our
visual-verbal narrative arts writ large.
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