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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
From the editor of Yale's Anthology of Graphic Fiction, Cartoons, and True Stories, a smart and charming guide to the art of cartooning Winner of the 2012 Will Eisner Comic Industry Award for the Best Academic/Scholarly Work "Brunetti has given the cartooning world something very similar to what Strunk & White gave to prose with their Elements of Style. . . . Keep it right next to your desk where you can find it at a moment's notice."-Tim O'Neil, PopMatters.com The best cartooning is efficient visual storytelling-it is as much a matter of writing as it is of drawing. In this book, noted cartoonist and illustrator Ivan Brunetti presents fifteen distinct lessons on the art of cartooning, guiding his readers through wittily written passages on cartooning terminology, techniques, tools, and theory. Supplemented by Brunetti's own illustrations, prepared specially for this book, these lessons move the reader from spontaneous drawings to single-panel strips and complicated multipage stories. Through simple, creative exercises and assignments, Brunetti offers an unintimidating approach to a complex art form. He looks at the rhythms of storytelling, the challenges of character design, and the formal elements of comics while composing pages in his own iconic style and experimenting with a variety of tools, media, and approaches. By following the author's sophisticated and engaging perspective on the art of cartooning, aspiring cartoonists of all ages will hone their craft, create their personal style, and discover their own visual language.
Here is a kaleidoscopic analysis of Jewish humor as seen through "Funnyman," a little-known super-heroic invention by the creators of "Superman." Included are complete comic-book stories and daily and Sunday newspaper panels from Jerry Siegel and Joe Shuster's creative fiasco. Siegel and Shuster, two Jewish teenagers from Cleveland, sold the rights to their amazing and astonishingly lucrative comic book superhero to Detective Comics for $130 in 1938. Not only did they lose the ownership of the Superman character, they also agreed to write and illustrate it for ten years at ten dollars per page. Their contract with the DC publishers was soon heralded as the most foolish agreement in the history of American popular culture. After toiling on workman's wages for a decade, Siegel and Shuster struggled to come up with a new superhero, one that would right their wrongs and prove that justice, fair-play, and zany craftsmanship was the true American way and would lead to ultimate victory. But when the naive duo launched their new comic character Funnyman in 1947, it failed miserably. All the turmoil and personal disasters in Siegel and Shuster's postwar life percolated into the comic strip. This book tells the back story of the unsuccessful strip and Siegel and Shuster's ambition to have their funny Jewish superhero trump Superman. Mel Gordon is the author of "Voluptuous Panic: The Erotic World of Weimar Berlin." Thomas Andrae is the author of "Batman and Me."
Batman's arch nemesis and supervillain extraordinaire, the Joker, is here! Kit includes: 3½-inch Joker bust mounted on a base, with 10 diabolical sound bites The Joker: Behind the Smile, 48-page book of Joker history, featuring full-color illustrations throughout
Operating out of a tiny office on Madison Avenue in the early 1960s, a struggling company called Marvel Comics presented a cast of brightly costumed characters distinguished by smart banter and compellingly human flaws. Spider-Man, the Fantastic Four, Captain America, the Incredible Hulk, the Avengers, Iron Man, Thor, the X-Men, Daredevil - these superheroes quickly won children's hearts and sparked the imaginations of pop artists, public intellectuals, and campus radicals. Over the course of a half century, Marvel's epic universe would become the most elaborate fictional narrative in history and serve as a modern American mythology for millions of readers. Throughout this decades-long journey to becoming a multibillion-dollar enterprise, Marvel's identity has continually shifted, careening between scrappy underdog and corporate behemoth. As the company has weathered Wall Street machinations, Hollywood failures, and the collapse of the comic book market, its characters have been passed along among generations of editors, artists, and writers-also known as the celebrated Marvel Bullpen. Entrusted to carry on tradition, Marvel's contributors-impoverished child prodigies, hallucinating peaceniks, and mercenary careerists among them-struggled with commercial mandates, a fickle audience, and, over matters of credit and control, one another. For the first time, Marvel Comics reveals the outsized personalities behind the scenes, including Martin Goodman, the self-made publisher who forayed into comics after a get-rich-quick tip in 1939; Stan Lee, the energetic editor who would shepherd the company through thick and thin for decades; and Jack Kirby, the World War II veteran who'd co-created Captain America in 1940 and, twenty years later, developed with Lee the bulk of the company's marquee characters in a three-year frenzy of creativity that would be the grounds for future legal battles and endless debates. Drawing on more than one hundred original interviews with Marvel insiders then and now, Marvel Comics is a story of fertile imaginations, lifelong friendships, action-packed fistfights, reformed criminals, unlikely alliances, and third-act betrayals - a narrative of one of the most extraordinary, beloved, and beleaguered pop cultural entities in America's history.
From the mangaka who told his life story in A Drifting Life, and gave you Abandon the Old in Tokyo and The Push Man and Other Stories, comes this collection of gekiga of the 1970s which have never before been translated into English. Personally selected for publication exclusively by Landmark Books by Tatsumi, the stories strip away the gloss of the Japanese Economic Miracle to reveal the stresses, desires and angst of the millions of young people who flocked to the cities where life was not what it was promised to be.Compared to Tatsumi's earlier stories, this collection paints a much more pessimistic world. The stories run on a different beat. The banality of modern life and its values bleed through.Yoshihiro Tatsumi plumbs the depths of the lost Japanese youth of the 1970s. Today, 'youth' of every age group appreciates Yoshihiro Tatsumi. They are attracted to him because they connect with the struggles and the darkness of modern life which he portrays.
28 different characters, poses and expressions that offer a dynamic selection of manga chibi figures. Chibis are a fun subject to explore, with large eyes, tiny bodies and very expressive emotions. This is a genre perfect for anyone seeking to learn a simpler form of manga and the basics of creating these delightful characters.
Comic empires is a unique collection of new research exploring the relationship between imperialism and political cartoons, caricature, and satirical art. Edited by leading scholars across both fields (and with contributions from contexts as diverse as Egypt, Australia, the United States, and China, as well as Europe) the volume provides new perspectives on well-known events, and illuminates little-known players in the 'great game' of empire in modern times. Some of the finest comic art of the period is deployed as evidence, and examined seriously, in its own right, for the first time. Accessible to students of history at all levels, Comic empires is a major addition to the world-leading 'Studies in Imperialism' series, as well as standing alone as an innovative and significant contribution to the ever-growing international field of comics studies. -- .
The Cambridge History of the Graphic Novel provides the complete history of the graphic novel from its origins in the nineteenth century to its rise and startling success in the twentieth and twenty-first century. It includes original discussion on the current state of the graphic novel and analyzes how American, European, Middle Eastern, and Japanese renditions have shaped the field. Thirty-five leading scholars and historians unpack both forgotten trajectories as well as the famous key episodes, and explain how comics transitioned from being marketed as children's entertainment. Essays address the masters of the form, including Art Spiegelman, Alan Moore, and Marjane Satrapi, and reflect on their publishing history as well as their social and political effects. This ambitious history offers an extensive, detailed and expansive scholarly account of the graphic novel, and will be a key resource for scholars and students.
Robert Kirkman (b. 1978) is probably best known as the creator of The Walking Dead. The comic book and its television adaptation have reinvented the zombie horror story, transforming it from cult curiosity and parody to mainstream popularity and critical acclaim. In some ways, this would be enough to justify this career-spanning collection of interviews. Yet Kirkman represents much more than this single comic book title. Kirkman's story is a fanboy's dream that begins with him financing his irreverent, independent comic book Battle Pope with credit cards. After writing major titles with Marvel comics (Spider-Man, Captain America, and X-Men), Kirkman rejected companies like DC and Marvel and publicly advocated for creator ownership as the future of the comics industry. As a partner at Image, Kirkman wrote not only The Walking Dead but also Invincible, a radical reinvention of the superhero genre. Robert Kirkman: Conversations gives insight to his journey and explores technique, creativity, collaboration, and the business of comics as a multimedia phenomenon. For instance, while continuing to write genre-based comics in titles like Outcast and Oblivion Song, Kirkman explains his writerly bias for complex characters over traditional plot development. As a fan-turned-creator, Kirkman reveals a creator's complex relationship with fans in a comic-con era that breaks down the consumer/producer dichotomy. And after rejecting company-ownership practices, Kirkman articulates a vision of the creator-ownership model and his goal of organic creativity at Skybound, his multimedia company. While Stan Lee was the most prominent comic book everyman of the previous era of comics production, Kirkman is the most prominent comic book everyman of this dynamic, evolving new era.
The most up-to-date critical guide mapping the history, impact, key critical issues, and seminal texts of the genre, Jewish Comics and Graphic Narratives interrogates what makes a work a "Jewish graphic narrative", and explores the form's diverse facets to orient readers to the richness and complexity of Jewish graphic storytelling. Accessible but comprehensive and in an easy-to-navigate format, the book covers such topics as: - The history of the genre in the US and Israel - and its relationship to superheroes, Underground Comix, and Jewish literature - Social and cultural discussions surrounding the legitimization of graphic representation as sites of trauma, understandings of gender, mixed-media in Jewish graphic novels, and the study of these works in the classroom - Critical explorations of graphic narratives about the Holocaust, Israel, the diasporic experience, Judaism, and autobiography and memoir - The works of Will Eisner, Ilana Zeffren, James Sturm, Joann Sfar, JT Waldman, Michel Kichka, Sarah Glidden, Rutu Modan, and Art Spiegelman and such narratives as X Men, Anne Frank's Diary, and Maus Jewish Comics and Graphic Novels includes an appendix of relevant works sorted by genre, a glossary of crucial critical terms, and close readings of key texts to help students and readers develop their understanding of the genre and pursue independent study.
Winner, Charles Hatfield Book Prize, Comic Studies Society, 2020 A CHOICE Outstanding Academic Title, 2019 The history of America's civil rights movement is marked by narratives that we hear retold again and again. This has relegated many key figures and turning points to the margins, but graphic novels and graphic memoirs present an opportunity to push against the consensus and create a more complete history. Graphic Memories of the Civil Rights Movement showcases five vivid examples of this: Ho Che Anderson's King (2005), which complicates the standard biography of Martin Luther King Jr.; Congressman John Lewis's three-volume memoir, March (2013-2016); Darkroom (2012), by Lila Quintero Weaver, in which the author recalls her Argentinian father's participation in the movement and her childhood as an immigrant in the South; the bestseller The Silence of Our Friends, by Mark Long, Jim Demonakos, and Nate Powell (2012), set in Houston's Third Ward in 1967; and Howard Cruse's Stuck Rubber Baby (1995), whose protagonist is a closeted gay man involved in the movement. In choosing these five works, Jorge Santos also explores how this medium allows readers to participate in collective memory making, and what the books reveal about the process by which history is (re)told, (re)produced, and (re)narrativized. Concluding the work is Santos's interview with Ho Che Anderson.
With this latest book in the SCAD Creative Essentials series from the esteemed Savannah College of Art and Design, comics writer and instructor Mark Kneece gives aspiring comic book writers the essential tools they need to write scripts for sequential art with confidence and success. He provides a practical set of guidelines favoured by many comic book publishers and uses a unique trial and error approach to show would-be scribes the potential pitfalls they might encounter when seeking a career in comics writing. The Art of Comic Book Writing strips away the mysteries of this popular artform and provides real-world advice and easy-to-follow examples for those looking to write for the comics medium.
'I really have a secret satisfaction in being considered rather mad.' The name of William Heath Robinson has entered the national vocabulary as a by-word for eccentric inventions and makeshift solutions - and with good reason. His world of cogs, bits of string, magnets and precarious tipping points holds a universal appeal. Whacky machines and bemusing solutions to everyday problems are brought to life in this hilarious collection of cartoons from Heath Robinson. From wart removers to potato peelers to an early version of the holiday selfie, this much-loved classic illustrator and would-be inventor shows us that there really can be a gadget for everything!
Bill Peet tells his life story, including his years with Disney, with illustrations on every page.
"Mike Madrid is doing God's work. . . . mak ing] accessible a lost,
heady land of female adventure." --"ComicsAlliance"
One of the singular talents in landscape design, Chip Sullivan has shared his expertise through a seemingly unusual medium that, at second glance, makes perfect sense--the comic strip. For years Sullivan entertained readers of Landscape Architecture Magazine with comic strips that ingeniously illustrated significant concepts and milestones in the creation of our landscapes. These strips gained a large following among architects and illustrators, and now those original works, as well as additional strips created just for this book, are collected in Cartooning the Landscape. Framed by a loose narrative in which a young man’s search for wisdom is fulfilled by a comics shop owner who instructs him not only in the essentials of illustrating but in how to see, the book takes us on a whirlwind series of journeys. We visit the living sculptures of the Tree Circus on California’s Highway 17, the vast network of tunnels and fortifications--almost an underground city--of France’s Maginot Line, and take a trip through time that reveals undeniable parallels between the Emperor Hadrian’s re-creation of the Elysian Fields and, of all things, the iconic theme parks of Walt Disney. Sullivan immerses us in the artist’s concepts and tools, from the Claude mirror and the camera obscura to the role of optical illusion in art. He shows us how hot air balloons introduced aerial perspective and reveals exhibition effects that portended everything from Cinerama to Smell-O-Vision. Sullivan’s book is also a plea, in an era increasingly dominated by digitally rendered images, for a new appreciation of the art of hand drawing. The proof of this craft’s value lies in the hundreds of Sullivan’s panels collected in this passionate, humorous, always illuminating tour of the rich landscape surrounding us.
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