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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
Tintinology tin-tin-ol-uh-jee] "noun" -- The study of the works of comic creator Herge and the cultural impact of Tintin, his best-known and most influential character. The adventures of Tintin and his dog, Snowy, have captivated people worldwide since they first appeared as an insert in the Belgian Catholic newspaper "Le Vintieme Siecle" in 1929. Available for the first time in English, this insightful biography delves deep into the psyche of Tintin creator Georges Remi and his public persona Herge. Author of the critically acclaimed "Tintin and the World of Herge" and the last person to interview Remi, Benoit Peeters tells the complete story behind Herge's origins and shows how and why the nom de plume grew into a larger-than-Remi personality as Tintin's popularity exploded. Drawing on interviews and using recently uncovered primary sources for the first time, Peeters reveals Remi as a neurotic man who sought to escape the troubles of his past by allowing Herge's identity to subsume his own. As Tintin adventured, Herge lived out a romanticized version of life for Remi. Millions have traveled alongside Tintin and Snowy through books, animated television series, theatrical performances, exhibitions, documentaries, and movies, including Steven Spielberg's fall 2011 "The Adventures of Tintin." Now Tintinologists have the opportunity to better understand the complex and sometimes dark personality of Tintin's creator and his carefully crafted public persona.
The Art of Titanfall 2 is the ultimate guide to the development of Respawn Entertainment's fast-paced, visually stunning first-person shooter. Featuring an exclusive array of highly stylised concept art, sketches, 3D renders, maquette modelling, and commentary from key Respawn Entertainment team members, this is a must-have for any fan of the dynamic and destructive world of Titanfall 2.
Deep dive into the full story of Marvel Comics in a single, beautifully illustrated volume. Created in full collaboration with Marvel, this fan-favourite title, last published in 2017, now covers more than 80 years of Marvel history, from the company's first incarnation as Timely Comics to the multimedia giant it is today. Packed with artwork from the original comics, this chronological account traces the careers of Marvel Super Heroes such as The Avengers, Spider-Man, Black Panther, Iron Man, Black Widow, and Guardians of the Galaxy, and the writers and artists who developed them. It also charts the real-life events that shaped the times and details Marvel landmarks in publishing, movies, and TV. Explore the pages of this magnificent Marvel book to discover: - Timeless art from the original comic books on every page that brings the text vividly to life. - Easy to navigate, chronological presentation of key events, plus an extensive index. - Written by leading Marvel historians: Tom DeFalco, Peter Sanderson, Tom Brevoort, Matthew K. Manning, and Stephen (Win) Wiacek. This latest edition to DK's best-selling encyclopedic Marvel publications offers an unparalleled breadth and depth of information about the company and its vast creations, bringing the Marvel story fully up-to-date with information on all the company's achievements. The format is accessible and easy-to-navigate, showcasing chronological presentations of Marvel milestones alongside real-life events, as well as an extensive index. A must-have volume for all Marvel fans from age 12 to adult, whether for readers interested in popular culture and comic books, or fans of Marvel comics and movies seeking to broaden their knowledge and deepen their understanding of the company's history, impact, trends, and huge output.
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.
While Romantic-era concepts of childhood nostalgia have been understood as the desire to retrieve the ephemeral mindset of the child, this collection proposes that the emergence of digital media has altered this reflective gesture towards the past. No longer is childhood nostalgia reliant on individual memory. Rather, it is associated through contemporary convergence culture with the commodities of one's youth as they are recycled from one media platform to another. Essays in the volume's first section identify recurrent patterns in the recycling, adaptation, and remediation of children's toys and media, providing context for section two's exploration of childhood nostalgia in memorial practices. In these essays, the contributors suggest that childhood toys and media play a role in the construction of s the imagined communities (Benedict Anderson) that define nations and nationalism. Eschewing the dichotomy between restorative and reflexive nostalgia, the essays in section three address the ethics of nostalgia in terms of child agency and depictions of childhood. In a departure from the notion that childhood nostalgia is the exclusive prerogative of narrative fiction, section four looks for its traces in the child sciences. Pushing against nostalgia's persistent associations with wishful thinking, false memories, and distortion, this collection suggests nostalgia is never categorically good or bad in itself, but owes its benefits or defects to the ways in which it is brought to bear on the representation of children and childhood.
Art from the world's most popular ninja comic
The comedic and ironic misadventures of a confused Philosophy professor on the path to spiritual awakening. From Legendary artist Moebius (The Incal, Arzach, Blueberry) and writer Alejandro Jodorowsky (The Incal, Metabarons, Jodorowsky's Dune). Alan Mangel has it all. As a popular professor at the world-famous Universite de La Sorbonne, he is wealthy, married, and academically acclaimed. On his sixtieth birthday, however, his life crumbles as a beautiful young student claims she has received a holy vision that Mangel is to impregnate her with the second coming of John the Baptist. Thus begins a wild existential and spiritual journey that challenges Mangel's very reality when everything once true is proved to be false, while everything once false is proved to be true.
Fun fact: A lot of animals are shaped like potatoes. Another fun fact: Potatoes are easy to draw. Another another fun fact: If you can draw a potato, you can draw animals. Master of cute Katie Cook teaches you how to draw everything adorable in her first tutorial book with quick and easy-to-follow step-by-step lessons. All you need is a pencil and paper...or a napkin or a wall, depending on how confident you are in your drawing ability. Learn how to turn curvy blobs, shapes and squiggles into more than 200 different things, including fuzzy animals, cute food and inanimate objects like yarns balls, luggage and a toaster. Add nubbins, swishy bits, and little smiley faces to anything and everything to transform it into something really, really cute. How to draw lots of cats: fluffy cats, non-fluffy cats, cats in boxes, Polaroids of cats on refrigerators* How to draw food like ketchup delivery sticks, spicy dragon claws and tiny broccoli trees Perfect for doodling during class or in meetings For fans of drawing turkeys from hand outlines (gobble, gobble) or Ed Emberley's super simple drawing instruction books that use shapes, letters and even thumbprints as starting points, Drawing Cute with Katie Cook is a must-own adorable drawing manual, complete with Doctor Who references, fun facts and bad puns. "If you know how to draw a potato, the art world is an open door." --Katie Cook * Don't worry, there are lots of dog drawings, too!
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 this comprehensive textbook, editors Matthew J. Brown, Randy Duncan, and Matthew J. Smith offer students a deeper understanding of the artistic and cultural significance of comic books and graphic novels by introducing key theories and critical methods for analyzing comics. Each chapter explains and then demonstrates a critical method or approach, which students can then apply to interrogate and critique the meanings and forms of comic books, graphic novels, and other sequential art. Contributors introduce a wide range of critical perspectives on comics, including disability studies, parasocial relationships, scientific humanities, queer theory, linguistics, critical geography, philosophical aesthetics, historiography, and much more. As a companion to the acclaimed Critical Approaches to Comics: Theories and Methods, this second volume features 19 fresh perspectives and serves as a stand-alone textbook in its own right. More Critical Approaches to Comics is a compelling classroom or research text for students and scholars interested in Comics Studies, Critical Theory, the Humanities, and beyond.
Comics are all around campuses everyday, and with students arriving less prepared to tackle basics like reading, writing, and analyzing, this text helps connect what students enjoy to the classroom. Comic Connections: Analyzing Hero and Identity is designed to help teachers from middle school through college find a new strategy that they can use right away as part of their curricular goals. Each chapter has three pieces: comic relevance, classroom connections, and concluding thoughts; this format allows a reader to pick-and-choose where to start. Some readers might want to delve into the history of a comic to better understand characters and their usefulness, while other readers might want to pick up an activity, presentation, or project that they can fold into that day's lesson. This book focuses on defining heroic traits in popular characters such as Superman, Batman, or Daredevil, while offering a scholarly perspective on how to analyze character and identity in ways that would complement any literary classroom.
Its with a keen sense of humour and wondrous attention to detail that these two warped geniuses have created hundreds of magnificent fantasy illustrations. With the team of Fastner & Larson, good girls never looked so naughty -- so tantalisingly helpless -- or so well armed! It is the best/worst of American pop culture, as viewed through their unique prism. Contains many colour works which document their airbrush technique.
The curiously relatable inhabitants of Nathan W. Pyle's New York Times bestselling phenomenon Strange Planet are at it once again! Illustrated with art from the Strange Planet collections, Nathan W. Pyle's guided journal takes a fresh, self-reflective look at the behaviour that makes us human. Strange Planet: Existence Chronicle explores favourite themes from the Strange Planet social media stream and books, including emotions, recreation, and cultural traditions. Filled with prompts from the Strange Planet universe, and showcasing the signature characters in pastel hues of pink, blue, green, and purple, this guided journal can help fans explore and better understand the "strange planet" they inhabit.
Historical Dictionary of Animation and Cartoons is intended to provide an overview of the animation industry and its historical development. The animation industry has been in existence as long (some would argue longer) than cinema, yet it has had less exposure in terms of the discourse of moving-image history. This book introduces animation by considering the various definitions that have been used to describe it over the years. A different perception of animation by producers and consumers has affected how the industry developed and changed over the past hundred years. This second edition of Historical Dictionary of Animation and Cartoons contains a chronology, an introduction, and an extensive bibliography. The dictionary section has over 300 cross-referenced entries on animators, directors, studios, techniques, films, and some of the best-known characters. This book is an excellent resource for students, researchers, and anyone wanting to know more about animation and cartoons.
Anime and Manga are hot - the popularity of these media is only increasing. What is it about anime that is so appealing to a trans-national fan base? This book looks at anime fans and the place they occupy, both in terms of subculture in Japan and the West, and in relation to Western perceptions of Japan since the late 1800s.
All of Chris Hart's how-to-draw titles are best-sellers. And the best-sellers among all of his best-sellers are the ones about animals. "How to Draw Cartoon Animals," just one example, appears regularly on the BookScan Top 50 Art Books list, with more than 190,000 copies sold. Now "The Cartoonist's Big Book of Drawing Animals" is ready to roar onto the market All the most popular animals are here, including dogs, cats, horses, penguins, lions, tigers, bears, and elephants, as well as the favorite sidekick animals--pigs, kangaroos, giraffes, turtles. Simple step-by-step drawings show how to capture every cartoon emotion, from cutesy-sweet to begging to scheming, and how to create every box-office type, from baby animals to villain animals to clueless animals and much more. Faces, bodies, paws, feet, wings, tails--every part of dozens of animals is explained in this bumper book by the world's leading author of instructional art books. It's a mega-menagerie for cartoonists
Howard Cruse is the first biography to tell the life story of one of the most important figures in LGBTQ+ comics. A preacher's kid from Alabama who became "the godfather of queer comics," Cruse (1944-2019) was a groundbreaking underground cartoonist, a wicked satirist, an LGBTQ+ activist, and a mentor to a vast network of queer comics artists. His comic strip Wendel, published in The Advocate throughout the 1980s, is considered a revolutionary moment in the development of LGBTQ+ comics, as is his inaugurating the editorship of Gay Comix with Kitchen Sink Press in 1979, which furthered the careers of important artists like Jennifer Camper and Alison Bechdel. Cruse's graphic novel Stuck Rubber Baby, published in 1995, fictionalizes his own coming out in the context of the civil rights movement in 1960s Birmingham and was a significant forerunner to contemporary graphic novels and memoirs. Howard Cruse draws on extensive archival research and interviews and covers Cruse's entire body of work: the cute and zany Barefootz, the unexpected innovations of the Gay Comix stories, the domestic intimacies of Wendel, and the complexity and power of Stuck Rubber Baby. The book places Cruse's art in the context of his life and his times, including the historic movements for gay rights and against the AIDS crisis, and it celebrates this extraordinary and essential figure of LGBTQ+ comics and American comics art more broadly.
Han vs the green fellow. Chief Brody vs the very large shark. John McClane vs broken glass, and many, many more...This is Scott Campbell's acclaimed "Great Showdowns" series, showing strangely good-natured confrontations between his favorite movie characters, finally gets the book collection fans have been demanding! It comes with a Foreword by Neil Patrick Harris.
2022 Eisner Award Winner for Best Academic/Scholarly Work Japanese comics, commonly known as manga, are a global sensation. Critics, scholars, and everyday readers have often viewed this artform through an Orientalist framework, treating manga as the exotic antithesis to American and European comics. In reality, the history of manga is deeply intertwined with Japan’s avid importation of Western technology and popular culture in the early twentieth century.  Comics and the Origins of Manga reveals how popular U.S. comics characters like Jiggs and Maggie, the Katzenjammer Kids, Felix the Cat, and Popeye achieved immense fame in Japan during the 1920s and 1930s. Modern comics had earlier developed in the United States in response to new technologies like motion pictures and sound recording, which revolutionized visual storytelling by prompting the invention of devices like speed lines and speech balloons. As audiovisual entertainment like movies and record players spread through Japan, comics followed suit. Their immediate popularity quickly encouraged Japanese editors and cartoonists to enthusiastically embrace the foreign medium and make it their own, paving the way for manga as we know it today.  By challenging the conventional wisdom that manga evolved from centuries of prior Japanese art and explaining why manga and other comics around the world share the same origin story, Comics and the Origins of Manga offers a new understanding of this increasingly influential artform.
Celebrated during his lifetime as much for his personality as for his paintings, Andy Warhol (1928-1987) is the man who invented Pop Art, the notion of 15 minutes of fame and the idea that an artist could be as illustrious as the work he creates. With a unique, focused look at Warhol's life, this graphic novel biography offers insight into the turning point of Warhol's career and the time leading up to the creation of the Thirteen Most Wanted Men mural for the 1964 World's Fair, when Warhol clashed with urban planner Robert Moses and architect Philip Johnson. In Becoming Andy Warhol, New York Times bestselling writer Nick Bertozzi and artist Pierce Hargan showcase the moment when, by stubborn force of personality and sheer burgeoning talent, Warhol went up against the creative establishment and emerged to become one of the most significant artists of the 20th century.
Since 1978 Jim Davis' sarcastic, orange tabby cat has entertained millions of people appearing in Newspapers, books, cartoons and even his own films. Why has a lazy, coffee drinking, lasagna loving feline become a worldwide sensation loved by millions of people? From his small-town beginnings in Muncie, Indiana, The History of Garfield explores our relationship with Garfield, Jon and Odie and how Davis' characters have become such an integral part of American pop culture over the decades.
Ed Brubaker (b. 1966) has emerged as one of the most popular, significant figures in art comics since the 1990s. Most famous as the man who killed Captain America in 2007, Brubaker's work on company-owned properties such as Batman and Captain America and creator-owned series like Criminal and Fatale live up to the usual expectations for the superhero and crime genres. And yet, Brubaker layers his stories with a keen self-awareness, applying his expansive knowledge of American comic book history to invigorate his work and challenge the dividing line between popular entertainment and high art. This collection of interviews explores the sophisticated artist's work, drawing upon the entire length of the award-winning Brubaker's career. With his stints writing Catwoman, Gotham Central, and Daredevil, Brubaker advanced the work of crime comic book writers through superhero stories informed by hard-boiled detective fiction and film noir. During his time on Captain America and his series Sleeper and Incognito, Brubaker revisited the conventions of the espionage thriller. With double agents who lose themselves in their jobs, the stories expose the arbitrary superhero standards of good and evil. In his series Criminal, Brubaker offered complex crime stories and, with a clear sense of the complicated lost world before the Comics Code, rejected crusading critic Fredric Wertham's myth of the innocence of early comics. Overall, Brubaker demonstrates his self-conscious methodology in these often little-known and hard-to-find interviews, worthwhile conversations in their own right as well as objects of study for both scholars and researchers.
Comics are all around campuses everyday, and with students arriving less prepared to tackle basics like reading, writing, and analyzing, this text helps connect what students enjoy to the classroom. Comic Connections: Analyzing Hero and Identity is designed to help teachers from middle school through college find a new strategy that they can use right away as part of their curricular goals. Each chapter has three pieces: comic relevance, classroom connections, and concluding thoughts; this format allows a reader to pick-and-choose where to start. Some readers might want to delve into the history of a comic to better understand characters and their usefulness, while other readers might want to pick up an activity, presentation, or project that they can fold into that day's lesson. This book focuses on defining heroic traits in popular characters such as Superman, Batman, or Daredevil, while offering a scholarly perspective on how to analyze character and identity in ways that would complement any literary classroom. |
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