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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
"The real war," said Walt Whitman, "will never get in the books." During World War II, the truest glimpse most Americans got of the "real war" came through the flashing black lines of twenty-two-year-old infantry sergeant Bill Mauldin. Week after week, Mauldin defied army censors, German artillery, and Patton's pledge to "throw his ass in jail" to deliver his wildly popular cartoon, "Up Front," to the pages of Stars and Stripes. "Up Front" featured the wise-cracking Willie and Joe, whose stooped shoulders, mud-soaked uniforms, and pidgin of army slang and slum dialect bore eloquent witness to the world of combat and the men who lived-and died-in it. This taut, lushly illustrated biography-the first of two-time Pulitzer Prize winner Bill Mauldin-is illustrated with more than ninety classic Mauldin cartoons and rare photographs. It traces the improbable career and tumultuous private life of a charismatic genius who rose to fame on his motto: "If it's big, hit it."
Unlocking a new and overdue model for reading comic books, this unique volume explores religious interpretations of popular comic book superheroes such as the Green Lantern and the Hulk. This superhero subgenre offers a hermeneutic for those interested in integrating mutiplicity into religious practices and considerations of the afterlife.
The best-loved comic characters in the world - Superman, Batman, Wonder Woman, the JLA and many more - are all brought to life by the number one fan-favourite artist working in the medium today, the incomparable Alex Ross. With a new jacket and an additional 16 pages, this book reveals Ross's lifelong love of these classic superheroes and his vision - combining his dynamic art with Chip Kidd's kinetic design. Step into the studio for a behind-the-scenes look at his creative process, with hundreds of never-before seen sketches, limited edition prints, and prototype sculptures. It also has 32 pages of exclusive new material centring on Ross's startling new comic series, "Justice", written by Jim Kreuger, with Ross painting over Doug Braithwaite's pencils!
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.
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 verses 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 deluxe art book showcasing Haruichi Furudate’s incredible artwork from the hit manga series Haikyu!! Ever since he saw the legendary player known as “the Little Giant” compete at the national volleyball finals, Shoyo Hinata has been aiming to be the best volleyball player ever! Who says you need to be tall to play volleyball when you can jump higher than anyone else? The Art of Haikyu!! collects the dynamic and lush color art from the hit manga series, including chapter title pages, illustrations, bonus sketches, and more from creator Haruichi Furudate!
Superheroes are enjoying a cultural resurgence, dominating the box office and breaking out of specialty comics stores onto the shelves of mainstream retailers. A leading figure behind the superhero Renaissance is Grant Morrison, long-time architect of the DC Comics' universe and author of many of the most successful comic books in recent years. Known for his anarchic original creations - Zenith, The Invisibles, The Filth, We3 - as well as for his acclaimed serialized comics - JLA, Superman, Batman, New X-Men - Morrison has radically redefined the superhero archetype. Known for his eccentric lifestyle and as a practitioner of ""pop magic,"" Morrison sees the superhero as not merely fantasy but a medium for imagining a better humanity. Drawing on a variety of analytical approaches, this first-ever collection of critical essays on his work explores his rejuvenation of the figure of the superhero as a means to address the challenges of modern life.
One of four volumes dealing with the world of comic art, this volume is a comprehensive, international bibliography dealing with animation, caricature, gag, illustrative, magazine, and political cartoons in the United States and Canada. Reflecting the substantial growth of comic art literature in recent years, it is representative of various types of publications, writing formats and styles, and languages from all over the world. The four volumes attempt for the first time to pull together the massive amount of comic art literature worldwide. Organized with meticulous detail, the work consists of numerous resources, including an annotated directory of 66 comic art-related periodicals; a section of comic art functions, activities, and relationships with various socio-cultural phenomena, such as education, eroticism, ethnicity, race, social consciousness, and violence; as well as historical and contemporary parts on animation, caricature, gag cartoons, and political cartoons. At least 224 animators, caricaturists, and cartoonists are singled out for special prominence. Business, legal, and technical aspects of each genre make up other categories. The book is enhanced by Maurice Horn's foreword, retracing the pioneer work he and others did in the field of comic art studies. To further help the user, the indices are systematically broken down by authors, cartoonists, characters and titles, periodicals, and subjects.
A comprehensive history of a small, but important, comic book publisher, this work reflects the reading tastes of tens of millions of Americans during the Golden and Silver ages of comics (1934-1970). The earlier Sangor "Shop" reinvented itself as the American Comics Group and by 1967 had published over one thousand issues. ACG was a microcosm of the larger industry, publishing magazines in every major comic book genre. Best known titles include "Herbie" and "Forbidden Worlds." It was ACG's "Adventures into the Unknown" that sparked a new genre--horror--which led to the Comics Code Authority, and industry-wide "self" censorship.
Chris Murray reveals the largely unknown and rather surprising history of the British superhero. It is often thought that Britain did not have its own superheroes, yet Murray demonstrates that there were a great many in Britain and that they were often used as a way to comment on the relationship between Britain and America. Sometimes they emulated the style of American comics, but they also frequently became sites of resistance to perceived American political and cultural hegemony, drawing upon satire and parody as a means of critique. Murray illustrates that the superhero genre is a blend of several influences, and that in British comics these influences were quite different from those in America, resulting in some contrasting approaches to the figure of the superhero. He identifies the origins of the superhero and supervillain in nineteenth-century popular culture such as the penny dreadfuls and boys' weeklies and in science fiction writing of the 1920s and 1930s. He traces the emergence of British superheroes in the 1940s, the advent of ""fake"" American comics, and the reformatting of reprinted material. Murray then chronicles the British Invasion of the 1980s and the pivotal roles in American superhero comics and film production held by British artists today. This book will challenge views about British superheroes and the comics creators who fashioned them. Murray brings to light a gallery of such comics heroes as the Amazing Mr X, Powerman, Streamline, Captain Zenith, Electroman, Mr Apollo, Masterman, Captain Universe, Marvelman, Kelly's Eye, Steel Claw, the Purple Hood, Captain Britain, Supercats, Bananaman, Paradax, Jack Staff, and SuperBob. He reminds us of the significance of many such creators and artists as Len Fullerton, Jock McCail, Jack Glass, Denis Gifford, Bob Monkhouse, Dennis M. Reader, Mick Anglo, Brendan McCarthy, Alan Moore, Grant Morrison, Dave Gibbons, and Mark Millar.
This stunning book explores the rich mythology of Assassin's Creed, featuring the art and history of the series from the first groundbreaking game through the graphic novels to the DLCs. Highlighting the lush and vibrant art that has become a hallmark of the series, this luxury coffee-table book brings the game's famous historical locations and figures to life and explores the evolution of each iconic Assassin and Templar.
This transnational, interdisciplinary study argues for the use of comics as a primary source. In recuperating currently unknown or neglected strips the authors demonstrate that these examples, produced during the World Wars, act as an important cultural record, providing, amongst other information, a barometer for contemporary popular thinking.
This title explores the roles of religion in comic books and graphic novels. Comic books have increasingly become a vehicle for serious social commentary and, specifically, for innovative religious thought. Practitioners of both traditional religions and new religious movements have begun to employ comics as a missionary tool, while humanists and religious progressives use comics' unique fusion of text and image to criticize traditional theologies and to offer alternatives. Addressing the increasing fervor with which the public has come to view comics as an art form and Americans' fraught but passionate relationship with religion, "Graven Images" explores with real insight the roles of religion in comic books and graphic novels. In essays by scholars and comics creators, "Graven Images" observes the frequency with which religious material - in devout, educational, satirical, or critical contexts - occurs in both independent and mainstream comics. Contributors identify the unique advantages of the comics medium for religious messages; analyze how comics communicate such messages; place the religious messages contained in comics books in appropriate cultural, social, and historical frameworks; and, articulate the significance of the innovative theologies being developed in comics.
The Hugely popular Christopher Hart simplifies professional anime art so readers can develop their own original characters. It includes templates, step-by-step demonstrations and drawing exercises. Nothing brings anime artists more satisfaction than creating original characters to use in a comic strip or graphic novel. Bestselling How-to-Draw author Christopher Hart helps them reach this goal by providing insight into the six most popular anime types: schoolgirls, schoolboys, preteens, vengeful 'baddies', humorous personalities, and fantasy figures. He supplies templates for each- an extensive array of 'menus' of head and body types, outfits, and accessories, as well as detailed, accessible, step-by-step demonstrations and drawing exercises. Plus, Hart showcases some of the best anime artists in the world for this title, including Inma R., Tabby Kink, Ayame Shiroi, Euro Pinku and Tina Francisco. It's the guide every would-be anime artist has been looking for!
In RADIANCE, Mallory finds the Lord ever faithful as she pushes ahead with her diamonds and design business, partnering with Diana Faulkner. David is never far from her thoughts as the five years pass, sometimes seeming to crawl and, at other times, racing by. With her equilibrium thrown off temporarily by the entrance of handsome Cy Warrington, it isn't easy for her to get back on track and live down the failure. Can the Lord give her victory and the desires of her heart? Can she keep her companies profitable and embrace the relationships the Lord has placed in her life? It seems like a lot for one so young. As her friends announce engagements and rush to the marriage altar, can she resist being caught up in the mad dash? Read Radiance and experience what the blessing of the Lord can accomplish with a surrendered life.
This pioneering study presents an overview of the Mexican comic book industry, together with in-depth studies of the best selling Mexican comic books of the 1960s and 1970s. Most of the popular superhero, adventure, humor, romance, political, detective, and Western comic books are described and analyzed in detail, and then discussed in terms of how they reflect both Mexican and United States cultures. The study concludes with a critical discussion of the media imperialism hypothesis' applicability to the Mexican comic book. The comic book is Mexico's most popular print medium, read by all ages and socio-economic groups. Many may be surprised to learn that, in Mexico, Mexican comic books far outsell U.S. comic books in Spanish translation. The Mexican comic book is not a clone of its U.S. model, but rather a hybrid product that mixes U.S. forms and conventions with Mexican content. This work is a major contribution to the understanding of contemporary Mexican culture.
This is the story of Carol Danvers, a US Air Force officer who later became Captain Marvel. Carol Danvers has a big dream of going into space one day and she's determined to work hard and follow her ambitions. Fighting stereotypes and her father along the way, Carol joins the Air Force and ends up as head of security at a top secret NASA base where a series of events suddenly turn her world upside down. She emerges as Captain Marvel, one of the most powerful Super Heroes in history. This is a story about dreams, being true to yourself and taking charge of your own power. Marvel Origins tell the stories of our favourite Marvel characters from their early lives and struggles to getting their powers and becoming some of the best-known Super Heroes of all time. These action-packed books are the perfect way to introduce children to the world of Marvel or to learn more about their favourite heroes. (c) 2020 MARVEL |
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