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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
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.
The artwork of Curt Swan (1920-1996) defined the look of "Superman" for over 30 years. His amazing skills of storytelling, draftsmanship and design brought a realism and sense of wonder to The Man of Steel's adventures, making them the best-selling comic books of their day. Filled with iconic artwork, this biography traces the artist's career from its beginning on features like "Gangbusters" to his widespread regard as the Dean of American comics and, later, his frustrations with an industry that viewed his dignified work as unfashionable. It features one-to-one interviews with Curt Swan's family members as well as with comics legends Joe Kubert, Carmine Infantino, Murphy Anderson and others.
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.
Alan Moore's Watchmen is set in 1985 and chronicles the alternative
history of the United States where the US edges dangerously closer
to nuclear war with the Soviet Union. Within this world exists a
group of crime busters, who don elaborate costumes to conceal their
identity and fight crime, and an intricate plot to kill and
discredit these "superheroes."
This is an in-depth primer on the tools and techniques used by top sequential artists. It uses detailed instruction and step-by-step examples to teach key artistic methods. It is based on SCAD's world-famous sequential arts curriculum with examples of professional comic book art from their staff and alumni. John Lowe, Dean of the School of Communication Arts at SCAD, presents an in-depth primer on the tools and techniques used by top sequential artists to create comic books, graphic novels and other sequential art forms. Based on SCAD's world-famous sequential arts curriculum with examples of professional comic book art from their faculty and alumni, the book uses detailed instruction and step-by-step examples to teach key artistic methods like sketching, thumbnailing, reference gathering and using production/digital design methods. This book covers all the materials and methods aspiring artists need to master to make it as sequential artists.
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.
Superstar artist GUILLEM MARCH is well known for his DC Comics work (Batman, Joker, Harley Quinn) and his creator-owned Image book, KARMEN. This companion to the sold out COVER GIRLS showcases his best and most breathtaking artwork, including beautifully crafted European adult projects like Monika and The Dream. Plus, more than two hundred full-color images including covers, pin-ups, sketches, and process work all celebrating the female form. It also features a delightfully spicy 20-page comic released in English for the first time ever, as well as his run of acclaimed Vampirella covers.
This volume collects some of the best covers and other artwork from rising star GUILLEM MARCH (Gotham City Sirens, Catwoman). More than one-hundred, full-color images featuring the sexiest girls from his stunning work for Eros Magazine and Playboy Spain, never-before-seen in the U.S., plus much unpublished art.
Date Me is a collection of comics that tells stories of dating in a wheelchair, social situations sculpted by people's response to a wheelchair, and the struggle of trying to fit in from a different perspective. Dating is hard enough as an able-bodied person. Throw in the variable of a wheelchair and the "hard" becomes "almost not worth it." Kristin Beale shares stories of her crazy family, the unique and often lousy ways people interact with her because of her disability, and her often failed attempts at dating in a wheelchair with a strained, but ongoing determination not to give up. Relatable for many people who have dated in the 21st century, Date Me offers a different perspective from a wheelchair user and how to interact with them. With a few extra indiscriminate stories thrown in, Kristin's stories keep readers entertained as she reveals the struggles and triumphs of living in a wheelchair in today's world.
An aspiring young creator learns the fundamentals of visual storytelling from three comic book mentors in this charming illustrated tale-a graphic novel that teaches you how to turn your stories into comics! Acclaimed illustrator and graphic novelist Mark Crilley returns with a new approach to learning the essential elements of making comics. Using the same comics-style art instruction as in The Drawing Lesson, The Comic Book Lesson follows the story of Emily, an enthusiastic young comics fan and aspiring creator who has a story she needs to tell. On her quest to turn her story into a comic book, Emily visits her comic book shop and local comics convention, where she meets three mentors. Trudy, a high school student working on comics of her own, teaches Emily how to create expressive characters and how art can convey action and suspense. Madeline, a self-published manga artist, teaches Emily how to use panel composition and layout to tell a story visually and how to develop a comic from script to sketch to finished pages. Sophie, a professional graphic novelist, guides Emily through fine-tuning the details of dialogue, sequence, and pacing to lead readers through the story. The Comic Book Lesson blends these teaching moments into a sweet, clever, and poignant story that reveals why Emily is so driven to create her comic book. Each lesson builds off the previous information and skills presented, and the sequential art format provides the perfect vehicle for step-by-step instruction. This book also includes practise exercises to help readers develop their own comic book skills.
This book calls for an investigation of the "borderlands of narrativity" the complex and culturally productive area where the symbolic form of narrative meets other symbolic logics, such as data(base), play, spectacle, or ritual. It opens up a conversation about the "beyond" of narrative, about the myriad constellations in which narrativity interlaces with, rubs against, or morphs into the principles of other forms. To conceptualise these borderlands, the book introduces the notion of "narrative liminality", which the 16 articles utilize to engage literature, popular culture, digital technology, historical artifacts, and other kinds of texts from a time span of close to 200 years.
The only step-by-step guide ever published on drawing this wildly
popular style of comic book art--perfect for every age
28 different characters, poses and expressions that offer a dynamic selection of Manga-style female figures. Drawing girls is a very popular subject within the manga genre and this book is perfect for anyone seeking to learn the basics of creating these delightful characters. Suitable for adults and children of all ages and abilities.
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.
One Marvel book to guide them all. The Marvel Book charts an exhilarating course through the fascinating, dynamic and awe-inspiring Marvel Comics universe. Packed with vivid comic book imagery, illuminating infographics and incisive, specially curated essays, this book explores the key concepts, characters and events that have defined and shaped Marvel Comics over the past 80 years. Meticulously researched and expertly written, this discerning guide sheds new light on the myriad wonders of the Marvel Comics universe. So whether you are a devoted Marvel Comics fan or a casual reader keen to find out more, The Marvel Book is an invaluable roadmap to a boundless comics universe that will encourage you to see it anew. © 2019 MARVEL
The Art of Comics is the first-ever collection of essays published in English devoted to the philosophical topics raised by comics and graphic novels. In an area of growing philosophical interest, this volume constitutes a great leap forward in the development of this fast expanding field, and makes a powerful contribution to the philosophy of art. * The first-ever anthology to address the philosophical issues raised by the art of comics * Provides an extensive and thorough introduction to the field, and to comics more generally * Responds to the increasing philosophical interest in comic art * Includes a preface by the renowned comics author Warren Ellis * Many of the chapters are illustrated, and the book carries a stunning cover by the rising young comics star David Heatley
In Graphic Medicine, comics artists and scholars of life writing, literature, and comics explore the lived experience of illness and disability through original texts, images, and the dynamic interplay between the two. The essays and autobiographical comics in this collection respond to the medical humanities' call for different perceptions and representations of illness and disability than those found in conventional medical discourse. The collection expands and troubles our understanding of the relationships between patients and doctors, nurses, social workers, caregivers, and family members, considering such encounters in terms of cultural context, language, gender, class, and ethnicity. By treating illness and disability as an experience of fundamentally changed living, rather than a separate narrative episode organized by treatment, recovery, and a return to "normal life," Graphic Medicine asks what it means to give and receive care. Comics by Safdar Ahmed, John Miers, and Suzy Becker, and illustrated essays by Nancy K. Miller and Jared Gardner show how life writing about illness and disability in comics offers new ways of perceiving the temporality of caring and living. Crystal Yin Lie and Julia Watson demonstrate how use of the page through panels, collages, and borderless images can draw the reader, as a "mute witness," into contact with the body as a site where intergenerational trauma is registered and expressed. Kiene Brillenburg Wurth examines how microscripts productively extend graphic medicine beyond comics to "outsider art." JoAnn Purcell and Susan Squier display how comics artists respond to and reflect upon their caring relationship with those diagnosed with an intellectual disability. And Erin La Cour interrogates especially difficult representations of relationality and care. During the past decade, graphic medicine comics have proliferated-an outpouring accelerated recently by the greatest health crisis in a century. Edited by Erin La Cour and Anna Poletti, Graphic Medicine helps us recognize that however unpleasant or complicated it may be, interacting with such stories offers fresh insights, suggests new forms of acceptance, and enhances our abilities to speak to others about the experience of illness and disability.
It was an age of mighty heroes, misunderstood monsters, and complex villains. With the publication of Fantastic Four No. 1 in November 1961, comics giant Marvel inaugurated a transformative era in pop culture. Through the next two decades, the iconic Hulk, Spider-Man, Iron Man, and the X-Men leapt, darted, and towered through its pages. Captain America was resurrected from his 1940s deep-freeze and the Avengers became the World's Greatest Super Heroes. Daredevil, Doctor Strange, and dozens more were added to the pantheon, each with their own rogues' gallery of malevolent counterparts. Nearly 60 years later, these thrilling characters from the 1960s and '70s are more popular than ever, fighting the good fight in comics, toy aisles, and blockbuster movies around the world. In The Marvel Age of Comics 1961-1978, legendary writer and editor Roy Thomas takes you to the heart of this seminal segment in comic history-an age of triumphant character and narrative innovation that reinvented the super hero genre. With more than 500 images and insider insights, the book traces the birth of champions who were both epic in their powers and grounded in a world that readers recognized as close to their own; relatable heroes with the same problems, struggles, and shortcomings as everyone else. By the '70s, we see how the House of Ideas also elevated horror, sword and sorcery, and martial arts in its stable of titanic demigods, introducing iconic characters like Man-Thing, Conan, and Shang-Chi and proving that their brand of storytelling could succeed and flourish outside of the capes and tights. Behind it all, we get to know the extraordinary Marvel architects whose names are almost as familiar as the mortals (and immortals!) they brought to life-Stan "The Man" Lee, Jack "King" Kirby, and Steve Ditko, along with a roster of greats like John Romita, John Buscema, Marie Severin, Jim Steranko, and countless others. The result is a behind-the-scenes treasure trove and a jewel for any comic fan's library, brimming with the innovation and energy of an invincible era for Marvel and its heroes alike. (c) 2020 MARVEL About the series TASCHEN is 40! Since we started our work as cultural archaeologists in 1980, TASCHEN has become synonymous with accessible publishing, helping bookworms around the world curate their own library of art, anthropology, and aphrodisia at an unbeatable price. Today we celebrate 40 years of incredible books by staying true to our company credo. The 40 series presents new editions of some of the stars of our program-now more compact, friendly in price, and still realized with the same commitment to impeccable production.
Interest in comic books, graphic novels, and manga has never been greater, and fans of these works continue to grow around the world. From American superheroes like Superman and Spiderman to Japanese manga like Dragon Ball, there is a rich world of graphic storytelling that appeals to a wide range of readers-from young children just beginning to read to adults of every age who are captivated by dynamic illustrations and complex characters. Once dismissed as "just" for children, comic books are now appreciated for their vibrant art and sophisticated storylines. In Comics, Graphic Novels, and Manga: The Ultimate Teen Guide, Randall Bonser explores the history, evolution, diversification, and impact of graphic storytelling. This book looks at the origins of illustrated stories and how they evolved over the decades. A celebration and exploration of the rapidly growing world of comics, this book discusses such topics as *the history of graphic storytelling, from cave drawings to zombie comics *the impact of American superhero comics on popular culture *diversity in comics *the tools comic book and graphic novel creators use to communicate *easy starting points for readers new to comics Featuring reviews of more than 90 graphic novels and popular manga series, this book provides recommendations of what teens should consider reading next. The author also provides a short course on how teens can create and distribute their own comics. For those who either want to start reading comics but aren't sure where to start, or as a gateway for the comics enthusiast to explore a different graphic novel genre, Comics, Graphic Novels, and Manga: The Ultimate Teen Guide provides a fun and fascinating introduction to these worlds. |
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