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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
Accompanied along the way by John's characteristic wit, and with prints ranging from magazine covers, comics and specialist commissioned pieces, Beyond Watchmen and Judge Dredd presents a tour de force of graphic illustration. This beautifully designed book is not only an intricately narrated portfolio from one of the industry's most celebrated and long serving artists, but also an essential book for all art, graphic and comic enthusiasts.
Histories and criticism of comics note that comic strips published in the Progressive Era were dynamic spaces in which anxieties about race, ethnicity, class, and gender were expressed, perpetuated, and alleviated. The proliferation of comic strip children-white and nonwhite, middle-class and lower class, male and female-suggests that childhood was a subject that fascinated and preoccupied Americans at the turn of the century. Many of these strips, including R.F. Outcault's Hogan's Alley and Buster Brown, Rudolph Dirks's The Katzenjammer Kids and Winsor McCay's Little Nemo in Slumberland were headlined by child characters. Yet no major study has explored the significance of these verbal-visual representations of childhood. Incorrigibles and Innocents addresses this gap in scholarship, examining the ways childhood was depicted and theorized in late nineteenth- and early twentieth-century comic strips. Drawing from and building on histories and theories of childhood, comics, and Progressive Era conceptualizations of citizenship and nationhood, Lara Saguisag demonstrates that child characters in comic strips expressed and complicated contemporary notions of who had a right to claim membership in a modernizing, expanding nation.
Just over 225 years ago, one of the most incredible odysseys in human history took place. 1,500 men and women were crammed aboard 11 ships and transported to the other side of the planet. They were criminals, outcasts, renegades: the scum of England. Having travelled over 24,000km, across three oceans, they arrived at a country that did not yet exist. For some, it was a one-way trip to hell; for others, it proved an unexpected chance of a new life. Bollee and Nicloux's 500-page masterpiece is an accurate, perceptive and sympathetic account of the birth of Australia.
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.
Before becoming one of the all-time greats of the comicbook world, artist Nick Cardy fought in World War II - and he took his sketchbook with him. From basic training in the US, through Europe to VE Day in Paris, Cardy documented everything, in vivid sketches and watercolors that show both the humor and horror of war: a chronicle of one man's journey, that speaks for millions.
28 different characters, poses and expressions that offer a dynamic selection of Manga-style male figures. Drawing boys 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.
This volume is the only existing biography of one of America's greatest and most influential cartoonists. Winsor McCay (1867-1934) is universally acknowledged as the first master of both the comic strip and the animated cartoon. Although invented by others, both genres were developed into enduring popular art of the highest imagination through McCay's innovative genius. Included are new materials found since the previous publication of the book such as new comic strips of Little Nemo in Slumberland, and new sketches of Gertie the Dinosaur. Key Features In the book the author reviews and fully analyzes mcCay's achievements in print and film while examining his work in relation to his life, family, and to American culture and values of the period. This painstakingly thorough biography begins with mcCay's childhood in Michigan to his seat as one of the greatest of the early animators. Originally published in 1987, it is now back in print in a new expanded and revised edition. Included are new amterials found since the previous publication of the book such as new comic strips of Little Nemo inSlumberland and new sketches of Gertie the Dinosaur.
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.
This book comes from best-selling Marvel Comics writer Brian Michael Bendis. In this book, step-by-step lessons teach everything needed to take ideas from script to dynamic sequential art. It exposes methods for crafting comic scripts, reveals business secrets, insights from Bendis' fellow creators and more. Arguably the most popular writer in modern comics, Brian Michael Bendis shares the tools and techniques he uses to create some of the most popular comic book and graphic novel stories of all time. Words for Pictures provides a fantastic opportunity for readers to learn from a creator at the very top of his field. Bendis' step-by-step lessons teach comics writing hopefuls everything they'll need to take their ideas from script to dynamic sequential art. The book's complete coverage exposes the most effective methods for crafting comic scripts, showcases insights from Bendis' fellow creators, reveals business secrets all would-be comics writers must know, and challenges readers with exercises to jumpstart their own graphic novel writing success.
In Long Drawn Out Trip: My Life, Gerald Scarfe tells his life story for the first time. With captivating, often thrilling stories, he takes us from his childhood and early days at Punch and Private Eye, through his long and occasionally tumultuous career as the Sunday Times cartoonist, to his film-making at the BBC and much-loved designs for Pink Floyd's The Wall and Disney's Hercules. Along the way he has drawn Churchill from life, gone on tour with The Beatles and thoroughly upset Mrs Mary Whitehouse. It is a very personal, wickedly funny and caustically insightful account of an artist's life at the forefront of contemporary culture and society.
100 Marvel comics that built a universe. Which comic books have helped define Marvel Comics and make them the pop-culture phenomenon they are today? Find out in Marvel Greatest Comics, a compelling showcase of some of the most trailblazing and inspiring comic books ever created. From the groundbreaking original Human Torch and his aquatic adversary Namor, the Sub-Mariner in 1939 to the game-changing 1960s Super Hero icons such as Spider-Man, the Avengers, and the Fantastic Four, to smart modern makeovers in the 21st century like Guardians of the Galaxy and Squirrel Girl, Marvel have set the pace. This book's specially curated and expertly appraised selection is a stunningly illustrated and insightful assessment of Marvel Comics and its legacy through the comics that made the company great. These are the comics that changed the face of an industry. These are Marvel's greatest comics. (c) 2020 MARVEL
Manga Anatomy Like You've Never Seen It
Many of the most inspiring characters in comics and graphic novels began their epic journeys as orphaned or abandoned children. In these stories, the loss of a parent inflicts challenges that even superpowers cannot easily resolve. For over a century and millions of readers, the comic strip is a space in which this narrative has been continuously reimagined. Superheroes, Orphans & Origins: 125 Years in Comics offers a richly illustrated and thought-provoking exploration of the representation of orphans, foundlings, adoptees and foster children in sequential art. Surveying 125 years of creative practice and an international cast of characters, this book examines how care-experience is depicted in early comic strips like Little Orphan Annie, celebrated superhero narratives including Superman and Batman, and popular Japanese manga, among other examples. The complex issues and identities that feature in these stories are considered from a variety of perspectives, ranging from art historical to activist. Contributing authors include Lemn Sissay, MBE and award-winning artists Carlos Gimenez and Lisa Wool- Rim Sjoeblom, all drawing inspiration from their own experiences in care. Bringing together critical essays, candid conversations and outstanding artwork, this book encourages a new way to experience comics. This book is published on the occasion of the first major exhibition to focus on the representation of care experience in comics, produced by the Foundling Museum in London (April - August 2022).
This book chronicles Zunar's fight through cartoons from 2009 to 2018. Peppered within the pages of this book are some of Zunar's timeless philosophies on cartooning, which have kept him going despite the odds stacked against him - arrests, court charges, banning of books, travel ban. In this book, Zunar also sheds light on the methodological approach he utilises in his cartoons to effectively deliver his messages. From the conception of a cartoon right down to inking it, Zunar bares what goes on his mind when he draws these cartoons. From being labelled controversial to becoming an award winning cartoonist, this is Zunar's fight through cartoons in his own words.
International Convention of Asia Scholars 2019 Book Prize - Best Art Publication In the most comprehensive and authoritative source on this subject, Comics Art in China covers almost all comics art forms in mainland China, providing the history from the nineteenth century to the present as well as perspectives on both the industry and the art form. This volume encompasses political, social, and gag cartoons, lianhuanhua (picture books), comic books, humorous drawings, cartoon and humor periodicals, and donghua (animation) while exploring topics ranging from the earliest Western-influenced cartoons and the popular, often salacious, 1930s humor magazines to cartoons as wartime propaganda and comics art in the reform. Coupling a comprehensive review of secondary materials (histories, anthologies, biographies, memoirs, and more) in English and Chinese with the artists' actual works, the result spans more than two centuries of Chinese animation. Structured chronologically, the study begins with precursors in early China and proceeds through the Republican, wartime, Communist, and market economy periods. Based primarily on interviews senior scholar John A. Lent and Xu Ying conducted with over one hundred cartoonists, animators, and other comics art figures, Comics Art in China sheds light on tumult and triumphs. Meticulously, Lent and Xu describe the evolution of Chinese comics within a global context, probing the often-tense relationship between expression and government, as well as proving that art can be a powerful force for revolution. Indeed, the authors explore Chinese comics art as it continues to grow and adapt in the twenty-first century. Enhanced with over one hundred black-and-white and color illustrations, this book stands out as not only the first such survey in English, but perhaps the most complete one in any language.
Robots in Popular Culture: Androids and Cyborgs in the American Imagination seeks to provide one go-to reference for the study of the most popular and iconic robots in American popular culture. In the last 10 years, technology and artificial intelligence (AI) have become not only a daily but a minute-by-minute part of American life-more integrated into our lives than anyone would have believed even a generation before. Americans have long known the adorable and helpful R2-D2 and the terrible possibilities of Skynet and its army of Terminators. Throughout, we have seen machines as valuable allies and horrifying enemies. Today, Americans cling to their mobile phones with the same affection that Luke Skywalker felt for the squat R2-D2. Meanwhile, our phones, personal computers, and cars have attained the ability to know and learn everything about us. This volume opens with essays about robots in popular culture, followed by 100 A-Z entries on the most famous AIs in film, comics, and more. Sidebars highlight ancillary points of interest, such as authors, creators, and tropes that illuminate the motives of various robots. The volume closes with a glossary of key terms and a bibliography providing students with resources to continue their study of what robots tell us about ourselves. Provides readers with detailed information on popular examples of robots/AI in American popular culture Provides readers with considerable Further Reading suggestions, including scholarly, pop culture, and scientific readings on each topic Places popular examples of robots/AI in pop culture in proper historical perspective Provides scholarly material that gives readers additional important historical context in five essays Gives equal coverage to a diverse array of robots, from the well-known to the obscure
Superman is the original superhero, an American icon, and arguably the most famous character in the world--and he's Jewish! Introduced in June 1938, the Man of Steel was created by two Jewish teens, Jerry Siegel, the son of immigrants from Eastern Europe, and Joe Shuster, an immigrant. They based their hero's origin story on Moses, his strength on Samson, his mission on the golem, and his nebbish secret identity on themselves. They made him a refugee fleeing catastrophe on the eve of World War II and sent him to tear Nazi tanks apart nearly two years before the US joined the war. In the following decades, Superman's mostly Jewish writers, artists, and editors continued to borrow Jewish motifs for their stories, basing Krypton's past on Genesis and Exodus, its society on Jewish culture, the trial of Lex Luthor on Adolf Eichmann's, and a future holiday celebrating Superman on Passover. A fascinating journey through comic book lore, American history, and Jewish tradition, this book examines the entirety of Superman's career from 1938 to date, and is sure to give readers a newfound appreciation for the Mensch of Steel!
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.
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.
Contributions by Jose Alaniz, Ian Blechschmidt, Paul Fisher Davies, Zanne Domoney-Lyttle, David Huxley, Lynn Marie Kutch, Julian Lawrence, Liliana Milkova, Stiliana Milkova, Kim A. Munson, Jason S. Polley, Paul Sheehan, Clarence Burton Sheffield Jr., and Daniel Worden From his work on underground comix like Zap and Weirdo, to his cultural prominence, R. Crumb is one of the most renowned comics artists in the medium's history. His work, beginning in the 1960s, ranges provocatively and controversially over major moments, tensions, and ideas in the late twentieth and early twenty-first centuries, from the counterculture and the emergence of the modern environmentalist movement, to racial politics and sexual liberation. While Crumb's early work refined the parodic, over-the-top, and sexually explicit styles we associate with underground comix, he also pioneered the comics memoir, through his own autobiographical and confessional comics, as well as in his collaborations. More recently, Crumb has turned to long-form, book-length works, such as his acclaimed Book of Genesis and Kafka. Over the long arc of his career, Crumb has shaped the conventions of underground and alternative comics, autobiographical comics, and the ""graphic novel."" And, through his involvement in music, animation, and documentary film projects, Crumb is a widely recognized persona, an artist who has defined the vocation of the cartoonist in a widely influential way. The Comics of R. Crumb: Underground in the Art Museum is a groundbreaking collection on the work of a pioneer of underground comix and a fixture of comics culture. Ranging from art history and literary studies, to environmental studies and religious history, the essays included in this volume cast Crumb's work as formally sophisticated and complex in its representations of gender, sexuality, race, politics, and history, while also charting Crumb's role in underground comix and the ways in which his work has circulated in the art museum.
The modern comic book shop was born in the early 1970s. Its rise was due in large part to Phil Seuling, the entrepreneur whose direct market model allowed shops to get comics straight from the publishers. Stores could then better customize their offerings and independent publishers could access national distribution. Shops opened up a space for quirky ideas to gain an audience and helped transform small-press series, from Teenage Mutant Ninja Turtles to Bone, into media giants. Comic Shop is the first book to trace the history of these cultural icons. Dan Gearino brings us from their origins to the present-day, when the rise of digital platforms and a changing retail landscape have the industry at a crossroads. When the book was first published in 2017, Gearino had spent a year with stores around the country, following how they navigated the business. For this updated and expanded paperback edition, he covers the wild retail landscape of 2017 and 2018, a time that was brutal for stores and rich for comics as an art form. Along the way he interviews pioneers of comics retailing and other important players, including many women; top creators; and those who continue to push the business in new directions. A revised guide to dozens of the most interesting shops around the United States and Canada is a bonus for fans. |
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