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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
Cartoonists and animators have given animals human characteristics for so long that audiences are now accustomed to seeing Bugs Bunny singing opera and Mickey Mouse walking his dog Pluto. The Animated Bestiary critically evaluates the depiction of animals in cartoons and animation more generally. Paul Wells argues that artists use animals to engage with issues that would be more difficult to address directly because of political, religious, or social taboos. Consequently, and principally through anthropomorphism, animation uses animals to play out a performance of gender, sex and sexuality, racial and national traits, and shifting identity, often challenging how we think about ourselves. Wells draws on a wide range of examples, from the original King Kong to Nick Park's Chicken Run to Disney cartoons such as Tarzan, The Jungle Book, and Brother Bear to reflect on people by looking at the ways in which they respond to animals in cartoons and films.
"Velocity" is a stunning new visionary collection from the imagination of acclaimed illustrator Stephan Martiniere. The fantasy and SF artist has worked for numerous film studios, including Disney and Warner Bros., as well as video game companies. This book showcases his sci-fi book cover paintings, commercial and film art, video game designs, and other never before-seen artwork. This is an unmissable title.
Can comics be documentary, and can documentary take the form of, and thus be, comics? Examining comics as documentary, this book challenges the persistent assumption that ties documentary to recording technologies, and instead engages an understanding of the category in terms of narrative, performativity and witnessing. Through a cluster of early twenty-first century comics, Nina Mickwitz argues that these comics share a documentary ambition to visually narrate and represent aspects and events of the real world.
Doc Savage is the prototype of the modern fictional superhero. The character exploded onto the scene in 1933, with the Great Depression and the gathering clouds of war as a cultural backdrop. The adventure series is examined in relation to historical events and the changing tastes of readers, with special attention paid to the horror and science fiction elements. The artwork features illustrations, covers, and original art. Chapters cover Doc Savage paperbacks, pulp magazines, comic books, and fanzines, and an appendix offers biographies of all major contributors to the series.
Packed with 100+ inventive groupings, hierarchies, and infographics, The DC Comics Book of Lists offers a creative way of looking at both the well-known and obscure histories of the top heroes and villains from the DC Universe across 80+ years. Each entry in this book celebrates another corner of DC's past, present, and future. It revels in the rich tapestry of DC's characters and history. Or histories, for that matter. Each first meeting of Batman and Superman is listed, as are highlights of Hawkman's many reincarnations and Jimmy Olsen's transformations. The craziest things Harley Quinn has ever done? They're ranked. The DC Comics Book of Lists also lists the many alternate futures of DC, from Kingdom Come to the Great Disaster, and each of the Legion of Super-Heroes reboots (presented as a handy flow chart to account for Time Trapper's Pocket Universe, the Five Years Later era, and the Geoff Johns era "retroboot"). Illustrated with full-color comic book art throughout, each page of The DC Book of Lists presents a new discovery or way of looking at cherished characters.
Meet the zombies and all their undead friends in this new ghoulish activity book from Jason Ford. Design a zombie diner menu, learn to draw a vampire, cause chaos with scary spiders, and much more!
Gorgeous color art from Eiichiro Oda’s One Piece! The first three Color Walk art books collected into one beautiful compendium. Color images and special illustrations from the world’s most popular manga, One Piece! This compendium features over 300 pages of beautiful color art as well as interviews between the creator and other famous manga artists, including Taiyo Matsumoto, the creator of Tekkonkinkreet. This second volume continues to showcase the artful adventures of the One Piece series. From the Water Seven arc, where the Straw Hats encounter the sinister CP9 organization, to the Paramount War arc that follows their journey to Marineford where Luffy’s brother Ace resides.
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.
Assassin's Creed Syndicate takes players into the underbelly of Victorian London at a time when the Industrial Revolution is in full swing. This volume contains hundreds of never-before-seen concept arts, including sketches, final paintings, 3D renders and texture studies, all sitting alongside insightful and comprehensive commentary from the artists and developers. This volume goes deeper into Ubisoft's artistic process than any other art book!
Learn how to draw stylish manga characters with this fun workbook geared toward budding artists. Start out by tracing the sample illustrations, then practice drawing using the provided guidelines. Once you master the basics, you'll be freehanding your own awesome manga girls in no time!
Time-travel through the Automobile Age with a collection that puts you in the driver's seat. 20th Century Classic Cars offers a lush visual history of the automobile, decade by decade, via 400-plus print advertisements from the Jim Heimann Collection. Using imagery culled from a century of auto advertising, this book traces the evolution of the auto from horseless carriage to rocket on wheels-and beyond. With an introduction and chapter text by former New York Times automotive writer Phil Patton, as well as an illustrated timeline, this volume highlights the technological innovations, major manufacturers and dealers, historical events, and influence of popular culture on car design. About the series Bibliotheca Universalis - Compact cultural companions celebrating the eclectic TASCHEN universe!
In the age of digital media, superheroes are no longer confined to comic books and graphic novels. Their stories are now featured in films, video games, digital comics, television programs, and more. In a single year alone, films featuring Batman, Spider-Man, and the Avengers have appeared on the big screen. Popular media no longer exists in isolation, but converges into complex multidimensional entities. As a result, traditional ideas about the relationship between varying media have come under striking revision. Although this convergence is apparent in many genres, perhaps nowhere is it more persistent, more creative, or more varied than in the superhero genre. Superhero Synergies: Comic Book Characters Go Digital explores this developing relationship between superheroes and various forms of media, examining how the superhero genre, which was once limited primarily to a single medium, has been developed into so many more. Essays in this volume engage with several of the most iconic heroes including Batman, Hulk, and Iron Man through a variety of academic disciplines such as industry studies, gender studies, and aesthetic analysis to develop an expansive view of the genre s potency. The contributors to this volume engage cinema, comics, video games, and even live stage shows to instill readers with new ways of looking at, thinking about, and experiencing some of contemporary media s most popular texts. This unique approach to the examination of digital media and superhero studies provides new and valuable readings of well-known texts and practices. Intended for both academics and fans of the superhero genre, this anthology introduces the innovative and growing synergy between traditional comic books and digital media."
This is a comprehensive, hands-on guide to learning the basic drawing skills needed to successfully create video game art. "Drawing Basics for Video Game Art" demonstrates how fine art principles like drawing skills, anatomy, values and lighting and colour all apply to the creation of artwork for video games. The book features artwork from such hit video games as "Halo Reach", "Zelda", "Super Mario Galaxy 2", "World of Warcraft", "Grand Theft Auto", "Heavy Rain" and "Little Big Planet". Included are examples of classic to contemporary fine art in order to further show the reader the same basic principles still apply to all art forms and that video game art is very much still art.
This gorgeous, fully illustrated handbook tells the story of
sketchnotes--why and how you can use them to capture your thinking
visually, remember key information more clearly, and share what
you've captured with others. Author Mike Rohde shows you how to
incorporate sketchnoting techniques into your note-taking
process--regardless of your artistic abilities--to help you better
process the information that you are hearing and seeing through
drawing, and to actually have fun taking notes.
The book provides an overview as well as a theoretical critique for all students of this new and thriving field. It includes a specially commissioned essay by Judy Attfield on feminist approaches to writing histories of design. fields to discuss the problems of defining design and writing about its history. In his examination of how design history has been approached in the absence of a theoretical framework, he considers the different methods that leading scholars employ and looks critically at a number of histories of design and architecture.
You're about to meet so many incredible humans. Are you ready hun? Celebrate some of the modern-day trailblazers, champions and icons who have shaped, or are shaping our world, from well-known public figures and allies to others you will wish you had heard of earlier. Covering topics including coming out, gender, mental health and activism, this book is packed full of empowering quotes, inspiring life lessons and helpful advice that will encourage you to embrace your story and find your power.
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
The decolonization of Algeria represents a turning point in world history, marking the end of France's colonial empire, the birth of the Algerian republic, and the appearance of the Third World and pan-Arabism. Algeria emerged from colonial domination to negotiate the release of American hostages in Iran during the Carter administration. Radical Islam would later rise from the ashes of Algeria's failed democracy, leading to a civil war and the training of Algerian terrorists in Afghanistan. Moreover, the decolonization of Algeria offered an imperfect model of decolonization to other nations like South Africa that succeeded in abolishing apartheid while retaining its white settler population. Algeria and its war of national liberation therefore constitute an inescapable reference for those looking to understand today's "war on terror" and ever-expanding islamophobia in Western media circuits. Consequently, it is imperative that students and educators understand the global implications of the Algerian War and how to best approach this conflict in school and at home so as to learn from the consequences of misrepresentation at all levels of the memory transmission chain. These objectives are all the more important today given the West's misunderstanding and mischaracterization of Islam, the Arab Spring, the Muslim-majority world, and, most importantly, the continuing influence of French colonialism-especially in the postcolonial era. Conceived as a case study, The Algerian War in French-Language Comics: Postcolonial Memory, History, and Subjectivity argues that comics provide an alternative to textbook representations of the Algerian War in France because they draw from many of the same source materials yet produce narratives that are significantly different. This book demonstrates that although comics rely on conventional vectors of memory transmission like national education, the family, and mainstream media, they can also create new and productive dialogues using these same vectors in ways unavailable to traditional textbooks. From this perspective, these comics are an effective and alternative way to develop a more inclusive social consciousness.
Jane Austen's six novels are true classics, still immensely popular some 200 years after their first publication. But although the celebrated stories never change, the covers are always different. "Jane Austen Cover to Cover" compiles two centuries of design, from elegant Victorian hardcovers and the famed 1894 "Peacock" edition to 1950s pulp, movie tie-in editions, graphic novels, foreign-language translations, and many, many others. Filled with beautiful artwork and insightful commentary, this fascinating and visually intriguing collection is a must for Janeites, design geeks, and book lovers of every stripe.
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