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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
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.
In the 1970s and 1980s, the Disney animation studio redefined its creative vision in the wake of Walt Disney's death. This latest volume from renowned Disney historian Didier Ghez profiles Ken Anderson and Mel Shaw, whose work defined beloved classic Disney characters from films like The Jungle Book, The Aristocats, Robin Hood, and The Rescuers. With vivid descriptions of passages from the artists' autobiographies and interviews, accompanied by never-before-seen images of their art and process, this visually rich collection offers a rare view of the Disney leg ends whose work helped shape the nature of character and story development for generations to come. Copyright (c)2019 Disney Enterprises, Inc. All Rights Reserved
The Spitz book of hours is one of the finest French books of hours
in the collections of the Getty Museum. It is also one of the most
original and inventive manuscripts painted in the International
style. The Spitz Master, its primary illuminator, allows the
narrative of the miniatures to fill the borders, bringing its pages
alive in a fresh and engaging manner.
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.
Former Disney animator offers expert advice-with over 700 illustrations-on drawing animals both realistically and as caricatures. Use of line, brush technique, establishing mood, conveying action, much more. Construction drawings reveal development process in creating animal figures. Many chapters on drawing individual animal forms-dogs, cats, horses, deer, cows, foxes, kangaroos, etc. 53 halftones. 706 line illustrations.
When Linley Sambourne died in 1910, a host of obituaries paid tribute to his long career as a cartoonist and his contribution to late Victorian and Edwardian political satire. For more than forty years he had been a draughtsman for the comic magazine Punch, rising to the position of 'First Cartoonist' in his final decade. To his many friends Sambourne was a natural humorist, a teller of comic tales, a lively and cheerful companion. He was a frequent guest of the rich and successful, but his origins were very different. Sambourne rose in the world through a blend of talent and hard work. He is remembered for his imaginative and stylized cartoons, often reproduced as illustrations to studies of the social and political mores of his time.
Every week, the comic book artist Riad Sattouf talks to his friend's daughter, Esther. She tells him about her life, about school, her friends, her hopes, dreams and fears, and then he works it up into a comic strip. This book consists of 52 of those strips, telling between them the story of a year in the life of this sharp, spirited and hilarious child. The result is a moving, insightful and utterly addictive glimpse into the real lives of children growing up in today's world.
Molly Bang's brilliant, insightful, and accessible treatise is now revised and expanded for its 25th anniversary. Bang's powerful ideas remain unparalleled in their simplicity and genius: Explore the intricate and thought-provoking ideas that Bang brings to Picture This including thoughts about how the visual composition of images works to engage the emotions, and how the elements of an artwork can give it the power to tell a story. Why are diagonals dramatic? Why are curves calming? Why does red feel hot and blue feel cold? She asks the right questions to get your wheels turning while the illustrations and thoughtful designs bring the words to life. * Explores the mix of geometrical abstraction and emotional expressions, plus how a few clear principles can be used to build powerful visual statements. * Encourages you to answer the question, "How does the structure of a picture-or any visual art form-affect our emotional response?" * Includes powerful imagery and beautiful illustrations to help readers feel connected to the text. First published in 1991, Picture This has changed the way artists, illustrators, reviewers, critics, and readers look at and understand art. Molly Bang has authored and illustrated more than three dozen books and has won three Caldecott Honors, a Kate Greenaway Honor, and a Charlotte Zolotow Award, among other accolades, in her long career as a writer and artist. Picture This makes an imaginative and inspiring gift for any artist or loved one who is interested in design.
"Entertaining and informative." Praise for The Science of Superheroes "We comics fans have known it for years, of course: somewhere, in some nether dimension or on some alternate world, there is an Earth on which superheroes are real . . . and now Lois Gresh and Bob Weinberg have shown us how that’s possible. To paraphrase an old DC Comics feature: Science says you’re wrong if you believe that The Science of Superheroes isn’t more fun than a barrel of genetically altered winged monkeys." "Weinberg and Gresh tell it like it is–– and how it would be, if our favorite comic book characters actually existed. The Science of Superheroes is a fascinating and entertaining examination of everything from astrophysics to genetic biology to the evolution of the ‘superhero.’ " The Science of Superheroes takes a lighthearted but clear-headed look at the real science that underlies some of the greatest superhero comic books of all time, including Spider-Man, Batman, Fantastic Four, and many more. Each chapter presents the story of the origin of one or more superheroes and asks intriguing questions that lead to fascinating discussions about the limits of science, the laws of nature, and the future of technology. If gamma rays can’t turn a 128-pound weakling into the Incredible Hulk, what could? Are Spider-Man’s powers really those of a spider? Could a person ever breathe water like a fish? From telepathy to teleportation, from cloning to cosmic rays, this vastly entertaining romp through the nexus of science and fantasy separates the possible from the plausible and the barely plausible from the utterly ridiculous.
Contributions by Paul Fisher Davies, Lisa DeTora, Yasemin J. Erden, Adam Gearey, Thomas Giddens, Peter Goodrich, Maggie Gray, Matthew J. A. Green, Vladislav Maksimov, Timothy D. Peters, Christopher Pizzino, Nicola Streeten, and Lydia Wysocki. Recent decades have seen comics studies blossom, but within the ecosystems of this growth, dominant assumptions have taken root - assumptions around the particular methods used to approach the comics form, the ways we should read comics, how its ""system"" works, and the disciplinary relationships that surround this evolving area of study. But other perspectives have also begun to flourish. These approaches question the reliance on structural linguistics and the tools of English and cultural studies in the examination and understanding of comics. In this edited collection, scholars from a variety of disciplines examine comics by addressing materiality and form as well as the wider economic and political contexts of comics' creation and reception. Through this lens, influenced by poststructuralist theories, contributors explore and elaborate other possibilities for working with comics as a critical resource, consolidating the emergence of these alternative modes of engagement in a single text. This opens comics studies to a wider array of resources, perspectives, and modes of engagement. Included in this volume are essays on a range of comics and illustrations as well as considerations of such popular comics as Deadpool, Daredevil, and V for Vendetta, and analyses of comics production, medical illustrations, and original comics. Some contributions even unfold in the form of comics panels.
In the twenty-first century, the field of comics studies has exploded. Scholarship on graphic novels, comic books, comic strips, webcomics, manga, and all forms of comic art has grown at a dizzying pace, with new publications, institutions, and courses springing up everywhere. The field crosses disciplinary and cultural borders and brings together myriad traditions. Comics Studies: A Guidebook offers a rich but concise introduction to this multifaceted field, authored by leading experts in multiple disciplines. It opens diverse entryways to comics studies, including history, form, audiences, genre, and cultural, industrial, and economic contexts. An invaluable one-stop resource for veteran and new comics scholars alike, this Guidebook represents the state of the art in contemporary comics scholarship.
From Renaissance fresco painters to contemporary graphic novel artists, the ability to draw clothed figures from one's imagination has always been crucial to artists - and exceptionally difficult to attain. With over 220 illustrations, The Art of Drawing Folds: An Illustrator's Guide to Drawing the Clothed Figure reveals the logic and patterns in folds, enabling the reader to more easily predict the behavior of cloth when creating folds in their own drawings and paintings. Addressing folds in clothing systematically, the author provides a clear, concise approach to the analysis, classification and visualization of convincingly naturalistic folds. Starting with the nature of fabric and its geometry, this book methodically explores the reasons for fold behavior based on the construction of clothing and the shapes and actions of the human figure. An essential guide and reference for animators, illustrators, storyboard artists, comic-book artists, 3D modelers, sculptors, fashion designers and students, The Art of Drawing Folds simplifies one of the most complex and important aspects of drawing the clothed figure.
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 book offers practical help and guidance to aspiring illustrators. All areas of the job are covered - creating a portfolio; approaching potential clients; preparing for meetings and negotiating contracts; setting up a studio; maintaining a flow of work and managing one's time and cash. Self-promotion, creating websites, self-publishing and the pros and cons of agents are all explored. International illustrators are interviewed, discussing how they got their break in the industry, their experiences with clients, their methods of promoting work and more. In addition, leading art directors describe their approach to commissioning illustration, how they spot new talent, their thoughts on promotional material and their advice to up-and-coming illustrators. Packed with useful tips gleaned from the author's own career as an illustrator, and his work as an agent handling some of the best new talent, the book is an essential read for anyone looking to succeed in illustration.
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.
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.
Learn to draw manga style! In Draw Manga Style, artist and online art educator Scott Harris shows you the key principles of drawing anime and manga-starting with the fundamentals, then illustrating how to create a wide variety of characters-by following his easy step-by-step tutorials. Manga Essentials. The first 20 lessons teach solid drawing fundamentals that demonstrate how to draw manga characters from the ground up and will help you build the skills you need to create the characters of your dreams. Manga Characters, Step by Step. Through step-by-step drawings, from rough sketch to finish, discover the drawing process for more than 40 classic characters in a range of genres and themes, including fairies, ninjas, schoolgirls, witches, samurai, wizards, and chibis, each presented in a different pose. Whether you're just beginning to draw, trying your hand at manga for the first time, or looking for ideas and guidance for bringing your own characters to life, Draw Manga Style is your go-to guide and visual reference.
Monsters seem inevitably linked to humans and not always as mere opposites. Maaheen Ahmed examines good monsters in comics to show how Romantic themes from the eighteenth and the nineteenth centuries persist in today's popular culture. Comics monsters, questioning the distinction between human and monster, self and other, are valuable conduits of Romantic inclinations. Engaging with Romanticism and the many monsters created by Romantic writers and artists such as Mary Shelley, Victor Hugo, and Goya, Ahmed maps the heritage, functions, and effects of monsters in contemporary comics and graphic novels. She highlights the persistence of recurrent Romantic features through monstrous protagonists in English- and French-Language comics and draws out their implications. Aspects covered include the dark Romantic predilection for ruins and the sordid, the solitary protagonist and his quest, nostalgia, the prominence of the spectacle as well as excessive emotions, and above all, the monster's ambiguity and rebelliousness. Ahmed highlights each Romantic theme through close readings of well-known but often overlooked comics, including Enki Bilal's Monstre tetralogy, Jim O'Barr's The Crow, and Emil Ferris's My Favorite Thing Is Monsters, as well as the iconic comics Series Alan Moore's Swamp Thing and Mike Mignola's Hellboy. In blurring the otherness of the monster, these protagonists retain the exaggeration and uncontrollability of all monsters while incorporating Romantic characteristics.
"I found this book to be a hoot from beginning to end. Ms. Gresh and Mr. Weinberg must have spent some time in institutions for the deranged, because well-balanced minds could not have conceived of this project. But thank God for their derangement, for they have produced a package of pure fun from first page to last. If, like me, you admire superheroes from a distance, or if you are a hardcore fan of them, you will enjoy this book as surely as you would enjoy waking one morning to discover that you are invincible, able to fly, and in possession of a totally cool costume behind which to hide your true identity." —Dean Koontz, from the Introduction "We comics fans have known it for years, of course: somewhere, in some nether dimension or on some alternate world, there is an Earth on which superheroes are real, living, breathing beings . . . and now Lois Gresh and Bob Weinberg have shown us how that’s possible. Mutants . . . aliens . . . scientific geniuses with a penchant for wearing costumes and masks . . . or just plain Joes who’ve trained their bodies within an inch of their lives . . . all are probed, dissected, examined in loving details. To paraphrase an old DC Comics feature: Science says you’re wrong if you believe that The Science of Superheroes isn’t more fun than a barrel of genetically-altered winged monkeys." —Roy Thomas, writer and editor of X-Men, Fantastic Four, The Incredible Hulk, Superman, Justice League of America, Legion of Superheroes, Star Wars, and many other comic book classics "Weinberg and Gresh tell it like it is–– and how it would be, if our favorite comic book characters actually existed. The Science of Superheroes is a fascinating and entertaining examination of everything from astrophysics to genetic biology to the evolution of the "superhero." —Mark Powers, editor of X-Men and Uncanny X-Men
Everything you need to start drawing manga! In the jam-packed pages of Manga Crash Course, popular YouTube artist Mina "Mistiqarts" Petrovic shares with you all the techniques you need to create not just manga figures and faces, but full characters and scenes. After learning the basics for drawing and coloring eyes, hands, feet and other body parts, you'll move on to facial expressions, hair and clothes--the things that will make your characters stand out from the rest. Then, you'll put what you learned to the test as you play the Character Idea Game. Roll the dice to create wacky character combinations like Scary Vampire School Girl or Noisy Winged Knight. Finally, put your characters together in full manga scenes and paneled pages to create a dynamic story. Your crash course to manga drawing begins...NOW! More than 25 step-by-step demonstrations to guide you through creating each body part of your manga characters. Over 130 lessons for facial anatomy, poses, clothing and accessories, and common hairstyles and emotions. Turn your your full-sized manga characters into chibis with easy techniques. Try the character invention game to help you create your own endless supply of unique manga characters and stories.
Learn to create and color your own manga characters! Massive Manga shows you step by step how to bring your ideas to life on paper. Learn by practicing the skills needed for drawing a wide range of manga in a huge variety of hairstyles, faces, and clothing, as well as animals, mechas, weapons, and vehicles. Each subject has a chapter of its own in which you’ll find line-by-line instructions and tons of designs. From teens to tech, cuddly pups to dangerous dragons, you’ll find them all here in these pages. Step-by-step drawings in pencil, ink, and color show you how to draw bodies, faces, eyes, hair, hands, and feet across a range of human and fantasy creations. Learn scores of hairstyles, facial expressions, hand gestures, and body poses. To complete your scenes, you’ll learn how to draw accessories and gadgets, weapons, vehicles, and so much more!
Meet Little Nemo, a diminutive hero of comic narrative, but one of the greatest dream voyagers of the 20th century. The master creation of Winsor McCay (1869-1934), restless sleeper Nemo inspired generations of artists with his weekly adventures from bed to Slumberland, a realm of colorful companions, psychedelic scenery, and thrilling escapades. Nemo's creator Winsor McCay was a founding figure in the modern American entertainment industry, above all with his revolutionary comics, which set standards for panel layout and storytelling technique, timing and pacing, and architectural and other detail that left an inestimable influence on subsequent artists, including Robert Crumb and Federico Fellini. TASCHEN's sumptuous Winsor McCay - The Complete Little Nemo collects, in full, glorious color, all 549 episodes of Little Nemo. In the illustrated essay, art historian and comics expert Alexander Braun places Winsor McCay's life and work within the cultural history of the U.S. media and entertainment industry, and explores the immense art historical value of McCay's dream narrative. At once an adventure story, visual delight, and piece of cultural history, this publication is a tremendous monument to one of the most innovative pioneers-and one of the most intrepid explorers-of comic history.
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.
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