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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
An uplifting, vibrant collection by the inimitable Wednesday Holmes
(@hellomynameisWednesday) Including exclusive, never-before-seen,
bonus illustrations Full of warmth and light, You Deserve the Whole
World is a rainbow-filled reminder that you are worthy of all the
good things that come your way. It is a celebration of hope,
kindness, identity and courage, that will leave readers feeling
seen, appreciated and loved.
Conflict and trauma remain among the most prevalent themes in film
and literature. Comics has never avoided such narratives, and
comics artists are writing them in waysthat are both different from
and complementary to literature and film. In Comics, Trauma, and
the New Art of War, Harriet E. H. Earle brings together two
distinct areas of research-trauma studies and comics studies-to
provide a new interpretation of a long-standing theme. Focusing on
representations of conflict in post-Vietnam War American comics,
Earle claims that the comics form is uniquely able to show
traumatic experience by representing events as viscerally as
possible. Using texts from across the form and placing mainstream
superhero comics alongside alternative and art comics, Earle
suggests that comics are the ideal artistic representation of
trauma.Because comics bridge the gap between the visual and the
written, they represent such complicated narratives as loss and
trauma in unique ways, particularly through the manipulation of
time and experience. Comics can fold time and confront traumatic
events, be they personal or shared, through a myriad of both
literary andvisual devices. As a result, comics can represent
trauma in ways that are unavailable to other narrative and artistic
forms. With themes such as dreams and mourning, Earle concentrates
on trauma in American comics after the Vietnam War. These works
include Alissa Torres's American Widow, Doug Murray's The'Nam, and
Art Spiegelman's much lauded Maus. These works pair with ideas from
a wide range of thinkers, including Sigmund Freud, Mikhail Bakhtin,
and Fredric Jameson, as well as contemporary trauma theory and
clinical psychology. Through these examples and others, Comics,
Trauma, and the New Art of War proves that comics open up new
avenues to explore personal and public trauma in extraordinary,
necessary ways.
In Branding to Differ, Jean-Luc Ambrosi provides a practical and
comprehensive look at best practice branding for those requiring a
real understanding of brand development and management. Ambrosi
demonstrates that the brand is fundamentally a promise, that it
impacts both the emotional and rationale mind, and that ultimately
good branding is about expressing a difference. He shows concisely
how to approach brand management holistically throughout the
organisation and emphasises which key elements truly impact a
brand's success. His argument about the need to differentiate is
compelling and provides the reader with a step by step approach on
how to build a powerful brand. Written from both a strategic and
practical perspective it is a road map on how to manage brands
beyond the text book concepts and popular cliches. A must read for
any senior executive.
Turn creating anime characters and stories from a passion into your
profession with this guide to drawing and painting, promoting, and
selling your work. Specially commissioned step-by-step tutorials by
respected professionals help you fine-tune your technique for
engaging results, and define your niche as a pro artist. Projects
tackle anime styles such as the dynamic Shonen and fantasy tinged
Shojo, both aimed at adults, and Kodomo, created for children. Case
studies explore anime sub-styles, helping you pinpoint how your
innate style fits into the anime landscape, and what to focus on
creatively and commercially for professional success. The book also
asks: what is your brand, who is your audience, and how will you
engage with it In a competitive environment, your ability to stand
out, grab, and maintain attention is key. Independent professional
artists who have done just that discuss this, plus the planning,
work, and management that go into running you own brand. Promoting
your art, growing your audience on social media, and establishing
an ecommerce site to convert that audience into sales - every
aspect of being a professional artist is covered. There is even
advice about choosing related products and merchandise that
complement your brand and provide a relevant backdrop for your art.
This richly illustrated book celebrates in words and pictures the
beautiful work that award-winning artist Alan Lee produced for
J.R.R. Tolkien's The Hobbit, and includes dozens of brand-new
paintings and pencil drawings exploring the world of Bilbo Baggins.
Since The Hobbit was first published in 1937, generations of
readers have fallen under its spell. That magic was reignited sixty
years later, when Alan Lee was commissioned to produce a special
illustrated edition, and his delicate pencil drawings and beautiful
watercolour paintings have become for many the definitive vision of
J.R.R. Tolkien's Middle-earth. In this sumptuous, large-format
hardback Alan Lee reveals in pictures and in words how he created
these images, which would prove so powerful, matching perfectly
with Tolkien's own vision, that they would eventually define the
look of Peter Jackson's film adaptations and earn Alan a coveted
Academy Award. The Hobbit Sketchbook is filled with more than 100
of his sketches and early conceptual pieces that reveal how the
project progressed from idea to finished art. It also contains a
wealth of brand-new full-colour paintings and sketches drawn
specially for this book, which unlock the secrets of how Alan
creates his own magic and provide a fascinating insight into the
imagination of the man who breathed new life into Tolkien's vision.
An Accordion Book doesn’t open, it unfolds. One side is filled
with beautiful watercolour images of an animal: sometimes in
motion, sometimes at rest. The other is filled with text – poems,
descriptions, invocations – inspired by the same animal.Together
they work as spells to summon the animal’s spirit. Jackie Morris
has painted them using antique watercolours, some from boxes which
hadn't been opened for over 150 years, woken from their slumber
with a single drop of water.Fox and Otter are the first two
Accordions in a series that will go on to include Hare,Owl,Hound
and Cat among many others.
"The Bible in the Latin West" is the first volume in a series that
addresses the codicology of texts. In considering how and why the
appearance of a manuscript changes over the centuries, Margaret T.
Gibson introduces students to the study of manuscripts and to the
wider range of information and expertise that can be brought to
bear on the study of manuscripts as historical objects as well as
texts. Here Gibson surveys the changes in the most important book
in the western world, the Latin Bible. She begins the survey in
late antiquity, discussing the volumes of the great senatorial
houses of the 4th century and how they influenced the early great
Bibles of northern Europe. The discussion then moves through the
Carolingian period, with its increased interest in commentary to
early vernacular versions, and goes on to reveal how in the 11th
and 12th centuries the growing numbers of monastic and university
readers made new demands on the texts which led to the inclusion of
glosses and other scholarly apparatus. Later, the combined
influences of increased literacy and growing wealth among the
population called for vernacular translations and devotional aids
such as Books of Hours. Gibson completes the survey with a look at
early printed Bibles. A useful volume for anyone being introduced
to the firsthand study of texts and their transmission, as well as
for graduate students in history, English, modern languages,
classics, and religious studies. "The Bible in the Latin West"
contains an introductory survey.
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
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.
Follow Peter Parker's journey from ordinary boy to Spider-Man. This
is the story of Peter Parker, a shy and brainy boy living in New
York. He struggles to fit in with the cool crowd at school, but he
loves science and going to watch the wrestling with his Uncle Ben
and Aunt May. Then one day, his whole world is changed forever as a
chance encounter with a radioactive spider turns him into
Spider-Man, one of the most remarkable Super Heroes in history.
Spider-Man must learn about the responsibility that comes with his
powers. 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
Create your own manga characters! The manga universe is
diverse--full of cute chibis, soulful romantics, cunning villains
and sassy schoolgirls. Whether you want to tell love stories,
create fantasy worlds or explore the drama of everyday life, you
can do it with the help of self-taught manga artist and YouTube
celebrity Sophie-Chan. You'll learn to draw personality-filled
characters and create unique manga stories from start to finish,
even if you've never drawn manga before! Inside Manga Workshop: 30+
start-to-finish demonstrations teach you to draw women, men and
children of all ages, perspectives and personality types, including
classic manga schoolgirls, the boy next door, businesswomen, rock
stars and gothic vampires. The Face. Using simple shapes, draw
different eyes, noses and mouths to create endless expressions,
from blushing surprise and happiness to full-blown tears--even cool
hairstyles! The Figure. Follow easy guidelines to create
proportionate characters--chibis and children, high schoolers and
warriors--and place them in scenes. Plus, learn the secrets to
drawing accurate hands and feet, including shoes! Color. Learn to
color your manga with colored pencil, markers and digital drawing
programs to reflect setting, genre, time of day and personality
traits. Bonus pages show variations on facial expressions, common
poses, extra outfits and how to use each in your story, plus
special drawing demos, including an angel, vampire, witch, a
magical cat and Chan's own characters. Includes publishing tips,
words of advice and insider secrets!
This anthology explores tensions between the individualistic
artistic ideals and the collective industrial realities of
contemporary cultural production with eighteen all-new chapters
presenting pioneering empirical research on the complexities and
controversies of comics work. Art Spiegelman. Alan Moore. Osamu
Tezuka. Neil Gaiman. Names such as these have become synonymous
with the medium of comics. Meanwhile, the large numbers of people
without whose collective action no comic book would ever exist in
the first place are routinely overlooked. Cultures of Comics Work
unveils this hidden, global industrial labor of writers,
illustrators, graphic designers, letterers, editors, printers,
typesetters, publicists, publishers, distributors, translators,
retailers, and countless others both directly and indirectly
involved in the creative production of what is commonly thought of
as the comic book. Drawing upon diverse theoretical and
methodological perspectives, an international and interdisciplinary
cohort of cutting-edge researchers and practitioners intervenes in
debates about cultural work and paves innovative directions for
comics scholarship.
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