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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
This is a highly original collection of essays, demonstrating how comic books can be used as primary sources in the teaching and understanding of American history. "Comic Books and American Cultural History" is an anthology that examines the ways in which comic books can be used to understand the history of the United States. Over the last twenty years, there has been a proliferation of book-length works focusing on the history of comic books, but few of those books have emphasized their connection to American cultural history. These original essays demonstrate the different ways in which comic books can be used as resources. The book is divided into four parts: Part 1 examines comics and graphic novels that demonstrate the techniques of cultural history; the essays in Part 2 use comics and graphic novels as cultural artifacts; the third part of the book studies the concept of historical identity through the 20th century; and, the final section focuses on different treatments of contemporary American history. Discussing works that range from "Wonder Woman" and "Superman" to "American Flagg!" and "Ex Machina", this is a vivid collection that will be useful to anyone teaching or studying comic books in the classroom.
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.
"The Art of ALIEN: ISOLATION "is a high-end art book featuring over 300 images from the latest game in the critically and commercially acclaimed Alien franchise. Taking players back to the survival horror atmosphere of the first film, "ALIEN: ISOLATION" features Amanda Ripley as the hero trying to survive on a decommissioned space station. "The Art of ALIEN: ISOLATION" is the ultimate gallery of the eagerly anticipated game, featuring extensive concept and development art, and creator and artist commentary throughout.
This volume tackles the subject of illustration, technically, metaphorically and historically in nineteenth-century periodicals, displaying the ubiquity of the visual in the press: the articles cover material illustration, graphics, and design and metaphorical use of images in the letterpress, offering specific examples and theoretical approaches.
Following in the successful paw and hoof prints of "The Daily Zoo: Volume One" comes another exotic menagerie of creative fauna from Hollywood artist Chris Ayers. "The Daily Zoo Year 2 "offers more furry and feathered friends along with continuing reflections on his life as an artist and cancer survivor. And, as with Volume 1 and perhaps more so, regardless of your artistic experience, this book will leave you inspired to grab the nearest pencil, pen, brush or crayon and start drawing ... for fun and perhaps as a way to bring healing!
Exploring the ways in which painting, applied design and illustration intertwined over the course of the accomplished career of Paul Nash (1889-1946), this book provides a new perspective on one of the most gifted and celebrated English artists of the twentieth century. Skilfully navigating the diversity of Nash's design output, which drew in illustration, book jackets, posters, set design, pattern papers, fabrics, glass, ceramics and photography, in the context of Nash's painting and wider pre-occupations, James King presents an artist who strove to resolve his artistic vision. With Nash's work informed by seismic shifts within the visual arts during his lifetime - from the influence of the Arts and Crafts Movement on the one hand, to Surrealism and Abstraction on the other - this fascinating book reveals the considerable gifts that allowed Nash to create a wholly original vision in turn.
The 90s are back! In a richly illustrated volume, which accompanied her first ever curated exhibition, Claudia Schiffer brings together legendary fashion photographers, designers and supermodels, whose visions captivated and shaped the decade. The book draws from a diverse panorama of various aspects, characters, and places, the interplay of which made fashion become a kind of 'total artwork' during the 90s. Major photographic works by legendary photographers are balanced with unseen material from Schiffer's private archive. Readers gain insights into a diverse world of images: the extravaganza of Arthur Elgort's oeuvre is shown next to Corinne Day's intimate and immediate style. Ellen von Unwerth's sense of humour and exuberant play with sexiness, meet the sculptural and perfectly composed works by Herb Ritts. The provocative photos by Juergen Teller contrast with Karl Lagerfeld's elegant and timeless images. Many more iconic photographers are featured in the volume. The accompanying essays by leading heads of the fashion industry shed light on a decade which strongly shapes the culture of the present.
Japanese anime plays a major role in modern popular visual culture and aesthetics, yet this is the first study which sets out to put today's anime in historical context by tracking the visual links between Edo- and Meiji-period painters and the post-war period animation and manga series 'Gegegeno Kitaro' by Mizuki Shigeru. Through an investigation of the very popular Gegegeno Kitaro series, broadcast from the 1960s to the present time, the author is able to pinpoint the visual roots of the animation characters in the context of yokai folklore and Edo- and Meiji- period monster painting traditions. Through analysing the changing images related to the representation of monsters in the series, the book documents the changes in the perception of monsters over the last half-century, while at the same time reflecting on the importance of Mizuki's work in keeping Japan's visual traditions alive and educating new audiences about folklore by recasting yokai imagery in modern-day settings in an innovative way. In addition, by analysing and comparing character, set, costume and mask design, plot and storyline of yokai-themed films, the book is also the first study to shed light on the roles the representations of yokai have been assigned in post-war Japanese cinema. This book will be of particular interest to those studying Japanese visual media, including manga and animation, as well as students and academics in the fields of Japanese Studies, Animation Studies, Art History and Graphic Design.
This is the first worldwide guide to contemporary Spanish-speaking authors and illustrators for young readers. It features personal and professional information on more than 200 contemporary Spanish-speaking authors and illustrators from Argentina, Bolivia, Chile, Costa Rica, Cuba, Mexico, Peru, Spain, the United States, Uruguay and Venezuela, as well as a complete listing of their books written in Spanish for children and young adults. Schon, author of numerous bibliographies of children's and young adult literature in Spanish, compiled the information from responses given by the authors themselves to a questionnaire she developed. Quotes from the authors about their work add a personal touch. Following an introduction describing the scope, organization and selection criteria for the work, the biographical entries are organized alphabetically. Each entry contains place and date of birth; name of parents, spouse, and children; colleges attended and degrees earned; complete home and office addresses and telephone numbers; name of employer, position, and dates for each career post; memberships in professional and civic organizations; literary and professional awards received and dates; bibliography of books written/illustrated; revealing personal comments on special interests, aspirations, and thoughts as expressed by each author/illustrator; critical sources in which the writer's/illustrator's work has been discussed. An appendix at the end of the volume arranges the subjects by country of birth and/or residency. The market for the book is school (elementary through high school) libraries, children's departments of public libraries, bilingual departments of education, bilingual teachers, academic libraries.
In the late 1960s, IBM was one of the world's pre-eminent corporations, employing over 250,000 people in 100 countries and producing some of the most advanced products on earth. IBM President Thomas J. Watson Jnr. sought to elevate the company's image by hiring world-renowned design consultants, including Eliot Noyes and Paul Rand. As well as developing the iconic IBM logo and a corporate design guide, Rand also brought together a remarkable team of internal staff designers. One of the designers he hand-picked was Ken White, who, along with John Anderson and Tom Bluhm, headed up the design team at the IBM Design Center in Boulder, Colorado. Together, they initiated a poster program as a platform for elevating internal communications and initiatives within the company. These posters were displayed in hallways, conferences rooms and cafeterias throughout IBM campuses, with subject matter including everything from encouraging equal opportunity policies to reminders on best security practices to promoting a family fun day. Designers often incorporated figurative typography, dry humor, visual puns, and photography to craft memorable and compelling messages. Many of the posters won Type Directors Club awards and a large number were 're-appropriated' from walls by enthusiastic IBM employees. While Paul Rand's creative genius has been well documented, the work of the IBM staff designers who executed his intent outlined in the IBM Design Guide has often gone unnoticed. The poster designs by White, Anderson, and Bluhm included in this book represent some of the most creative examples of mid-century corporate graphic design, while offering a unique commentary into corporate employee communications of the period. They also embody the full extent to which Thomas J. Watson Jr.'s mantra, "Good Design is Good Business" permeated every facet of the IBM organization, and created a lasting influence on curated corporate design in America.
Beloved by fans the world over, the Monster Hunter series takes players on an epic quest to hunt the most dangerous and fantastic creatures imaginable. Monster Hunter Illustrations is back with this new, leviathan-sized, artwork collection! Monster Hunter Illustrations 3 covers all the fourth generation Monster Hunter game Monster Hunter 4 Ultimate. Featured are creature designs, character designs, armor, weapons, tons of rough sketches, and more!
This elegant, collectible book presents the powerful concept art created for Destiny, featuring breathtaking imagery that captures the cinematic feel of its universe. Covering everything from the earliest sketches of the Guardians' armor to dilapidated cities on distant planets, this exploration of the art behind the year's biggest new gaming franchise details the incredible artistic development of each class, vehicle, and planet. With hundreds of stunning sketches, character illustrations, pieces of concept art, environments, and more, The Art of Destiny will explore the game's sweeping world, grand scope, and vibrant visuals.
Louisa May Alcott's Little Women was a critically acclaimed bestseller upon its publication in 1868. It tells the story of sisters Meg, Jo, Beth, and Amy March - each a young woman with a distinctive and relatable personality, a rare feature for a children's novel at the time. The novel continues to resonate with readers as a timeless tale of growing up. This is the first modern edition of Little Women to feature the complete illustrations of Clara Miller Burd, originally executed in 1926. Burd's brilliant colour plates and detailed drawings bring the world of the March family to life. An introduction by Alice A. Carter, an expert on Golden Age illustration, explores Burd's life and the work of early 20th-century women illustrators. This new edition, handsomely bound in cloth, will be the perfect gift for all devotees of Little Women.
In Cute Chibi Animals, popular Instagram artist Phoebe Im (@bobblejot) teaches you the art of chibi, step by adorable step. Learn how to master this popular anime and manga drawing style with this book that focuses on drawing 75 animals, including an anteater, chinchilla, manatee, dolphin, sloth, axolotl, pangolin, owl, narwhal, and much more. Chibi is Japanese slang for "short," and the characters in Cute Chibi Animals live up to this description with their cute roly-poly bodies that make them extremely lovable and huggable. Learn how to draw adorable: Mammals Birds Fish Reptiles Amphibians Along with the step-by-step tutorials, Phoebe shares her tips and tricks for drawing the animals with either pen and pencil or digitally; coloring, shading, and highlighting your characters; and giving them accessories for added cuteness. There are also coloring pages in the back of the book for some extra fun. So, get out your drawing supplies and start creating your animal kingdom!
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