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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
Larry Hama (b. 1949) is the writer and cartoonist who helped develop the 1980s G.I. Joe toyline and created a new generation of comic book fans from the tie-in comic book. Through many interviews with Hama, this volume reveals that G.I. Joe is far from his greatest feat as an artist. At different points in his life and career, Hama was mentored by comics' legends Bernard Krigstein, Wallace Wood, and Neal Adams. Though their impact left an impression on his work, Hama has created a unique brand of storytelling that crosses various media. For example, he devised the character Bucky O'Hare, a green rabbit in outer space that was made into a comic book, toy line, video game, and television cartoon-with each medium in mind. Hama also discusses his varied career, from working at Neal Adams and Dick Giordano's legendary Continuity to editing a humor magazine at Marvel, developing G.I. Joe, and enjoying a long run as writer of Wolverine. This volume also explores Hama's life outside of comics. He is an activist in the Asian American community, a musician, and an actor in film and stage. He has also appeared in minor roles on the television shows M*A*S*H and Saturday Night Live and on Broadway. Editor and historian Christopher Irving compiles six of his own interviews with Hama, some of which are unpublished, and compiled others that range through Hama's illustrious career. The first academic volume on the artist, this collection gives a snapshot of Hama's unique character-driven and visual approach to comics' storytelling.
Mr Strachan was asked if he could identify or explain the illustrations in an edition of the English Great Bible of 1541. Some were simple, others quite baffling. He set out to discover their meaning and history, and succeeded in tracing their derivation. At each stage a possible influence or explanation pointed a stage farther back; in the end he found that he had to cover virtually the whole history of illustration in printed bibles during their first century. He has set down his findings in this study. There is a considerable detective interest; one sees how successive renderings of a subject produced strange garblings, until certain pictures became apparently meaningless. It is all quite easy to understand, now that Mr Strachan has explained it; but he was working backwards in time, and it was a feat of ingenuity and perseverance to have reached his conclusions. All the more so in that he had to survey the entire range of bible-printing in every important European country.
Here is a kaleidoscopic analysis of Jewish humor as seen through "Funnyman," a little-known super-heroic invention by the creators of "Superman." Included are complete comic-book stories and daily and Sunday newspaper panels from Jerry Siegel and Joe Shuster's creative fiasco. Siegel and Shuster, two Jewish teenagers from Cleveland, sold the rights to their amazing and astonishingly lucrative comic book superhero to Detective Comics for $130 in 1938. Not only did they lose the ownership of the Superman character, they also agreed to write and illustrate it for ten years at ten dollars per page. Their contract with the DC publishers was soon heralded as the most foolish agreement in the history of American popular culture. After toiling on workman's wages for a decade, Siegel and Shuster struggled to come up with a new superhero, one that would right their wrongs and prove that justice, fair-play, and zany craftsmanship was the true American way and would lead to ultimate victory. But when the naive duo launched their new comic character Funnyman in 1947, it failed miserably. All the turmoil and personal disasters in Siegel and Shuster's postwar life percolated into the comic strip. This book tells the back story of the unsuccessful strip and Siegel and Shuster's ambition to have their funny Jewish superhero trump Superman. Mel Gordon is the author of "Voluptuous Panic: The Erotic World of Weimar Berlin." Thomas Andrae is the author of "Batman and Me."
As properties of DC comics continue to sprout over the years, narratives that were once kept sacrosanct now spill over into one another, synergizing into one bona fide creative Universe. Intended for both professional pop culture researchers and general interest readers, this collection of essays covers DC Universe multimedia, including graphic novels, video games, movies and TV shows. Each essay is written by a recognized pop culture expert offering a distinct perspective on a wide variety of topics. Even though many of the entries address important social themes like gender and racism, the book is not limited to these topics. Also included are more lighthearted essays for full verisimilitude, including analyses of long forgotten or seemingly marginal aspects of the DC Extended Universe, as well as in-depth and original interpretations of the most beloved characters and their relationships to one another. Highly accessible and approachable, this work provides previously unavailable in-roads that create a richer comprehension of the ever-expanding DC Universe.
From young love to heartbreak, the fourth book in Christopher Hart's bestselling Master Guide to Drawing Anime series focuses on the hugely popular Romance genre. The newest addition to Christopher Hart's bestselling Master Guide to Drawing Anime series takes on one of the most popular styles in Japanese cartoons: Romance. It provides an overview of romance subgenres and teaches every aspect of drawing anime romance, from common male and female character types to the dramatic--and funny--situations they find themselves in. Hart covers the complete arc of romantic anime stories--bliss, arguing, breaking up, and getting back together--and explains how to draw the anime head and body, match poses to the characters' personalities, craft emotional expressions, design standout features, draw couples that click, and create a romantic setting. Fans will welcome this deep dive into the genre, and newcomers will be drawn in by the dynamic artwork that is a hallmark of Christopher Hart's anime and manga titles.
Character Design Quarterly (CDQ) is a lively, creative magazine bringing inspiration, expert insights, and leading techniques from professional illustrators, artists, and character art enthusiasts worldwide. Each issue provides detailed tutorials on creating diverse characters, enabling you to explore the processes and decision making that go into creating amazing characters. Learn new ways to develop your own ideas, and discover from the artists what it is like to work for prolific animation studios such as Disney, Warner Bros., and DreamWorks.
Combined for the first time here are Maus I: A Survivor's Tale and Maus II - the complete story of Vladek Spiegelman and his wife, living and surviving in Hitler's Europe. By addressing the horror of the Holocaust through cartoons, the author captures the everyday reality of fear and is able to explore the guilt, relief and extraordinary sensation of survival - and how the children of survivors are in their own way affected by the trials of their parents. A contemporary classic of immeasurable significance.
Contributions by Michelle Ann Abate, William S. Armour, Alison Bechdel, Jennifer Camper, Tesla Cariani, Matthew Cheney, Hillary Chute, Edmond (Edo) Ernest dit Alban, Ramzi Fawaz, Margaret Galvan, Justin Hall, Lara Hedberg, Susanne Hochreiter, Sheena C. Howard, Rebecca Hutton, remus jackson, Keiko Miyajima, Chinmay Murali, Marina Rauchenbacher, Katharina Serles, Sathyaraj Venkatesan, and Lin Young The LGBTQ+ Comics Studies Reader explores the exemplary trove of LGBTQ+ comics that coalesced in the underground and alternative comix scenes of the mid-1960s and in the decades after. Through insightful essays and interviews with leading comics figures, volume contributors illuminate the critical opportunities, current interactions, and future directions of these comics. This heavily illustrated volume engages with the work of preeminent artists across the globe, such as Howard Cruse, Edie Fake, Justin Hall, Jennifer Camper, and Alison Bechdel, whose iconic artwork is reproduced within the volume. Further, it addresses and questions the possibilities of LGBTQ+ comics from various scholarly positions and multiple geographical vantages, covering a range of queer lived experience. Along the way, certain LGBTQ+ touchstones emerge organically and inevitably-pride, coming out, chosen families, sexual health, gender, risk, and liberation. Featuring comics figures across the gamut of the industry, from renowned scholars to emerging creators and webcomics artists, the reader explores a range of approaches to LGBTQ+ comics-queer history, gender and sexuality theory, memory studies, graphic medicine, genre studies, biography, and more-and speaks to the diversity of publishing forms and media that shape queer comics and their reading communities. Chapters trace the connections of LGBTQ+ comics from the panel, strip, comic book, graphic novel, anthology, and graphic memoir to their queer readership, the LGBTQ+ history they make visible, the often still quite fragile LGBTQ+ distribution networks, the coded queer intelligence they deploy, and the community-sustaining energy and optimism they conjure. Above all, The LGBTQ+ Comics Studies Reader highlights the efficacy of LGBTQ+ comics as a kind of common ground for creators and readers.
This book explores anime auteur Hayao Miyazaki's films through the lens of the monomyth of the Heroic Quest Cycle. According to Joseph Campbell and other mythology researchers, the Quest is for boys and men, with women acting as either the Hero's mother or the Prize at the end of the journey. Miyazaki nearly exclusively portrays girls and young women as heroes, arguing that we must reassess Campbell's archetype. The text begins with a brief history of animation and anime, followed by Miyazaki's background and rise to prominence. The following chapters look at each of Miyazaki's films from the perspective of the Heroic Quest Cycle, with the last section outlining where Miyazaki and other animators can lead the archetype of the Hero in the future.
Contributions by Frederick Luis Aldama, Melissa Burgess, Susan Kirtley, Rachel Luria, Ursula Murray Husted, Mark O'Connor, Allan Pero, Davida Pines, Tara Prescott-Johnson, Jane Tolmie, Rachel Trousdale, Elaine Claire Villacorta, and Glenn Willmott Lynda Barry (b. 1956) is best known for her distinctive style and unique voice, first popularized in her underground weekly comic Ernie Pook's Comeek. Since then, she has published prolifically, including numerous comics, illustrated novels, and nonfiction books exploring the creative process. Barry's work is genre- and form-bending, often using collage to create what she calls "word with drawing" vignettes. Her art, imaginative and self-reflective, allows her to discuss gender, race, relationships, memory, and her personal, everyday lived experience. It is through this experience that Barry examines the creative process and offers to readers ways to record and examine their own lives. The essays in Contagious Imagination: The Work and Art of Lynda Barry, edited by Jane Tolmie, study the pedagogy of Barry's work and its application academically and practically. Examining Barry's career and work from the point of view of research-creation, Contagious Imagination applies Barry's unique mixture of teaching, art, learning, and creativity to the very form of the volume, exploring Barry's imaginative praxis and offering readers their own. With a foreword by Frederick Luis Aldama and an afterword by Glenn Willmott, this volume explores the impact of Barry's work in and out of the classroom. Divided into four sections-Teaching and Learning, which focuses on critical pedagogy; Comics and Autobiography, which targets various practices of rememorying; Cruddy, a self-explanatory category that offers two extraordinary critical interventions into Barry criticism around a challenging text; and Research-Creation, which offers two creative, synthetic artistic pieces that embody and enact Barry's own mixed academic and creative investments-this book offers numerous inroads into Barry's idiosyncratic imagination and what it can teach us about ourselves.
A pioneering scholarly examination of the rich and fascinating fields of science fiction and fantasy art, this book stimulates scholarly interest in these areas by offering both surveys of the entire history of these traditions and focused examinations of particular genres and artists. In contrast to existing studies of science fiction and fantasy art, this volume argues that the subject needs to be explored within different contexts, such as literary history, art history, and cultural history. In addition, it maintains that certain trends should be followed across the field, such as art displaying recurring iconic images and art related to particular subgenres. The volume places special emphasis on studies that connect science fiction and fantasy artists to the authors and works they have illustrated. The contributors include several internationally recognized and award-winning science fiction writers and scholars. In addition to its historical surveys, the book provides detailed examinations of space art, representative artists Richard M. Powers and Frank Frazetta, and the major illustrators of noted children's author Margaret Wise Brown and famed fantasy writer J.R.R. Tolkien.
'BEST GRAPHIC NOVEL OF 2021' Guardian and Irish Times 'Starts as a charming romantic comedy and turns into something tender and affecting about our need for connection. I loved this one. ' David Nicholls 'Beautiful, bittersweet portrait of modern life . . . his tragicomedy will also make the heart swell.' Guardian 'Brilliant.' Candice Carty-Williams 'This is a miraculous book.' Joe Dunthorne Nick, a young illustrator, can't connect with people. Whether it's the barista down the street, his own family or Wren, an oncologist whose life becomes painfully tangled with his, Nick can't shake the feeling that there is some hidden realm of human interaction beyond his reach. He staggers through meaningless conversations and haunts lookalike, vacuous coffee shops in the hope that he will find it there. But it isn't until Nick learns to stop performing and speak about the things that really matter that the complex and colourful worlds of the people he meets are finally revealed to him. Illustrated in both colour and black-and-white in McPhail's instantly recognisable style, In is poignant, fresh and hilarious. McPhail transforms the graphic novel with a heart-wrenching compassion uncannily appropriate for our isolated times.
In a 2019 interview with the webzine DC in the 80s, Jeff Lemire (b. 1976) discusses the comics he read as a child growing up in Essex County, Ontario-his early exposure to reprints of Silver Age DC material, how influential Crisis on Infinite Earths and DC's Who's Who were on him as a developing comics fan, his first reading of Watchmen and The Dark Knight Returns, and his transition to reading the first wave of Vertigo titles when he was sixteen. In other interviews, he describes discovering independent comics when he moved to Toronto, days of browsing comics at the Beguiling, and coming to understand what was possible in the medium of comics, lessons he would take to heart as he began to establish himself as a cartoonist. Many cartoonists deflect from questions about one's history with comics and the influences of other artists, while others indulge the interviewer briefly before attempting to steer the questions in another direction. But Lemire, creator of Essex County Trilogy, Sweet Tooth, The Nobody, and Trillium, seems to bask in these discussions. Before he was ever a comics professional, he was a fan. What can be traced in these interviews is the story of the movement from comics fan to comics professional. In the twenty-nine interviews collected in Jeff Lemire: Conversations, readers see Lemire come to understand the process of collaboration, the balancing act involved in working for different kinds of comics publishers like DC and Marvel, the responsibilities involved in representing characters outside his own culture, and the possibilities that exist in the comics medium. We see him embrace a variety of genres, using each of them to explore the issues and themes most important to him. And we see a cartoonist and writer growing in confidence, a working professional coming into his own.
Revised edition: 20 additional methods, three new case studies and a new chapter to introduce life-centered design. This book introduces the reader to the changing role of design as a way of thinking and a framework for solving complex problems and achieving systemic change. This book introduces the reader to the changing role of design as a way of thinking and a framework for solving complex problems and achieving systemic change. It documents 80 methods that cover all stages of a design process, providing actionable guidance for applying the methods across a range of projects. The methods are complemented by seven case studies to demonstrate their application in different domains, from designing interfaces for autonomous vehicles to addressing health and wellbeing. Free templates and resources, available at designthinkmakebreakrepeat.com, make this a great resource for design educators as well as practitioners leading workshops in their organization or looking for inspiration to transform their practice. In this revised edition, the authors look beyond the human-centered design paradigm and provide an introduction to life-centered design. This extended focus is reinforced through design methods for considering the broader ecosystem in which products and services are used, including the use of natural resources, ethical concerns and the long-term impact of design decisions.
British cartoonists and caricaturists are renowned worldwide. Originally published in 2000, this indispensable handbook offers a unique 'who's who' of all the major artists working in Britain in the twentieth century and contains nearly 500 entries. Extensively illustrated, the book provides information on the work of artists such as Steve Bell, Gerald Scarfe, Posy Simmonds, Ronald Searle, Trog, mac and Larry as well as such past masters as David Low, Vicky, H. M. Bateman, Illingworth, Heath Robinson and more. The dictionary concentrates primarily on political cartoonists, caricaturists and joke or 'gag' cartoonists, actively working for the main Fleet Street national dailies and weeklies from 1900 to 1995. Each entry is cross-referenced and provides a concise biographical outline with an account of the artist's style, influences and preferred medium. Where relevant the entry includes suggestions for further reading and notes solo exhibitions, books illustrated and works held in public collections. The Dictionary of Twentieth-Century British Cartoonists and Caricaturists offers an insight into the lives of satirical artists working during a century that provoked cartoonists and caricaturists to a pitch of comic and artistic invention that has rarely been matched.
Contributions by Frederick Luis Aldama, Melissa Burgess, Susan Kirtley, Rachel Luria, Ursula Murray Husted, Mark O'Connor, Allan Pero, Davida Pines, Tara Prescott-Johnson, Jane Tolmie, Rachel Trousdale, Elaine Claire Villacorta, and Glenn Willmott Lynda Barry (b. 1956) is best known for her distinctive style and unique voice, first popularized in her underground weekly comic Ernie Pook's Comeek. Since then, she has published prolifically, including numerous comics, illustrated novels, and nonfiction books exploring the creative process. Barry's work is genre- and form-bending, often using collage to create what she calls "word with drawing" vignettes. Her art, imaginative and self-reflective, allows her to discuss gender, race, relationships, memory, and her personal, everyday lived experience. It is through this experience that Barry examines the creative process and offers to readers ways to record and examine their own lives. The essays in Contagious Imagination: The Work and Art of Lynda Barry, edited by Jane Tolmie, study the pedagogy of Barry's work and its application academically and practically. Examining Barry's career and work from the point of view of research-creation, Contagious Imagination applies Barry's unique mixture of teaching, art, learning, and creativity to the very form of the volume, exploring Barry's imaginative praxis and offering readers their own. With a foreword by Frederick Luis Aldama and an afterword by Glenn Willmott, this volume explores the impact of Barry's work in and out of the classroom. Divided into four sections-Teaching and Learning, which focuses on critical pedagogy; Comics and Autobiography, which targets various practices of rememorying; Cruddy, a self-explanatory category that offers two extraordinary critical interventions into Barry criticism around a challenging text; and Research-Creation, which offers two creative, synthetic artistic pieces that embody and enact Barry's own mixed academic and creative investments-this book offers numerous inroads into Barry's idiosyncratic imagination and what it can teach us about ourselves.
A lavish, full-colour hardcover art book taking readers on a visual guide through Stephen Hickman's artwork. The collection focuses on his book covers for famous SFF authors such as Harlan Ellison, Robert Heinlein, Anne McCaffrey, and Larry Niven.
North Carolina fiddler and banjo player Jim Scancarelli's extensive career as a string band musician began in the early 1960s. A founding member of the Kilocycle Kowboys, one of Charlotte's longest-lived bluegrass bands, he played banjo with the Mole Hill Highlanders, and in the 1980s formed Sanitary Cafe with fiddler Tommy Malboeuf. Through the 1970s, his annual recordings at the Union Grove Fiddlers Convention captured superlative music and performer interviews. Scancarelli also had a successful career as a freelance magazine artist and collaborated on the syndicated comic strips "Mutt and Jeff" and "Gasoline Alley," eventually taking over authorship of the latter in 1986. This biography traces his creative trajectory in music, art, radio and television, and the cartooning industry.
Written in straightforward, jargon-free language, A Concise Dictionary of Comics guides students, researchers, readers, and educators of all ages and at all levels of comics expertise. It provides them with a dictionary that doubles as a compendium of comics scholarship. A Concise Dictionary of Comics provides clear and informative definitions for each term. It includes twenty-five witty illustrations, and pairs most defined terms with references to books, articles, book chapters, and other relevant critical sources. All references are dated and listed in an extensive, up-to-date bibliography of comics scholarship. Each term is also categorized according to type in an index of thematic groupings. This organization serves as a pedagogical aid for teachers and students learning about a specific facet of comics studies and as a research tool for scholars who are unfamiliar with a particular term but know what category it falls into. These features make A Concise Dictionary of Comics especially useful for critics, students, teachers, and researchers, and a vital reference to anyone else who wants to learn more about comics.
What exactly are comics? Can they be art, literature, or even pornography? How should we understand the characters, stories, and genres that shape them? Thinking about comics raises a bewildering range of questions about representation, narrative, and value. Philosophy of Comics is an introduction to these philosophical questions. In exploring the history and variety of the comics medium, Sam Cowling and Wesley D. Cray chart a path through the emerging field of the philosophy of comics. Drawing from a diverse range of forms and genres and informed by case studies of classic comics such as Watchmen, Tales from the Crypt, and Fun Home, Cowling and Cray explore ethical, aesthetic, and ontological puzzles, including: - What does it take to create—or destroy—a fictional character like Superman? - Can all comics be adapted into films, or are some comics impossible to adapt? - Is there really a genre of “superhero comics”? - When are comics obscene, pornographic, and why does it matter? At a time of rapidly growing interest in graphic storytelling, this is an ideal introduction to the philosophy of comics and some of its most central and puzzling questions.
American comics from the start have reflected the white supremacist culture out of which they arose. Superheroes and comic books in general are products of whiteness, and both signal and hide its presence. Even when comics creators and publishers sought to advance an antiracist agenda, their attempts were often undermined by a lack of awareness of their own whiteness and the ideological baggage that goes along with it. Even the most celebrated figures of the industry, such as Jerry Siegel and Joe Shuster, Jack Jackson, William Gaines, Stan Lee, Robert Crumb, Will Eisner, and Frank Miller, have not been able to distance themselves from the problematic racism embedded in their narratives despite their intentions or explanations. Bandits, Misfits, and Superheroes: Whiteness and Its Borderlands in American Comics and Graphic Novels provides a sober assessment of these creators and their role in perpetuating racism throughout the history of comics. Josef Benson and Doug Singsen identify how whiteness has been defined, transformed, and occasionally undermined over the course of eighty years in comics and in many genres, including westerns, horror, crime, funny animal, underground comix, autobiography, literary fiction, and historical fiction. This exciting and groundbreaking book assesses industry giants, highlights some of the most important episodes in American comic book history, and demonstrates how they relate to one another and form a larger pattern, in unexpected and surprising ways.
Distinguishing the graphic novel from other types of comic books has presented problems due to the fuzziness of category boundaries. Against the backdrop of prototype theory, the author establishes the graphic novel as a genre whose core feature is complexity, which again is defined by seven gradable subcategories: 1) multilayered plot and narration, 2) multireferential use of color, 3) complex text-image relation, 4) meaning-enhancing panel design and layout, 5) structural performativity, 6) references to texts/media, and 7) self-referential and metafictional devices. Regarding the subcategory of narration, the existence of a narrator as known from classical narratology can no longer be assumed. In addition, conventional focalization cannot account for two crucial parameters of the comics image: what is shown (point of view, including mise en scene) and what is seen (character perception). On the basis of Francois Jost's concepts of ocularization and focalization, this book presents an analytical framework for graphic novels beyond conventional narratology and finally discusses aspects of subjectivity, a focal paradigm in the latest research. It is intended for advanced students of literature, scholars, and comics experts. |
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