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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
'I have been ill and frightfully bored and the one thing I have wanted is a big album of your absurd beautiful drawings to turn over. You give me a peculiar pleasure of the mind like nothing else in the world.' - H. G. Wells to W. Heath Robinson (1914) This book takes a nostalgic look back to the imaginative and often frivolous world of William Heath Robinson, one of the few artists to have given his name to the English language. According to the Oxford English Dictionary, the expression Heath Robinson is used to describe 'any absurdly ingenious and impracticable device of the kind illustrated by this artist'. Yet his elaborate drawings of contraptions are not the only thing to make this book very Heath Robinson. Full of quirky images from Romans wearing polka dots to balding men seducing mermaids, Very Heath Robinson presents an unconventional history of the world in which technology and its social setting get equal billing.
Even as the major superhero film franchises appear to be exhausting their runs The Umbrella Academy demonstrates that the superhero genre is still extremely effective at creating role models with lasting psychological resonance and allegories with extraordinary emotional impact. These essays give a voice to the misunderstood family members of The Umbrella Academy in the comic book series and its highly popular Netflix adaptation. They explore different forces like individualism, identity, family, and feminism. One of the most striking features that unites these concepts is the linkage between violence with voice, as well as violence's aestheticized depiction.
He is the law - and you better believe it! Judge, jury and executioner, Judge Dredd is the brutal comic book cop policing the chaotic future urban jungle of Mega-City One, created by John Wagner and Carlos Ezquerra and launching in the pages of 2000 AD in 1977. But what began as a sci-fi action comic quickly evolved into a searing satire on hardline, militarised policing and 'law and order' politics, its endless inventiveness and ironic humour acting as a prophetic warning about our world today - and with important lessons for our future. Blending comic book history with contemporary radical theories on policing, I Am The Law takes key Dredd stories from the last 45 years and demonstrates how they provide a unique wake up call about our gradual, and not so gradual, slide towards authoritarian policing. From the politicisation of policing to 'zero tolerance', from violent suppression of protest to the rise of the surveillance state, I Am The Law examines how a comic book warned us about the chilling endgame of today's 'law and order' politics.
With great style, wit, and joy, Maira Kalman and Barbara Scott-Goodman celebrate their favorite dessert. In Cake, renowned artist and author Maira Kalman and food writer Barbara Scott-Goodman bring us a beautifully illustrated book dedicated to their love of cakes. Filled with Kalman's inimitable illustrations and memories, from chocolate cake on a terrace in Tel Aviv as a child to a gorgeous pink cake enjoyed over Lucretius and Nietzsche in Rome, and sprinkled with seventeen mouthwatering recipes prepared by Scott-Goodman, Cake is a joyful and whimsical celebration of a timeless dessert.
A wide-ranging introductory guide for readers making their first steps into the world of manga, this book helps readers move beyond manga available in translation to more fully explore the incredible diversity of Japanese comics styles, forms and traditions from its earliest texts to the internationally popular comics of the 21st century. In an accessible and easy-to-navigate format, the book covers: * A history of Japanese comics, from their emergence within modern print culture, through their astounding growth as an industry and diversification in form in the second half of the 20th century, and on to the present * Case studies of texts reflecting the range of themes, genres, forms and creators, including Osamu Tezuka, Machiko Hasegawa and Katsuhiro Otomo * Key themes and contexts - from gender and sexuality, to history and censorship * Critical approaches to manga, including definitions, biography and reception and global publishing contexts The book includes a bibliography of essential critical writing on manga, discussion questions for classroom use and a glossary of key critical terms.
What's the best book ever written? What would happen if we all stopped eating meat? What's the secret to living past 110? And what actually is the best thing since sliced bread? In An Answer For Everything, 200 of the world's most intriguing questions are settled once and for all through beautiful and brilliant infographics. The results will leave you shocked, informed and thoroughly entertained. Created by the team behind the award-winning Delayed Gratification magazine, these compelling, darkly funny data visualisations will change the way you think about ... everything
During his career as one of America's most sought-after
illustrators, Andrew Loomis (1889-1959) taught at the American
Academy of Art in Chicago, and in 1939 he codified his lessons in
his first manual, "Fun with a Pencil." Four years later it had
already been through six printings, and he followed up over the
next two decades with a series of even more successful how-to books
that remain the gold standard for artists to this day.
The unique, dynamic learning system that has helped thousands of artists enhance their figure drawing abilities Dozens of updated illustrations and all-new content, exclusive to the 3rd edition Select pages can be scanned by your smartphone or other device to pull up bonus video content, enhancing the learning process
This second edition of Writing for Animation, Comics, and Games expounds on the previous edition with more information on how to construct narratives for these three forms of visual storytelling media. Christy Marx's book offers an in-depth look into scriptwriting and how to break into each of the featured industries. The text goes into detail on visual storytelling: how to compose exterior storytelling (animation, games) and interior/exterior storytelling (comics and graphic novels); as well as considerations for non-linear videogames. The advice within these pages can be used to build a transmedia career across animation, comics, graphic novels, and videogames. Key Features An insider's perspective on career rules of the road on writing for comics, videogames, and animation Written for beginners and professionals alike A nuts-and-bolts guide to script formats, terminology, networking, and valuable advice on writing for each medium Author Bio Based in Northern California, Christy Marx is an award-winning writer, story editor, TV series developer, game designer, and narrative designer. Her many credits include Babylon 5; Captain Power and Soldiers of the Future; The Twilight Zone; G.I. Joe; Jem and the Holograms; Spider-Man; He-Man; X-Men Evolution; Teenage Mutant Ninja Turtles; Conan the Adventurer; Birds of Prey; Amethyst; The Sisterhood of Steel; Sierra On-Line adventure games; PC, MMO, and console games; Zynga mobile games; and more. For full credits, visit www.christymarx.com.
The comic book has become an essential icon of the American Century, an era defined by optimism in the face of change and by recognition of the intrinsic value of democracy and modernization. For many, the Middle Ages stand as an antithesis to these ideals, and yet medievalist comics have emerged and endured, even thrived alongside their superhero counterparts. Chris Bishop presents a reception history of medievalist comics, setting them against a greater backdrop of modern American history. From its genesis in the 1930s to the present, Bishop surveys the medievalist comic, its stories, characters, settings, and themes drawn from the European Middle Ages. Hal Foster's Prince Valiant emerged from an America at odds with monarchy, but still in love with King Arthur. Green Arrow remains the continuation of a long fascination with Robin Hood that has become as central to the American identity as it was to the British. The Mighty Thor reflects the legacy of Germanic migration into the United States. The rugged individualism of Conan the Barbarian owes more to the western cowboy than it does to the continental knight-errant. In the narrative of Red Sonja, we can trace a parallel history of feminism. Bishop regards these comics as not merely happenchance, but each success (Prince Valiant and The Mighty Thor) or failure (Beowulf: Dragon Slayer) as a result and an indicator of certain American preoccupations amid a larger cultural context. Intrinsically modernist paragons of pop-culture ephemera, American comics have ironically continued to engage with the European Middle Ages. Bishop illuminates some of the ways in which we use an imagined past to navigate the present and plots some possible futures as we valiantly shape a new century.
For beginners up, everything you need to know. Includes 28 teaching videos to view online. This combined book and video-guide to drawing manga will allow artists of ANY ability to master this hugely popular drawing style. The 256 page book is packed with step-by-step tutorials on every aspect of manga drawing, basing the instructions around traditional sketching and colouring techniques, and including digital tools for rendering and finishing artwork. The author is highly accomplished professional artist Sonia Leong, who is also creating 28 two-minute video demonstrations designed to link specifically to the content of this book. These video clips are hosted online, and accessed from the book's pages using QR codes (or URLs), making this one of the most user-friendly manga tutor books on the market. Readers will learn how to build up characters from basic shapes and measurements, get the anatomy and poses absolutely right, add crucial design elements to enhance drawings and stories, render artwork in different styles and mediums (including digital), and even start to create comic pages and sequences- for publication in print or online.
Almost immediately after his first appearance in comic books in June 1938, Superman began to be adapted to other media. The subsequent decades have brought even more adaptations of the Man of Steel, his friends, family, and enemies in film, television, comic strip, radio, novels, video games, and even a musical. The rapid adaptation of the Man of Steel occurred before the character and storyworld were fully developed on the comic book page, allowing the adaptations an unprecedented level of freedom and adaptability. The essays in this collection provide specific insight into the practice of adapting Superman from comic books to other media and cultural contexts through a variety of methods, including social, economic, and political contexts. Authors touch on subjects such as the different international receptions to the characters, the evolution of both Clark Kent's character and Superman's powers, the importance of the radio, how the adaptations interact with issues such as racism and Cold War paranoia, and the role of fan fiction in the franchise. By applying a wide range of critical approaches to adaption and Superman, this collection offers new insights into our popular entertainment and our cultural history.
Malika Favre is one of the world's most celebrated illustrators, known for her stunningly simple work, often utilising a handful of perfectly refined vector shapes to convey her subject matter. Whether working as a commercial illustrator in advertising, editorial or publishing, or as an artist creating personal pieces, Malika's artwork is imbued with both an iconic sense of style and underlying meaning. Her images often tweak the intellect, sometimes through the minimal forms she creates and the way they flow into one another; while in others she conjures up optical illusions with repeating lines and patterns. This revised and expanded edition of her revealing monograph tells the story of an authentic artist, one who's stunning output showcases a unique talent attuned to spotting and appreciating the beauty in the simplest things.
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.
From 1985 to 1995, Mark Gruenwald was the head writer for Captain America. During this decade, Gruenwald wrote some of the most essential stories in Captain America's history and guided the comic through an eventful period of both world history and comic book history. This book dissects the influence of the world at large on Gruenwald's stories and the subsequent influence of Gruenwald's work on the world of comics. The book's ten chapters discuss a wide range of topics including the generational tensions inherent in a comic about a G.I. Generation hero, written by a baby boomer, for an audience of Gen Xers; the enduring threat of the Red Skull and the never-ending aura of World War II; the rising popularity of vigilante characters during the '90s; and how Captain America fits into the war on drugs and its "just say no" mentality. Set against the declining American patriotism of the 1980s and 1990s, this book places special emphasis on the symbolism of the most American of superheroes.
Published to celebrate the life of Mike Peyton, 'the world's greatest yachting cartoonist', this second edition features personal tributes from some 12 other successful and well-known sailors (including Sir Robin Knox-Johnston, Sir Ben Ainslie and Tom Cunliffe). They all recognise Mike's observational talent and comment on how sailors see themselves (or their friends) in his cartoons. Along with 80 of his incomparable cartoons, Mike Peyton recounts how he became a yachting cartoonist and his fifty years of sailing. So as well as chuckling at the cartoons themselves there is the opportunity to learn from Peyton's 50 years of experience of sailing different boats, meeting a variety of sailors, and getting into - and out of - some truly hilarious situations.
Robert Seymour and Nineteenth-Century Print Culture is the first book-length study of the original illustrator of Dickens's Pickwick Papers. Discussion of the range and importance of Seymour's work as a jobbing illustrator in the 1820s and 1830s is at the centre of the book. A bibliographical study of his prolific output of illustrations in many different print genres is combined with a wide-ranging account of his major publications. Seymour's extended work for The Comic Magazine, New Readings of Old Authors and Humorous Sketches, all described in detail, are of particular importance in locating the dialogue between image and text at the moment when the Victorian illustrated novel was coming into being.
Comic books have presented fictional and fact-based stories of the Korean War, as it was being fought and afterward. Comparing these comics with events that inspired them offers a deeper understanding of the comics industry, America's "forgotten war," and the anti-comics movement, championed by psychiatrist Fredric Wertham, who criticized their brutalization of the imagination. Comics--both newsstand offerings and government propaganda--used fictions to justify the unpopular war as necessary and moral. This book examines the dramatization of events and issues, including the war's origins, germ warfare, brainwashing, Cold War espionage, the nuclear threat, African Americans in the military, mistreatment of POWs, and atrocities.
Draw, narrate, and create your own manga adventure with this interactive workbook featuring blank fill-in panels so you can set up your very own comic. What’s behind those big, bright eyes? Why is the student attacking the master? What’s inside that box? That’s up for you to decide with Make Your Own Manga! Featuring six fully illustrated stories from two acclaimed artists along with blank template panels to create your own drawings and dialogue, Make Your Own Manga will inspire you to inject your own imagination into the storyline of each manga comic. Now you can create your own heroes and villains, heartbreaks and desires instead of just reading about them on the page. All you need is a healthy imagination to complete the manga within these pages. The power to create is in your hands!
An eagerly awaited album that comes out annually, this year's collection of Zapiro's editorial cartoons was hugely well-received by South Africans and rose to become the bestselling book in the country. Full of delightful satire, the cartoons are informed by a sense of truth and dignity even while tackling sensitive issues and attacking public figures, particularly those in the ruling party. For news hounds who follow current affairs around the globe, this book provides an education on the issues and a bounty of deft political humor.
This new comic-book version of Euripides’ classic The Trojan Women follows the fates of Hekabe, Andromache and Kassandra after Troy has been sacked and all its men killed. The Trojan Women is a wildly imaginative collaboration between the visual artist Rosanna Bruno and the poet and classicist Anne Carson. Both wacky and devastating, the book gives a genuine representation of how human beings are affected by warfare. All the characters take the form of animals (except Kassandra, whose mind is in another world). Anne Carson collaborated with artist Bianca Stone on their Sophokles reimagining, Antigonick, published by Bloodaxe in 2012. This new collaboration with Rosanna Bruno couldn’t be more different. Rosanna Bruno is an artist who makes paintings, comics and bad puns. Her first book, The Slanted Life of Emily Dickinson (Andrews McMeel, 2017), is a book of cartoons based on the myth of her life.
For decades, Marvel Comics' superhero group the Avengers have captured the imagination of millions, whether in comics, multi-billion dollar grossing films or video games. Similar to the chronology of the Marvel Cinematic Universe, the Avengers video games first started with titles driven by single characters, like Iron Man, the Hulk, Thor and Captain America. Over time, the games grew to include more and more heroes, culminating in playing experiences that featured the Avengers assembled. This is the first-ever book assessing the video games starring "Earth's Mightiest Heroes." Featured games span consoles and platforms, from popular PlayStation and Xbox titles to an arcade game in danger of being lost to time. All video games are covered in depth, with each entry including game background and a detailed review from the author. Some game entries also include behind-the-scenes knowledge from the developers themselves, providing exclusive details on the Marvel video game universe.
Breaking box office records around the globe, the Marvel Cinematic Universe (MCU) has achieved an unparalleled level of success and gripped the imaginations of fans across the world, raising the films to a higher level of narrative: myth. Using the field of religious studies, this is the first book to analyze the Marvel Cinematic Universe as a modern myth, comparing it to epics, symbols, rituals, and stories from multiple world religious traditions. By exploring how the characters and events of the MCU resemble religious themes and ancient mythic stories, this book places the exploits of Iron Man, Captain America, Black Panther, and the other stars of the Marvel films, alongside the legends of Achilles, Gilgamesh, Arjuna, the Buddha, and many others. It examines their origin stories and rites of passage, the monsters, shadow-selves, and familial conflicts they contend with, and the symbols of death and the battle against it that stalk them at every turn. As a result, we can appreciate how the films deal with timeless human dilemmas and questions, evoking an enduring sense of adventure and wonder common across world mythic traditions. |
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