![]() |
![]() |
Your cart is empty |
||
Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
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.
'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.
Filled with gorgeous illustrations and artwork from HBO's hit series, The Art of Game of Thrones is the definitive Game of Thrones art collection. The official collection of behind the scenes concept art and production design from HBO's landmark TV show Game of Thrones. Learn how BAFTA and Emmy award-winning production designer Deborah Riley and her team brought to life the iconic locations of Westeros and beyond. One of 4 comprehensive and officially licensed Game of Thrones retrospective books from HarperVoyager. * UNMATCHED DEPTH - 432 pages of concept art, sketches, and production design images covering Game of Thrones seasons 1-8. * DETAILED REVELATIONS - Comprehensive behind the scenes details covering the design of iconic locations such as King's Landing, Winterfell, Dragonstone, and Castle Black. * CONTRIBUTIONS FROM THE CREATORS - Authored by production designer Deborah Riley and including an exclusive foreword from Game of Thrones showrunners David Benioff and D. B. Weiss and preface from Emmy Award-winning production designer Gemma Jackson. * A PRESTIGE COFFEE TABLE BOOK - Deluxe 9.75 x 13 inch format. * A SOUGHT-AFTER GIFT FOR FANS - Released in time for the holiday season, this is the perfect Game of Thrones gift for fans and collectors.
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.
Acclaimed graphic artist Peter Kuper presents a brilliant, darkly
comic reimagining of Kafka's classic tale of family, alienation,
and a giant bug. Kuper's electric drawings--which merge American
cartooning with German expressionism--bring Kafka's prose to vivid
life, reviving the original story's humor and poignancy in a way
that will surprise and delight readers of Kafka and graphic novels
alike.
The Art of Ni no Kuni (TM)II: REVENANT KINGDOM is a lavish full-color book showcasing the best art from the highly anticipated roleplaying game. Developed by Level-5 and with collaboration from legendary Studio Ghibli animator Yoshiyuki Momose, Ni no Kuni (TM)II: REVENANT KINGDOM is a beautiful, characterful and exciting game. This book is the ultimate fan resource, showcasing the development of the amazing characters, monsters, vehicles and locations from initial concept sketches through to the finished artworks.
Bring your manga to life with awesome action, powerful poses, body basics: IT'S ALL HERE! Learn the essentials of manga drawing from professional Japanese illustrators, and let them show you how to tell better stories with your manga art. Start with anatomy and body structure to create compelling characters in a few simple head-to-toe steps. Then it's time to build your world and tell your story. With this all-in-one guide, your characters, drawing, and storytelling abilities will quickly soar! In this book you'll learn not only the basics, but the insider tips and secrets only the professionals know. You'll also learn to avoid common pitfalls and overcome obstacles that might otherwise lessen the impact of your work and prevent you from becoming a successful artist! Here are just some of the features of this practical handbook: A complete art course in one volume--from anatomy and body structure to facial features and expressions, clothing and accessories, action poses and narrative techniques A guide to world-building and storytelling in the authentic Japanese manga style Two professional Japanese illustrators share their expertise in figure drawing and composition as well as two- and three-dimensional design and perspective Hundreds of dynamic examples and tips show you how to master the details that make a difference and the effects that can elevate your work to another level Over 1,000 color illustrations help to guide you on your path to becoming a better artist! Drawing Manga gives you the tips and tools you need to develop your skills and tell the stories you want to tell effectively-- just like the pros! *Recommended for artists 16 & up*
This new book of fully peelable stickers, compiled by the Stickerbomb team, brings together the best skateboard stickers – both classic and new – from the 1970s to today. From Jim Philip’s legendary drawings for Santa Cruz, to the innovative, graphic-led creations from Girl and Alien Workshop, Stickerbomb Skate illustrates the central role that stickers have played in skate culture. Including five legendary skate brands – Alien Workshop, REAL, Toy Machine, Girl and Santa Cruz – and featuring interviews with key illustrators and artists; including Philips, Ed Templeton and Mike Hill; this is an indispensable collection for any skate obsessive.
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.
Representing countries as far-reaching and distinct as Italy, the Netherlands, Japan, Austria, Guatemala, and the United States (to name a few), the 34 international artists featured in this collection reveal the richness and diversity of contemporary graphic arts. In addition to more classical artistic mediums like painting, photography, illustration, graphic design, animation and sculpture, these artists have evolved to leave their mark on the world in bold, non-traditional, exciting ways: wood printing, visual branding, street art, music production, customized accessories, surf and skatewear design, tattoos, and more. The artists featured pay tribute to the muses of their creativity, with appreciative nods to their predecessors and track lists of the music that inspires their work. ARTtitude highlights some of the most iconic and unusual artists of the moment: Adam Rabalais, Olivier Coipel, Josh Brown, Supakitch, Tim Clark, Arnaud Pages, blarf, Chris Coppola, Diego Gravinese, and many more.
Fashion drawing is the most important way to visualize ideas and concepts in costume and fashion design. This new and expanded two-volume edition of the already classic title Figure Drawing for Fashion Design--revised, updated and expanded--is a precise, topic-by-topic manual that will help readers acquire and perfect their skills drawing fashion designs on the female form. Mastering the rules of figure drawing as well as stylistic techniques that add individuality and flair to the design is an essential skill for all designers and illustrators to master in order to bring one's vision to the page, and eventually mannequin. In its approach, this book is ideal both for those designers and students who want to apply themselves professionally to fashion design, and for all enthusiasts of drawing the female body in a fashion context.
Part of a series of exciting and luxurious Flame Tree Notebooks. Combining high-quality production with magnificent fine art, the covers are printed on foil in five colours, embossed, then foil stamped. And they're powerfully practical: a pocket at the back for receipts and scraps, two bookmarks and a solid magnetic side flap. These are perfect for personal use and make a dazzling gift. This example features Rackham's Alice In Wonderland Tea Party
Brian Blomerth first fused his singularly irreverent underground comix style with heavily-researched history in 2019's Brian Blomerth's Bicycle Day, a Technicolor retelling of the discovery of LSD. Now, the illustrator and graphic novelist continues his wild and woolly excursions into the history of mind expansion with Mycelium Wassonii, an account of the lives and trips of R. Gordon and Valentina Wasson, the pioneering scientist couple responsible for popularizing the use of psychedelic mushrooms. A globetrotting vision of hallucinatory science and religious mysticism with appearances by Life Magazine, the CIA, and the Buddha, Mycelium Wassonii is a visual history and a love story as only Blomerth's Isograph pen can render it.
Comics and cartoons from Japan, or manga and anime, are an increasingly common feature of visual and popular culture around the world. While it is often observed that these media forms appeal to broad and diverse demographics, including many adults, eroticism continues to unsettle critics and has even triggered legal action in some jurisdictions. It is more urgent than ever to engage in productive discussion, which begins with being informed about content that is still scarcely understood outside small industry and fan circles. Erotic Comics in Japan: An Introduction to Eromanga is the most comprehensive introduction in English to erotic comics in Japan, or eromanga. Divided into three parts, it provides a history of eroticism in Japanese comics and cartoons generally leading to the emergence of eromanga specifically, an overview of seven themes running across works with close analysis of outstanding examples and a window onto ongoing debates surrounding regulation and freedom of expression in Japan.
In 1977, Dave Sim (b. 1956) began to self-publish Cerebus, one of the earliest and most significant independent comics, which ran for 300 issues and ended, as Sim had planned from early on, in 2004. Over the run of the comic, Sim used it as a springboard to explore not only the potential of the comics medium but also many of the core assumptions of Western society. Through it he analyzed politics, the dynamics of love, religion, and, most controversially, the influence of feminism--which Sim believes has had a negative impact on society. Moreover, Sim inserted himself squarely into the comic as Cerebus's creator, thereby inviting criticism not only of the creation, but also of the creator. What few interviews Sim gave often pushed the limits of what an interview might be in much the same way that Cerebus pushed the limits of what a comic might be. In interviews Sim is generous, expansive, provocative, and sometimes even antagonistic. Regardless of mood, he is always insightful and fascinating. His discursive style is not conducive to the sound bite or to easy summary. Many of these interviews have been out of print for years. And, while the interviews range from very general, career-spanning explorations of his complex work and ideas, to tightly focused discussions on specific details of Cerebus, all the interviews contained herein are engaging and revealing.
Aiko Moriyama studied religious art at the Sorbonne, but her research in occultism quickly led her down a dangerous path. When several experts around her come under attack from a mysterious entity rising from the depths of the web, she finds herself embroiled in a police investigation involving the sinister leader of an international organization. From London to Tokyo, between transhumanism and black magic, Aiko is determined to solve the enigma of Gamma Draconis and to discover how exactly her family is involved...
This collection examines new comic-book cultures, graphic writing, and bande dessinee texts as they relate to postcolonialism in contemporary Anglophone and Francophone settings. The individual chapters are framed within a larger enquiry that considers definitive aspects of the postcolonial condition in twenty-first-century (con)texts. The authors demonstrate that the fields of comic-book production and circulation in various regional histories introduce new postcolonial vocabularies, reconstitute conventional "image-functions" in established social texts and political systems, and present competing narratives of resistance and rights. In this sense, postcolonial comic cultures are of particular significance in the context of a newly global and politically recomposed landscape. This volume introduces a timely intervention within current comic-book-area studies that remain firmly situated within the "U.S.-European and Japanese manga paradigms" and their reading publics. It will be of great interest to a wide variety of disciplines including postcolonial studies, comics-area studies, cultural studies, and gender studies.
A comprehensive and enjoyable new biography of the man who created Tintin. Georges Remi, better known as Herge, is widely regarded as the greatest twentieth-century master of the European bande dessinee. His Tintin books have sold well over 200 million copies worldwide. Drawing from private archives, exclusive interviews and thousands of hours of research, RaphaA"l Taylor both tells the story of the man's life - which spanned the greater part of the twentieth century - and searches for the inspiration behind his work. Taylor explores Herge the man, covering his youth, his controversial life in Nazi-occupied Brussels during the Second World War, his depressive crises, the break-up of his first marriage and the manner in which his later life became a 'practice of philosophy'. And for each Tintin story Taylor provides succinct descriptions of the secrets of Herge's workshop, with a special focus on Tintin in TibetA" - Herge's most personal Tintin story. For fans, Taylor's painstakingly researched biography will bring many new insights; for those who know less about Herge, this is a beautifully written, sympathetic portrait of a fascinating writer and artist whose work has enchanted millions.
Share the little word of Liz Climo with friends and family! Featuring
all new comics and fan favorites from the bestselling artist's
delightful cast of animal friends, these 30 postcards will bring a
smile to anyone you send them to, no matter the occasion.
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. |
![]() ![]() You may like...
Caraval: 4-Book Collection - Caraval…
Stephanie Garber
Hardcover
Dark Psychology and Manipulation - Learn…
Margareth Bishop
Hardcover
This Will Not Pass - Trump, Biden, And…
Jonathan Martin, Alexander Burns
Hardcover
What Unites Us - Reflections on…
Dan Rather, Elliot Kirschner
Paperback
|