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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
The complete story of Marvel Comics, illustrated with artwork from the official Marvel archives. The Marvel Museum gives readers the experience of a fascinating exhibition from the pages of a beautiful book. This stunningly curated collection includes rarely-seen artwork from the Marvel archives. Includes The Avengers, Black Panther, Black Widow, Captain America, Captain Marvel, Guardians of the Galaxy, Spider-Man, X-Men and more! Chronicling the history of the legendary Marvel Comics, this book is a must-have addition to any collector's shelf. (c) 2019 MARVEL.
Winner of the Literacy Research Association's 2015 Edward B. Fry Book Award Immigration is an ongoing, global phenomenon and schools and teachers in host countries must continually find new ways of working with the increasing numbers of immigrant pupils, including refugees and asylum seekers. Language and literacy are crucial for inclusion in a new context but these must be developed in spaces where these children feel safe to explore themes that resonate with their experiences; to express their understanding and to engage in intercultural exchange. Visual Journeys Through Wordless Narratives presents the exploration of response strategies to Shaun Tan's The Arrival. The inquiry was carried out in educational settings, with children from many different parts of the world, in four host countries: the UK, Spain, Italy and the USA. The findings reveal the benefits of using wordless narratives such as picturebooks and graphic novels together with visual strategies to support immigrant children's literary understandings and visual literacy. They also reveal the wealth of experiences the children bring with them which have the potential to transform educational practices.
Attempts to define what comics are and explain how they work have not always been successful because they are premised upon the idea that comic strips, comic books and graphic novels are inherently and almost exclusively visual. This book challenges that premise, and asserts that comics is not just a visual medium. The book outlines the multisensory aspects of comics: the visual, audible, tactile, olfactory and gustatory elements of the medium. It rejects a synaesthetic approach (by which all the senses are engaged through visual stimuli) and instead argues for a truly multisensory model by which the direct stimulation of the reader's physical senses can be understood. A wide range of examples demonstrates how multisensory communication systems work in both commercial and more experimental contexts. The book concludes with a case study that looks at the works of Alan Moore and indicates areas of interest that multisensory analysis can draw out, but which are overlooked by more conventional approaches.
They're back and more popular than ever! The Simpsons continues to be the longest-running prime-time program still on the air, and fans and collectors are still trying to keep up with the incredible variety of toys and collectibles they've inspired. Having discovered a little extra room in his attic for stashing new acquisitions, the author of the world's first guide to Simpsons stuff, The Unauthorized Guide to the Simpsons Collectibles (of which the Copley News Service said, A book worthy of these characters...appropriately witty and well-written.), returns with more. Featuring over 460 brand new, full-color photographs of dolls, figurines, glasses, games, music, comics, promos, and much more, this slightly irreverent and totally engaging book pays homage to those endearing residents of Springfield, USA ,and is, like its predecessor, pure entertainment (Antique Week).
In clear and easy-to-follow steps, this highly effective textbook
sets out everything that students need to know to produce competent
and visually exciting illustrations. It is suitable both for class
use and self-teaching, and shows how to create lively fashion
illustrations of men, women and children.
Delve behind the scenes of artist Eric Guillon's artwork for Illumination and Entertainment's popular films, including Despicable Me, Sing, and upcoming The Secret Life of Pets 2. Illumination Entertainment has produced some of this century's most popular and successful animated films all over the world. Artist Eric Guillon helped design many of the most beloved and iconic characters for these films, such as Gru and the Mininons from Despicable Me, the adorable animals in The Secret Life of Pets, and more. Explore behind the scenes of Eric Guillon's artwork with this comprehensive coffee table book, which delves into Guillon's creative process and Illumination Entertainment's hit films. The Illumination Art of Eric Guillon features never-before-seen concept art, sketches, film stills, and other unique graphics, tracing the animation process from start to finish, and examines Guillon's many different roles, ranging from art director, character designer, and production designer to co-director.
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.
This anthology hosts a collection of essays examining the role of comics as portals for historical and academic content, while keeping the approach on an international market versus the American one. Few resources currently exist showing the cross-disciplinary aspects of comics. Some of the chapters examine the use of Wonder Woman during World War II, the development and culture of French comics, and theories of Locke and Hobbs in regards to the state of nature and the bonds of community. More so, the continual use of comics for the retelling of classic tales and current events demonstrates that the genre has long passed the phase of for children's eyes only. Additionally, this anthology also weaves graphic novels into the dialogue with comics.
As an American comic book writer, editor, and businessman, Jim Shooter (b. 1952) remains among the most important figures in the history of the medium. Starting in 1966 at the age of fourteen, Shooter, as the young protege of verbally abusive DC editor Mort Weisinger, helped introduce themes and character development more commonly associated with DC competitor Marvel Comics. Shooter created several characters for the Legion of Super-Heroes, introduced Superman's villain the Parasite, and jointly devised the first race between the Flash and Superman. When he later ascended to editor-in-chief at Marvel Comics, the company, indeed the medium as a whole, was moribund. Yet by the time Shooter left the company a mere decade later, the industry had again achieved considerable commercial viability, with Marveldominating the market. Shooter enjoyed many successes during his tenure, such as Chris Claremont and John Byrne's run on the Uncanny X-Men, Byrne's work on the Fantastic Four, Frank Miller's Daredevil stories, Walt Simonson's crafting of Norse mythology in Thor, and Roger Stern's runs on Avengers and The Amazing Spider-Man, as well as his own successes writing Secret Wars and Secret Wars II. After a rift at Marvel, Shooter then helped lead Valiant Comics into one of the most iconic comic book companies of the 1990s, before moving to start-up companies Defiant andBroadway Comics. Interviews collected in this book span Shooter's career. Included here is a 1969 interview that shows a restless teenager; the 1973 interview that returned Shooter to comics; a discussion from 1980 during his pinnacle at Marvel; and two conversations from his time at Valiant and Defiant Comics. At the close, anextensive, original interview encompasses Shooter's full career.
From Renaissance fresco painters to contemporary graphic novel artists, the ability to draw clothed figures from one's imagination has always been crucial to artists - and exceptionally difficult to attain. With over 220 illustrations, The Art of Drawing Folds: An Illustrator's Guide to Drawing the Clothed Figure reveals the logic and patterns in folds, enabling the reader to more easily predict the behavior of cloth when creating folds in their own drawings and paintings. Addressing folds in clothing systematically, the author provides a clear, concise approach to the analysis, classification and visualization of convincingly naturalistic folds. Starting with the nature of fabric and its geometry, this book methodically explores the reasons for fold behavior based on the construction of clothing and the shapes and actions of the human figure. An essential guide and reference for animators, illustrators, storyboard artists, comic-book artists, 3D modelers, sculptors, fashion designers and students, The Art of Drawing Folds simplifies one of the most complex and important aspects of drawing the clothed figure.
A FLAME TREE NOTEBOOK. Beautiful and luxurious the journals combine high-quality production with magnificent art. Perfect as a gift, and an essential personal choice for writers, notetakers, travellers, students, poets and diarists. Features a wide range of well-known and modern artists, with new artworks published throughout the year. BEAUTIFULLY DESIGNED. The highly crafted covers are printed on foil paper, embossed then foil stamped, complemented by the luxury binding and rose red end-papers. The covers are created by our artists and designers who spend many hours transforming original artwork into gorgeous 3d masterpieces that feel good in the hand and look wonderful on a desk or table. PRACTICAL, EASY TO USE. Flame Tree Notebooks come with practical features too: a pocket at the back for scraps and receipts; two ribbon markers to help keep track of more than just a to-do list; robust ivory text paper, printed with lines; and when you need to collect other notes or scraps of paper the magnetic side flap keeps everything neat and tidy. THE ARTIST. The Bodleian Library is one of the oldest libraries in Europe and is the main research library of the University of Oxford. It holds over 13 million printed items and these book spines are just a few examples of the beautiful objects in the Library's collection. THE FINAL WORD. As William Morris said, "Have nothing in your houses that you do not know to be useful, or believe to be beautiful."
Chris Murray reveals the largely unknown and rather surprising history of the British superhero. It is often thought that Britain did not have its own superheroes, yet Murray demonstrates that there were a great many in Britain and that they were often used as a way to comment on the relationship between Britain and America. Sometimes they emulated the style of American comics, but they also frequently became sites of resistance to perceived American political and cultural hegemony, drawing upon satire and parody as a means of critique. Murray illustrates that the superhero genre is a blend of several influences, and that in British comics these influences were quite different from those in America, resulting in some contrasting approaches to the figure of the superhero. He identifies the origins of the superhero and supervillain in nineteenth-century popular culture such as the penny dreadfuls and boys' weeklies and in science fiction writing of the 1920s and 1930s. He traces the emergence of British superheroes in the 1940s, the advent of ""fake"" American comics, and the reformatting of reprinted material. Murray then chronicles the British Invasion of the 1980s and the pivotal roles in American superhero comics and film production held by British artists today. This book will challenge views about British superheroes and the comics creators who fashioned them. Murray brings to light a gallery of such comics heroes as the Amazing Mr X, Powerman, Streamline, Captain Zenith, Electroman, Mr Apollo, Masterman, Captain Universe, Marvelman, Kelly's Eye, Steel Claw, the Purple Hood, Captain Britain, Supercats, Bananaman, Paradax, Jack Staff, and SuperBob. He reminds us of the significance of many such creators and artists as Len Fullerton, Jock McCail, Jack Glass, Denis Gifford, Bob Monkhouse, Dennis M. Reader, Mick Anglo, Brendan McCarthy, Alan Moore, Grant Morrison, Dave Gibbons, and Mark Millar.
By placing comics in a lively dialogue with contemporary narrative theory, The Narratology of Comic Art builds a systematic theory of narrative comics, going beyond the typical focus on the Anglophone tradition. This involves not just the exploration of those properties in comics that can be meaningfully investigated with existing narrative theory, but an interpretive study of the potential in narratological concepts and analytical procedures that has hitherto been overlooked. This research monograph is, then, not an application of narratology in the medium and art of comics, but a revision of narratological concepts and approaches through the study of narrative comics. Thus, while narratology is brought to bear on comics, equally comics are brought to bear on narratology.
Explore the greatest art from over two decades of Marvel's Deadpool comics with this deluxe art book, showcasing iconic covers and other amazing art from the Marvel Comics archives. From the Deadpool Corps to team-ups with Spider-Man and other iconic Marvel Comics characters, The Art of Deadpool is the ultimate visual journey into the bizarre world of the Merc with a Mouth. An essential addition to any comic book fan's collection.
Hello students, meet Professor Skeletor. Be on time, don t miss class, and turn off your phones. No time for introductions, we start drawing right away. The goal is more rock, less talk, and we communicate only through images. For more than five years the cartoonist Lynda Barry has been an associate professor in the University of Wisconsin Madison art department and at the Wisconsin Institute for Discovery, teaching students from all majors, both graduate and undergraduate, how to make comics, how to be creative, how to not think. There is no academic lecture in this classroom. Doodling is enthusiastically encouraged. Making Comics is the follow-up to Barry s bestselling Syllabus and this time she shares all of her comics-making exercises. In a new hand drawn syllabus detailing her creative curriculum, Barry has students drawing themselves as monsters and superheroes, convincing students who think they can t draw that they can, and most important, encouraging them to understand that a daily journal can be anything so long as it is hand drawn. Barry teaches all students and believes everyone and anyone can be creative. At the core of Making Comics is her certainty that creativity is vital to processing the world around us.
As the creator of Tintin, Herge (1907-1983) remains one of the most important and influential figures in the history of comics. When Herge, born Georges Prosper Remi in Belgium, emerged from the controversy surrounding his actions after World War II, his most famous work leapt to international fame and set the standard for European comics. While his style popularized what became known as the ""clear line"" in cartooning, this edited volume shows how his life and art turned out much more complicated than his method. The book opens with Herge's aesthetic techniques, including analyses of his efforts to comprehend and represent absence and the rhythm of mundaneness between panels of action. Broad views of his career describe how Herge navigated changing ideas of air travel, while precise accounts of his life during Nazi occupation explain how the demands of the occupied press transformed his understanding of what a comics page could do. The next section considers a subject with which Herge was himself consumed: the fraught lines between high and low art. By reading the late masterpieces of the Tintin series, these chapters situate his artistic legacy. A final section considers how the clear line style has been reinterpreted around the world, from contemporary Francophone writers to a Chinese American cartoonist and on to Turkey, where Tintin has been reinvented into something meaningful to an audience Herge probably never anticipated. Despite the attention already devoted to Herge, no multi-author critical treatment of his work exists in English, the majority of the scholarship being in French. With contributors from five continents drawing on a variety of critical methods, this volume's range will shape the study of Herge for many years to come.
Robert Louis Stevenson and the Pictorial Text explores the genesis, production and the critical appreciation of the illustrations to the fiction of Robert Louis Stevenson. Stevenson is one of the most copied and interpreted authors of the late nineteenth century, especially his novels Treasure Island and Strange Case of Dr Jekyll and Mr Hyde. These interpretations began with the illustration of his texts in their early editions, often with Stevenson's express consent, and this book traces Stevenson's understanding and critical responses to the artists employed to illustrate his texts. In doing so, it attempts to position Stevenson as an important thinker and writer on the subject of illustrated literature, and on the marriage of literature and visual arts, at a moment preceding the dawn of cinema, and the rejection of such popular tropes by modernist writers of the early twentieth century.
If Disney's Snow White and the Seven Dwarfs represented the Animation industry's infancy, Ed Hooks thinks that the current production line of big-budget features is its artistically awkward adolescence. While a well-funded marketing machine can conceal structural flaws, uneven performances and superfluous characters, the importance of crafted storytelling will only grow in importance as animation becomes a broader, more accessible art form. Craft Notes for Animators analyses specific films - including Frozen and Despicable Me - to explain the secrets of creating truthful stories and believable characters. It is an essential primer for the for tomorrow's industry leaders and animation artists.
In 2019 poet-artist Gommie began walking the coastline of an England with nothing but a backpack, a tent and an unusually large collection of pens. His aim? Searching for hope during increasingly hard times. From losing his way on the Dover Hills to bankruptcy in Rhyl and wild camping in Scarborough, Gommie’s extraordinary journey is still ongoing, and his findings, a deeply moving mixture of texture, illustration, poetry and verbatim conversations, are a gentle homage to the often-overlooked places we inhabit and the frequently forgotten voices we hear. Follow him @gommie_poem on Instagram.
Discover the story of Pixar Animation Studios in this coffee-table book illustrated with development artwork from the Pixar archives. Take a walk through the Pixar Museum without leaving the sofa! Discover the story of how this animation studio changed the film industry in just a few years. This large-format book showcases rarely-seen artwork from the official Pixar Studios, including concept drawings from the early stages of popular films such as Toy Story, Monsters Inc, Finding Nemo, Up, Cars, Coco and The Incredibles. Chronicling the fascinating history of Pixar, this book is a must-have addition to the shelf of all fans of animation, film and Pixar Studios.
Whereas in English-speaking countries comics are for children or adults who should know better, A in France and Belgium the form is recognized as the ninth art and follows in the path of poetry, architecture, painting, and cinema. The bande dessinee comic strip] has its own national institutions, regularly obtains front-page coverage, and has received the accolades of statesmen from De Gaulle onwards. On the way to providing a comprehensive introduction to the most francophone of cultural phenomena, this book will consider national specificity as relevant to an anglophone reader, whilst exploring related issues such as text/image expression, historical precedents, and sociological implication. To do so it will present and analyse priceless manuscripts, a Franco-American rodent, Nazi propaganda, a museum-piece urinal, intellectual gay porn and a prehistoric warrior who is really Zinedine Zidane.
In 1942, Ed Vebell landed with the US Army in North Africa and was recruited by Stars & Stripes, the US armed forces newspaper, as their official staff artist. Daily, he drew illustrations and reported on the progress of World War II throughout Europe. This book offers a selection of his sketches, drawings, paintings, and photographs from that time, and presents one artist's view of the war from North Africa, through the campaigns in Italy, France, and Germany. After the war, the author spent two weeks with the Russians in Berlin, and was then assigned as the courtroom artist during the Nuremberg War Crimes Trials. Along the way are Ed's reminiscences about such personalities as famed war correspondent and artist Bill Mauldin, singers Josephine Baker and Edith Piaf, Charles de Gaulle, Gen. Teddy Roosevelt Jr., and many others. Ed also reminisces about his two years photographing backstage at the Folies Bergere in Paris, as well as his time as an Olympic fencer.
Learn the insider secrets professional cartoonists use to turn
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