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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
With this high-quality sketchbook, experienced and aspiring manga artists can take what they've learned about drawing manga and create their own manga graphic novels. The opening pages of this sketchbook include information on filling the panels, creating drama with angles, using speech balloons, and creating special effects. After that, the book is divided into six sections, each with a cover template and blank, black-framed panels that allow artists to create different manga stories from start to finish. The possibilities are endless!
From his first comic-book appearance in 1939 through his many incarnations on the big screen, the archetypal superhero known as The Batman has never been far from the American consciousness. The character shaped the way we read comics and graphic novels, view motion pictures, and analyze the motifs of the Hero, the Anti-Hero and the Villain. He has also captured the scholarly imagination, telling us much about our society and ourselves. These essays examine how Batman is both the canvas on which our cultural identity is painted, and the Eternal Other that informs our own journeys of understanding. Questions relating to a wide range of disciplines--philosophy, literature, psychology, pop culture, and more--are thoroughly and entertainingly explored, in a manner that will appeal both to scholars and to fans of the Caped Crusader alike.
Novel Perspectives on German-Language Comics Studies: History, Pedagogy, Theory gathers an international team of contributors from two continents whose innovative scholarship demonstrates a regard for comics and graphic novels as works of art in their own right. The contributions serve as models for further research that will continue to define the relationship between comics and other traditional "high art" forms, such as literature and the visual arts. Novel Perspectives on German-Language Comics Studies is the first English-language anthology that focuses exclusively on the graphic texts of German-speaking countries. In its breadth, this book functions as an important resource in a limited pool of critical works on German-language comics and graphic novels. The individual chapters differ significantly from one another in methodology, subject matter, and style. Taken together, however, they present a cross-section of comics and graphic novel scholarship being performed in North America and Europe today. Moreover, they help to secure a place for these works in a globalized culture of comics. This volume's contributors have helped create a new critical language within which this rapidly expanding medium can be read and interpreted.
Weinberg's work is so ground-breaking, his research so arduous, and his precursors in this field so generally unhelpful that we must regard this as charting virtually unexplored waters. There is nothing really to compare the book to, and there is not likely to be a more complete such book in the near future. Weinberg deserves the thanks of anyone seriously interested in what we might call the cultural history of SF, and his book belongs in any collection that purports to represent that history. "Science Fiction StudieS" While there have been numerous books published over the past few decades on the subject of science fiction and fantasy books and movies, almost no attention has been paid to science fiction and fantasy artists. Although a number of picture books emerged in recent years, only a limited number have provided any significant information. This comprehensive biographical dictionary represents one of the first research efforts in the field of science fiction art. It is not an art book, but rather a book about artists. As one of the first comprehensive biographical dictionaries, it was intended to serve as a catalyst to stimulate further scholarship.
'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.
This title was first published in 2000: John Petts (1914-1991) is one of the outstanding wood-engravers of the twentieth century. His stunning prints featuring Welsh mountains and the people who live amongst them reflect his deep concern for the history of the land and are distinguished by his profound understanding of the physical and psychological properties of light. Extensively illustrated, John Petts and the Caseg Press spans the entire career of this reclusive artist and offers the first account of the private press he founded in Snowdonia in 1937. In 1935, John Petts and Brenda Chamberlain abandoned their studentships at the Royal Academy Schools, London for a rundown farmhouse in the rugged terrain of Snowdonia. They started the Caseg Press in 1937 in the hope that it might finance their freedom to work. At first dedicated to saleable ephemera such as Christmas cards and bookplates, the press later became involved in the broader Welsh cultural scene, providing illustrations for the Welsh Review, a monthly literary periodical. In 1941, with the writer Alun Lewis, the Caseg press produced a series of broadsheets designed to express continuity and identification with the life of rural Wales in the face of social change precipitated by the second world war. John Petts and the Caseg Press is the first monograph on this artist. It covers both his work for the Caseg Press and for other publishers such as the Golden Cockerel Press. The volume offers a unique insight into an important chapter in the history of private presses in Britain and the development of neo-romanticism in art and literature during the inter-war period.
Classic posters from the last 300 years and the stories behind them. Posters have always been designed to seek an immediate response. From the time when paper was first affordable, the poster has been used to provoke a direct reaction, whether a public appeal, a legal threat, a call to arms, or the offer of entertainment. Newspapers might have the advantage of ubiquity in spreading the word, but a poster could be tightly targeted by its location. Organized chronologically, 100 Posters That Changed the World charts the history of poster design from their earliest forms as a means of information communication to the more subtle visual communication of the 21st century. As printing became cheaper, posters were used for more than just promoting the capture of local villains or announcing government decrees. Advertisements took over, citing up-and-coming events, auctions, public meetings, political rallies, sports games, lectures and theatrical performances. The technological leaps from engraving to aquatints to lithography, chromolithography and the offset press, all had their impact on what could be advertised by poster, and the art form took off spectacularly in the late 19th century with the influence of Lautrec and the Paris nightclubs. From then on, the poster became a sophisticated means of visual communication. In the West it was used to sell products - in the East it was used to sell regimes and control behaviour. Along with historic moments in poster evolution, 100 Posters That Changed the World charts the most impactful designs of the last 300 years - images that communicate a message whether commercial or political, images that sell a film, a musical, a cause or used for decoration, inspiration, motivation and affirmation. The affirmation for teenagers in the 1970s that Farah Fawcett was looking at you.
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.
The first global history of comics from 1968 through to the present day, arranged chronologically and richly illustrated with prime examples of the artists, styles and movements being discussed. The authors contextualize the crucial modern period within the art form's broader history and offer a description of the more fluid, international and digital scene that is the medium's likely future. They supply examples from around the world - including the US and UK, France, Spain, Belgium, Italy, Germany, Switzerland, Argentina, Japan, South Korea and New Zealand - and from a range of renowned and lesser-known artists.
This is the third installment in comics icon Stan Lee's series showing readers how to draw some of the most exciting and dynamic superheroes of all time. Spider-Man, the X-Men, the Fantastic Four, Iron Man, the Incredible Hulk, and the Avengers all share a common trait - these hugely popular Marvel Comics superheroes were co-created by the legendary Stan Lee. Now, Lee shows readers everything they'll need to make their own mighty superheroes, just like his classic creations. Lee exposes his secret tools and techniques for bringing strong, inspiring heroes and heroines to life. He even shows aspiring creators how to expand their super-universes with evil villains, trusty sidekicks, brutes and monsters, super-pets, secret hideouts, and more! These invaluable insights from one of the greatest superhero creators of all time are must-haves for all fans of Lee's legendary superhero comic work.
You've researched your character extensively, tailored her to your audience, sketched hundreds of versions, and now you lean back content as you gaze at your final character model sheet. But now what? Whether you want to use her in an animated film, television show, video game, web comic, or children's book, you're going to have to make her perform. How a character looks and is costumed starts to tell her story, but her body language reveals even more. Character Mentor shows you how to pose your character, create emotion through facial expressions, and stage your character to create drama. Author Tom Bancroft addresses each topic with clear, concise prose, and then shows you what he really means through commenting on and redrawing artwork from a variety of student "apprentices." His assignments allow you to join in and bring your drawing to the next level with concrete techniques, as well as more theoretical analysis. Character Mentor is an apprenticeship in a book. Professional artists from a variety of media offer their experience through additional commentary. These include Marcus Hamilton (Dennis the Menace), Terry Dodson (X-Men), Bobby Rubio (Pixar), Sean "Cheeks" Galloway (Spiderman animated), and more. With a foreword by comicbook artist Adam Hughes, who has produced work for DC, Marvel Comics, Lucasfilm, Warner Bros. Pictures, and other companies.
Create the Gotham for your Batman, the African savannah for your Simba, or the bustling newsroom for your Clark Kent. Background, setting, environment.whatever you call it, it is the silent character in the visual story, and a dynamic and compelling setting can define and hone the action and drama of your story. If you're in the habit of creating disembodied characters or adding backgrounds as an afterthought, Set the Action! will help you understand and utilize the importance of the setting in your narrative. Understand perspective, blocking, and color-and focus your narrative by establishing and designing your setting to interact with characters and story.
This trailblazing survey of an art form preferred by the masses was the pioneer study of the subject. It shows the evolution and subgenres of the comics from "The Yellow Kid" in 1895 through the first decade of the modern comic book in the 1940s. First published in 1947 and long out of print, this is considered by diehard aficionados of the comics as the best book ever written on the subject, and not just because it was the first. In this far-reaching study Coulton Waugh set down information that is now common lore, that the comics are revealing reflectors of society. For general readers and scholars alike, this new edition has a comprehensive index and an introduction by M. Thomas Inge, the notable scholar of popular culture and author of "Comics as Culture."
Publishers of contemporary magazines invest more and more money in
developing innovative design for an increasingly design-literate
reader. Innovation, however, must always be grounded in the
underlying conventions of legibility to ensure loyal readership and
economic success.
Science fiction first emerged in the Industrial Age and continued to develop into its current form during the twentieth century. This book analyses the role Jewish writers played in the process of its creation and development. The author provides a comprehensive overview, bridging such seemingly disparate themes and figures as the ghetto legends of the golem and their influence on both Frankenstein and robots, the role of, Jewish authors and publishers in developing the first science fiction magazine in New York in the 1930s, and their later contributions to new and developing medial forms like comics film. Drawing on the historical context and the positions Jews held in the larger cultural environment, the author illustrates how themes and tropes in science fiction and fantasy relate back to the realities of Jewish life in the face of global anti-Semitism, the struggle to assimilate in America, and the hope that was inspired by the founding of Israel.
"I'd Love to Draw" is a collection of work by the innovative American artist Andrew Loomis, previously unseen by anyone outside the Loomis family and available in print for the first time ever. Having been held in the Loomis family archive for decades after the artist's death, I'd Love to Draw has been restored by a group of devoted experts, including the globally renowned comic book artist and Loomis devotee Alex Ross.
Reading the Art in Caldecott Award Books is a practical and easy-to-use reference handbook explaining what makes the art in Caldecott Medal and Honor books distinguished. It is a useful manual for librarians, teachers, and others who want to better understand picture book illustration. This book includes many useful components: *Short entries about fifty-six books *Information on styles and media *Artistic analysis of the illustrations *Appendixes on selected sources for further reading, Randolph Caldecott Medal terms and criteria, bibliography of entries, and a list of Caldecott winners *Glossary of art terms * Indexes of author-illustrator-title, media, and style This book, used as a handbook in conjunction with Caldecott Award books, provides readers with ready-to-use information they can share with children and others, while helping to build confidence in one's ability to talk about art in all picture books.
This book is dedicated to the Soviet Space Dogs, who played a crucial part in the Soviet Space program. These homeless dogs, plucked from the streets of Moscow, were selected because they fitted the program's criteria: female, weighing no more than 15 pounds, measuring no more than 14 inches in length, robust, photogenic and with a calm temperament. These characteristics enabled the dogs to withstand the extensive training that was needed to prepare them for suborbital, then for orbital, space fights. On 3 November 1957, the dog Laika was the first Earth-born creature to enter space, making her instantly famous around the world. She did not return. Her death, a few hours after launching, transformed her into a legendary symbol of sacrifice. Two further strays, Belka and Strelka, were the first beings to make it back from space, and were swiftly immortalized in children's books and cartoons. Images of the Space Dogs proliferated, reproduced on everyday goods across the Soviet Union: cigarette packets, tins of sweets, badges, stamps and postcards all bore their likenesses. "Soviet Space Dogs" uses these unique items to illustrate the story (in fact and fiction) of how they became fairytale heroines. The first book to document these items, it contains more than 350 images, almost all of which are previously unpublished, and many of which have never been seen before outside Russia. The rich and varied ephemera (from cigarette packets to sweet wrappers and children's toys) of Soviet graphics will have immense appeal to the art and design market, as well as appealing to dog-lovers everywhere.
This book provides both students and scholars with a critical and historical introduction to the graphic novel. Jan Baetens and Hugo Frey explore this exciting form of visual and literary communication, showing readers how to situate and analyse graphic novels since their rise to prominence half a century ago. Several key questions are addressed: what is the graphic novel? How do we read graphic novels as narrative forms? Why is page design and publishing format so significant? What theories are developing to explain the genre? How is this form blurring the categories of high and popular literature? Why are graphic novelists nostalgic for the old comics? The authors address these and many other questions raised by the genre. Through their analysis of the works of many well-known graphic novelists - including Bechdel, Clowes, Spiegelman and Ware - Baetens and Frey offer significant insights for future teaching and research on the graphic novel.
The end of the twentieth century and the turn of the new millennium witnessed an unprecedented flood of traumatic narratives and testimonies of suffering in literature and the arts. Graphic novels, free at last from long decades of stern censorship, helped explore these topics by developing a new subgenre: the trauma graphic novel. This book seeks to analyze this trend through the consideration of five influential graphic novels in English. Works by Paul Hornschemeier, Joe Sacco, Art Spiegelman, Alan Moore and Dave Gibbons will be considered as illustrative examples of the representation of individual, collective, and political traumas. This book provides a link between the contemporary criticism of Trauma Studies and the increasingly important world of comic books and graphic novels.
First appearing in Marvel Comics in the 1960s, Natasha Romanoff, a.k.a. Black Widow, was introduced to movie audiences in Iron Man 2 (2010). Her character has grown in popularity with subsequent Marvel films, and fans have been vocal about wanting to see Black Widow in a titular role. Romanoff has potent appeal: a strong female character who is not defined by her looks or her romantic relationships, with the skill set of a veteran spyfirst for the KGB, then for S.H.I.E.L.D. This collection of new essays is the first to examine Black Widow and her development, from Cold War era comics to the Marvel Cinematic Universe.
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.
Third volume in the Wildcat series of anarchist comics. |
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