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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
A Captain America crossover years in the making, with both Sam Wilson
and Steve Rogers wearing the flag!
Enjoy the countdown to Christmas! Open a numbered window every day in December until the big day and reveal a seasonal sticker to help you get in the festive spirit! This advent calendar is a delight for adults and children with its sparkling glittered cover. Flame Tree: The Art of Fine Gifts. Flame Tree Publishing has produced calendars and diaries for over twenty years. Now the UK's premier art calendar producer, we work in the global market online and in retail. Each year we spend many hours creating new designs with artists, photographers, licensors, museums and galleries to bring beautiful art into the homes and offices of our customers around the world.
Missy's up to her old tricks, but this time she's not alone! How will the Doctor survive this latest maniacal plot in this special story celebrating the 50th anniversary of the Master? Bursting straight out of the long-running hit television series, this Doctor Who collection continues the time-travelling tales of the Doctor and friends. Buy it, read it, then travel back in time to read it for the first time all over again...!
The latest book for fans and collectors of animation art delivers up-to-date and fascinating information about what to buy, where to buy it, and what the cost might be. Jeff Lotman has done it again! With over 1500+ photographs and more than 5,000 concise textual entries, almost every studio that produced animation art for shorts, features, or commercials has work included. And all these pieces have been sold at auction since 1994. Jeff Lotman's previous books: Animation Art: The Early Years, 1911-1953 and Animation Art: The Later Years, 1953-1993, traced the evolution of the studios and their art. This book covers the whole time range and brings the study up-to-date. It is highly recommended for any collector of animation art, beginner to advanced, and for students of this unique and wonderful art form.
Detailed plates from the Bible: the Creation scenes, Adam and Eve,
horrifying visions of the Flood, the battle sequences with their
monumental crowds, depictions of the life of Jesus and visions of
the new Jerusalem. Each of the 241 plates is accompanied by the
appropriate verses from the King James version of the Bible.
As Christopher Nolan's Batman films and releases from the Marvel Cinematic Universe have regularly topped the box office charts, fans and critics alike might assume that the comic book movie is a distinctly twenty-first-century form. Yet adaptations of comics have been an integral part of American cinema from its very inception, with comics characters regularly leaping from the page to the screen and cinematic icons spawning comics of their own. Movie Comics is the first book to study the long history of both comics-to-film and film-to-comics adaptations, covering everything from silent films starring Happy Hooligan to sound films and serials featuring Dick Tracy and Superman to comic books starring John Wayne, Gene Autry, Bob Hope, Abbott Costello, Alan Ladd, and Dean Martin and Jerry Lewis. With a special focus on the Classical Hollywood era, Blair Davis investigates the factors that spurred this media convergence, as the film and comics industries joined forces to expand the reach of their various brands. While analyzing this production history, he also tracks the artistic coevolution of films and comics, considering the many formal elements that each medium adopted and adapted from the other. As it explores our abiding desire to experience the same characters and stories in multiple forms, Movie Comics gives readers a new appreciation for the unique qualities of the illustrated page and the cinematic moving image.
There is something distinctly visceral about graphite art, where every stroke of the artist or illustrator seems to convey emotion in its purest form. At a time when almost everything can be digitally done up to perfection, the smudges and smears by graphite can be refreshing to the eye and unapologetically human - touching viewers to the core. As a creative tool, it can also be the simplest and most affordable medium with which to express oneself and find joy. GRAPHITE is a stunning collection of pencil artwork by creatives around the world who have skilfully mastered the art of drawing by hand to make their mark. Featuring various subject matters and styles, it makes for a beautiful addition to the bookshelf and invites you to step away from your screen every now and then to, perhaps, pick up a pencil yourself and appreciate the simple things in life.
Discover the uniquely dynamic work of acclaimed artist Jock, from his groundbreaking comics art to his stunning posters for the pop culture company Mondo and his evocative concept illustrations for a range of acclaimed films. Mark Simpson, known by his pen name, Jock, is an internationally recognized three-time"New York Times "best-selling artist and Eisner Award nominee. Over the last two decades, Jock has become one of the most distinguished illustrators in comics, with credits that include titles with DC Comics/Vertigo ("The Losers, Batman: The Black Mirror, Green Arrow: Year One"), Marvel ("Savage Wolverine, Daredevil"), and his runaway success, "Wytches"(co-created with Scott Snyder for Image Comics). He is also known for his extensive work with Mondo the renowned pop culture company famous for its iconic poster designs and collectibles including electrifying posters that offer unique interpretations of fan-favorite movies such as "Shaun of the Dead," "The Thing," "Pan s Labyrinth," "The Dark Knight Trilogy," "Halloween," and many more. In the movie world, Jock s concept art has defined the look of major films such as "Dredd," "Ex Machina," and "Star Wars Episode VIII." Made in collaboration with Mondo, "The Art of Jock"delves into the prolific artist s catalog, showcasing not only the best of his sketches and published images but also personal notes from Jock himself that provide insight into the inner workings of his creative process. Featuring commentary from long-time collaborators, including Scott Snyder and Alex Garland, this look into the mind and method of one of the most critically acclaimed illustrators working today is a must-have for fans of comic book and pop culture art, as well as aspiring artists and illustrators. Features two gatefolds, plus excusive vellum and acetate overlays that further illuminate Jock s creative process."
This study compares text/image interaction as manifested in emblem books (and related forms) and the modern bande dessinee, or French-language comic strip. It moves beyond the issue of defining the emblematic genre to examine the ways in which emblems - and their modern counterparts - interact with the surrounding culture, and what they disclose about that culture. Drawing largely on primary material from the Bibliotheque nationale de France and from Glasgow University Library's Stirling Maxwell Collection of emblem literature, Laurence Grove builds on the ideas of Marshall McLuhan, Elizabeth Eisenstein and, more recently, Neil Rhodes and Jonathan Sawday. Divided into four sections-Theoretics, Production, Thematics and Reception-Text/Image Mosaics in French Culture broaches topics such as theoretical approaches (past and present) to text/image forms, the question of narrative within the scope of text/image creations, and the reuse of visual iconography for diametrically opposed political or religious purposes. The author argues that, despite the gap in time between the advent of emblems and that of comic strips, the two forms are analogous, in that both are the products of a 'parallel mentality'. The mindsets of the periods that popularised these forms have certain common features related to repeated social conditions rather than to the pure evolution over time. Grove's analysis and historical contextualisation of that mentality provide insight into our own popular culture forms, not only the comic strip but also other hybrid media such as advertising and the Internet. His juxtaposition of emblems and the bande dessinee increases our understanding of all such combinations of picture and text.
Are you a bit of a lone wolf, who is stirred into leading through a crisis - like Wolverine? Or do you exhibit the overachieving prowess of a Superman? Or perhaps your experience makes you a bit more of a Father Figure, like the mighty Optimus Prime? Superheroes play a huge part in popular culture, and beyond. They inspire people and make them aspire to greatness. One reason they seem larger than life is their willingness to sacrifice and their impressive strength of character - which translates into remarkable leadership ability. Lead Like a Superhero goes in depth into the psyche of well-known Comic Book Icons, analyzing their leadership strengths and weaknesses, and what makes them tick. But here is the kicker: it will, through it's one of a kind lens, enable its readers to recognize the superhero leaders around them, or better yet... the one within. Sebastien Richard's deepest desire for Lead Like a Superhero is that it will inspire a younger generation of leaders to embrace the values modelled by the likes of Superman, Spiderman, or Wonder Woman to better lead their own lives and the lives of those around them. These values are timeless, universal, and they shape the character of the best men and women out there. Ditch the suit... Embrace the cape, and lead like a Superhero!
The skull is one of the most recognizable symbols of today's contemporary visual culture. Since its 1970 s renaissance in the iconic album designs of bands such as the Grateful Dead, the skull has found its way into the visual vocabulary of urban life, adorning T-Shirts, badges and rock memorabilia as the ultimate symbol of anarchy and rebellion. Repurposed and recast by artists, illustrators and designers, it has become one of the most iconic cultural symbols of our time. In response to this cultural phenomenon, The Book of Skulls presents a cool visual guide to the skull, charting its rebirth through music and street fashion to become today s ultimate anti-establishment icon. From Black Sabbath to Cypress Hill, skater punk graffiti to Gothic tattoos, from high-couture to Hello Kitty and Dali to Damien Hirst, this book is the ultimate collection of cool and iconic skull motifs. Drawing together artwork from music, fashion, street art and graphic design The Book of Skulls is a celebration of one of today s most iconic cultural symbols.
In Long Drawn Out Trip: My Life, Gerald Scarfe tells his life story for the first time. With captivating, often thrilling stories, he takes us from his childhood and early days at Punch and Private Eye, through his long and occasionally tumultuous career as the Sunday Times cartoonist, to his film-making at the BBC and much-loved designs for Pink Floyd's The Wall and Disney's Hercules. Along the way he has drawn Churchill from life, gone on tour with The Beatles and thoroughly upset Mrs Mary Whitehouse. It is a very personal, wickedly funny and caustically insightful account of an artist's life at the forefront of contemporary culture and society.
In a film eight years in making, Studio Ghibli's cofounder Isao Takahata tells the untold story of Princess Kaguya. An old bamboo cutter and his wife find a tiny girl inside a bamboo shoot and raise her. The mysterious little princess grows rapidly into a young lady, enthralling everyone who encounters her-but ultimately, she must face her fate. This book captures the breathtaking art of the film from conception to production, and features commentary, interviews, and an in-depth look at the production process. "Every frame is worthy of being its own painting." -Joe Hisaishi, film's composer
From internationally bestselling author Liz Climo comes I'm So Happy You're Here, a book to remind us to love ourselves. We all need a reminder that we're loved and we matter, and international bestselling author Liz Climo delivers that dose of warmth and love in her new book Sometimes we just need a little pep talk to remind us that we're doing our best. With help from her charming animal drawings, Liz Climo encourages us to embrace the joyful moments, get back up after falling down, and always love ourselves. A little book to let someone know how important they are to you or a thoughtful gift you can give to yourself, I'm So Happy You're Here highlights how truly amazing we are. Like a good friend, it will lift you out of low moments and keep you company until they've passed, making you laugh and cry while reminding you that you're loved, you matter, and we're all really happy you're here.
Although advertising has a history that goes back thousands of years, it is the Americans who have made it into an art form. Advertisements were put on everything from pocket mirrors to memo pads, the sides of barns to the sides of carriages and buses. A history of advertising printed in the 1880s even show and advertisement on a tombstone. With the advent of color lithography in the late 1800s, some of the most beautiful and highly collectible items were created. Tin signs with colorful, strong images, often embossed, were made for stores, and often found their way into homes. Paper advertising in calendars, trade cards, and posters reached new levels of artistry in the latter years of the 19th century. This new book explores advertising in all its media, tin, paper, celluloid, and enamel. In full color it portrays the creativity of its makers, while at the same time bringing to life the styles of the past 120 years. Included are signs, three dimensional designs, smalls, and novelties. With some tin signs bringing in excess of $100,000 (a Campbell Soup sign included in this book), it is clear that this is an active and exciting area for collectors. At the same time, it is a good field for the new collector, who can find many pieces of advertising for under $50. Both ends of the spectrum are nicely covered in Antique advertising: America for Sale, making it an important book for all collectors.
Ernest Hemingway casts a long shadow in literature--reaching beyond his status as a giant of 20th-century fiction and a Nobel Prize winner--extending even into comic books. Appearing variously with Superman, Mickey Mouse, Captain Marvel, and Cerebus, he has even battled fascists alongside Wolverine in Spain and teamed up with Shade to battle adversaries in the Area of Madness. Robert K. Elder's research into Hemingway's comic presence demonstrates the truly international reach of Hemingway as a pop culture icon. In more than 120 appearances across multiple languages, Hemingway is often portrayed as the hypermasculine legend: bearded, boozed up, and ready to throw a punch. But just as often, comic book writers see past the bravado to the sensitive artist looking for validation. Hemingway's role in these comics ranges from the divine to the ridiculous, as his image is recorded, distorted, lampooned, and whittled down to its essential parts. As Elder notes, comic book creators and Hemingway share a natural kinship. The comic book page demands an economy of words, much like Hemingway's less-is-more "iceberg theory," only in graphic form. In addition, he turned out to be the perfect avatar for comic book artists wanting to tell history-rich stories, as he experienced beautiful places during the most chaotic times: Paris in the 1920s, Spain during the Spanish Civil War, Cuba on the brink of revolution, France during World War I and during World War II just after the Allies landed in Normandy. Hemingway in Comics provides a unique lens for considering one of our most influential authors. Not only for the dedicated Hemingway fan, this book will appeal to all those with an appreciation for comics, pop culture, and the absurd.
Ever wondered how you could become a character designer for video games, film or animation? Veteran art director and concept artist Marc Taro Holmes shares proven methods for honing the skills and building the portfolio necessary to become a pro gaming artist. This is the first and only work-at-your-own pace home study program that teaches the crucial insider knowledge needed to break into the entertainment-design industry and develop your own style--all you need are a pencil, paper and your imagination. The projects within this straightforward guide are constructed to help you apply your existing drawing and digital art skills to character design. Or, if you're still working on your skills, it will help you improve while at the same time turning your mind into an idea-generating machine. Unlock the Secrets to Character and Creature Design Follow the creature design process from start to finish: 35 projects are divided into 4 challenge levels, ranging from brainstorming and drawing character blueprints to completing market-ready illustrations. As the levels advance, the projects become more complex. Learn to solve design problems: Every project introduces you to an open-ended fictional assignment inspired by industry experience. Each project has a list of minimum deliverables--the basics to get to the next stage--plus bonus goals. You receive virtual merit badges for each achievement you complete. Think like a pro: Over the 155 possible artistic achievements, you'll be asked to find a solution to every type of conceptual problem you might encounter as a professional creature or character designer. Build your portfolio: Work toward creating an outstanding portfolio. Improve your skills and push yourself to create a fine-tuned presentation that could get you your eventual dream job. "This is a workout for the imagination, a boot camp for creativity." --Marc Taro Holmes
Florence Kate Upton (1873-1922) was among the earliest illustrators of children's picture books. Her Golliwogg character, immediately loved by children, was the first fictional character to be mass-produced. This is the first complete and accurate account of the original Golliwogg, filling a void in the history of children's literature and in the history of dolls. Upton was also a respected artist, settling in London after studies in Paris, and this biography is a comprehensive study of her artistic career, bringing together for the first time reproductions of her major works. It therefore adds a rich and formerly unexplored chapter to the history of women in the arts.
Tom Artis is one of the most imaginative & innovative comic artists of his generation! Blending humour and high adventure to his work, the resulting illustrations are an immediate reminder why comics can be so much fun! Artis has one of those bottomless pools of imagination, and what comes to the surface is always a delightful surprise! You can see the reams of research and carefully considered logic that goes into every amazing drawing! If every picture tells a story, then every rendering from Tom is a blockbuster novel! Now see the artist known as Artis at work and play in his very own showcase.
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.
From DreamWorks, the studio behind Shrek and Madagascar, comes a fun twist on the alien invasion story. Starring a friendly alien and a teenage girl, Home follows this unlikely pair on a globe-trotting adventure to save the world from a different race of invading aliens. This hilarious movie is based on the celebrated children's book by New York Times best-selling author Adam Rex. |
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