Making Comics

Author: Scott McCloud

Publisher: Harper Collins

ISBN: 0062045849

Category: Comics & Graphic Novels

Page: 272

View: 1594

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Scott McCloud tore down the wall between high and low culture in 1993 with Understanding Comics, a massive comic book about comics, linking the medium to such diverse fields as media theory, movie criticism, and web design. In Reinventing Comics, McCloud took this to the next level, charting twelve different revolutions in how comics are generated, read, and perceived today. Now, in Making Comics, McCloud focuses his analysis on the art form itself, exploring the creation of comics, from the broadest principles to the sharpest details (like how to accentuate a character's facial muscles in order to form the emotion of disgust rather than the emotion of surprise.) And he does all of it in his inimitable voice and through his cartoon stand–in narrator, mixing dry humor and legitimate instruction. McCloud shows his reader how to master the human condition through word and image in a brilliantly minimalistic way. Comic book devotees as well as the most uninitiated will marvel at this journey into a once–underappreciated art form.
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Graphic Novels: A Guide to Comic Books, Manga, and More, 2nd Edition

Author: Michael Pawuk,David S. Serchay

Publisher: ABC-CLIO

ISBN: 1440851360

Category: Language Arts & Disciplines

Page: 719

View: 4420

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Covering genres from action/adventure and fantasy to horror, science fiction, and superheroes, this guide maps the vast and expanding terrain of graphic novels, describing and organizing titles as well as providing information that will help librarians to build and balance their graphic novel collections and direct patrons to read-alikes. • Introduces users to approximately 1,000 currently popular graphic novels and manga • Organizes titles by genre, subgenre, and theme to facilitate finding read-alikes • Helps librarians build and balance their graphic novel collections
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From Comic Strips to Graphic Novels

Contributions to the Theory and History of Graphic Narrative

Author: Daniel Stein,Jan-Noël Thon

Publisher: Walter de Gruyter

ISBN: 311028202X

Category: Literary Criticism

Page: 422

View: 4481

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This essay collection examines the theory and history of graphic narrative – realized in various different formats, including comic strips, comic books, and graphic novels – as one of the most interesting and versatile forms of storytelling in contemporary media culture. The contributions assembled in this volume test the applicability of narratological concepts to graphic narrative, examine aspects of graphic narrative beyond the ‘single work,’ consider the development of particular narrative strategies within individual genres, and trace the forms and functions of graphic narrative across cultures. Analyzing a wide range of texts, genres, and narrative strategies from both theoretical and historical perspectives, the international group of scholars gathered here offers state-of-the-art research on graphic narrative in the context of an increasingly postclassical and transmedial narratology.
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The Readers' Advisory Guide to Graphic Novels

Author: Francisca Goldsmith

Publisher: American Library Association

ISBN: 0838910084

Category: Language Arts & Disciplines

Page: 124

View: 8309

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Provides a library reference guide to graphic novels, listing the different genres available and describing the relationship between graphic novels and films and video games, along with lists of recommended works for each category.
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The Graphic Novel Classroom

POWerful Teaching and Learning with Images

Author: Maureen Bakis

Publisher: Simon and Schuster

ISBN: 1629140880

Category: Education

Page: 176

View: 2988

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Every teacher knows that keeping adolescents interested in learning can be challenging—The Graphic Novel Classroom overcomes that challenge. In these pages, you will learn how to create your own graphic novel in order to inspire students and make them love reading. Create your own superhero to teach reading, writing, critical thinking, and problem solving! Secondary language arts teacher Maureen Bakis discovered this powerful pedagogy in her own search to engage her students. Amazingly successful results encouraged Bakis to provide this learning tool to other middle and high school teachers so that they might also use this foolproof method to inspire their students. Readers will learn how to incorporate graphic novels into their classrooms in order to: Teach twenty-first-century skills such as interpretation of content and form Improve students’ writing and visual comprehension Captivate both struggling and proficient students in reading Promote authentic literacy learning Develop students’ ability to create in multiple formats This all-encompassing resource includes teaching and learning models, text-specific detailed lesson units, and examples of student work. An effective, contemporary way to improve learning and inspire students to love reading, The Graphic Novel Classroom is the perfect superpower for every teacher of adolescent students!
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Handbook of Research on Children's and Young Adult Literature

Author: Shelby Wolf,Karen Coats,Patricia A. Enciso,Christine Jenkins

Publisher: Routledge

ISBN: 1136913564

Category: Education

Page: 568

View: 862

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This landmark volume is the first to bring together leading scholarship on children’s and young adult literature from three intersecting disciplines: Education, English, and Library and Information Science. Distinguished by its multidisciplinary approach, it describes and analyzes the different aspects of literary reading, texts, and contexts to illuminate how the book is transformed within and across different academic figurations of reading and interpreting children’s literature. Part one considers perspectives on readers and reading literature in home, school, library, and community settings. Part two introduces analytic frames for studying young adult novels, picturebooks, indigenous literature, graphic novels, and other genres. Chapters include commentary on literary experiences and creative production from renowned authors and illustrators. Part three focuses on the social contexts of literary study, with chapters on censorship, awards, marketing, and literary museums. The singular contribution of this Handbook is to lay the groundwork for colleagues across disciplines to redraw the map of their separately figured worlds, thus to enlarge the scope of scholarship and dialogue as well as push ahead into uncharted territory.
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The Art of Comics

A Philosophical Approach

Author: Aaron Meskin,Roy T. Cook

Publisher: John Wiley & Sons

ISBN: 1444354825

Category: Philosophy

Page: 224

View: 5029

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The Art of Comics is the first-ever collection of essays published in English devoted to the philosophical topics raised by comics and graphic novels. In an area of growing philosophical interest, this volume constitutes a great leap forward in the development of this fast expanding field, and makes a powerful contribution to the philosophy of art. The first-ever anthology to address the philosophical issues raised by the art of comics Provides an extensive and thorough introduction to the field, and to comics more generally Responds to the increasing philosophical interest in comic art Includes a preface by the renowned comics author Warren Ellis Many of the chapters are illustrated, and the book carries a stunning cover by the rising young comics star David Heatley
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Design in Motion

Applying Design Principles to Filmmaking

Author: Penny Hilton

Publisher: Bloomsbury Publishing

ISBN: 1350025526

Category: Performing Arts

Page: 280

View: 7364

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With an abundance of information on how to create motion graphics already available, Design in Motion focuses on the why of moving image and less about the how. By unpacking the reasons behind screen designer's production choices, each chapter deconstructs examples of motion graphics by drawing on case studies of both familiar examples from contemporary cinema and unseen work from postgraduate motion graphic designers. It examines the value of image, text, motion, camera and transitions, explaining in detail why some methods work, while others fail. Whether you work in info-graphics, documentary or design, this book is structured to follow the production process and, together with its multimedia companion website, will be a by-your-side companion to guide you through your next project.
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What is a Superhero?

Author: Robin S. Rosenberg,Peter MacFarland Coogan

Publisher: Oxford University Press

ISBN: 0199795274

Category: Medical

Page: 175

View: 8874

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What is a superhero? Everyone knows, right? And yet everyone seems to have a different answer. In this innovative collection of essays, renowned psychologist Robin Rosenberg and comics scholar Peter Coogan explore this question from a variety of viewpoints. With essays from scholars and commentaries by the writers and creators themselves, What is a Superhero? is the first volume to provide a true synthesis and reflection of the state of superheroes in our society today.
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Manga Studio For Dummies

Author: Doug Hills

Publisher: John Wiley & Sons

ISBN: 9781118051467

Category: Computers

Page: 384

View: 4941

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Love Manga? The newest features of Manga Studio help you bring your ideas to life! The tools available in the latest version of this powerful program make it easy to turn your computer into your drawing board, and Manga Studio For Dummies makes it easy to get started. Discover how to use Manga Studio to begin creating comics in manga or Western styles, add color to your creations, and share them with your adoring public. It’s a breeze once you know your way around the program. Manga may have begun in Japan, but Manga Studio For Dummies is written in plain English, and shows you how to: Build and use page templates Rough in your comic with penciling techniques Work 100% digital, or use a combination of digital and traditional tools if you prefer Work with layers, rulers, and panels Add speech bubbles and sound effects text Ink your work and add tones Prepare your creations for print or distribution on the Web Written by a working digital artist, Manga Studio For Dummies covers both Manga Studio Debut and EX versions. As an added bonus, it even gives you a peek into the world of manga and comics in general. With the help of Manga Studio For Dummies, you just might find yourself among the comic artists whose work populates the Web and gathers thousands of fans! Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
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