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BLOOM is a collection of beautiful paint sketches created by the artist Ross Tran, most famously known as Ross Draws.
I Am Perfectly Designed is an exuberant celebration of loving who you are, exactly as you are, from Karamo Brown, the Culture Expert of Netflix's hit series Queer Eye, and Jason Brown—featuring illustrations by Anoosha Syed. In this empowering ode to modern families, a boy and his father take a joyful walk through the city, discovering all the ways in which they are perfectly designed for each other. "With tenderness and wit, this story captures the magic of building strong childhood memories. The Browns and Syed celebrate the special bond between parent and child with joy and flair...Syed's bright, cartoon illustrations enrich the tale with a meaningful message of kindness and inclusion."—Kirkus
Secrets of Digital Animation sets out to demonstrate and showcase a range of cutting-edge work, new techniques, and influential practitioners within all forms of contemporary animation, from anime to flashware, and from animated shorts to machinima, offering creative hints and tips from the genre masters. This book offers young practitioners, and those interested in broadening their skills, an insider’s view of the fast evolving work of animation; showcasing professionals and their creations, working methods, and inspiration, along with jargon-busting explanations and easy to follow demonstrations. Stunning examples of finished work are shown alongside conceptual drawings and works in progress. The book contains practical advice and case studies that explore the professional techniques behind designing innovative characters and fantastical worlds, and bringing them to life.
Rachel wakes up at sunrise on a shallow grave in the woods and discovers the freshly murdered body in the dirt is her own.
In recent years, the computer has become an all-important cartoonist's medium, and this practical, hands-on guide shows how to create professional quality digital cartoons. The author opens with advice on setting up a digital studio and gives tips on how to work smart, work fast, and keep operating expenses low. He follows with advice on transform-ing good graphic ideas into finished work, training the imagination, striving for original-ity, and developing the technique of self-criticism. Other details covered include planning and writing scripts, writing captions for single-frame cartoons, storyboarding, making preliminary sketches on the computer, and mastering line art, color, and 3D techniques. Finally, he offers detailed advice on how to get one's digital art seen by potential buyers, how to get it published, how to set fees, and the importance of time management and meeting deadlines. Here is a textbook and reference volume for today's cartoonist, with information and advice that will remain pertinent for years to come. Approximately 400 illustrations in both color and black and white.
Learn how to create beautiful artwork on your iPad or iPhone. Over 65 expert artists from around the world will show you how they created their original art, from inspiration and conceptualization, to the creation of the final image. Using step-by-step examples and easy-to-follow tutorials, you'll learn how to create stunning images on your iPad or iPhone. Learn more about using the apps you already have, like Brushes, and discover new apps that will enhance your art creation like Sketchbook Mobile, Layers, Collage, Juxtaposer, Hiptamatic, and PhotoFX. Whether you are taking you first steps into digital art, or are an accomplished artist looking to broaden your skill set, Mobile Digital Art covers it all - how to turn photographs into oil paintings, design cartoons from scratch and create beautiful landscape vistas - all on your iPad or iPhone.
This study of the graphic novel and its growth in the library helps librarians utilize and develop this extraordinarily popular format in their library collections. What does the surge of popularity in graphic novels mean for libraries? Graphic Novels Beyond the Basics: Insights and Issues for Libraries goes deeper into this subject than any other volume previously published, bringing together a distinguished panel of experts to examine questions librarians may encounter as they work to enhance their graphic novel holdings. Graphic Novels Beyond the Basics begins by introducing librarians to the world of the graphic novel: popular and critically acclaimed fiction and nonfiction titles; a wide range of genres including Japanese manga and other international favorites; recurring story and character archetypes; and titles created for specific cultural audiences and female readers. The book then offers a series of chapters on key issues librarians will face with graphic novels on the shelves, including processing and retention questions, preservation and retention, collecting related media such as Japanese anime films and video games, potential grounds for patron or parental complaints, the future of graphic novels, and more.
For fans of Svetlana Chmakova's Awkward and Raina Telgemeier's Smile comes an inventive new story from Cardboard Kingdom creator Chad Sell about a group of young artists who must work together when one of their own creations becomes a monster. Drew is just a regular artist. But there's nothing ordinary about her art. Her doodles are mischievous . . . and rarely do they stay in Doodleville, the world she's created in her sketchbook. Instead, Drew's doodles prefer to explore the world outside. But after an inspiring class trip to the Art Institute of Chicago--where the doodles cause a bit too much trouble--Drew decides it's time to take her artistic talents to the next level. Enter the Leviathan--Levi, for short. He's bigger and better than anything Drew has ever created before. He's a monster, but a friendly one. That is, until Levi begins to wreak havoc on Drew's other doodles--and on the heroes her classmates have dreamt up. Levi won't be easily tamed, and it seems there is a link between the monster's bad behavior and Drew's feelings. With the help of her loyal art club friends, will she be able to save Doodleville--and Levi--before it's too late?
After decades in which American popular culture dominated global media and markets, Japanese popular culture—primarily manga and anime, but also toys, card and video games, and fashion—has exploded into a worldwide phenomenon. From Pokémon and the Power Rangers to Paranoia Agent and Princess Mononoke, Japanese popular culture is consumed by an eager and exponentially increasing audience of youths, teenagers, and adults. Mechademia, a new annual edited by Frenchy Lunning, begins an innovative and fresh conversation among scholars, critics, and fans about the complexity of art forms like Superflat, manga, and anime. The inaugural volume, Mechademia 1 engages the rise of Japanese popular culture through game design, fashion, graphic design, commercial packaging, character creation, and fan culture. Promoting dynamic ways of thinking, along with state-of-the-art graphic design and a wealth of images, this cutting-edge work opens new doors between academia and fandom.The premiere issue features the interactive worlds that anime and manga have created, including the origins of cosplay (the manga and anime costume subculture), Superflat, forgotten images from a founding manga artist, video game interactivity, the nature of anime fandom in America, and the globalization of manga. Contributors: Anne Allison, Duke U; William L. Benzon; Christopher Bolton, Williams College; Vern L. Bullough, California State U, Northridge; Martha Cornog; Patrick Drazen; Marc Hairston; Mari Kotani; Thomas LaMarre; Antonia Levi, Portland State U; Thomas Looser, NYU; Susan Napier, U of Texas, Austin; Michelle Ollie; Timothy Perper; Sara Pocock; Brian Ruh; Takayuki Tatsumi, Keio U, Tokyo; Toshiya Ueno, Wako U, Tokyo; Theresa Winge, U of Northern Iowa; Mark J. P. Wolf, Concordia U; Wendy Siuyi Wong, York U.Frenchy Lunning is professor of liberal arts at the Minneapolis College of Art and Design.
This book is designed for anyone and everyone who has ever thought that they could have been a cartoonist if only they knew how. Handwritten and hand drawn, it answers questions about cartooning in simple, visual terms. What materials do you use? What size do you draw? How do you caricature, or keep a likeness in a strip cartoon character? These are just a few of the technical problems facing the beginner which Peter Maddocks tackles, but he also considers the inspirational side of cartoons - what comes first, the idea or the artwork; once you've had a bright idea, how do you transfer it on to paper? And he supplies captions and examples of cartoons to help you draw that very first masterpiece. Peter Maddocks was a full time professional Cartoonist, both in National Newspapers, films and TV animation.