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Complexity in the Comic and Graphic Novel Medium: Inquiry Through Bestselling Batman Stories
Complexity in the Comic and Graphic Novel Medium: Inquiry Through Bestselling Batman Stories PAUL A. CRUTCHER DAPTATIONS OF GRAPHIC NOVELS AND COMICS FOR MAJOR MOTION pictures, TV programs, and video games in just the last five Ayears are certainly compelling, and include the X-Men, Wol- verine, Hulk, Punisher, Iron Man, Spiderman, Batman, Superman, Watchmen, 300, 30 Days of Night, Wanted, The Surrogates, Kick-Ass, The Losers, Scott Pilgrim vs. the World, and more. Nevertheless, how many of the people consuming those products would visit a comic book shop, understand comics and graphic novels as sophisticated, see them as valid and significant for serious criticism and scholarship, or prefer or appreciate the medium over these film, TV, and game adaptations? Similarly, in what ways is the medium complex according to its ad- vocates, and in what ways do we see that complexity in Batman graphic novels? Recent and seminal work done to validate the comics and graphic novel medium includes Rocco Versaci’s This Book Contains Graphic Language, Scott McCloud’s Understanding Comics, and Douglas Wolk’s Reading Comics. Arguments from these and other scholars and writers suggest that significant graphic novels about the Batman, one of the most popular and iconic characters ever produced—including Frank Miller, Klaus Janson, and Lynn Varley’s Dark Knight Returns, Grant Morrison and Dave McKean’s Arkham Asylum, and Alan Moore and Brian Bolland’s Killing Joke—can provide unique complexity not found in prose-based novels and traditional films. The Journal of Popular Culture, Vol. 44, No. 1, 2011 r 2011, Wiley Periodicals, Inc. -
En El Cómic Nadie Puede Oír Tus Gritos: a Propósito De Las Adaptaciones Del Cine Al Cómic1
En el cómic nadie puede oír tus gritos: a propósito de las adaptaciones del cine al cómic 25 EN EL CÓMIC NADIE PUEDE OÍR TUS GRITOS: A PROPÓSITO DE LAS ADAPTACIONES DEL CINE AL CÓMIC1 Eduard BAILE LÓPEZ Dept. de Filologia Catalana-Aula de Còmic (Universitat d’Alacant) RESUMEN En este artículo se propone un acercamiento a las adaptaciones del cine al cómic, a menudo dejadas de lado en comparación con el fenómeno inverso, más habitual y de mayor impacto mediático. Ciertamente, el camino que lleva del celuloide a las viñetas suele estar plagado de obras olvidables, a menudo fruto tan solo de intereses publicitarios, pero pensamos que, bajo una premisa intermedial, se puede proponer un compendio breve de ejemplos merecedores de análisis. Así pues, queremos presentar una propuesta de diez ítems que se constituyen como una suerte de canon artístico expuesto al debate. Posteriormente, una de las obras escogidas, Alien: The Illustrated Story (1979), será objeto específico de reflexión como ítem modélico. Palabras clave: cómic, cine, adaptación, intermedialidad. 1. LOS CAMINOS QUE CONDUCEN A LAS ADAPTACIONES (EN CÓMIC) SON INESCRUTABLES La valoración y la conveniencia de adaptar una obra de un medio a otro ha sido, a menudo, un tema controvertido, bien por juicios apriorísticos de muy dudosa profundidad respecto a las cualidades supuestamente inherentes a cada arte (abandonemos ya el debate sobre la alta y la baja cultura) o bien, en un plano de crítica intelectual más honesta, por las dificultades de traslación si fuera la circunstancia de que uno de los ítems estuviera 1 La elaboración de este artículo se integra dentro del proyecto europeo Investigation on Comics and Graphic Novels in the Iberian Cultural Area (CA19119-iCOn-MICS) y de la red de docencia universitaria Coneixement del cànon artístic del còmic a les aules universitàries: possibilitats didàctiques. -
Legendary Pop Culture Innovator JIM STERANKO Joins Liquid Avatar to Create Digital Icons, New Format Comic Books with Augmented Reality, Nfts and More!
Legendary Pop Culture Innovator JIM STERANKO Joins Liquid Avatar to Create Digital Icons, New Format Comic Books with Augmented Reality, NFTs and more! From cinema to comic books, the visionary artist, designer, author, illusionist, and storyteller—who electrified the Marvel and DC universes—now brings his legendary touch to the digital world! Toronto, Canada / New York, NY – May 4, 2021 –Liquid Avatar Technologies Inc. (CSE: LQID / OTC:TRWRF / FRA:4T51) (“Liquid Avatar Technologies” or the “Company”,), a global blockchain, digital identity and fintech solutions company is teaming up with Jim Steranko, legendary artist, comic book creator, storyteller, illusionist, and contributor to films, including Steven Spielberg’s Raiders of the Lost Ark and Francis Ford Coppola’ s Bram Stoker’s Dracula. Steranko is bringing his iconic talents which have reached millions of fans in the Marvel and DC universes over the past 50 years, to Liquid Avatar. Steranko will create new, integrated, multi-media programs consisting of custom Liquid Avatar icons, Augmented Reality, alongside conventional media programs to the Liquid Avatar Mobile App. Steranko will also be creating a series of original digital artwork for Non-Fungible Tokens (NFTs) for the comic book, pop-culture, and blockchain community through Oasis Digital Studios. This Summer, Steranko is scheduled to focus his talents on the Liquid Avatar Marketplace, and will engage in a series of projects, including Augmented Reality, 3D Avatars, and NFTs. His massive international fanbase has been anxiously anticipating his next venture into narrative art, and Steranko promises to deliver compelling characters, dynamic imagery, and a format unique in comic book history. -
List of American Comics Creators 1 List of American Comics Creators
List of American comics creators 1 List of American comics creators This is a list of American comics creators. Although comics have different formats, this list covers creators of comic books, graphic novels and comic strips, along with early innovators. The list presents authors with the United States as their country of origin, although they may have published or now be resident in other countries. For other countries, see List of comic creators. Comic strip creators • Adams, Scott, creator of Dilbert • Ahern, Gene, creator of Our Boarding House, Room and Board, The Squirrel Cage and The Nut Bros. • Andres, Charles, creator of CPU Wars • Berndt, Walter, creator of Smitty • Bishop, Wally, creator of Muggs and Skeeter • Byrnes, Gene, creator of Reg'lar Fellers • Caniff, Milton, creator of Terry and the Pirates and Steve Canyon • Capp, Al, creator of Li'l Abner • Crane, Roy, creator of Captain Easy and Wash Tubbs • Crespo, Jaime, creator of Life on the Edge of Hell • Davis, Jim, creator of Garfield • Defries, Graham Francis, co-creator of Queens Counsel • Fagan, Kevin, creator of Drabble • Falk, Lee, creator of The Phantom and Mandrake the Magician • Fincher, Charles, creator of The Illustrated Daily Scribble and Thadeus & Weez • Griffith, Bill, creator of Zippy • Groening, Matt, creator of Life in Hell • Guindon, Dick, creator of The Carp Chronicles and Guindon • Guisewite, Cathy, creator of Cathy • Hagy, Jessica, creator of Indexed • Hamlin, V. T., creator of Alley Oop • Herriman, George, creator of Krazy Kat • Hess, Sol, creator with -
An Exploration of Comics and Architecture in Post-War Germany and the United States
An Exploration of Comics and Architecture in Post-War Germany and the United States A DISSERTATION SUBMITTED TO THE FACULTY OF THE UNIVERSITY OF MINNESOTA BY Ryan G. O’Neill IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY Dr. Rembert Hueser, Adviser October 2016 © Ryan Gene O’Neill 2016 Table of Contents List of Figures……………………………………………………………………………………...……….i Prologue……………………………………………………………………………………….....…1 Introduction………………………………………………………………………………………...8 Chapter 1: The Comic Laboratory…………………………………………………...…………………………………….31 Chapter 2: Comics and Visible Time…………………………………………………………………………...…………………..52 Chapter 3: Comic Cities and Comic Empires………………………………...……………………………...……..…………………….80 Chapter 4: In the Shadow of No Archive…………………………………………………………………………..…….…………114 Epilogue: The Painting that Ate Paris………………………………………………………………………………...…………….139 Works Cited…..……………………………………………………………………………..……152 i Figures Prologue Figure 1: Kaczynski, Tom (w)(a). “Skyway Sleepless.” Twin Cities Noir: The Expanded Edition. Ed. Julie Schaper, Steven Horwitz. New York: Akashic Books, 2013. Print. Figure 2: Kaczynski, Tom (w)(a). “Skyway Sleepless.” Twin Cities Noir: The Expanded Edition. Ed. Julie Schaper, Steven Horwitz. New York: Akashic Books, 2013. Print. Figure 3: Image of Vitra Feuerwehrhaus Uncredited. https://www.vitra.com/de-de/campus/architecture/architecture-fire-station Figure 4: Kaczynski, Tom (w)(a). “Skyway Sleepless.” Twin Cities Noir: The Expanded Edition. Ed. Julie Schaper, Steven Horwitz. New York: Akashic Books, 2013. Print. Introduction Figure 1: Goscinny, René (w), Alberto Uderzo (i). Die Trabantenstadt. trans. Gudrun Penndorf. Stuttgart: Ehapa Verlag GmbH, 1974. Pp.28-29. Print. Figure 2: Forum at Pompeii, Vitruvius Vitrubius. The Ten Books on Architecture. trans. Morris Hicky Morgan, Ph.D., LL.D. Illustrations under the direction of Herbert Langford Warren, A.M. pp. 132. Print. Figure 3: Töpffer, Rodolphe. -
UNDERSTANDING COMICS SCOTT Mccloud
UNDERSTANDING COMICS SCOTT McCLOUD What do you know about comics? Scott McCloud can take you on a journey of discovery with this wonderful book.. To use the author’s own words: ‘This is a sort of comic book about COMICS’ ‘Although there is some history in it… it’s more an examination of the ART-FORM of comics, what it’s capable of, how it works. You know, how do we DEFINE comics, what are the BASIC ELEMENTS of comics, how does the mind PROCESS the language of comics – that sort of thing. I have a chapter on CLOSURE – all about what happens BETWEEN the panels, there’s one on how TIME flows through comics, another on the interaction of WORDS and PICTURES and STORYTELLING. I even put together a new COMPREHENSIVE THEORY of the CREATIVE PROCESS and its implications for comics and for ART IN GENERAL’ Contents: Chapter 1 - SETTING THE RECORD STRAIGHT Chapter 2 - THE VOCABULARY OF COMICS Chapter 3 - BLOOD IN THE GUTTER Chapter 4 - TIME FRAMES Chapter 5 - LIVING IN LINE Chapter 6 - SHOW AND TELL Chapter 7 - THE SIX STEPS Chapter 8 - A WORD ABOUT COLOUR Chapter 9 - PUTTING IT ALL TOGETHER “In one lucid, well-designed chapter after another, he guides us through the elements of comics style, and … how words combine with pictures to work their singular magic. When the 215 page journey is finally over, most readers will find it difficult to look at comics in quite the same way ever again.” ---GARY TRUDEAU NEW YORK TIMES BOOK REVIEW “If you’ve ever felt bad about wasting your life reading comics, then check out Scott McCloud’s classic book immediately. -
Writing About Comics
NACAE National Association of Comics Art Educators English 100-v: Writing about Comics From the wild assertions of Unbreakable and the sudden popularity of films adapted from comics (not just Spider-Man or Daredevil, but Ghost World and From Hell), to the abrupt appearance of Dan Clowes and Art Spiegelman all over The New Yorker, interesting claims are now being made about the value of comics and comic books. Are they the visible articulation of some unconscious knowledge or desire -- No, probably not. Are they the new literature of the twenty-first century -- Possibly, possibly... This course offers a reading survey of the best comics of the past twenty years (sometimes called “graphic novels”), and supplies the skills for reading comics critically in terms not only of what they say (which is easy) but of how they say it (which takes some thinking). More importantly than the fact that comics will be touching off all of our conversations, however, this is a course in writing critically: in building an argument, in gathering and organizing literary evidence, and in capturing and retaining the reader's interest (and your own). Don't assume this will be easy, just because we're reading comics. We'll be working hard this semester, doing a lot of reading and plenty of writing. The good news is that it should all be interesting. The texts are all really good books, though you may find you don't like them all equally well. The essays, too, will be guided by your own interest in the texts, and by the end of the course you'll be exploring the unmapped territory of literary comics on your own, following your own nose. -
July 8, 2017 • a Public Auction #050 FINE BOOKS & M ANUSCRIPTS and OTHER WORKS on PAPER
Potter & Potter Auctions - July 8, 2017 • A Public Auction #050 FINE BOOKS & M ANUSCRIPTS AND OTHER WORKS ON PAPER INCLUDING WALTER GIBSON’S OWN FILE OF THE SHADOW PULPS AUCTION CONTENTS Saturday, July 8 • 10:00am CST Science & Natural History ...................................2 PREVIEW Continental & British Books & Manuscripts ......18 July 5 - 7 • 10:00am - 5:00pm Militaria ...........................................................29 or by appointment Printed & Manuscript Americana .....................36 INQUIRIES Cartography, Travel & Sporting Books ..............53 [email protected] Comic & Illustration Art ....................................68 phone: 773-472-1442 Literature .........................................................83 Art & Posters ..................................................113 Entertainment ................................................136 Potter & Potter Auctions, Inc. 3759 N. Ravenswood Ave. Suite 121 Chicago, IL 60613 B • fine books & manuscripts & other works on paper SCIENCE & NATURAL HISTORY Lots 1-61 SCIENCE & NATURAL HISTORY 1 3 2 1. Agrippa, Henry Cornelius. The Vanity of Arts and Sciences. 3. Bacon, Roger (trans. Barnaud and Girard). The Mirror of London: Printed by J.C. for Samuel Speed, 1676. SECOND EDITION. Alchemy. Lyon: M. Bonhomme, 1557. Title vignettes, initials, Full calf. Gilt-lettered spine. 8vo. Light edgewear to boards, ornaments. p. [1] 2—134 [misprinting 61 as “16” and 122—23 manuscript ex-libris to f.f.e.p. (“Joseph Page”). as 123—24]. A1—I4. Separate title pages for the other parts: 400/600 Hermes Trismegistus [35—38], Hortulanus [39—56], Calid [57— 108], and Jean de Meun [109—134]. Contemporary mottled calf. 2. Alliette [Etteilla]. Fragment sur les hautes sciences. Small 8vo. Minor marginal damp-stain to one leaf (C1), surface Amsterdam, 1785. FIRST EDITION. Engraved frontispiece of a abrasions to title device from label removal. Scarce. talisman. -
Mason 2015 02Thesis.Pdf (1.969Mb)
‘Page 1, Panel 1…” Creating an Australian Comic Book Series Author Mason, Paul James Published 2015 Thesis Type Thesis (Professional Doctorate) School Queensland College of Art DOI https://doi.org/10.25904/1912/3741 Copyright Statement The author owns the copyright in this thesis, unless stated otherwise. Downloaded from http://hdl.handle.net/10072/367413 Griffith Research Online https://research-repository.griffith.edu.au ‘Page 1, Panel 1…” Creating an Australian Comic Book Series Paul James Mason s2585694 Bachelor of Arts/Fine Art Major Bachelor of Animation with First Class Honours Queensland College of Art Arts, Education and Law Group Griffith University Submitted in fulfillment for the requirements of the degree of Doctor of Visual Arts (DVA) June 2014 Abstract: What methods do writers and illustrators use to visually approach the comic book page in an American Superhero form that can be adapted to create a professional and engaging Australian hero comic? The purpose of this research is to adapt the approaches used by prominent and influential writers and artists in the American superhero/action comic-book field to create an engaging Australian hero comic book. Further, the aim of this thesis is to bridge the gap between the lack of academic writing on the professional practice of the Australian comic industry. In order to achieve this, I explored and learned the methods these prominent and professional US writers and artists use. Compared to the American industry, the creating of comic books in Australia has rarely been documented, particularly in a formal capacity or from a contemporary perspective. The process I used was to navigate through the research and studio practice from the perspective of a solo artist with an interest to learn, and to develop into an artist with a firmer understanding of not only the medium being engaged, but the context in which the medium is being created. -
Mcwilliams Ku 0099D 16650
‘Yes, But What Have You Done for Me Lately?’: Intersections of Intellectual Property, Work-for-Hire, and The Struggle of the Creative Precariat in the American Comic Book Industry © 2019 By Ora Charles McWilliams Submitted to the graduate degree program in American Studies and the Graduate Faculty of the University of Kansas in partial fulfillment of the requirements for the degree of Doctor of Philosophy. Co-Chair: Ben Chappell Co-Chair: Elizabeth Esch Henry Bial Germaine Halegoua Joo Ok Kim Date Defended: 10 May, 2019 ii The dissertation committee for Ora Charles McWilliams certifies that this is the approved version of the following dissertation: ‘Yes, But What Have You Done for Me Lately?’: Intersections of Intellectual Property, Work-for-Hire, and The Struggle of the Creative Precariat in the American Comic Book Industry Co-Chair: Ben Chappell Co-Chair: Elizabeth Esch Date Approved: 24 May 2019 iii Abstract The comic book industry has significant challenges with intellectual property rights. Comic books have rarely been treated as a serious art form or cultural phenomenon. It used to be that creating a comic book would be considered shameful or something done only as side work. Beginning in the 1990s, some comic creators were able to leverage enough cultural capital to influence more media. In the post-9/11 world, generic elements of superheroes began to resonate with audiences; superheroes fight against injustices and are able to confront the evils in today’s America. This has created a billion dollar, Oscar-award-winning industry of superhero movies, as well as allowed created comic book careers for artists and writers. -
The Sandman: Endless Nights
THE SANDMAN: ENDLESS NIGHTS Presentation by Jason Moore Heather Morgan Orion Petitclerc http://files.g4tv.com/ImageDb3/249655_S/TV‐Series‐Planned‐For‐The‐Sandman‐Can‐It‐Work.jpg KEYWORDS •Graphic Novel •Endless •Perception/Variation •Sigil •Subculture •Artistic Style GRAPHIC NOVELS 101: A NEW LITERARY ARTFORM! •Graphic Novel –A medium in which text is both accompanied and complimented by art, oftentimes to a degree in which neither elements can stand alone and tell a story. (Exception: “‘Nuff Said” comics) The “Graphic Novel” Controversy: •According to Alan Moore (Watchmen, V for Vendetta), graphic novel is merely “a marketing term…[that] just came to mean ‘expensive comic book’”. http://images.wikia.com/marveldatabase/images/9/91/Amazing_Spider‐Man_Vol_2_39.jpg THE GRAPHIC NOVEL FORMAT American Comic Book Format: •Dimensions: 6 5/8” x 10 ¼“ (17 x 26 cm) •Scaled up or down for graphic novels or trade collections. •Length: 32 pages, 21‐24 pages of story and art plus 8 pages of advertisements •Read from left‐to‐right, top‐to‐bottom (unless otherwise dictated by the artistic Types of Publications: arrangement on the pages). •The Standard comic book •Published as an Ongoing Series (Amazing Spider‐Man, Batman, etc.), Annual, One‐Shot, or Limited Series. •Graphic Novels •Trade Paperbacks (TPB’s), Anthologies, and Omnibuses ENDLESS NIGHTS FORMAT •American Graphic Novel •Largely traditional paneled pages and directional flow http://upload.wikimedia.org/wikipedia/en/thumb/4/4f/Endless_Nights_cover.jpg/250px-Endless_Nights_cover.jpg NOTE! Endless Nights was only published as a Graphic Novel, whereas the original Sandman series was published as a standard monthly Comic Book later collected in TPB’s. -
Marvelcomicsinthe70spreview.Pdf
Contents Introduction: The Twilight Years . 5 PART I: 1968-1970 . 9 PART II: 1970-1974 . 46 PART III: 1974-1976 . 155 PART IV: 1976-1979 . 203 Creator Spotlights : Roy Thomas . 10 Gene Colan . 16 Neal Adams . 31 Gil Kane . 52 Joe Sinnott . 54 Gerry Conway . 90 Marv Wolfman . 143 Jim Starlin . 150 Jim Shooter . 197 John Byrne . 210 Frank Miller . 218 Key Marvel Moments : Marvel Con . 175 Marvel Comics in the 1970s 3 Introduction: The Twilight Years n volume one, Marvel Comics in the 1960s , it was mix, vaulting Marvel Comics into a pop-culture Ishown how the development of the company’s new movement that threatened to overwhelm established line of super-hero books introduced in that decade notions of art and its role in society. As a result, Lee could be broken up into four distinct phases: the came to be seen as Marvel’s front man, and through a Formative Years, the Years of Consolidation, the combination of speech making, magazine interviews, Grandiose Years, and the Twilight Years. Led by and his often inspiring comic book scripts, he became editor Stan Lee, who was allied with some of the a sort of pop guru to many of his youthful readers. best artists in the business including Jack Kirby, However, by 1968, Marvel Comics had reached its Steve Ditko, Don Heck, John Romita, John Buscema, zenith in terms of its development and sheer creative Jim Steranko, and Gene Colan, Marvel moved quickly power. Soon after came an expansion of the company’s from its early years when concepts involving continuity line of titles and a commensurate dilution of the and characterization were intro - duced to new features with little thought given to their revolu - tionary impact on the industry to the Years of Consolidation when concepts of characteriza - tion, continuity, and realism began to be actively applied.