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Reading Comics by Douglas Wolk
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The Graphic Canon, Vol. 1: From the Epic of Gilgamesh to Shakespeare to Dangerous Liaisons
Russ KickWill Eisner - 2012
There are more than 130 illustrators represented and 190 literary works over three volumes—many newly commissioned, some hard to find—reinterpreted here for readers and collectors of all ages.Volume 1 takes us on a visual tour from the earliest literature through the end of the 1700s. Along the way, we're treated to eye-popping renditions of the human race's greatest epics: Gilgamesh, The Iliad, The Odyssey (in watercolors by Gareth Hinds), The Aeneid, Beowulf, and The Arabian Nights, plus later epics The Divine Comedy and The Canterbury Tales (both by legendary illustrator and graphic designer Seymour Chwast), Paradise Lost, and Le Morte D'Arthur. Two of ancient Greece's greatest plays are adapted—the tragedy Medea by Euripides and Tania Schrag’s uninhibited rendering of the very bawdy comedy Lysistrata by Aristophanes (the text of which is still censored in many textbooks). Also included is Robert Crumb’s rarely-seen adaptation of James Boswell’s London Journal, filled with philosophical debate and lowbrow debauchery.Religious literature is well-covered and well-illustrated, with the Books of Daniel and Esther from the Old Testament, Rick Geary’s awe-inspiring new rendition of the Book of Revelation from the New Testament, the Tao te Ching, Rumi’s Sufi poetry, Hinduism’s Mahabharata, and the Mayan holy book Popol Vuh, illustrated by Roberta Gregory. The Eastern canon gets its due, with The Tale of Genji (the world’s first novel, done in full-page illustrations reminiscent of Aubrey Beardsley), three poems from China’s golden age of literature lovingly drawn by pioneering underground comics artist Sharon Rudahl, the Tibetan Book of the Dead, a Japanese Noh play, and other works from Asia.Two of Shakespeare’s greatest plays (King Lear and A Midsummer Night’s Dream) and two of his sonnets are here, as are Plato’s Symposium, Gulliver’s Travels, Candide, A Vindication of the Rights of Woman, Renaissance poetry of love and desire, and Don Quixote visualized by the legendary Will Eisner.Some unexpected twists in this volume include a Native American folktale, an Incan play, Sappho’s poetic fragments, bawdy essays by Benjamin Franklin, the love letters of Abelard and Heloise, and the decadent French classic Dangerous Liaisons, as illustrated by MollyCrabapple. Edited by Russ Kick,
The Graphic Canon
is an extraordinary collection that will continue with Volume 2: "Kubla Khan" to the Bronte Sisters to The Picture of Dorian Gray in Summer 2012, and
Volume 3: From Heart of Darkness to Hemingway to Infinite Jest
in Fall 2012. A boxed set of all three volumes will also be published in Fall 2012.
99 Ways to Tell a Story: Exercises in Style
Matt Madden - 2005
99 Ways to Tell a Story is a series of engrossing one page comics that tell the same story ninety nine different ways Inspired by Raymond Queneau s 1947 Exercises in Style a mainstay of creative writing courses Madden s project demonstrates the expansive range of possibilities available to all storytellers Readers are taken on an enlightening tour sometimes amusing always surprising through the world of the story Writers and artists in every media will find Madden s collection especially useful even revelatory Here is a chance to see the full scope of opportunities available to the storyteller each applied to a single scenario varying points of view visual and verbal parodies formal reimaginings and radical shuffling of the basic components of the story Madden s amazing series of approaches will inspire storytellers to think through and around obstacles that might otherwise prevent them from getting good ideas onto the page 99 Ways to Tell a Story provides a model that will spark productive conversations among all types of creative people novelists screenwriters graphic designers and cartoonists
What It Is
Lynda Barry - 2008
What It Is demonstrates a tried-and-true creative method that is playful, powerful, and accessible to anyone with an inquisitive wish to write or to remember. Composed of completely new material, each page of Barry’s first Drawn & Quarterly book is a full-color collage that is not only a gentle guide to this process but an invigorating example of exactly what it is: “The ordinary is extraordinary.”
Solutions and Other Problems
Allie Brosh - 2020
Allie Brosh returns with a new collection of comedic, autobiographical, and illustrated essays.Solutions and Other Problems includes humorous stories from Allie Brosh’s childhood; the adventures of her very bad animals; merciless dissection of her own character flaws; incisive essays on grief, loneliness, and powerlessness; as well as reflections on the absurdity of modern life.This full-color, beautifully illustrated edition features all-new material with more than 1,600 pieces of art.
Super Graphic: A Visual Guide to the Comic Book Universe
Tim Leong - 2013
This book by one of Wired magazine's art directors traverses the graphic world through a collection of pie charts, bar graphs, timelines, scatter plots, and more. Super Graphic offers readers a unique look at the intricate and sometimes contradictory storylines that weave their way through comic books, and shares advice for navigating the pages of some of the most popular, longest-running, and best-loved comics and graphic novels out there. From a colorful breakdown of the DC Comics reader demographic to a witty Venn diagram of superhero comic tropes and a Chris Ware sadness scale, this book charts the most arbitrary and monumental characters, moments, and equipment of the wide world of comics.
Cartooning: Philosophy and Practice
Ivan Brunetti - 2011
. . Keep it right next to your desk where you can find it at a moment’s notice."—Tim O’Neil, PopMatters.comThe best cartooning is efficient visual storytelling—it is as much a matter of writing as it is of drawing. In this book, noted cartoonist and illustrator Ivan Brunetti presents fifteen distinct lessons on the art of cartooning, guiding his readers through wittily written passages on cartooning terminology, techniques, tools, and theory. Supplemented by Brunetti's own illustrations, prepared specially for this book, these lessons move the reader from spontaneous drawings to single-panel strips and complicated multipage stories.Through simple, creative exercises and assignments, Brunetti offers an unintimidating approach to a complex art form. He looks at the rhythms of storytelling, the challenges of character design, and the formal elements of comics while composing pages in his own iconic style and experimenting with a variety of tools, media, and approaches. By following the author's sophisticated and engaging perspective on the art of cartooning, aspiring cartoonists of all ages will hone their craft, create their personal style, and discover their own visual language.
Hip Hop Family Tree, Vol. 1: 1970s-1981
Ed Piskor - 2013
Originally serialized on the hugely popular website Boing Boing, The Hip Hop Family Tree is now collected in a single volume cleverly presented and packaged in a style mimicking the Marvel comics of the same era. Piskor's exuberant yet controlled cartooning takes you from the parks and rec rooms of the South Bronx to the night clubs, recording studios, and radio stations where the scene started to boom, capturing the flavor of late-1970s New York City in panels bursting with obsessively authentic detail. With a painstaking, vigorous and engaging Ken Burns meets- Stan Lee approach, the battles and rivalries, the technical innovations, the triumphs and failures are all thoroughly researched and lovingly depicted. plus the charismatic players behind the scenes like Russell Simmons, Sylvia Robinson and then-punker Rick Rubin. Piskor also traces graffiti master Fab 5 Freddy's rise in the art world, and Debbie Harry, Keith Haring, The Clash, and other luminaries make cameos as the music and culture begin to penetrate downtown Manhattan and the mainstream at large. Like the acclaimed hip hop documentaries Style Wars and Scratch, The Hip Hop Family Tree is an exciting and essential cultural chronicle and a must for hip hop fans, pop-culture addicts, and anyone who wants to know how it went down back in the day.
Filmish: A Graphic Journey Through Film
Edward Ross - 2015
In Filmish, Ross's cartoon alter-ego guides readers through the annals of cinematic history, introducing us to some of the strange and fascinating concepts at work in the movies. Each chapter focuses on a particular theme - the body, architecture, language - and explores an eclectic mix of cinematic triumphs, from A Trip to the Moon to Aliens. Sitting within the tradition of bestselling non-fiction graphic novels like Scott McClouds Understanding Comics and the Introducing...series, Filmish tackles serious issues - sexuality, race, censorship, propaganda - with authority and wit, throwing new light on some of the greatest films ever made.
Alice in Sunderland
Bryan Talbot - 2007
In the time of Lewis Carroll it was the greatest shipbuilding port in the world. To this city that gave the world the electric light bulb, the stars and stripes, the millennium, the Liberty Ships and the greatest British dragon legend came Carroll in the years preceding his most famous book, Alice in Wonderland, and here are buried the roots of his surreal masterpiece. Enter the famous Edwardian palace of varieties, The Sunderland Empire, for a unique experience: an entertaining and epic meditation on myth, history and storytelling and decide for yourself - does Sunderland really exist?
Tetris: The Games People Play
Box Brown - 2016
Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams.Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega―game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft.In this graphic novel, New York Times–bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world’s most popular video game.
Out on the Wire: Uncovering the Secrets of Radio's New Masters of Story with Ira Glass
Jessica Abel - 2015
The pieces captivating listeners are by turns funny, heartbreaking, and profound. Using personal stories to breathe life into abstractions, these programs help us--all in the space of an hour or less--to understand ourselves and our world a little bit better. Each of these beloved shows has a distinct style, but every one delivers stories that are brilliantly told and produced. Out on the Wire offers an unexpected window into this new kind of storytelling--one that literally illustrates the making of a purely auditory medium.With the help of This American Life's Ira Glass, Jessica Abel, a cartoonist and devotee of narrative radio, uncovers just how radio producers construct a narrative, spilling some juicy insider details. Jad Abumrad of RadioLab talks about chasing moments of awe with scientists, while Planet Money's Robert Smith speaks candidly about his slightly goofy strategy for putting interviewees at ease. And Abel reveals how mad--really mad--Ira Glass becomes when he receives edits from his colleagues. Informative and engaging, Out on the Wire demonstrates that, even in the midst of all the other media that consumes us, radio is still very much alive.
Comic Book Nation: The Transformation of Youth Culture in America
Bradford W. Wright - 2001
Selling in the millions each year for the past six decades, comic books have figured prominently in the childhoods of most Americans alive today. In Comic Book Nation, Bradford W. Wright offers an engaging, illuminating, and often provocative history of the comic book industry within the context of twentieth-century American society.From Batman's Depression-era battles against corrupt local politicians and Captain America's one-man war against Nazi Germany to Iron Man's Cold War exploits in Vietnam and Spider-Man's confrontations with student protestors and drug use in the early 1970s, comic books have continually reflected the national mood, as Wright's imaginative reading of thousands of titles from the 1930s to the 1980s makes clear. In every genre—superhero, war, romance, crime, and horror comic books—Wright finds that writers and illustrators used the medium to address a variety of serious issues, including racism, economic injustice, fascism, the threat of nuclear war, drug abuse, and teenage alienation. At the same time, xenophobic wartime series proved that comic books could be as reactionary as any medium.Wright's lively study also focuses on the role comic books played in transforming children and adolescents into consumers; the industry's ingenious efforts to market their products to legions of young but savvy fans; the efforts of parents, politicians, religious organizations, civic groups, and child psychologists like Dr. Fredric Wertham (whose 1954 book Seduction of the Innocent, a salacious exposé of the medium's violence and sexual content, led to U.S. Senate hearings) to link juvenile delinquency to comic books and impose censorship on the industry; and the changing economics of comic book publishing over the course of the century. For the paperback edition, Wright has written a new postscript that details industry developments in the late 1990s and the response of comic artists to the tragedy of 9/11. Comic Book Nation is at once a serious study of popular culture and an entertaining look at an enduring American art form.
How to Talk About Books You Haven't Read
Pierre Bayard - 2007
(In fact, he says, in certain situations reading the book is the worst thing you could do). Using examples from such writers as Graham Greene, Oscar Wilde, Montaigne, and Umberto Eco, he describes the varieties of "non-reading"—from books that you've never heard of to books that you've read and forgotten—and offers advice on how to turn a sticky social situation into an occasion for creative brilliance. Practical, funny, and thought-provoking, How to Talk About Books You Haven't Read is in the end a love letter to books, offering a whole new perspective on how we read and absorb them. It's a book for book lovers everywhere to enjoy, ponder, and argue about—and perhaps even read.Pierre Bayard is a professor of French literature at the University of Paris VIII and a psychoanalyst. He is the author of Who Killed Roger Ackroyd? and of many other books. Jeffrey Mehlman is a professor of French at Boston University and the author of a number of books, including Emigré New York. He has translated works by Derrida, Lacan, Blanchot, and other authors.
Alan Moore's Writing for Comics
Alan Moore - 2003
An insightful and eye-opening look into a brilliant creative mind, perfect for Moore devotees and fiction writers of all literary forms looking to hone their craft.
Drawn & Quarterly: Twenty-five Years of Contemporary Cartooning, Comics, and Graphic Novels
Tom Devlin - 2015
In 1989, a prescient Chris Oliveros created D+Q with a simple mandate to publish the worlds best cartoonists. Thanks to his taste-making visual acumen and the support of over fifty cartoonists from the past two decades, D+Q has grown from an annual stapled anthology into one of the world's leading graphic novel publishers. With hundreds of pages of comics by Drawn & Quarterly cartoonists, D+Q: 25 features new work by Kate Beaton, Chester Brown, Michael DeForge, Tom Gauld, Miriam Katin, Rutu Modan, James Sturm, Jillian Tamaki, Yoshihiro Tatsumi alongside rare and never-before-seen work from Guy Delisle, Debbie Drechsler, Julie Doucet, John Porcellino, Art Spiegelman, and Adrian Tomine, and a cover by Tom Gauld. Editor Tom Devlin digs into the company archives for rare photographs, correspondence, and comics; assembles biographies, personal reminiscences, and interviews with key D+Q staff; and curates essays by Margaret Atwood, Sheila Heti, Jonathan Lethem, Deb Olin Unferth, Heather O'Neill, Lemony Snicket, Chris Ware, and noted comics scholars.D+Q: 25 is the rare chance to witness a literary movement in progress; how a group of dedicated artists and their publisher changed the future of a century-old medium.