A Poetry Handbook


Mary Oliver - 1994
    With passion and wit, Mary Oliver skillfully imparts expertise from her long, celebrated career as a disguised poet. She walks readers through exactly how a poem is built, from meter and rhyme, to form and diction, to sound and sense, drawing on poems by Robert Frost, Elizabeth Bishop, and others. This handbook is an invaluable glimpse into Oliver’s prolific mind??—??a must-have for all poetry-lovers.

Draw With Jazza - Creating Characters: Fun and Easy Guide to Drawing Cartoons and Comics


Josiah Brooks - 2016
    Whether sci-fi or steampunk, comic book heroines or tattooed action heroes, animal familiars or alien races, you will discover the limitless possibilities of creating your very own characters for comic books, cartoons, video games and more! No matter what your skill level, you can draw from concept to finished art with confidence. Jazza shows you how as he walks you through The Design Process! Discover. Learn techniques just like the pros use for developing characters--their backstory, personality and physicality; decide your drawing style; and explore and organize your inspiration. Design. Use brainstorm sketching to refine your character's persona. Use simplified lines and shapes to draw men and women, practice poses and play with body shapes, sizes, ages and outfits. Develop. Refine your best ideas by choosing features, color schemes, settings and context to reflect your end goal. Deliver. Finish your concept art with character turnarounds, expression sheets, pose variations and more to create a complete picture of your characters and their world.

The Cartoon Introduction to Philosophy


Michael F. Patton - 2015
    Patton and Kevin Cannon introduce us to the grand tradition of examined living. With the wisecracking Heraclitus as our guide, we travel down the winding river of philosophy, meeting influential thinkers from nearly three millennia of Western thought and witnessing great debates over everything from ethics to the concept of the self to the nature of reality.Combining Cannon's playful artistry and Patton's humorous, instructive prose, The Cartoon Introduction to Philosophy puts the fun back into the quest for fundamental truths, imparting a love of wisdom to anyone willing to grab a paddle and join the ride.

Story Structure Architect


Victoria Lynn Schmidt - 2005
    You'll find master models for characters, plots, and complication motifs, along with guidelines for combining them to create unique short stories, novels, scripts, or plays. You'll also learn how to:•Build compelling stories that don't get bogged down in the middle•Select character journeys and create conflicts•Devise subplots and plan dramatic situations•Develop the supporting characters you need to make your story workEspecially featured are the standard dramatic situations inspire by Georges Polti's well-known 19th century work, The Thirty-Six Dramatic Situations. But author Victoria Schmidt puts a 21st-century spin on these timeless classics and offers fifty-five situations to inspire your creativity and allow you even more writing freedom. Story Structure Architect will give you the mold and then help you break it.This browsable and interactive book offers everything you need to craft a complete, original, and satisfying story sure to keep readers hooked!

2,000 to 10,000: How to Write Faster, Write Better, and Write More of What You Love


Rachel Aaron - 2012
    This is the book explaining how, with a few simple changes, I boosted my daily writing from 2000 words to over 10k a day, and how you can too."Expanding on her highly successful process for doubling daily word counts, this book, a combination of reworked blog posts and new material, offers practical writing advice for anyone who's ever longed to increase their daily writing output. In addition to updated information for Rachel's popular 2k to 10k writing efficiency process, 5 step plotting method, and easy editing tips, this new book includes chapters on creating characters that write their own stories, practical plot structure, and learning to love your daily writing. Full of easy to follow, practical advice from a commercial author who doesn't eat if she doesn't produce good books on a regular basis, 2k to 10k focuses not just on writing faster, but writing better, and having more fun while you do it.

Where We Live: Las Vegas Shooting Benefit Anthology


J.H. Williams IIIBill Sienkiewicz - 2018
    It broke my heart. Las Vegas is my home. I felt like something needed to be done to help in a unique way. -- JH Williams III, Artist & Curating EditorThis "unique way" was the genesis of the Where We Live anthology -- a riveting collection of both fictional stories and actual eye-witness accounts told by an all-star line-up of the top talent working in comics today. All the creators have graciously volunteered their time and talent to help bring some sense to this senseless act and, in the process, raise money for the survivors and their families.The book will include a variety of perspectives with key themes exploring gun violence, common sense gun control, the value of a compassionate society, mental health stigmatization, aftermath of tragedy and how individuals & communities persevere and an appreciation of Las Vegas as a vibrant community.100% of the proceeds for the Where We Live anthology will be donated to an existing GoFundMe campaign for the survivors in Las Vegas.

How About Never—Is Never Good for You?: My Life in Cartoons


Robert Mankoff - 2014
    Never one to beat around the bush, he explains to us, in the opening of this singular, delightfully eccentric book, that because he is also a cartoonist at the magazine he actually has two of the best jobs in the world. With the help of myriad images and his funniest, most beloved cartoons, he traces his love of the craft all the way back to his childhood, when he started doing funny drawings at the age of eight. After meeting his mother, we follow his unlikely stints as a high-school basketball star, draft dodger, and sociology grad student. Though Mankoff abandoned the study of psychology in the seventies to become a cartoonist, he recently realized that the field he abandoned could help him better understand the field he was in, and here he takes up the psychology of cartooning, analyzing why some cartoons make us laugh and others don't. He allows us into the hallowed halls of The New Yorker to show us the soup-to-nuts process of cartoon creation, giving us a detailed look not only at his own work, but that of the other talented cartoonists who keep us laughing week after week. For dessert, he reveals the secrets to winning the magazine's caption contest. Throughout How About Never--Is Never Good for You?, we see his commitment to the motto "Anything worth saying is worth saying funny."

How to Write a Mystery


Larry Beinhart - 1996
    There's more to it than just a detective, a dead body, and Colonel Mustard in the drawing room with the candlestick. Fortunately, Larry Beinhart--Edgar Award-winning author of You Get What You Pay For, Foreign Exchange, and American Hero--has taken a break from writing smart, suspenseful thrillers to act as your guide through all the twists and turns of creating the twists and turns of a good mystery. Drawing on advice and examples from a host of the best names in mystery writing--from Raymond Chandler and Mickey Spillane to Scott Turow and Thomas Harris--plus some of his own prime plots, Larry Beinhart introduces you to your most indispensable partners in crime: *Character, plot, and procedure * The secrets to creating heroes, heroines, and villains ("All writers draw upon themselves and their experience. While the whole of yourself might not be capable of being either a serial killer or an FBI agent, there are parts in each of us that are capable of almost anything.") * The fine art of scripting the sex scene *The low-down on violence ("A crime novel without violence is like smoking pot without inhaling, sex without orgasm, or a hug without a squeeze." ) *And much more!From the opening hook to the final denouement, Larry Beinhart takes the mystery out of being a mystery writer.

Graphic Novels: Everything You Need to Know


Paul Gravett - 2005
    over the last four years. This modern renaissance of comics has produced a library of substantial works, whose subjects are not confined to superheroes or fantasy but are as varied and sophisticated as the best films and literature.Graphic Novels presents an accessible, entertaining, and highly illustrated guide to the diversity of contemporary comics in book form. Featuring striking graphics and explanatory extracts from a wide range of graphic novels, the book examines the specific language of the comics medium; the history and pioneers of the form; recent masterpieces from Art Spiegelman's Maus to Chris Ware's Jimmy Corrigan; the impact of Japanese manga and European albums translated into English; how artists have overcome prejudices towards the genre; and the ambitious range of themes and issues artists are addressing, including childhood, war and survival, politics, the future, sexuality, and the supernatural.

Kafka


David Zane Mairowitz - 1994
    Crumb's Kafka is a vibrant biography that examines this Czech writer and his works in a way that a bland texbook never could! R. Crumb's Kafka goes far beyond being explication or popularization or survey. It's a work of art in its own right, a very rare example of what happens when one very idiosyncratic artist absorbs another into his worldview without obliterating the individuality of the absorbed one. Crumb's art is filled with Kafka's insurmountable neuroses. They are all there: Gregor Samsa's sister, the luscious Milena Jesenska, the Advacate's "nurse" Leni, Olda and Frieda, and the ravishing Dora Diamant-drawn in that mixture of self-commandtantalizing knowingness, and sly sexuality, that amazonian randines and thick-limbed physicality that is Crumb.Crumb's idiosyncratic illustrations add a new dimension to the already idiosyncratic world of Kafka. Includes adaptations of "The Judgment," "The Trial," "The Castle," "A Hunger Artist," and "The Metamorphosis."

All of the Marvels: A Journey to the Ends of the Biggest Story Ever Told


Douglas Wolk - 2021
    The Marvel story is a gigantic mountain smack in the middle of contemporary culture. Thousands of writers and artists have contributed to it. Everyone recognizes its protagonists: Spider-Man, the Avengers, the X-Men. Eighteen of the hundred highest-grossing movies of all time are based on parts of it. Yet not even the people telling the story have read the whole thing--nobody's supposed to. So, of course, that's what Wolk did: he read all 27,000+ comics that make up the Marvel Universe thus far, from Alpha Flight to Omega the Unknown.And then he made sense of it--seeing into the ever-expanding story, in its parts and as a whole, and seeing through it, as a prism through which to view the landscape of American culture. In Wolk's hands, the mammoth Marvel narrative becomes a fun-house-mirror history of the past sixty years, from the atomic night terrors of the Cold War to the technocracy and political division of the present day--a boisterous, tragicomic, magnificently filigreed epic about power and ethics, set in a world transformed by wonders.As a work of cultural exegesis, this is sneakily significant, even a landmark; it's also ludicrously fun. Wolk sees fascinating patterns--the rise and fall of particular cultural aspirations, and of the storytelling modes that conveyed them. He observes the Marvel story's progressive visions and its painful stereotypes, its patches of woeful hackwork and stretches of luminous creativity, and the way it all feeds into a potent cosmology that echoes our deepest hopes and fears. This is a huge treat for Marvel fans, but it's also a revelation for readers who don't know Doctor Strange from Doctor Doom. Here, truly, are all of the marvels.

The Art of the Novel


Milan Kundera - 1986
    He is especially penetrating on Hermann Broch, and his exploration of the world of Kafka's novels vividly reveals the comic terror of Kafka's bureaucratized universe.Kundera's discussion of his own work includes his views on the role of historical events in fiction, the meaning of action, and the creation of character in the post-psychological novel.

Writing the Breakout Novel


Donald Maass - 2001
    Maybe you've already been published, but your latest effort is stuck in mid-list limbo. Whatever the case may be, author and literary agent Donald Maass can show you how to take your prose to the next level and write a breakout novel - one that rises out of obscurity and hits the best-seller lists.Maass details the elements that all breakout novels share - regardless of genre - then shows you writing techniques that can make your own books stand out and succeed in a crowded marketplace.You'll learn to:- establish a powerful and sweeping sense of time and place - weave subplots into the main action for a complex, engrossing story - create larger-than-life characters that step right off the page - explore universal themes that will interest a broad audience of readers - sustain a high degree of narrative tension from start to finish - develop an inspired premise that sets your novel apart from the competitionThen, using examples from the recent works of several best-selling authors - including novelist Anne Perry - Maass illustrates methods for upping the ante in every aspect of your novel writing. You'll capture the eye of an agent, generate publisher interest and lay the foundation for a promising career.

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.

The Where, the Why, and the How: 75 Artists Illustrate Wondrous Mysteries of Science


Matt LaMothe - 2012
    Inside these pages some of the biggest (and smallest) mysteries of the natural world are explained in essays by real working scientists, which are then illustrated by artists given free rein to be as literal or as imaginative as they like. The result is a celebration of the wonder that inspires every new discovery. Featuring work by such contemporary luminaries as Lisa Congdon, Jen Corace, Neil Farber, Susie Ghahremani, Jeremyville, and many more, this is a work of scientific and artistic exploration to pique the interest of both the intellectually and imaginatively curious.