A graphic novel chronicles four generations of the Corrigan men, from 1893 to 1983.
A graphic novel chronicles four generations of the Corrigan men, from 1893 to 1983.
Presents an illustrated tale, told in various books and folded sheets, about the residents in a three-story Chicago apartment building, including a lonely single woman, a couple who are growing to despise each other, and an elderly landlady --
Acclaimed cartoonist Chris Ware reveals the outtakes of his genius in these intimate, imaginative, and whimsical sketches collected from the years during which he completed his award-winning graphic novel Jimmy Corrigan: The Smartest Kid on Earth (Pantheon). His novel not only won the Manchester Guardian First Novel prize in 2001 but it has sold over 100,000 copies. This book is as much a companion volume to Jimmy Corrigan --one of the great crossover success stories-- as a tremendous art collection from of one of America's most interesting and popular graphic artist. Chris Ware has a passion for drawing that is surprisingly wide-ranging in style and subject. This book surprises the reader on every page with its sense of spontaneous vision. Architectural drawings from Chicago and interplanetary robot comics collide with cruelly doodled human figures and quietly troubling studies of the still life. A must for people with a passion for modern design and old-fashioned style.
Chris Ware is widely acknowledged - both within and beyond the comics scene - as an artist of genius. His work is a unique combination of comic book art, hand-lettering and graphic design. In the early 1990s, he attended the School of the Art Institute in Chicago and began writing a full-page, full-colour strip for the Chicago tabloid NewCity which featured a character named Jimmy Corrigan. Ware periodically collects these comic strips into separate volumes which he publishes as the Acme Novelty Library (the senes launched in 1993 and is currently up to issue 15). Six years of the strips were collected into his best-selling 380-page graphic novel Jimmy Corrigan: The Smartest Kid on Earth (Pantheon, 2001) Spanning four generations of Chicago Irish, from the Civil War to the present, Jimmy Corrigan has been described as 'the Great American novel in comic book form'.
Without a doubt Chris Ware is one of the preeminent creators of comics today. He is a brilliant figure in a generation of extraordinarily talented people. Granted, there are a lot of innovators in the field right now, but no one else in the last seventy years has explored the capabilities of the genre to the same extent as has Ware. His genius, in part, comes from his interest in and understanding of the past accomplishments of figures such as George Herriman and Winsor McCay. One might even say that much of his work is somewhat archaeological in nature: he is interested in a reclamation of the past. Rather than merely excavating the achievements of past masters for the sake of history, however, Ware is also fortifying, expanding, and enriching comics so that it might flourish in the present. This work begins with a broad examination of the nature of comics. First by briefly discussing the cognitive operations involved in processing this hybrid medium, then by surveying the generic branches of comics, and then by offering an historic examination of its contemporary development, which goes back as far as the sixteenth century. Next is an analysis of comics in relation to literature, film, and the visual arts. Comics utilizes elements from all of these, but it also offers a unique narrative experience. This book primarily focuses upon Ware’s magnum opus to date, Jimmy Corrigan. It contextualizes his work within developments in comics over the last fifty years, as well as comparing him to other prominent figures such as Will Eisner, Art Spiegelman, Daniel Clowes, Alan Moore, Neil Gaiman, Lynda Barry, and Frank Miller.
In a mid-21st-century nation devastated by civil war, botanist professor Paulie Panther researches strange plants at the high school of an experimental forest town and discovers its telepathic properties, a finding that singles him out as a brash individualist in a community of conformists. By the creator of Bottomless Belly Button.
"This book, full of practical advice and innovative ideas for librarians, educators, and archivists, provides a look at how graphic novels and comics can be used in educational settings. An established component of library and archive collections across the globe, graphic novels are proving to be one of the last vestiges of the printed form gaining in popularity"--Provided by publisher.
Since the graphic novel rose to prominence half a century ago, it has become one of the fastest growing literary/artistic genres, generating interest from readers globally. The Cambridge Companion to the Graphic Novel examines the evolution of comic books into graphic novels and the distinct development of this art form both in America and around the world. This Companion also explores the diverse subgenres often associated with it, such as journalism, fiction, historical fiction, autobiography, biography, science fiction and fantasy. Leading scholars offer insights into graphic novel adaptations of prose works and the adaptation of graphic novels to films; analyses of outstanding graphic novels, like Maus and The Walking Man; an overview which distinguishes the international graphic novel from its American counterpart; and analyses of how the form works and what it teaches, making this book a key resource for scholars, graduate students and undergraduate students alike.
This essay collection examines the theory and history of graphic narrative as one of the most interesting and versatile forms of storytelling in contemporary media culture. Its contributions 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. This is the revised second edition of From Comic Strips to Graphic Novels, which was originally published in the Narratologia series.
This introduction provides a historical overview of the graphic novel, with a strong focus on its international significance.
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!
Arranged alphabetically, offers 340 signed entries focusing on English-language comics with special emphasis on the new graphic novel format that emerged in the 1970s.
The most comprehensive reference ever compiled about the rich and enduring genre of comic books and graphic novels, from their emergence in the 1930s to their late-century breakout into the mainstream. • Includes over 330 entries on comic books and their creators • Presents the work of 80 contributors—accomplished academics and librarians who are also fans of comic books and graphic novels • Offers selected bibliographic listings with the entries • Provides a comprehensive index of artists, writers, works, characters, genres, and themes
A noted comics artist himself, Santiago García follows the history of the graphic novel from early nineteenth-century European sequential art, through the development of newspaper strips in the United States, to the development of the twentieth-century comic book and its subsequent crisis. He considers the aesthetic and entrepreneurial innovations that established the conditions for the rise of the graphic novel all over the world. García not only treats the formal components of the art, but also examines the cultural position of comics in various formats as a popular medium. Typically associated with children, often viewed as unedifying and even at times as a threat to moral character, comics art has come a long way. With such examples from around the world as Spain, France, Germany, and Japan, García illustrates how the graphic novel, with its increasingly global and aesthetically sophisticated profile, represents a new model for graphic narrative production that empowers authors and challenges longstanding social prejudices against comics and what they can achieve.
This book is an insider’s guide to how the comic book industry works. You’ll learn how comic book superheroes are created and the deeper meanings they represent. You’ll follow the development of sequential art storytelling – from caveman wall paintings to modern manga and cinematic techniques. Here you will explore comics in all forms: those flimsy pamphlets we call comic books; thick graphic novels; Japanese manga; and blockbuster movies featuring epic battles between good and evil. But behind it all, you’ll discover how comics are an intellectual property business, the real money found in licensed bedsheets and fast-food merchandise, heart-pounding theme park rides and collectible toys, video games, and Hollywood extravaganza featuring such popular superheroes as Spider-Man, Superman, X-Men, and Batman.