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Publisher: Barrons Educational Series Incorporated
Presents guidance for creating graphic novels, beginning with establishing characters and continuing through storytelling, drawing technique, composition, inking, coloring, lettering, and strategies for getting the finished product published.
Enhancing Adolescent Learning and Literacy: Enhancing Adolescent Learning and Literacy
Author: Sharon Kane
Publisher: Taylor & Francis
This practical, accessible resource will help future and practicing teachers integrate literature into their middle school or high school classrooms, while also addressing content area standards and improving the literacy skills of their students. Two introductory chapters are followed by five chapters that each cover a different genre: Chapter 3, Informational Books; Chapter 4, Fiction; Chapter 5, Biography, Autobiography, and Memoir; Chapter 6, Poetry; and Chapter 7, How-to and Hands-on Books. Each genre chapter consists of four parts: Part 1: Discusses the genre and how content area teachers can use books within that genre to further content learning and enhance literacy skills. Part 2: Offers hands-on instructional strategies and activities using literature, with activities for use in a variety of disciplines. Part 3: Presents individual author studies (three or four per chapter) with bibliographies and guidelines for using the authors' books in content area courses. Part 4: Features an annotated bibliography of specially selected children and young adult literature for that genre, organized by content area. The annotations provide information about the book, which can be used to prepare booktalks, and teaching ideas for using in a specific content area. Altogether these sections contain more than 600 annotated entries tabbed by subject area, including art, English/language arts, languages and culture, math and technology, music, PE/health, science, and social studies/history.
Graphic novel guidance from two experts in the field. Here is a clear, beginning-to-end guide to creating a graphic novel, from developing a concept to getting it to readers. Heavily illustrated, this book explains the tools used, demonstrates techniques, and offers tricks of the trade. Writers and illustrators alike will find it the best overall introduction to the world of graphic novels. ?New edition features a larger format with expanded illustrations. ?Publishers Weekly reports graphic novel sales in the U.S. and Canada at $375 million in 2007, quintuple sales from 2001, while in 2008, United Press International reports, graphic novel business is booming. ?Well-known author in the graphic novel community, both Eisner Award nominees
What graphic design is, what designers need to know, and who becomes a designer have all evolved as the computer went from being a tool to also becoming our primary medium for communication. How jobs are advertised and how prospective candidates communicate with prospective employers have changed as well, as has the culture and context for many workplaces, requiring new approaches for how to find your first (and last) position. Through clear prose, a broad survey of contexts where designers find themselves in the present day, and interviews with designers, The AIGA Guide to Careers in Graphic and Communication Design is an invaluable resource for finding your place in this quickly changing and growing field. The book includes interviews with over 40 designers at all levels working in-house and out-of-house in studios, consultancies, or alone, including: Nicholas Blechman, The New Yorker; Rob Giampietro, Google; Njoki Gitahi, IDEO; Hilary Greenbaum, Whitney Museum; Holly Gressley, Vox Media; Cemre Güngör, Facebook; Natasha Jen, Pentagram; Renda Morton, The New York Times; and Alisa Wolfson, Leo Burnett Worldwide.
Writing for Animation, Comics, and Games explains the practical aspects of creating scripts for animation, comics, graphic novels, and computer games. It details how you can create scripts that are in the right industry format, and follow the expected rules for you to put your best foot forward to help you break-in to the trade. This book explains approaches to writing for exterior storytelling (animation, games); interior/exterior storytelling (comics and graphic novels), as well as considerations for non-linear computer games in the shortest, pithiest, and most economical way. The author offers insider's advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration.
"Divides the creative writing process into five simple steps, from inspiration to publishable story, and includes in-depth treatment of the graphic novel genre with writing prompts"--Provided by publisher.
"A comprehensive look at the history of the 30th century's greatest super-hero team! Beginning with their early days in Adventure Comics, it features in-depth interviews with the people responsible for the Legion, including silver age greats Al Plastino, Jim Mooney, and Jim Shooter, plus newer creators like Dave Cockrum, Mike Grell, Jim Starlin, Jim Sherman, Paul Levitz, Keith Giffen, Steve Lightle, Mark Waid, and many more."--back cover.
The past decade has seen the medium of comics reach unprecedented heights of critical acclaim and commercial success. Comics & Media reflects that, bringing together an amazing array of contributors--creators and critics alike--to discuss the state, future, and potential of the medium. Loaded with full-color reproductions of work by such legends as R. Crumb, Art Spiegelman, Alison Bechdel, Chris Ware, Daniel Clowes, and Lynda Barry, the book addresses the place of comics in both a contemporary and historical context. Essays by such high-profile figures as Tom Gunning, N. Katherine Hayles, Patrick Jagoda, and W. J. T. Mitchell address a stunning range of topics, including the place of comics in the history of aesthetics, changes to popular art forms, digital humanities, and ongoing tensions between new and old media. The result is a substantial step forward for our understanding of what comics are and can be, and the growing place they hold in our culture.