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Comics And Sequential Art
 
 

Comics And Sequential Art [Paperback]

Will Eisner
4.7 out of 5 stars  See all reviews (12 customer reviews)
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Product Description

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Based on the popular course Eisner taught for several years at New York's School of Visual Arts, this lovingly written book on visual storytelling contains an accumulation of his ideas, theories and advice on the practice of graphic story-telling and the uses to which the comic book art form can be applied. Whether you're a film student, literature student, artist or simply a fan of good storytelling, you'll love this book filled with Eisner's cartoons. --This text refers to an alternate Paperback edition.

Book Description

Two classic drawing textbooks from an American comics pioneer, revised and enhanced for a new generation.

Based on Will Eisner's legendary course at New York's School of Visual Arts, these guides have inspired generations of artists, students, teachers, and fans. In Comics and Sequential Art, Eisner reveals the basic building blocks and principles of comics, including imagery, the frame, and the application of time, space, and visual forms. Graphic Storytelling and Visual Narrative teaches how to control a story effectively using a broad array of techniques. With examples from Eisner's own catalog and such masters as H. Foster, R. Crumb, Art Spiegelman, Milton Caniff, Al Capp, and George Herriman, these books distill the art of graphic storytelling into principles that every comic artist, writer, and filmmaker should know.


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First Sentence
In modern times the daily newspaper strip, and more recently the comic book, provide the major outlet for sequential art. Read the first page
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Concordance
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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12 Reviews
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4.7 out of 5 stars (12 customer reviews)
 
 
 
 
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5 of 5 people found the following review helpful
5.0 out of 5 stars Professor Eisner explains comic books as sequential art, Jan 28 2004
By 
Lawrance M. Bernabo (The Zenith City, Duluth, Minnesota) - See all my reviews
(TOP 50 REVIEWER)    (HALL OF FAME)   
"Comics & Sequential Art" is based on a course Will Eisner taught at New York's School of Visual Art although originally this work was written as a series of essays that appeared randomly in "The Spirit" magazine. Eisner provides a guide book to the "principles & practice of the world's most popular art form, and while it is of interest to those of us who read comic books it is clearly intended to be of use to aspiring comic book artists (and writers, albeit to a lesser degree). One way of measuring the book's success is to note that I have the 24th printing of a work that was first published in 1985 (and expanded in 1990 to include print and computer), but then the fact that the book was written by Eisner and uses dozens of examples of his own art work to evidence his points, as well as drawings down specifically for the book, is enough to tell you this is something special.

There are eight lessons in Professor Eisner's syllabus: (1) Comics as a Form of Reading looks at the interplay of word and image in comic books that has created a cross-breeding of illustration and prose, including the idea of how text can be read as image, which shows the sense of detail Eisner brings to his subject. (2) Imagery begins with the idea of letters as images and develops a notion of how the "pictograph" functions in the modern comic strip as a calligraphic style variation. The key subject here is that of images without words. (3) "Timing" considers the phenomenon of duration and its experience as an integral dimension of sequential art, with Eisner drawing (literally) a distinction between "time" and "timing." This chapter looks at framing speech and framing time, with Eisner making his points in the textual part of the chapter and then providing a series of comic book pages evidencing different features he wants to emphasize. (4) The Frame is a major chapter that examines in detail the sequences segments called panels or frames, with Eisner emphasizing the idea that these frames do not correspond exactly to cinematic frames because they are part of the creative process and not the result of the technology. Eisner examines encapsulation, the panel as a medium of control, creating the panel, the panel as container, the "language" of the panel border, the frame as a narrative device, the frame as a structural support, the panel outline, the emotional function of the frame, the "splash" page, the page as a meta panel, the super-panel as a page, panel composition, the function of perspective, and realism and perspective. This chapter is not half the book, but it is close, and it basically tells you everything you ever wanted to know about a panel in a comic book. When you are taking into account the meaning of the border of the panel, then you know this is a comprehensive examination of the subject under discussion.

The rest of the book deals with what you put in those panels: (5) Expressive Anatomy provides a micro-Dictionary of Gestures before covering your options in drawing the body, the face, and the body and the face. As an extended example Eisner provides his complete "Hamlet on a Rooftop," which does the "To be, or not to be" soliloquy. (6) Writing & Sequential Art talks about the relationship between the writer and the artist (whether they are two separate people or not), and various story telling elements. There are several choice examples on the application of words and the various ways then can add meaning to a series of panels, and practical examples of how writers and artists work together to create comic book stories. (7) Application (The Use of Sequential Art) makes a distinction between the functions of sequential art as instruction and as entertainment. This leads to a discussion of not only the graphic novel and technical instruction comics, but story boarding for commercials and films as well. (8) Teaching/Learning, Sequential Art for Comics in the Print and Computer Era lays out the range of diverse disciplines involved in comic books, laid out in a structured typology (categorized under psychology, physics, mechanics, design language and draftsmanship). Eisner also briefly shows what adding a computer to the process means for creating comic books.

There is an inevitable comparison to be drawn between Eisner's "Comics & Sequential Art" and Scott McCloud's "Understanding Comics: The Invisible Art," but I really see the two books as being complementary. Although you obviously can shift back and forth between perspectives, McCloud is looking at the medium from the reader's point of view and Eisner is more concerned with the creative process. Eisner has praised McCloud's book as "a landmark dissection and intellectual consideration of comics as a valid medium," which is a fundamental assumption of Eisner's work here. The primary value of "Comics & Sequential Art" is for professional and amateur artist, but students and teachers, and even mere comic book fans, can benefit from a serious and comprehensive examination of the art of funny books.

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3 of 3 people found the following review helpful
5.0 out of 5 stars A Comics Pro Gives It A Thumbs UP!, Jan 28 2003
By 
D. Robertson (Napa, Ca) - See all my reviews
(REAL NAME)   
As a veteran comic book illustrator (You can find my work here on Amazon.com; I am the CO-creator and artist of Transmetropolitan), I am often asked to recommend books to aspiring professionals in comic book illustration. In that case I always enthusiastically recommend any of Eisner's instructional books as essential reading for anyone serious about their craft and dreams of getting into the industry.

From the earliest work of his career, Will Eisner was an innovator in writing as well as illustration. Even in his twilight years the man is still a vigorous and creative artist producing work that pros as well as fans can't wait to get their hands on.

These books display his genius in an entertaining and easy to follow method, and if put to practice will inspire and reveal hidden keys to making your work truly professional grade. A great companion book to Eisner's "Graphic Storytelling".

- Darick Roberston

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1 of 1 people found the following review helpful
3.0 out of 5 stars pretty good for beginners..., Jun 30 2002
By A Customer
I rank this book at the same level as Understanding Comics. Both are good texts for the novice or someone with little knowledge of how panels, pacing, etc. function. However, for someone really serious about getting into comics I would suggest books such as The Five C's of Cinematography (as well as books dealing with the understanding of basic storytelling from scriptwriting to crafting short stories) and any of the reprints of Alex Toth's various comics work. What these influences add are both a better understanding of specific types of shots and framing (both Eisner and McCloud strike me as too vague) and an understanding of how and why comicbooks adhere to certain principles of filmaking (both in terms of layout and storytelling) and still must adhere to the limitations and advantages of the printed page, which Toth handles masterfully.
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