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comic book graphic novels for sale
Tiki Joe Graphic Novel Trailer
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| Hulk Gray, No. 5 | ||||
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| Hulk Gray #2 | ||||
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| Truly Scary Stories for Fearless Kids | ||||
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| Superman for All Seasons | ||||
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| Slave for Sale | ||||
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| Sergio Aragones' Groo The Wanderer #53 : Dragons For Sale (Epic - Marvel Comics) | ||||
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| Futaba-kun Change: Not For Sale | ||||
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| Nightmares For Sale Volume 1 | ||||
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Graphic Novels and Comic Books $44.02 Graphic Novels and Comic Books |
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Encyclopedia of Comic Books and Graphic Novels $180 Encyclopedia of Comic Books and Graphic Novels |
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Comics, Comix & Graphic Novels $23.72 Comics, Comix & Graphic Novels is the first fully documented study to explore the graphic qualities of the comic book, and the development of the genre into a sophisticated and culturally revealing popular art form. The book traces the history of the comic from early cartoon-like woodcuts through to the graphic strips of the nineteenth and twentieth centuries. Organized thematically it explores the various genres of the comic book, including humour, adventure, girls’ comics, underground and alternative. The careers of the creators of the best-known characters — from Superman and Tintin to Tank Girl — are revealed, as are the stories behind the much-loved comics such as The Beano and The Incredible Hulk. |
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Graphic Novels Now $44.33 Going beyond the comic book, author and YA specialist Goldsmith answers her colleagues’ many questions that arise in dealing with one of her favorite kinds of literature: – What are graphic novels?- How do I create a graphic novel collection development policy?- What processing challenges will I face, and how do I address problems?- Who are my customers for graphic novels and how do I attract them?- Are these titles going to be challenged by my colleagues and the community?- How do I cope?- Where can I find resources? |
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The Rough Guide to Graphic Novels $11.81 The ultimate companion to the expanding world of the literary comic book is written by comic industry insider Fingeroth and includes the medium’’s history, from sequential art in Egyptian tombs, through the superhero boom of the 1940s to the birth of the graphic novel movement and the latest online offerings.Rough Guides |
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Comic Book Century $19.66 This book charts the history of American comic books, from 1930s comic strip collections to contemporary graphic novels. The author examines how comic books have reflected, and in some cases even shaped, American pop culture. Depression-era escapism, World War II patriotism, 1950s teen culture, Vietnam-era angst, Japanese comic book art influences, and a broad array of modern-day concerns are all reflected in comic book history. |
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Comic Book Encyclopedia $33.86 This one-stop shopping guide to the best comics, graphic novels, artists, writers, and characters of the comic book universe spans more than 70 years, and includes the origins of Superman and the X-Men, underground comic gurus like Robert Crumb, and more. |
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Graphic Novels $37 The first of its kind, this annotated guide describes and evaluates more than 400 works in English. Rothschild’’s lively annotations discuss important features of each work-including the quality of the graphics, characterizations, dialogue, and the appropriate audience-and introduces mainstream readers to the variety and quality of graphic novels, helps them distinguish between classics and hackwork, and alerts experienced readers to material they may not have discovered. Designed for individuals who need information about graphic novels and for those interested in acquiring them, this book will especially appeal to librarians, booksellers, bookstore owners, educators working with teen and reluctant readers, as well as to readers interested in this genre. |
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Comic Book Movies $8.63 Superheroes are back! Since the 1970s, the film world has found inspiration in comic books and graphic novels. Now, no summer is complete without a major blockbuster movie based on a comic, including Superman, Batman, Spider-Man, X-Men, Men in Black, Daredevil, and The Hulk. Modern special effects have made large-scale superhero epics possible, while the diversity of the comics being published has made for a wide variety of subjects, as evidenced by Ghost World, From Hell, Akira, and Road to Perdition. This book details 20 key titles, covering every step of the development from comic book panel to feature film frame. It includes interviews with key creative artists about the evolution of the films from the original comics, and speculates about future films. It explains development, production, sequels, and spin-offs, and analyzes the huge success of the Superman and Batman franchises and such misfires as Mystery Men and Dick Tracy. |
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50 Robots to Draw and Paint: Create Fantastic Robot Characters for Comic Books, Computer Games, and Graphic Novels $14.66 The ability to render eye-catching, convincing robots is a vital skill for artists who design computer games or illustrate graphic novels and comic books. This book presents 50 robot designs for artists to copy, and then embellish with their own creative flourishes. Each design features step-by-step constructional drawings, with instructions for shading and coloring. Among them are– Basic robots, easy-to-create starter models Wizards and alchemists Clockwork robots, constructed from gears, cogs, and mechanical parts Bipedal anti-tank robots engaging in future wars Insect-like robots with computer brains Robotic shock-troop robots for interstellar warfare Readers will also find advice on effective storytelling, avoiding simplistic clichAA(c)s, seeking out constructive criticism, and maintaining productive work habits. More than 200 instructive color illustrations. |








