Reinventing Comics focuses more on the business side of comics and how comic artist were affected by the fall of comics in the 1990’s due to drop in sales, interest and limited collector items almost killed comics and caused a large majority of comic book stores to be shut down. Though his first book will likely remain his masterpiece, this one stands tall as well, not only explaining the ways in which comics as a method of art delivery can survive, but also how new technology will enable and alter the works.
But like its predecessor, it's smart, thoughtful and clearly expressed. Reinventing Comics focuses more on the business side of comics and how comic artist were affected by the fall of comics in the 1990’s due to drop in sales, interest and limited collector items almost killed comics and caused a large majority of comic book stores to be shut down. I stumbled across this somehow while doing research at work and had to read it. At best a semi-interesting historical artifact, at worst a series of arguments against comics trends that have been fixed or are very much in the public eye already, at worst a boring economics rant. Need another excuse to treat yourself to a new book this week? 0060953500 Many people believe that this book is solly McCloud's opinions rather than breaking down how comics worScott McCloud the author, describes Reinventing Comics not as a sequel to Understanding Comics but as it’s own book. Many of these issues apply to technologists as well as to artists (consider how services like AWS have made it easier to create internet based businesses).This is a prescient book that is relevant to all creative people, not just those who care about comics. While there were many points where I was impressed by McCloud's forethought, there are so many interesting aspects of modern comics and e-commerce (Patreon, composition-as-product via Twitch's Creative streams, the advent of comic book movies and the notion of the "cinematic universe") that I was left wanting an updated edition more than anything else.“It’s time for comics to finally grow up and find the art beneath the craft”The second half of this book's focus on technology is dated but McCloud does a superb job exploring comics in the first part through a series of twelve revolutions that contextualizes comics as part of a larger culture that continues to resonate in 2020.Scott McCloud (born Scott McLeod) is an American cartoonist and theorist on comics as a distinct literary and artistic medium. McCloud covers issues ranging from creative ownership to the impact of technology on the distribution pipeline (and thus creative freedom).
Though as deftly handled, the subject of this book wasn't nearly as compelling to me as his earlier Interesting, but dated, but interesting because of that--he was certainly ahead of many in imagining ways computers/the internet could change things. Enabling JavaScript in your browser will allow you to experience all the features of our site. That's partly true. Alas, I was 5, and reading it in 2017 (with a lot of comics theory reading under my belt already) is just kind of boring. We’ve got you covered with the buzziest new releases of the day. Once again, he’s opened the floor to a debate that will no doubt go on for years—this time, with not just the definition of comics, but its very fate at stake.Anyone involved in interactive entertainment (games, web, etc.) Originally published back in 2000, it's also a tad more utopian about webcomics and digital media in general being the salvation of the comics form than really seems justified nearly two decades later (for at that it's unusually clear-sighted about the inevitability of the dot-com crash that hit a year or so later). Many of these issues apply to technologists as well as to artists (consider how services like AWS have made it easier to create internet based businesses).A continuation of some of the ideas in his first volume, this book looks at comics unfulfilled potentials. But like its predecessor, it's smart, thoughtful and clearly expressed.
’Scott McCloud’s Reinventing Comics is a manifesto, and an audacious one, irritating as the grain of sand which may one day produce a pearl. Welcome back.
More textbooks should be like this.Well, I for one certainly was not thinking about the Internet in 2000, so all the stuff in here you'll be warned is dated was pretty fascinating to me.While Reinventing Comics may not appear entirely relevant to CTEPers at first glance, Scott McCloud’s case for technology revolutionizing the future of comics brings me back to our discussion of digital inclusion. Reinventing Comics 2000. Use up arrow (for mozilla firefox browser alt+up arrow) and down arrow (for mozilla firefox browser alt+down arrow) to review and enter to select.Click or Press Enter to view the items in your shopping bag or Press Tab to interact with the Shopping bag tooltip Be the first to ask a question about Reinventing Comics
Many people believe that this book is solly McCloud's opinions rather than breaking down how comics work and how they rose and declined in popularity through the 1990’s. This site is like a library, Use search box in the widget to get ebook that you want. Whereas Understanding Comics was a timeless philosophical study for the sake of the art, Reinventing Comics moors itself firmly in the late 90s, exhaustively studying the history and industry of comics as it stood in the 90s and how it may shape up in the then-future.