Reviews for So, You Want to Be a Comic Book Artist? : The Ultimate Guide on How to Break into Comics!
Booklist Reviews 2012 November #1
This good-natured guide to freeing your inner artist into the outside world follows the pattern set by many previous writing tutorials, right down to the book-signing fantasy that begins the first chapter: "Some of them are even dressed up as your characters!" Amara starts with the practical basics--panels, gutters, balloons--before explaining what you'll need for a home studio, including the gear to get started. From there he gets inside readers' heads, delving into sketch exercises, character profiles, scripts, and so on. The discussion becomes most interesting when Amara talks about self-publishing and self-printing for wider exposure (though tips on going the traditional route are here, too). But what makes this resource stand out are the "Comics Creator" interviews, which are filled with extremely specific tips about influences, writing tools, and jobs. And even better than that are the similar profiles of amateur artists, some as young as eight, with full-page reproductions of their strips. These are the types of first-person conversations that can change career trajectories--and what's more inspiring than that? Copyright 2012 Booklist Reviews.
Horn Book Guide Reviews 2013 Spring
Helpful information on every aspect of the comic-book creator's world--including drawing tools, techniques, character creation, layouts, self-promotion, and more--can be found in this updated easy-to-understand guide to the comic business. Experiences of real artists (accompanied by sample comics) are highlighted, from a ten-year-old novice to superstars like Bryan Lee O'Malley of [cf2]Scott Pilgrim[cf1] fame. Glos.
VOYA Reviews 2012 October
Philip Amara has combined his experiences as a comic book writer, editor, and artist, as well as a school teacher, to write an informative, detailed how-to book for aspiring comic book artists. Included in the book are sections on: starting a studio and tools of the trade, illustration tips and tricks, character creation, writing comic book scripts, and a final section called "The Layout, or Putting It All Together." With the comic book field growing at such a fast rate, Amara has written his second book in response to industry changes, including new technologies. His guide details how to create and promote comics, with consideration give to the video gaming industry, movies, and social media. With the emergence of the graphic novel as a literary genre and the resurgence of superheroes in cinema, comic books have seen a dramatic increase in popularity. The "Young Comics Creator" sections located throughout the book provide short profiles containing interview-based information on various comic book artists, working on both professional and non-professional levels. They range in age from a third grader to adults. The common thread is that all comic book artists must learn to tell a story using words as well as pictures. Amara's book provides a foundation for comic artists to hone their storytelling and narrative skills This is a terrific choice to add to a collection where graphic novels are popular. Furthermore, and to its credit, it inspires programming ideas using comic art to tell a story and discover narrative through art. Those interested in storytelling and art will thrive on the information in this book.--Susan Redman Parodi 4Q 2P M J S Copyright 2011 Voya Reviews.