Architects of Little Rock provides biographical and historical sketches of the architects working in Little Rock from 1830 to 1950. Thirty-five architects are profiled; including George R. Mann; Thomas Harding; Charles L. Thompson; Max. F. Mayer; Edwin B. Cromwell; George H. Wittenberg; Lawson L. Delony; and others. Readers will learn who these influential professionals were; where they came from; where they were educated; how they lived; what their families were like; how they participated in the life of the city; and what their buildings contributed to the city. Famous buildings; including the Historic Arkansas Museum; the Old State House; the Arkansas State Capitol; St. Andrews Cathedral; Little Rock City Hall; the Pulaski County Court House; Little Rock Central High School; and Robinson Auditorium are showcased; bringing attention to and encouraging appreciation of the cityrsquo;s historic buildings.Published in collaboration with the Fay Jones School of Architecture.
#2891836 in eBooks 2014-01-17 2014-01-17File Name: B00P51IQH8
Review
10 of 10 people found the following review helpful. Written with authorityBy FerbAndy Schmidts new book about creating comics and graphic novels is an insightful and rewarding read; so full of tips and clips from legends of the comics industry that it gives off a sense of being let in on the big; timeless secrets that separate the pros from the wannabes.Its no coincidence or simple marketing hyperbole that Schmidt aims to make his book an "insiders guide". He should know what marvels lay on the other side of the magic curtain. A true comic industry insider; Schmidt has made a name for himself as an editor; first at Marvel on such titles as The Fantastic Four; The Avengers and Annihilation; and most recently as senior editor at IDW Publishing. But hes also a writer; having worked for folks like Marvel Comics and BOOM! Studios. Oh; and he founded Comics Experience; a company dedicated to teaching the crafts of comic book writing and illustration. Andy Schmidt is the closest thing the comics industry has to a triple-threat. So its fair to say hes qualified to be called an "expert". One can just hear the desperate chants of future Andy Schmidtites: "I want to be as big as god...or at least as cool as Paul Pope! Heres my wallet; Andy. Take it. Take it!"Because idol worship is the folly of many a disgruntled fanboy; take heed: Dont read this book to learn how to draw or format a comic book script. For those fundamental issues; look to Writing for Comics with Peter David; Working Methods by John Lowe; or classics like Will Eisners Comics Sequential Art and Dynamic Figure Drawing by Burne Hogarth.But if you want to understand how all the pieces must come together; then this book has more than its share of sobering; real-world advice:Like when the legendary John Byrne laments that most would-be artists want him to reveal the secret to comic book greatness: "When I tell them the real story; their eyes glaze over. Because; unfortunately; there is only one way to do it. Something Jack Kirby understood; Ditko understood; both Buscemas; Romita; any of the guys who came in with a professional attitude understand. Its simply nose-to-the-grindstone. Work. Discipline. The hard part!";Or when inker extraordinaire; Klaus Janson; points out what newbie inkers today dont seem to want to hear: "The best inkers have always been the artists who can draw [emphasis ours]: Tom Palmer; Wally Wood; Dick Giordano; Kevin Knowlan; Murphy Anderson; Joe Sinnott; Sal Buscema; etc.";Or when artist Gene Ha challenges would-be pencillers to "Bring something [...] new to comics. The world doesnt need another [...] Frank Miller or Mike Mignola. [...] Show me stuff Ive never seen before." You can just imagine the deafening chirp of crickets in a comicon breakout session full of imitators.The advice from pros comes fast and furious in this de facto comic book creators bible; as snippets of in-your-face commentary are firmly planted on nearly every page. Yet; the heart of Andy Schmidts book comes from his own voice as an editor; writer and educator.Schmidt touches on all the major crafts needed to produce a comic book or graphic novel: scripting; pencilling; inking; coloring and lettering. But he guides us through the material with the encouraging tone of an editor or educator wanting us to succeed. Such a vantage point affords us the benefit of his experience; lifting us up to see the big picture and how all the parts fit together. Most how-to books are myopic in their focus on one area of the process; so hearing how each craft affects the others is refreshing.Having the curtain pulled back by a person so well rounded in the traditions of comic book creation as Andy Schmidt offers us an appreciation for the magic that happens between the crafts. He may not be able to help us draw hotter chicks (talent and practice are another matter entirely); but when our skills are ready for prime time; Schmidt gives us the insights and tools we need to tell a story well; which is all that should matter.1 of 1 people found the following review helpful. A hidden gemBy CustomerThis book does not have Stan lees name; or superman on the front cover;but it is one of the best books on the subject of making comics that I have come across. Very well laid out; a ton of great information; this is an all around must have if you are a comic artist; or aspire to be one. In fact; I think Im going to order me a hard copy.0 of 0 people found the following review helpful. Five StarsBy mandy akegreat