Review by Booklist Review
Adults are often challenging to please, especially when they think they know what's best for you. Dale and his friends face a daunting challenge as they endeavor to convince Vice Principal Ruffin that art is as meaningful and valuable as any other profession. With the guidance of Miss Je'Nae, this misfit group collaborates to resurrect their school's art club and explore ways to make it "profitable." The heartwarming, adorable, and highly informative narrative is perfectly tailored for middle-grade readers who are figuring out how to stand up for themselves. With vibrant, textured colors spilling over bold comic book lines, this book incorporates the best elements of a classic comic with a charming, warm twist. Beyond its visual appeal, the story imparts valuable life lessons about staying true to what's important, resisting the pressure to choose a career path too soon, and the beauty of adult support for dreams. With an empowering message of the importance of the arts and following personal passion projects, Doucet is poised to inspire a new generation of comic book enthusiasts and creators. The inclusion of a guide detailing the book's creation adds an extra layer of insight. Belongs on the same shelf as Jerry Craft's New Kid series, Shannon Hale and LeUyen Pham's Real Friends series, and Victoria Jamieson's Roller Girl (2015).
From Booklist, Copyright (c) American Library Association. Used with permission.
Review by Publisher's Weekly Review
Vice principal Reginald Ruffins tasks Dale's middle school class with a career report: "Specifically, what financially stable job that provides for you and your family are you going to choose?" Dale's earnest presentation about creating comics gets him sent to the principal's office where, surprisingly for Dale, he's granted approval to establish an art club and is entrusted with the mission to raise funds for club supplies. Dale recruits environmental sculptor Kya, game designer Mackenzie, and basketballer-turned-painter Aren; together, the youths, each depicted with varying skin tones, elevate one another's strengths to reach their fundraising goal. All the while, Dale works to develop his comic project Mega Mage, following advice from art club sponsor Miss Je'Nae to "use the comics and games you love to make Mega Mage more unique and original." Cozy, kinetically enriched artwork by Doucet (the Pax Samson series) evokes classic manga, particularly in Dale's Astro Boy--inspired hairstyle, as well as in the kids' creations. Utilizing adeptly detailed comics and video game--making know-how, Doucet takes cues from popular creative media to tell a unique and original story of an aspirational tween determined to showcase the importance and viability of artistic pursuits. Ages 8--12. Agent: Jas Perry, KT Literary. (Feb.)
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Review by School Library Journal Review
Gr 4 Up--Dale Donavan loves comics and video games, and he imagines a future where he can turn his creativity into a job that he would actually enjoy. But many of the grown-ups in Dale's life keep telling him that he needs to focus more on "important" subjects like math and science if he wants to get a good job and make money. When Dale has the idea to start an after-school art club, he meets resistance every step of the way. But the creation of the art club means new friends and new allies for Dale, and these creative students are determined to prove that you don't have to be starving to be an artist. This story is filled with different kinds of tension that will keep readers hooked: rocky friendships, family problems, artists trying to prove themselves, and the struggle between creativity and financial security. Since this graphic novel is about art and artists, it's also a colorful treat for the eyes as the art club kids learn about different visual styles and ways to create art, from painting and sculpture all the way to game design. VERDICT For readers who enjoy realistic fiction about school and friendship, and for creative kids who want to incorporate art into their futures.--Andrea Lipinski
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Review by Kirkus Book Review
An African American middle schooler who loves to draw struggles to establish an art club at his school. Dale Donavan loves to read comics and play video games. However, his dad's been deployed, his mom works night shifts at the hospital, and his grandfather has moved in. Dale misses his late grandmother and their shared love of comics (something his pragmatic grandfather dismisses), and he's less excited about helping his grandfather with his vegetable garden. At school, Dale clashes with vice principal Mr. Ruffins, who, like Grandpa, lectures the kids about financial stability. For his class project on a future career, Dale is inspired by a dream in which Grandma encourages his desire to be a comic book artist. Mr. Ruffins' dismissive, discouraging response upsets Dale, who replies angrily and is sent to Principal Johnson's office. The kindly principal listens to him and supports the idea of an art club--but they must find a faculty sponsor and a way to generate revenue. Despite the various obstacles, Dale and his friends persevere, proving the importance of art in their lives. This lively graphic novel incorporates colorful scenes from Dale's favorite video game and comics into his story and will delight readers. Dale's plight is handled realistically and will be recognizable to the target audience. An engaging and satisfying depiction of a real-life issue that affects many artistic students. (creator's notes and sketches) (Graphic fiction. 8-12) Copyright (c) Kirkus Reviews, used with permission.
Copyright (c) Kirkus Reviews, used with permission.