|
|
Books > Arts & Architecture > Performing arts > Films, cinema > Animation
While previous work on the Star Wars universe charts the
Campbellian mythic arcs, political representations, and fan
reactions associated with the films, this volume takes a
transmedial approach to the material, recognizing that Star Wars TV
projects interact with and relate to other Star Wars texts. The
chapters in this volume take as a basic premise that the televisual
entrants into the Star Wars transmedia storyworld are both
important texts in the history of popular culture and also key to
understanding how the Star Wars franchise-and, thus, industry-wide
transmedia storytelling strategies-developed. The book expands
previous work to consider television studies and sharp cultural
criticism together in an effort to bring both long-running popular
series, long-ignored texts, and even toy commercials to bear on the
franchise's complex history.
The Bristol-based animation company Aardman is best known for its
most famous creations Wallace and Gromit and Shaun the Sheep. But
despite the quintessentially British aesthetic and tone of its
movies, this very British studio continues to enjoy international
box office success with movies such as Shaun the Sheep Movie,
Flushed Away and Wallace and Gromit: Curse of the Were-Rabbit.
Aardman has always been closely linked with one of its key
animators, Nick Park, and its stop motion, Plasticine-modelled
family films, but it has more recently begun to experiment with
modern digital filmmaking effects that either emulate 'Claymation'
methods or form a hybrid animation style. This unique volume brings
together leading film and animation scholars with children's
media/animation professionals to explore the production practices
behind Aardman's creativity, its history from its early shorts to
contemporary hits, how its films fit within traditions of British
animation, social realism and fantasy cinema, the key personalities
who have formed its ethos, its representations of 'British-ness' on
screen and the implications of traditional animation methods in a
digital era.
How can we describe movements in animated films? In Figure and
Force in Animation Aesthetics, Ryan Pierson introduces a powerful
new method for the study of animation. By looking for
figures-arrangements that seem to intuitively hold together-and
forces-underlying units of attraction, repulsion, and
direction-Pierson reveals startling new possibilities for animation
criticism, history, and theory. Drawing on concepts from Gestalt
psychology, Pierson offers a wide-ranging comparative study of four
animation techniques-soft-edged forms, walk cycles, camera
movement, and rotoscoping-as they appear in commercial, artisanal,
and avant-garde works. In the process, through close readings of
little-analyzed films, Pierson demonstrates that figures and forces
make fertile resources for theoretical speculation, unearthing
affinities between animation practice and such topics as the
philosophy of mathematics, scientific and political revolution, and
love. Beginning and ending with the imperative to look closely,
Figure and Force in Animation Aesthetics is a performance in seeing
the world of motion anew.
This book analyzes Walt Disney's impact on entertainment, new
media, and consumer culture in terms of a materialist,
psychoanalytic approach to fantasy. The study opens with a taxonomy
of narrative fantasy along with a discussion of fantasy as a key
concept within psychoanalytic discourse. Zornado reads Disney's
full-length animated features of the "golden era" as symbolic
responses to cultural and personal catastrophe, and presents
Disneyland as a monument to Disney fantasy and one man's singular,
perverse desire. What follows after is a discussion of the "second
golden age" of Disney and the rise of Pixar Animation as neoliberal
nostalgia in crisis. The study ends with a reading of George Lucas
as latter-day Disney and Star Wars as Disney fantasy. This study
should appeal to film and media studies college undergraduates,
graduates students and scholars interested in Disney.
Experience the World of Japanese Pop Culture Through a Whole New
Medium-Japanese Food! #1 New Release in Animated Humor &
Entertainment With dishes inspired by otaku culture, this cookbook
brings Japanese anime and manga to chefs of all levels. Experience
Japanese culture like never before. Japan fever has taken the West
by storm. Praised for its attention to detail, it's no wonder that
some of the most appealing images are colorfully culinary. From
beautifully animated bowls of ramen and curry to cakes and
confectionery, Japanese food culture never looked so good. If only
you could reach out and take a bite...and now you can! For the
anime and manga reader. With our increasing hunger for Japanese pop
culture, comes an appetite to match. And with dishes from pop
culture icons like One Piece and Naruto, manga and anime can
finally be enjoyed in the comfort of your very own kitchen. Whether
you're enjoying Japanese ramen from Naruto or fried rice from Food
Wars, readers and foodies can learn about Japanese cooking basics
and some new series to enjoy, featuring recipes like: Mitarashi
Dango from Samurai Champloo Onigiri from Fruits Basket Yakiniku
from Rurouni Ken shin If you enjoy Asian food, or books like Cook
Anime, Japanese Soul Cooking, or The Just Bento Cookbook, then
Otaku Food is your next cookbook!
 |
Anime
(Paperback)
Michelle Le Blanc, Colin Odell
1
|
R471
R427
Discovery Miles 4 270
Save R44 (9%)
|
Ships in 10 - 15 working days
|
|
|
This guide to anime offers an overview of the art form, looking at
its development in Japan and its export to other cultures. It
includes a history of Japanese animation from early examples to the
relaunch of animation as a viable commercial entity and its
enormous rise in popularity after WWII. Anime explains the
difference between manga and anime, offering a brief history of
manga including its development from traditional art form
(woodblock prints) to massive commercial success with millions of
readers in Japan and worldwide. Odell and Le Blanc also consider
anime style and genres, its market and importance in Japanese
culture, and its perception in the West including controversy, such
as criticisms of sex and violence in anime that affect other
national markets, including the UK (notably Urotsukidoji) and the
USA, where it is considered a 'kids only' market.
Today, it is commonly believed that if you learn software, you can
become an animator. Yet nothing could be further from the truth.
Master animators are trained and not born. Software, as is the
humble pencil, is merely yet another tool through which an animator
can apply their knowledge. However, neither software nor pencils
give you that knowledge, nor do they do the work for you. If you
place a fully trained master animator on a computer, or give them a
pencil, they'll astound you with their mastery. However, if you put
a nontrained animator on a computer, all you will have is a
technician creating moving objects as you'll see all over YouTube
and other video platforms. This book teaches you exactly how to
become a Master Animator whether you ultimately plan to use
pencils, computers, drawing tablets or rigged characters. It's a
complete course in its own right, being a collection of 48
masterclasses gleaned from the author's 50 years of experience of
top-level animating, teaching and filmmaking. It will also train
you in the value and application of observational gesture drawing.
This book of masterclasses by a master of the art, Tony White, is
entirely designed to be THE definitive reference book for students
learning how to make things move really well as well as how to
create films once you know how to do so. A book for everyone: For
home-based, self-study students: It is a perfect manual to take you
from raw beginner to proven animated filmmaker. For full-time
students: It is an ideal companion to supplement your full-time
educational studies, which, no doubt, is overly based on software
technology. For current animation professionals: It is a
comprehensive archive of animation tips and techniques that will
enable you to take your work to the next level. For current
animation educators and instructors: It is a book that can be the
ultimate curriculum and study program, enabling your own students
to become the master animators of today and tomorrow.
This book describes the dubbing process of English-language
animated films produced by US companies in the 21st century,
exploring how linguistic variation and multilingualism are used to
create characters and identities and examining how Italian dubbing
professionals deal with this linguistic characterisation. The
analysis carried out relies on a diverse range of research tools:
text analysis, corpus study and personal communications with
dubbing practitioners. The book describes the dubbing workflow and
dubbing strategies in Italy and seeks to identify recurrent
patterns and therefore norms, as well as stereotypes or creativity
in the way multilingualism and linguistic variation are tackled. It
will be of interest to students and scholars of translation,
linguistic variation, film and media.
There is a lot one could say about animation in Europe, but above
all, there is no consistent European animation. It is as disparate
as the various countries involved. Audiences will certainly
recognize American or Japanese animation, but in Europe, it can
range from Czech, Polish, and Hungarian to Greek, Italian, Spanish,
Portuguese, French, and British. Animation in Europe provides a
comprehensive review of the history and current situation of
animation in over 20 European countries. It features numerous
interviews with artists and producers, including rare documents and
firsthand accounts that illustrate the rich history of animation in
Europe. Additional features include * An extensive chronology with
key events in European animation * A Who's Who of producers,
directors, writers, and animators working in Europe * An
examination of the origin of European animation and its influence
Animation in Europe is the first book devoted entirely to this
topic and, therefore, will be of value for animation buffs as well
as practitioners and researchers.
There is a lot one could say about animation in Europe, but above
all, there is no consistent European animation. It is as disparate
as the various countries involved. Audiences will certainly
recognize American or Japanese animation, but in Europe, it can
range from Czech, Polish, and Hungarian to Greek, Italian, Spanish,
Portuguese, French, and British. Animation in Europe provides a
comprehensive review of the history and current situation of
animation in over 20 European countries. It features numerous
interviews with artists and producers, including rare documents and
firsthand accounts that illustrate the rich history of animation in
Europe. Additional features include * An extensive chronology with
key events in European animation * A Who's Who of producers,
directors, writers, and animators working in Europe * An
examination of the origin of European animation and its influence
Animation in Europe is the first book devoted entirely to this
topic and, therefore, will be of value for animation buffs as well
as practitioners and researchers.
Tom Sito (the legendary animator behind Who Framed Roger Rabbit,
Beauty and the Beast, and other classic works) brings together the
perfect fusion of culinary skill and animation in his cookbook,
Eat, Drink, Animate: An Animator's Cookbook. Sito's book is a
celebration of the works from legendary animation artists from
around the world. Twelve Academy Award winners, five Emmy Award
winners. From legendary animators from Hollywood's Golden Age, to
modern masters. Not only does he demonstrate examples of their
works, but he also includes their favorite personal recipe, and an
anecdote from their professional lives that relates to food. Key
Features: A rare look behind the scenes of some of animation's most
memorable films. Usable recipes you canmake yourself, tested and
adapted by Rebecca Bricetti, former editor for Stewart, Tabori,
& Chang (Glorious Food ) and Robert Lence animator and gourmet
(Toy Story, Shrek). Never before seen photos and illustrations.
Anecdotes from behind-the-scenes of some of your favourite animated
classics.
Join industry insiders Bill Kinder and Bobbie O'Steen as they guide
readers on a journey through every stage of production on an
animated film, from storyboards to virtual cameras and final
animation. With unprecedented access to the Pixar edit suite, this
authoritative project highlights the central role film editors play
in some of the most critically acclaimed and commercially
successful movies of all time. Exclusive interviews with animation
editors and other creative leads are supported by footage from deep
inside Pixar's vault. Nearly 90 minutes of video segments include
never-before-seen works in progress, deleted scenes, and
demonstrations to shed light on how these beloved stories are
crafted. The challenges and essential contributions of editors in
animation have never been examined in such depth and detail. In
addition to exploring method and craft, this book provides
important context for the editor in film history, the evolution of
technology, and Pixar's uniquely collaborative studio culture. A
must-read for students of digital filmmaking methods, filmmakers in
all aspects of production, and fans of Pixar movies, this uniquely
educational, historical, and entertaining book sheds light on how
beloved stories are crafted from the perspective of crucial members
of the filmmaking team.
The Art of Czech Animation is the first comprehensive English
language account of Czech animation from the 1920s to the present,
covering both 2D animation forms and CGI, with a focus upon the
stop-motion films of Jiri Trnka, Hermina Tyrlova, Jan Svankmajer
and Jiri Barta. Stop-motion is a highly embodied form of animation
and The Art of Czech Animation develops a new materialist approach
to studying these films. Instead of imposing top-down Film Theory
onto its case studies, the book's analysis is built up from close
readings of the films themselves, with particular attention given
to their non-human objects. In a time of environmental crisis, the
unique way Czech animated films use allegory to de-centre the human
world and give a voice to non-human aspects of the natural world
points us towards a means by which culture can increase ecological
awareness in viewers. Such a refutation of a human-centred view of
the world was contrary to communist orthodoxy and it remains so
under late-stage consumer-capitalism. As such, these films do not
only offer beautiful examples of allegory, but stand as models of
political dissent. The Art of Czech Animation is a unique endeavour
of film philosophy to provide a materialist appraisal of a
heretofore neglected strand of Central-Eastern European cinema.
The Art of Hotel Transylvania 2 showcases the incredible artwork
featured in the upcoming animated fantasy comedy film produced by
Sony Pictures Animation, Hotel Transylvania 2, directed by Genndy
Tartakovsky and written by Robert Smigel. The story follows the
old-old-old-fashioned vampire Vlad, who arrives at the hotel for an
impromptu family get-together, leading to a collision of
supernatural old-school and modern day cool.
Explores death as a narrative theme within cinema and animation
Biographical insight into Dennis Tupicoff's works and how the
subject of death impacted these completed award-winning films
Special online access to Dennis Tupicoff's animated works In-depth
exploration into ten of Dennis Tupicoff's most influential
animations
Delve behind the scenes of artist Eric Guillon's artwork for
Illumination and Entertainment's popular films, including
Despicable Me, Sing, and upcoming The Secret Life of Pets 2.
Illumination Entertainment has produced some of this century's most
popular and successful animated films all over the world. Artist
Eric Guillon helped design many of the most beloved and iconic
characters for these films, such as Gru and the Mininons from
Despicable Me, the adorable animals in The Secret Life of Pets, and
more. Explore behind the scenes of Eric Guillon's artwork with this
comprehensive coffee table book, which delves into Guillon's
creative process and Illumination Entertainment's hit films. The
Illumination Art of Eric Guillon features never-before-seen concept
art, sketches, film stills, and other unique graphics, tracing the
animation process from start to finish, and examines Guillon's many
different roles, ranging from art director, character designer, and
production designer to co-director.
Informal sequel to Unsung Heroes of Animation and Animators
Unearthed. Analysis of a wide range of films and filmmakers
including cult favourites Don Hertzfeldt, Adam Elliot, and Masaaki
Yuasa
Informal sequel to Unsung Heroes of Animation and Animators
Unearthed. Analysis of a wide range of films and filmmakers
including cult favourites Don Hertzfeldt, Adam Elliot, and Masaaki
Yuasa
Throughout its history, animation has been fundamentally shaped by
its application to promotion and marketing, with animation playing
a vital role in advertising history. In individual case study
chapters this book addresses, among others, the role of promotion
and advertising for anime, Disney, MTV, Lotte Reiniger, Pixar and
George Pal, and highlights American, Indian, Japanese, and European
examples. This collection reviews the history of famous animation
studios and artists, and rediscovers overlooked ones. It situates
animated advertising within the context of a diverse intermedial
and multi-platform media environment, influenced by print, radio
and digital practices, and expanding beyond cinema and television
screens into the workplace, theme park, trade expo and urban
environment. It reveals the part that animation has played in
shaping our consumption of particular brands and commodities, and
assesses the ways in which animated advertising has both changed
and been changed by the technologies and media that supported it,
including digital production and distribution in the present day.
Challenging the traditional privileging of art or entertainment
over commercial animation, Animation and Advertising establishes a
new and rich field of research, and raises many new questions
concerning particular animation and media histories, and our
methods for researching them.
Hand-Made Television explores the ongoing enchantment of many of
the much-loved stop-frame children's television programmes of 1960s
and 1970s Britain. The first academic work to analyse programmes
such as Pogles' Wood (1966), Clangers (1969), Bagpuss (1974)
(Smallfilms) and Gordon Murray's Camberwick Green (1966), Trumpton
(1967) and Chigley (1969), the book connects these series to their
social and historical contexts while providing in-depth analyses of
their themes and hand-made aesthetics. Hand-Made Television shows
that the appeal of these programmes is rooted not only in their
participatory address and evocation of a pastoral English past, but
also in the connection of their stop-frame aesthetics to the
actions of childhood play. This book makes a significant
contribution to both Animation Studies and Television Studies;
combining scholarly rigour with an accessible style, it is suitable
for scholars as well as fans of these iconic British children's
programmes.
Over the past forty years, American film has entered into a formal
interaction with the comic book. Such comic book adaptations as Sin
City, 300, and Scott Pilgrim vs. the World have adopted components
of their source materials' visual style. The screen has been
fractured into panels, the photographic has given way to the
graphic, and the steady rhythm of cinematic time has evolved into a
far more malleable element. In other words, films have begun to
look like comics. Yet, this interplay also occurs in the other
direction. In order to retain cultural relevancy, comic books have
begun to look like films. Frank Miller's original Sin City comics
are indebted to film noir while Stephen King's The Dark Tower
series could be a Sergio Leone spaghetti western translated onto
paper. Film and comic books continuously lean on one another to
reimagine their formal attributes and stylistic possibilities. In
Panel to the Screen, Drew Morton examines this dialogue in its
intersecting and rapidly changing cultural, technological, and
industrial contexts. Early on, many questioned the prospect of a
""low"" art form suited for children translating into ""high"" art
material capable of drawing colossal box office takes. Now the
naysayers are as quiet as the queued crowds at Comic-Cons are
massive. Morton provides a nuanced account of this phenomenon by
using formal analysis of the texts in a real-world context of
studio budgets, grosses, and audience reception.
|
You may like...
The Dead Walk
Andy Black
Paperback
R554
R511
Discovery Miles 5 110
|