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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Princess Mononoke (1997) is one of anime's most important films. Hayao Miyazaki's epic fantasy broke domestic box office records when it came out in Japan, keeping pace with the success of Hollywood films like Titanic (1997). Princess Mononoke was also the first of Studio Ghibli's films to be distributed outside Japan as part of a new deal with Disney subsidiary Buena Vista International. Coinciding with the 20th anniversary of the release of the film, Rayna Denison curates this new collection to critically reflect on Princess Mononoke's significance within and beyond Japanese culture. The collection investigates the production, and re-production, processes involved in the making of Princess Mononoke into a global phenomenon and reevaluates the film's significance within a range of global markets, animation techniques, and cultures. In revisiting this undeniably important film, the collection sheds light on the tensions within anime and the cultural and social issues that Princess Mononoke explores, from environmental protection to globalization to the representation of marginalized groups. In this remarkable new collection, Princess Mononoke is examined as a key player during a major turning point in Japanese animation history.
This study of 'independent' animation opens up a quietly subversive and vibrant dimension of contemporary Chinese culture which, hitherto, has not received as much attention as dissident art or political activism. Scholarly interest in Chinese animation has increased over the last decade, with attention paid to the conventional media circle of production, distribution and consumption. The 'independent' sector has been largely ignored however, until now. By focusing on distinctive independent artists like Pisan and Lei Lei, and situating their work within the present day media ecology, the author examines the relationship between the genre and the sociocultural transformation of contemporary China. Animation, the author argues, has a special significance, as the nature of the animation text is itself multilayered and given to multiple interpretations and avenues of engagement. Through an examination of the affordances of this 'independent' media entity, the author explores how this multifaceted cultural form reveals ambiguities that parallel contradictions in art and society. In so doing, independent animation provides a convenient 'mirror' for examining how recent social upheavals have been negotiated, and how certain practitioners have found effective ways for discussing the post-Socialist reality within the current political configuration.
The Art of The Penguins of Madagascar takes a deep dive into the making of the animated film, featuring everything from concept art, character backstories, and design inspirations, to interviews with key animation talent. Offering an exclusive behind-the-scenes peek at the creation of the remarkable film, this must-have book tells the story behind The Penguins of Madagascar.
Animation covers everything from Tex Avery's split-second slapstick and The Simpsons' knowing digs at pop culture, to Hayao Miyasaki's strong-willed heroines and Yuri Norstein's delicately rendered folktales. Often dismissed by the uninitiated as 'kid's stuff', any detailed look at animation reveals a technically complex, sophisticated and endlessly inventive medium. Intended both as a guide and an introduction to this fascinating field, the Pocket Essential Animation examines and celebrates this genre in its many forms. It explores the careers, techniques and key films of many of the major animators. It begins with pioneers such as Winsor McCay, the Fleischer brothers and Walt Disney when the 'House of Mouse' was only a twinkle in his eye. Then brings you right up to date with Nick Park's claymation and the slick CGI comedies of John Lasseter's Pixar studio. In between, it takes in the innovations of Norman McLaren, the sexual obsessions of Bob Godfrey and the agit-prop surrealism of Jan Svankmajer. Kid's stuff, indeed.
For many, the middle ages depicted in Walt Disney movies have come to figure as the middle ages, forming the earliest visions of the medieval past for much of the contemporary Western (and increasingly Eastern) imagination. The essayists of The Disney Middle Ages explore Disney's mediation and re-creation of a fairy-tale and fantasy past, not to lament its exploitation of the middle ages for corporate ends, but to examine how and why these medieval visions prove so readily adaptable to themed entertainments many centuries after their creation. What results is a scrupulous and comprehensive examination of the intersection between the products of the Disney Corporation and popular culture's fascination with the middle ages.
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com Walt Disney's Snow White and the Seven Dwarfs (David Hand, 1937) occupies a central place within the history of global animation. Based on the German fairy tale by the Brothers Grimm, the film was the first feature-length animated film produced by the Disney Studio and served to announce the animated cartoon as an industrial art form. Yet Disney's landmark version not only set in motion the Golden Age of the Hollywood cartoon, but has continued to stand as an international sensation, prompting multiple revisions and remakes within a variety of national filmmaking contexts. This book explores the enduring qualities that have marked Snow White's influence and legacy, providing a collection of original chapters that reflect upon its pioneering use of technology and contributions to animation's visual style, the film's reception within an American context, and its status as a global cultural phenomenon.
Animation, Sport and Culture is a wide-ranging study of both sport and animated films. From Goofy to Goalkeepers, Wallace and Gromit to Tiger Woods, Mickey Mouse to Messi, and Nike to Nationhood, this Olympic-sized analysis looks at the history, politics, aesthetics and technologies of sport and animation from around the globe.
In a film eight years in making, Studio Ghibli's cofounder Isao Takahata tells the untold story of Princess Kaguya. An old bamboo cutter and his wife find a tiny girl inside a bamboo shoot and raise her. The mysterious little princess grows rapidly into a young lady, enthralling everyone who encounters her-but ultimately, she must face her fate. This book captures the breathtaking art of the film from conception to production, and features commentary, interviews, and an in-depth look at the production process. "Every frame is worthy of being its own painting." -Joe Hisaishi, film's composer
This stunning volume is an exclusive look behind the scenes of Disney and Pixar's original feature film Turning Red . In The Art of Turning Red, explore the art and making of Disney and Pixar's newest original feature film. Mei Lee is a confident, dorky thirteen-year-old torn between staying her mother's dutiful daughter and the chaos of adolescence. And as if changes to her interests, relationships, and body weren't enough, whenever she gets too excited (which for a teenager is practically ALWAYS), she poofs" into a giant red panda! With character designs, storyboards, colorscripts, exclusive interviews with the creative team, and much more, this vibrant volume shares a behind the scenes look at this new animated film, for aspiring artists, animators, and fans alike. EXCLUSIVE BEHIND-THE-SCENES: Fans will want to delve into and explore this new Pixar film through production art, stories, and making-of details exclusive to this book. PART OF THE FAN-FAVORITE SERIES: The collectible Art of series from Disney and Pixar are perfect for animation enthusiasts, filmmakers, students, and fans of Pixar alike. Add it to the shelf with other books like The Art of Coco, The Art of Luca, and The Art of Pixar: The Complete Colorscripts from 25 Years of Feature Films (Revised and Expanded). Perfect for: animation fans; Pixar fans; Disney fans; students; aspiring animators and filmmakers
Written based on the author's own notes compiled over 18 years This manual is a learning tool focusing exclusively on the work of animators. explains the principles of physics applicable to any motion
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.
The official behind-the-scenes art book for five-time Academy Award-nominated animation studio Cartoon Saloon's stunning new animated fantasy adventure My Father's Dragon, inspired by the classic children's novel The Art of My Father's Dragon documents the production of five-time Academy Award-nominated animation studio Cartoon Saloon's (The Secret of Kells, Song of the Sea, The Breadwinner, WolfWalkers) and Mockingbird Pictures' upcoming Netflix exclusive fantasy feature. Inspired by Ruth Stiles Gannett's timeless children's classic, My Father's Dragon tells the story of Elmer-a young boy struggling to cope after a move to the city with his mother-who runs away in search of Wild Island, and a young dragon who waits to be rescued. Through exclusive commentary and interviews with Oscar-nominated director Nora Twomey (The Breadwinner), executive producers Tomm Moore and Meg LeFauve, and the world-renowned artists and crew of Cartoon Saloon, animation fans will discover the process behind bringing the ferocious beasts and mysterious locations of Elmer's journey to life in beautiful 2-D animation. Alongside never-before-seen production art and sketches, author and acclaimed animation journalist Ramin Zahed breaks down the process of translating the story from page to screen and introduces readers to the fantastical characters of Wild Island.
The first computer-generated animated feature film, Toy Story (1995) sustains a dynamic vitality that proved instantly appealing to audiences of all ages. Like the great Pop Artists, Pixar Studios affirmed the energy of modern commercial popular culture and, in doing so, created a distinctive alternative to the usual Disney formula. Tom Kemper traces the film's genesis, production history and reception to demonstrate how its postmodern mishmash of pop culture icons and references represented a fascinating departure from Disney's fine arts style and fairytale naturalism. By foregrounding the way in which Toy Story flipped the conventional relationship between films and their ancillary merchandising by taking consumer products as its very subject, Kemper provides an illuminating, revisionist exploration of this groundbreaking classic.
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.
Don't panic! The Hitch-Hiker's Guide To The Galaxy is a unique phenomenon which started life as a radio series in 1978 and was subsequently adapted into five best-selling novels, remade as a BAFTA-winning TV series, re-recorded as a chart LP, reinvented as a computer game, dramatised for the West End stage and translated into more than 30 languages. For the first time, the full story behind Hitch-Hiker's Guide is told in all its bizarre detail: the Finnish radio series, the German one-man stage show, the modern jazz suite, the two-headed teddy bears...Every variant of the story, every spin-off and cash-in, is documented in context, including the feature film, which has been stuck in development hell for more than 20 years. What's in it? Every version of Hitch-Hiker's Guide is described and compared: the contradictory storylines are explained, the background to the many adaptations is chronicled, the success of the different versions is analysed. Based on twenty years of research and extensive interviews with the cast and crew of Hitch-Hiker's Guide, including Douglas Adams. Also includes details of Douglas Adams' other projects - including Dirk Gently, The Meaning Of Liff and Starship Titanic - plus his early work on series such as Doctor Who and Monty Python's Flying Circus.
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
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
Let Alice, the Mad Hatter, and the Queen of Hearts guide your tarot practice with this beautifully illustrated tarot deck inspired by Disney's classic animated film Alice in Wonderland. Experience the magic of Disney's Alice in Wonderland like never before in this enchanting and delightfully unique take on the traditional 78-card tarot deck. This set features beloved characters from Alice to the Cheshire Cat to the White Rabbit and more in gorgeous original illustrations based on classic tarot iconography. Featuring both major and minor arcana, the set also comes with a helpful guidebook explaining each card's meaning, as well as simple instructions for easy readings. Packaged in a sturdy, decorative gift box, this charming tarot deck is the perfect gift for the Alice in Wonderland fan or tarot enthusiast. ORIGINAL ART: The booklet and each of the 78 cards in this deck feature never-before-seen original Alice in Wonderland-themed art. GUIDEBOOK INCLUDED: This unique deck includes a guidebook to help tarot practitioners of all skill levels perform fun and informed readings. BEAUTIFUL GIFT: The tarot deck and guidebook are packaged in a deluxe gift box perfect for gift giving. OFFICIAL DISNEY DECK: The only official Disney Alice in Wonderland tarot deck and guide. 70th ANNIVERSARY: This deck is the perfect way to celebrate 70 years of the beloved Disney film.
Accompanying an exhibition at the Wallace Collection, Inspiring Walt Disney explores the influences of the art and architecture of France on Walt Disney and his studio artists, highlighting in particular the Disney classics of hand-drawn animation, Cinderella (1950) and Beauty and the Beast (1991). Pairing preparatory material from these films - including concept art for talking furniture and fairy-tale castles - with masterpieces from the eighteenth century reveals hidden sources of inspiration and allows us to appreciate the extraordinary talents behind Disney animated films and French decorative arts. Just as the dynamic, twisting movements of the Rococo sought to breathe life into what was essentially inanimate - silver, porcelain, furniture - so too did Disney animators seek to create the illusion of movement, action and emotion. Illustrated with innovative works by artists such as Mary Blair, Hans Bacher and Peter J. Hall, and the animated and anthropomorphic furniture, Sevres porcelain and gilt bronze of rococo designers, the catalogue explores the shared creative roots of these two seemingly disparate artistic realms and looks to revitalise the feelings of excitement, awe and marvel, which both eighteenth-century craftsmen and Disney animators sought to spark in their audiences.
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.
Given the limitless freedom of animation, why would anyone use it to make a sitcom about a struggling family-owned burger place? And why would audiences embrace this greasy fantasy, not just by tuning in but by permanently decorating their legs and arms with images from the show and writing detailed backstories for its minor characters? This book-length critical study of Bob's Burgers examines the moments in which the animated sitcom exposes the chasms between generations, explores gender and sexual identity, and allows fans to imagine a better world. Essays cover how the show can be read as a series of critiques of Steven Spielberg's early blockbusters, a rejection of Freudian psychology, or an examination of the artificiality of gendered behaviors through the cross-casting of characters like Tina and Linda. By tracing the ways that the popular reception of Bob's Burgers reflects changing cultural attitudes, the essays provoke broader questions about the responsibility of popular entertainment to help audiences conceive of fantasies closer to home: fantasies of loving and accepting parents, of creative, self-assured children, and of menus filled with artisanal puns.
Contemporary Japanese horror is deeply rooted in the folklore of its culture, with fairy tales-like ghost stories embedded deeply into the social, cultural, and religious fabric. Ever since the emergence of the J-horror phenomenon in the late 1990s with the opening and critical success of films such as Hideo Nakata's The Ring (Ringu, 1998) or Takashi Miike's Audition (Odishon, 1999), Japanese horror has been a staple of both film studies and Western culture. Scholars and fans alike throughout the world have been keen to observe and analyze the popularity and roots of the phenomenon that took the horror scene by storm, producing a corpus of cultural artefacts that still resonate today. Further, Japanese horror is symptomatic of its social and cultural context, celebrating the fantastic through female ghosts, mutated lizards, posthuman bodies, and other figures. Encompassing a range of genres and media including cinema, manga, video games, and anime, this book investigates and analyzes Japanese horror in relation with trauma studies (including the figure of Godzilla), the non-human (via grotesque bodies), and hybridity with Western narratives (including the linkages with Hollywood), thus illuminating overlooked aspects of this cultural phenomenon. |
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