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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
Bake like a Disney princess with this adorable cookbook inspired by your favorite animated heroines, such as Belle, Ariel, Moana, and more! Baking has never been so magical with this charming cookbook featuring over 40 tasty, easy-to-follow recipes inspired by the Disney princesses. From delicate buttery cookies to fancy, decadent cakes, this cookbook includes all manner of delicious Disney-themed treats. Whip up a batch of Tiana’s Famous Beignets. Make a cake inspired by Belle’s beautiful golden ball gown. Be a part of Ariel’s world with her seashell-inspired almond cookies. Featuring full-color photography, suggestions for alternate ingredients, and tips and tricks from some of your favorite characters, this all-ages cookbook is the perfect way to bring friends and family together with a little Disney baking magic.
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.
Explore the magical world of anime through 30 classic films in this new book from the authors of Ghibliotheque. From box office hits such as Akira, Ghost in the Shell and Your Name to a host of deeper cuts, hidden gems and future classics, this revealing guide lifts the lid on Japanese animated cinema. Join Jake Cunningham and Michael Leader, hosts of the acclaimed Ghilbiotheque podcast, as they review 30 of the best anime movies ever created, explaining why each is a must-see and detailing the intriguing stories behind their creation. An insight into a unique artform, this stunning book is packed with film stills, movie posters and director portraits, and offers an enchanting, enlightening and meticulously researched guide for newcomers and die-hard fans alike.
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.
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
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.
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.
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.
The grandfather of manga and anime, Osamu Tezuka created hundreds of unforgettable characters during his 40+ year career as an illustrator and animator. His influence on generations of artists has been immeasurable, and is still felt today across Japan and beyond. Osamu Tezuka: Anime Character Illustrations collects the character designs from several of Tezuka's animation projects. Included are characters from Mighty Atom (Astroboy), Jungle Emperor (Kimba the White Lion), Black Jack, and many more.
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.
Uncanny computer-generated animations of splashing waves, billowing smoke clouds, and characters' flowing hair have become a ubiquitous presence on screens of all types since the 1980s. This Open Access book charts the history of these digital moving images and the software tools that make them. Unpredictable Visual Effects uncovers an institutional and industrial history that saw media industries conducting more private R&D as Cold War federal funding began to wane in the late 1980s. In this context studios and media software companies took concepts used for studying and managing unpredictable systems like markets, weather, and fluids and turned them into tools for animation. Unpredictable Visual Effects theorizes how these animations are part of a paradigm of control evident across society, while at the same time exploring what they can teach us about the relationship between making and knowing.
This second edition of Writing for Animation, Comics, and Games expounds on the previous edition with more information on how to construct narratives for these three forms of visual storytelling media. Christy Marx's book offers an in-depth look into scriptwriting and how to break into each of the featured industries. The text goes into detail on visual storytelling: how to compose exterior storytelling (animation, games) and interior/exterior storytelling (comics and graphic novels); as well as considerations for non-linear videogames. The advice within these pages can be used to build a transmedia career across animation, comics, graphic novels, and videogames. Key Features An insider's perspective on career rules of the road on writing for comics, videogames, and animation Written for beginners and professionals alike A nuts-and-bolts guide to script formats, terminology, networking, and valuable advice on writing for each medium Author Bio Based in Northern California, Christy Marx is an award-winning writer, story editor, TV series developer, game designer, and narrative designer. Her many credits include Babylon 5; Captain Power and Soldiers of the Future; The Twilight Zone; G.I. Joe; Jem and the Holograms; Spider-Man; He-Man; X-Men Evolution; Teenage Mutant Ninja Turtles; Conan the Adventurer; Birds of Prey; Amethyst; The Sisterhood of Steel; Sierra On-Line adventure games; PC, MMO, and console games; Zynga mobile games; and more. For full credits, visit www.christymarx.com.
Create your own Disney magic! Delve into the spellbinding world of Disney Princess and make your own magical crafts. Dress up in Moana's flower crown. Create Cinderella's pumpkin coach. Put on a shadow puppet show with Mushu. Pretend to be a Disney Princess with selfie props - and much more. With more than 25 projects accompanied by clear illustrated step-by-step instructions and top tips from expert crafters, there are ideas to suit every budding prince or princess!
This book reveals and explores the thriving animation culture in midtown Manhattan, the World's Fair, art galleries and cinemas during a vibrant period of artistic, commercial and industrial activity in New York City. Alongside a detailed investigation of animated film at the time - ranging from the abstract works of Mary Ellen Bute and Norman McLaren to the exhibition practices of the Disney Studios and the New York World's Fair - New York's Animation Culture examines a host of other animated forms, including moving dioramas, illuminated billboards, industrial displays, gallery exhibitions, mobile murals, and shop windows. In this innovative microhistory of animation, Moen combines the study of art, culture, design and film to offer a fine-grained account of an especially lively animation culture that was seen as creating new media, expanding the cinema experience, giving expression to utopian dreams of modernity, and presenting dynamic visions of a kinetic future.
Find Olaf and more of your favourite characters from Frozen and Frozen 2 in this beautiful search-and-find book. Following on from the success of Where's Mickey? and Where's Spidey?, Studio Press presents Where's Olaf? Explore the enchanting lands of Arendelle, from the royal castle to the mysterious Valley of the Living Rock, while you hunt for Anna, Elsa, Kristoff, Sven and, of course, Olaf! With delightful hidden details in every scene, Frozen fans will love this busy and beautiful search-and-find book.
Prolific American film producer Amedee J. Van Beuren (1879-1938) did not start out in the film industry. After decades spent in business and advertising, Van Beuren turned his intellect and creativity towards acquiring a foothold in film and began building his empire. He is best known to animation fans for his bizarre cartoons of the 1920s and 1930s, featuring such zanies as Molly Moo Cow, Cubby Bear and Tom and Jerry (not the cat-and-mouse duo). But the majority of the 1,499 films produced by Van Beuren between 1918 and 1937 were live-action short subjects--travelogues, comedies, musicals, sports reels and more. His roster of star performers included Bert Lahr, Shemp Howard, Ethel Waters and (indirectly) Charlie Chaplin. Van Beuren also made several feature films starring legendary big-game hunter Frank Buck, and a 12-episode serial headlining horror icon Lon Chaney, Jr. Capped by a complete list of his films, this engrossing chronicle of Amedee Van Beuren's vast output is the first all-inclusive history of one of moviedom's most successful and least-known filmmakers.
This book examines the relationship that exists between fantasy cinema and the medium of animation. Animation has played a key role in defining our collective expectations and experiences of fantasy cinema, just as fantasy storytelling has often served as inspiration for our most popular animated film and television. Bringing together contributions from world-renowned film and media scholars, Fantasy/Animation considers the various historical, theoretical, and cultural ramifications of the animated fantasy film. This collection provides a range of chapters on subjects including Disney, Pixar, and Studio Ghibli, filmmakers such as Ralph Bakshi and James Cameron, and on film and television franchises such as Dreamworks' How To Train Your Dragon (2010-) and HBO's Game of Thrones (2011-).
"Anime and Philosophy" focuses on some of the most-loved, most-intriguing anime films and series, as well as lesser-known works, to find what lies at their core. "Astro Boy, Dragon Ball Z, Ghost in the Shell, " and "Spirited Away" are just a few of the films analyzed in this book. In these stories about monsters, robots, children, and spirits who grapple with the important questions in life we find insight crucial to our times: lessons on morality, justice, and heroism, as well as meditations on identity, the soul, and the meaning -- or meaninglessness -- of life. Anime has become a worldwide phenomenon, reaching across genres, mediums, and cultures. For those wondering why so many people love anime or for die-hard fans who want to know more, "Anime and Philosophy" provides a deeper appreciation of the art and storytelling of this distinctive Japanese culture.
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. |
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