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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
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.
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.
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.
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 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-).
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.
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.
Let the citizens of Halloween Town guide your tarot practice with this sumptuously illustrated tarot deck inspired by Tim Burton's classic film The Nightmare Before Christmas. This gift set includes a tarot altar cloth, guided notebook for reflection, and pouch to hold your cards and booklet. Disney's iconic holiday film Tim Burton's The Nightmare Before Christmas is now an enchanting tarot set, offering a frightful-but-friendly take on the traditional 78-card deck. This set features all your favorite characters from Jack Skellington to Oogie Boogie to Sandy Claws himself 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 spreads for easy readings. Packaged in a sturdy, decorative gift box, this hauntingly charming tarot deck is the perfect gift for Tim Burton's The Nightmare Before Christmas fan or tarot enthusiast in your life. This gift set includes: 78-card Tarot Deck 128-page Guidebook Tarot altar cloth Guided notebook for reflection Pouch to hold your cards and booklet. ORIGINAL ART: The booklet and each of the 78 cards in this deck feature gorgeous original Tim Burton's The Nightmare Before Christmas-themed art. TAROT READING GUIDE: This unique set includes a guidebook to help tarot practitioners of all skill levels perform fun and informed readings. GUIDED JOURNAL: Beautiful illustrations and intriguing prompts help guide your tarot practice and record memorable readings. ALTAR CLOTH: Set the stage for a fun, entertaining and meaningful reading with a beautiful altar cloth. CLOTH POUCH: Store your tarot cards in a deluxe drawstring cloth pouch. OFFICIAL DISNEY DECK: The only official Disney The Nightmare Before Christmas tarot deck and guide.
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.
Animating Difference studies the way race, ethnicity, sexuality, and gender are portrayed in recent animated films from 1990 through the present. Ranging from Aladdin to Toy Story to Up, these popular films are key media through which children (and adults) learn about the world and how to behave. While racial and gender stereotypes may not be as obvious as they may have been in films of decades past, they often continue to convey troubling messages and stereotypes in subtle and surprising ways.
Who Framed Roger Rabbit emerged at a nexus of people, technology, and circumstances that is historically, culturally, and aesthetically momentous. By the 1980s, animation seemed a dying art. Not even the Walt Disney Company, which had already won over thirty Academy Awards, could stop what appeared to be the end of an animation era. To revitalize popular interest in animation, Disney needed to reach outside its own studio and create the distinctive film that helped usher in a Disney Renaissance. That film, Who Framed Roger Rabbit, though expensive and controversial, debuted in theaters to huge success at the box office in 1988. Unique in its conceit of cartoons living in the real world, Who Framed Roger Rabbit magically blended live action and animation, carrying with it a humor that still resonates with audiences. Upon the film's release, Disney's marketing program led the audience to believe that Who Framed Roger Rabbit was made solely by director Bob Zemeckis, director of animation Dick Williams, and the visual effects company Industrial Light & Magic, though many Disney animators contributed to the project. Author Ross Anderson interviewed over 140 artists to tell the story of how they created something truly magical. Anderson describes the ways in which the Roger Rabbit characters have been used in film shorts, commercials, and merchandising, and how they have remained a cultural touchstone today.
One of the most creative minds of the 20th century, Walt Disney created a unique and unrivaled imaginative universe. Like scarcely any other classics of cinema, his astonishing collection of animated cartoons revolutionized storytelling on screen and enchant to this day across geographies and generations. This expansively illustrated publication on Disney animation gathers hundreds of images as well as essays by Disney experts, taking us to the beating heart of the studio's "Golden Age of Animation." We trace Disney's complete animation journey from the silent film era, through his first full-length feature Snow White and the Seven Dwarfs (1937) and Fantasia (1940), right up to his last masterpieces Winnie the Pooh and the Honey Tree (1966) and The Jungle Book (1967). With extensive research conducted through the historical collections of the Walt Disney Company, as well as private collections, editor Daniel Kothenschulte curates some of the most precious concept paintings and storyboards to reveal just how these animation triumphs came to life. Masterful cel setups provide highly detailed illustrations of famous film scenes while rare pictures taken by Disney photographers bring a privileged insider's view to the studio's creative process. Each of the major animated features that were made during Walt's lifetime-including Pinocchio, Fantasia, Dumbo, Bambi, Cinderella, Peter Pan, and One Hundred and One Dalmatians-is given its own focus chapter, without forgetting less-familiar gems such as the experimental short films of the Silly Symphonies series and under-appreciated episodic musical films such as Make Mine Music and Melody Time. Realizing the Disney style was a collective project and, as much as the master himself, The Walt Disney Film Archives acknowledges the outstanding animators and designers who influenced the style of the studio, among them Albert Hurter, Gustaf Tenggren, Kay Nielsen, Mary Blair, Sylvia Holland, Tyrus Wong, Ken Anderson, Eyvind Earle, and Walt Peregoy. Copyright (c) 2020 Disney Enterprises, Inc. About the series TASCHEN is 40! Since we started our work as cultural archaeologists in 1980, TASCHEN has become synonymous with accessible publishing, helping bookworms around the world curate their own library of art, anthropology, and aphrodisia at an unbeatable price. Today we celebrate 40 years of incredible books by staying true to our company credo. The 40 series presents new editions of some of the stars of our program-now more compact, friendly in price, and still realized with the same commitment to impeccable production.
Animated Documentary, the first book to be published on this fascinating topic, considers how animation is used as a representational strategy in nonfiction film and television and explores the ways animation expands the range and depth of what documentary can show us about the world. On behalf of the Society for Animation Studies(SAS), the Chair of the Jury announced the book as the winner of the delayed 2015 SAS McLaren-Lambart Award with the following words: 'Animated Documentary is a vital addition to both animation scholarship and film studies scholarship more broadly, expertly achieving the tricky challenge of synthesising these two scholarly traditions to provide a compelling and brilliantly coherent account of the animated documentary form. At the heart of Roe's book is the conviction that animated documentary "has the capacity to represent temporally, geographically, and psychologically distal aspects of life beyond the reach of live action" (p. 22). As a representational strategy, Roe details how animated documentary can be seen to adopt techniques of "mimetic substitution, non-mimetic substitution and evocation" in response to the limitations of live action material (p. 26). Animated Documentary will without doubt become an essential resource for many years to come for anyone interested in the intersection of animation and documentary.'
This book is the first history of British animated cartoons, from the earliest period of cinema in the 1890s up to the late 1920s. In this period cartoonists and performers from earlier traditions of print and stage entertainment came to film to expand their artistic practice, bringing with them a range of techniques and ideas that shaped the development of British animation. These were commercial rather than avant-garde artists, but they nevertheless saw the new medium of cinema as offering the potential to engage with modern concerns of the early 20th century, be it the political and human turmoil of the First World War or new freedoms of the 1920s. Cook's examination and reassessment of these films and their histories reveals their close attention and play with the way audiences saw the world. As such, this book offers new insight into the changing understanding of vision at that time as Britain's place in the world was reshaped in the early 20th century.
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
By the turn of the 21st century, animation production has grown to thousands of hours a year in the People's Republic of China (PRC). Despite this, and unlike American blockbuster productions and the diverse genres of Japanese anime, much animation from the PRC remains relatively unknown. This book is an historical and theoretical study of animation in the PRC. Although the Wan Brothers produced the first feature length animated film in 1941, the industry as we know it today truly began in the 1950s at the Shanghai Animation Film Studio (SAFS), which remained the sole animation studio until the 1980s. Considering animation in China as a convergence of the institutions of education, fine arts, literature, popular culture, and film, the book takes comparative approaches that link SAFS animation to contemporary cultural production including American and Japanese animation, Pop Art, and mass media theory. Through readings of classic films such as Princess Iron Fan, Uproar in Heaven, Princess Peacock, and Nezha Conquers the Dragon King, this study represents a revisionist history of animation in the PRC as a form of "postmodernism with Chinese characteristics." As a theoretical exploration of animation in the People's Republic of China, this book will appeal greatly to students and scholars of animation, film studies, Chinese studies, cultural studies, political and cultural theory.
Go behind the scenes of DreamWorks Animation's smart,hilarious comedy The Boss Baby. This beautifully illustratedbook includes a wide range of colorful development art,storyboards and character sketches, as well as in-depthinterviews with director Tom McGrath, writer MichaelMcCullers, producer Ramsey Naito, plus key members ofthe storyboard, visual development, visual effects, CGanimation, modeling and layout departments.
What could there possibly be about Christmas that needs to be ""saved""? Christmas isn't dead, not by a long shot. But when in the movies Santa Claus is in trouble, Christmas is in trouble and must be ""saved."" If bogeys or other circumstances prevent Santa from delivering the presents on Christmas Eve, there will be no Christmas because, as far as the movies are concerned, generally speaking, Santa IS Christmas. Explore 53 reasons for saving Christmas in this lighthearted collection of 228 films (over half of which are animated) from theatrical releases to television movies and specials to episodes of television series. The reasons for saving Christmas just may surprise you.
This book critically examines how Walt Disney Animation Studios has depicted - and sometimes failed to depict - different forms of harming and objectifying non-human animals in their films. Each chapter addresses a different form of animal harm and objectification through the theories of speciesism, romanticism, and the 'collapse of compassion' effect, from farming, hunting and fishing, to clothing, work, and entertainment. Stanton lucidly presents the dichotomy between depictions of higher order, anthropomorphised and neotonised animal characters and that of lower-order species, showing furthermore how these depictions are closely linked to changing social attitudes about acceptable forms of animal harm. An engaging and novel contribution to the field of Critical Animal Studies, this book explores the use of animals not only in Disney's best known animated films such as 101 Dalmatians, but also lesser known features including Home on the Range and Fun and Fancy Free. A quantitative appendix supplying data on how often each animal species appears and the amount of times animal harm or objectification is depicted in over fifty films provides an invaluable resource and addition to scholars working in both Disney and animal studies.
Nickelodeon's Avatar: The Last Airbender (2005-08) and its sequel The Legend of Korra (2012-14) are among the most acclaimed and influential U.S. animated television series of the 21st century. Yet, despite their elevated status, there have been few academic works published about them. The Avatar Television Franchise: Storytelling, Identity, Trauma, Fandom and Reception remedies this gap by bringing together a wide range of scholarly writings on these shows. This edited collection is comprised of 13 chapters organized into 4 sections, featuring close readings of key episodes, analyzing how they create meaning as well as illustrating how established theories can guide those readings. Some chapters explore different theories relating to identity as well as considering the repercussions of depicting real-world identities in these shows, while others examine the various manifestations of trauma from throughout the franchise as well as illustrates different scholarly approaches to the topic. Still others utilize fan studies to understand the myriad ways viewers have responded to and interpreted the Avatar franchise.
If Disney's Snow White and the Seven Dwarfs represented the Animation industry's infancy, Ed Hooks thinks that the current production line of big-budget features is its artistically awkward adolescence. While a well-funded marketing machine can conceal structural flaws, uneven performances and superfluous characters, the importance of crafted storytelling will only grow in importance as animation becomes a broader, more accessible art form. Craft Notes for Animators analyses specific films - including Frozen and Despicable Me - to explain the secrets of creating truthful stories and believable characters. It is an essential primer for the for tomorrow's industry leaders and animation artists.
* Covers the entire process of creating animated films in an accessible and approachable way. * Includes colour-coded exercises to help readers practice the theories explained within. * Heavily illustrated with full colour images.
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.
This comprehensive reference to TV cartoon shows covers some 75 years. In the decade or so since the first edition, the industry has grown and expanded to previously unimagined heights, thanks in great part to the upsurge of cable TV services catering to animation fans. In the ten-year period since the first edition, nearly 450 new cartoon series premiered in the U.S. Alphabetically arranged by title, the book discusses each cartoon show in detail, providing full production credits and offering commentary on such elements as development, characters, style, and the show's significance in the overall scheme of television animation. |
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