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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.
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.
Digital artist Zheng Wei Gu (AKA Guweiz) shares his anime-inspired world in this beautifully produced and insightful book, leading you through his fantasy world with a portfolio packed with gritty detail and a surreal vibe. Guweiz began drawing when he was 17, inspired by an anime art tutorial on YouTube. Discovering a natural talent, he carried on drawing and quickly amassed a fan-base for his edgy illustration style. Throughout this book, readers will discover his artistic journey from the very beginning, with behind-the-scenes details about how some of his most popular pieces were created. He reveals his secrets for turning influences into truly original digital art, including that all-important narrative that takes drawing and painting beyond the purely visual. Step-by-step tutorials share techniques and tips to help you create these sorts of effects in your art, resulting in images with the depth of detail and intrigue that Guweiz has made his trademark. The artist's unique urban take on the popular manga/anime style is gripping right from the first page, from the surreal take on Japanese lifestyle to the urban fantasy he creates.
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.
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-).
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.
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.
"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.
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.
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.
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.
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.
Animation is one of the hottest areas of filmmaking today--and the master animator who bridges the old generation and the new is Richard Williams. During his nearly fifty years in the business, Williams has been one of the true innovators, winning three Academy Awards and serving as the link between Disney's golden age of animation by hand and the new computer animation exemplified by the films from Pixar. Perhaps even more important, though, has been his dedication in passing along his knowledge to a new generation of animators. In this book, based on his sold-out master classes in the United States and across Europe, Williams provides the underlying principles of animation that every animator--from beginner to expert, classic animator to computer-animation whiz--needs. He illustrates his points with hundreds of drawings, distilling the secrets of the masters into a working system. In this revised edition, he expands upon and illuminates more difficult areas of animation, such as animal action and gaits and the correct use of live action, to help animators push the medium in new directions.
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.
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.
Disney's newest animated feature, Zootopia, is a comedy-adventure starring Officer Judy Hopps, a rookie bunny cop who has to team up with fast-talking scam-artist fox Nick Wilde to crack her first case in the all-animal city of Zootopia. This lushly illustrated book offers a behind-the-scenes view of the elaborate artistry involved in creating the film. Copyright (c)2016 Disney Enterprises, Inc. All rights reserved. |
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