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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
Let your darker side come out to play with this wickedly fun box of Disney Villains postcards! These 100 collectible cards showcase the most enchantingly evil foes and sidekicks in the Disney realm, celebrating the art that defines the quintessential Disney villain. Featuring a mix of colorful production art and fans' favorite final frames, this charming collector's item is sure to delight Disney fans who cheer for Maleficent and think Ursula is just a little misunderstood. * GO TO THE DARK SIDE: What's a Disney movie without a villain? These 100 postcards pay homage to the characters that define the stakes and create the action in classic Disney films. * FEATURES PRODUCTION ART AND FINAL FRAMES: If you're a true Disney lover, you'll appreciate the developmental artwork in this postcard set, including some never-before-seen images from Disney's past. * ALL THE CLASSIC MOVIES REPRESENTED: Contains images from Snow White and the Seven Dwarfs, Fantasia, Sleeping Beauty, Peter Pan, 101 Dalmatians, The Little Mermaid, Aladdin, The Lion King, Hercules, The Princess and the Frog, Tangled, and many more. * GREAT GIFT FOR DISNEY FANS OF ALL AGES: Buy these postcards for the person who loves all things Disney-including the villains! It's also a fun gift idea for animation enthusiasts or collectors of vintage postcards. * A GORGEOUS PACKAGE: 100 full-color postcards come in a high-quality box with a satin ribbon. (c)2020 Disney Enterprises, Inc. All Rights Reserved.
Netflix's BoJack Horseman has quickly become one of the most critically acclaimed animated comedy series in recent memory. Set in an off-kilter, cynically spun rendering of modern-day Hollywood, the show follows washed-up horse actor BoJack Horseman (voiced by Will Arnett) as he attempts to turn his life around. BoJack Horseman: The Art Before the Horse is the official behind-the-scenes companion to this cult-hit series. Part oral history sourced from original interviews with the show's cast and crew, part art book-including sketches, storyboards, and background art-this book will trace the series from conception to post-production. Beginning with the initial development of creator/ showrunner Raphael Bob-Waksberg and production designer Lisa Hanawalt's inimitable aesthetic vision, The Art Before the Horse goes on to reveal all of the moving parts-direction, writing, casting, animation, and music-that come together to form this uniquely bleak, emotionally potent, very funny show. Also Available: BoJack Horseman 2019 Wall Calendar (ISBN: 978-1-4197-3177-8)
* 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.
First introduced in a 1938 comic book, Superman has since become an iconic character in American entertainment. This complete history covers Superman's appearances in film and television, from the 1941 introduction of the first Superman cartoon to the 2006 live-action film Superman Returns. The book includes several rarely seen photographs of the actors who have brought Superman to life for over seven decades, including Clayton "Bud" Collyer, Kirk Alyn, George Reeves and Christopher Reeve. Multiple appendices provide a complete listing of Superman-related books and websites, along with a comprehensive list of the cast and characters featured in Superman films, television shows, and radio programs since 1941.
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.
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.
For over 40 years, Aardman has entertained and charmed the world, creating memorable stories and timeless animated characters that have gone on to become household names - including Wallace and Gromit, Shaun the Sheep and Morph. But how did two teenagers experimenting with animation on an old kitchen table go on to create a world-class studio that conquered Hollywood? This is an intimate, revealing and funny behind-the-scenes story of Aardman, told in their own words by co-founders Peter Lord and David Sproxton and featuring Nick Park. The colourful account follows Peter and David's extraordinary journey from their humble beginnings as penniless students, teaching themselves the craft of animation, and recounts the key moments that defined their careers and shaped Aardman into the British success story it is today. THIS STORY INCLUDES: KEY MOMENTS THAT SHAPED AARDMAN - their first professional commissions, developing iconic TV commercials, creating the most-played music video of all time and delivering a pitch to Hollywood legend Steven Spielberg. HOLLYWOOD GLAMOUR - What's it like to work with big stars like Mel Gibson, Hugh Grant and Eddie Redmayne, and what goes on behind the scenes at the Oscars (R)? HIGHS AND LOWS - Winning awards and recognition worldwide for their work, and dealing with the heartbreak of shutting down a production. INSIGHTS into how two men who freely admit they are not at all business-minded managed to build a multi-million pound business. CONTRIBUTIONS from Eddie Redmayne, Timothy Spall, Tom Hiddleston and Hugh Grant. Foreword by Matt Groening.
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.
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.
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.
Since its small screen debut in 1982, Macross has remained one of most influential mecha anime of all time. Longtime franchise illustrator Hidetaka Tenjin captures the high-flying action of the series' iconic "variable fighters" like no other artist through his hyper-realistic illustrations for model kits, magazines, promotional materials, and more. This volume gathers Tenjin's illustrations from the eras of Super Dimension Fortress Macross: Flash Back 2012, Super Dimension Fortress Macross II, Macross Plus, Macross 7, Macross Zero, and the Macross Frontier TV series.
Relive the magic of Disney's Sleeping Beauty through this retelling of the classic animated film, accompanied by paintings, sketches and concept art from the original Disney Studio artists. Also featured is a foreword by Mike Gabriel, an animator, story artist, visual development artist, production designer and director at the Walt Disney Animation Studios. Turn to the back of the book to learn more about the artists who worked on this iconic animated film.
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.
Since Toy Story, its first feature in 1995, Pixar Animation Studios has produced a string of commercial and critical successes including Monsters, Inc.; WALL-E; Finding Nemo; The Incredibles; Cars; and Up. In nearly all of these films, male characters are prominently featured, usually as protagonists. Despite obvious surface differences, these figures often follow similar narratives toward domestic fulfillment and civic engagement. However, these characters are also hypermasculine types whose paths lead to postmodern social roles more revelatory of the current "crisis" that sociologists and others have noted in boy culture. In Pixar's Boy Stories: Masculinity in a Postmodern Age, Shannon R. Wooden and Ken Gillam examine how boys become men and how men measure up in films produced by the animation giant. Offering counterintuitive readings of boy culture, this book describes how the films quietly but forcefully reiterate traditional masculine norms in terms of what they praise and what they condemn. Whether toys or ants, monsters or cars, Pixar's males succeed or fail according to the "boy code," the relentlessly policed gender standards rampant in American boyhood. Structured thematically around major issues in contemporary boy culture, the book discusses conformity, hypermasculinity, social hierarchies, disability, bullying, and an implicit critique of postmodern parenting. Unprecedented in its focus on Pixar and boys in its films, this book offers a valuable perspective to current conversations about gender and cinema. Providing a critical discourse about masculine roles in animated features, Pixar's Boy Stories will be of interest to scholars of film, media, and gender studies and to parents.
With stakes in film, television, theme parks, and merchandising, Disney continues to be one of the most dominant forces of popular culture around the globe. Films produced by the studio are usually blockbusters in nearly every country where they are released. However, despite their box office success, these films often generate as much disdain as admiration. While appreciated for their visual aesthetics, many of these same films are criticized for their cultural insensitivity or lack of historical fidelity. In Debating Disney: Pedagogical Perspectives on Commercial Cinema, Douglas Brode and Shea T. Brode have assembled a collection of essays that examine Disney's output from the 1930s through the present day. Each chapter in this volume represents the conflicting viewpoints of contributors who look at Disney culture from a variety of perspectives. Covering both animated and live-action films as well as television programs, these essays discuss how the studio handles social issues such as race, gender, and culture, as well as its depictions of science and history. Though some of the essays in this volume are critical of individual films or television shows, they also acknowledge the studio's capacity to engage audiences with the quality of their work. These essays encourage readers to draw their own conclusions about Disney productions, allowing them to consider the studio as the hero-as much as the villain-in the cultural deliberation. Debating Disney will be of interest to scholars and students of film as well as those with an interest in popular culture.
In 1937, the first full-length animated film produced by Walt Disney was released. Based on a fairy tale written by the Brothers Grimm, Snow White and the Seven Dwarfs was an instant success and set the stage for more film adaptations over the next several decades. From animated features like and Bambi to live action films such as Mary Poppins, Disney repeatedly turned to literary sources for inspiration-a tradition the Disney studios continues well into the twenty-first century. In It's the Disney Version!: Popular Cinema and Literary Classics, Douglas Brode and Shea T. Brode have collected essays that consider the relationship between a Disney film and the source material from which it was drawn. Analytic yet accessible, these essays provide a wide-ranging study of the term "The Disney Version" and what it conveys to viewers. Among the works discussed in this volume are Alice in Wonderland, Mary Poppins, Pinocchio, Sleeping Beauty, Tarzan, and Winnie the Pooh. In these intriguing essays, contributors to this volume offer close textual analyses of both the original work and of the Disney counterpart. Featuring articles that consider both positive and negative elements that can be found in the studio's output, It's the Disney Version!: Popular Cinema and Literary Classics will be of interest to scholars and students of film, as well as the diehard Disney fan.
In 1978 animation director Yoshiyuki Tomino set forth to change the Japanese animation industry. For decades prior, Japanese science fiction had churned out numerous tales of semi-autonomous robots that would often come to the aide of humanity, but as someone who worked on a number of those works, Tomino came to the realization that he wanted to see a more realistic robot narrative. His vision was one where the robot while just slightly more human in appearance, was utilized more as a tool manipulated by man. With renowned artist Yoshikazu Yasuhiko by his side, and occasionally as his artistic rival, Tomino would change the way the whole world came to see Japanese animation and the broader toy and comics industries built around it. This evolution would be a war in its own right! Battles were fought in the offices of the animation studio! Conflicts were equally as heated in the recording booth!
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.
This vibrant volume is an exclusive look behind the scenes of Disney and Pixar's original feature film Luca. The Art of Luca explores the stunning visuals of the coming-of-age story, set in a beautiful seaside town on the Italian Riviera. Readers get a front-row view at never-before-seen development art, character sketches, storyboards, color scripts, and interviews with the creators. * Behind the scenes of the making of Disney and Pixar's Luca * Features colorful concept art and character explorations from the movie * Includes fascinating facts and details from the creative team In the animated film, Luca and his newfound best friend are sharing an unforgettable summer and a deeply-held secret: they are sea monsters from a world just below the water's surface. For aspiring artists, animators, and fans alike, The Art of Luca is part of the acclaimed ART OF series, inviting audiences behind the scenes of their favorite animated films. This book is perfect for: * Pixar fans and art buffs * Animators and students of animation * Fans of The Art of Pixar, The Art of Soul, The Art of Onward and The Art of Coco (c) 2021 Disney/Pixar. All rights reserved.
An exceptionally unique look at the development of the newest film from Walt Disney Animation Studios, Strange World! The Art of Strange World highlights the stunning artwork from the film's creation-including character designs, storyboards, color scripts, and much more-and features exclusive interviews from the creative team along with behind-the-scenes details. The next in this fan-favorite, collectible series of Art Of titles, this book is the perfect gift for Disney fans, animation students, film buffs, and more. EXCLUSIVE BEHIND-THE-SCENES DETAILS: Fans will want to delve into and explore this new Walt Disney Animation Studios 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 Walt Disney Animation Studios and Pixar is perfect for animation enthusiasts, filmmakers, students, and fans of Disney alike. Add it to the shelf with other books like The Art of Encanto, The Art of Raya and the Last Dragon, and The Art of Frozen. Copyright (c) 2022 Disney Enterprises, Inc.. All rights reserved.
This book assembles ten scholarly examinations of the politics of representation in the groundbreaking animated children's television series Steven Universe. These analyses address a range of representational sites and subjects, including queerness, race, fandom, colonialism, and the environment, and provide an accessible foundation for further scholarship. The introduction contextualizes Steven Universe in the children's science-fiction and anime traditions and discusses the series' crucial mechanic of fusion. Subsequent chapters probe the fandom's expressions of queer identity, approach the series' queer force through the political potential of the animated body, consider the unequal privilege of different female characters, and trace the influence of anime director Kunihiko Ikuhara. Further chapters argue that Ronaldo allows satire of multiple media forms, focus on Onion as a surrealist trickster, and contemplate cross-species hybridity and consent. The final chapters concentrate on background art in connection with ecological and geological narratives, adopt a decolonial perspective on the Gems' legacy, and interrogate how the tension between personal and cultural narratives constantly recreates memory.
"The King of Independent Animation" has returned with this 10th anniversary edition of Make Toons That Sell Without Selling Out. Delve into the secrets behind creating poignant indie animation without compromising or sacrificing your own ideals and visions. World-renowned animator, author, and Academy Award-nominated Bill Plympton will help guide you in how to make a career in animation. With time-saving techniques, secrets on crafting a good narrative, and more, Plympton will teach you how to breathe life into your own animated films. By studying and deconstructing his lessons from his own works and styles, you too will be able to carve out a career in animation without betraying yourself.
A Newly Revised Edition of the Go-To Guide for Any Animation Artist! "Your Career in Animation is the most comprehensive and valuable book on animation careers that you'll ever need." -Bill Plympton, Animator / Producer Whether you want to break into the animation industry or "toon up" to a better career, this comprehensive guide will show you how. A leading animation professional surveys the field and shares the advice of more than one hundred and fifty top talents in the business of making toons- including Brooke Keesling, head of animation talent development at Bento Box, Mike Hollingsworth, supervising director of BoJack Horseman; Andrea Fernandez, art director on The Cuphead Show! PES, Oscar-nominated stop-motion director of Fresh Guacamole; Linda Simensky, head of content for PBS Kids; Minty Lewis, co-creator of The Great North; Ross Bollinger, YouTube sensation with his Pencilmation channel, and executives from Nickelodeon, Disney TVA, Titmouse, Inc., Frederator, PBS Kids, Netflix, 9 Story Media Group, Cartoon Network; and dozens of others. Learn how to: * Get the most out of your animation education * Build a portfolio, reel, and resume * Keep your skills marketable for years to come * Network effectively * Learn from on-the-job criticism * Cope with unemployment * Start your own studio or build an indie brand online * Pitch and sell a show of your own * And more! Also included are invaluable resources such as animation schools, societies, film festivals, events, Web sites, and publications. Allworth Press, an imprint of Skyhorse Publishing, publishes a broad range of books on the visual and performing arts, with emphasis on the business of art. Our titles cover subjects such as graphic design, theater, branding, fine art, photography, interior design, writing, acting, film, how to start careers, business and legal forms, business practices, and more. While we don't aspire to publish a New York Times bestseller or a national bestseller, we are deeply committed to quality books that help creative professionals succeed and thrive. We often publish in areas overlooked by other publishers and welcome the author whose expertise can help our audience of readers.
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. |
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